<a data-passage="Underswap" class="link-internal link-image">
<div class="heart" style="width:250px"></div>
</a><<masteraudio stop>>
''Flowey''
<<if $floweyencounter eq 0>> Flowey finds you to be an annoyance. He will attack you on sight. <<elseif $floweyencounter eq 2>> Flowey finds you to be an annoyance. He will attack you on sight. <<elseif $floweyencounter eq 3>> Flowey is suspicious of you. He is willing to listen to you. . . within reason. <<elseif $floweyencounter eq 4>> Flowey is disappointed in you. <<elseif $floweyencounter eq 5>>Flowey. . . doesn't know what to think about you. <<elseif $floweyencounter eq 7>>Flowey's watching you.<</if>>
<<if $floweyromance eq 1>> . . . You think he's strong? <</if>>
''Papyrus''
<<if $papyrusromance eq 0>> Papyrus is not interested in you. <<elseif $papyrusromance eq 1>> Papyrus might be interested in you. <<elseif $papyrusromance eq 2>> <<elseif $papyrusromance eq 3>> You've caught Papyrus' interest. He'll be watching you. <<elseif $papyrusromance eq 4>> Cinnamon talked you up to Papyrus. He's amused by this. <<elseif $papyrusromance eq 5>> Papyrus thinks your tongue is cute. He wonders what else you can do with it. <<elseif $papyrusromance eq 6>> Papyrus is looking forward to seeing you again. <<elseif $papyrusromance eq 7>> Papyrus is looking forward to seeing you again.<<else>> Papyrus does not know you exist. <</if>>
''Sans''
<<if $sansromance eq 0 and $reachedsnowdin eq 0>> Sans is suspicious of you. He will attack on sight. <<elseif $sansromance eq 1>> Sans is alarmed by you. <<elseif $sansromance eq 2>> Sans is unnerved by you. <<elseif $sansromance eq 3>> Sans is flustered by you. <<elseif $sansromance eq 5>> You make Sans nervous, but in a good way. He hopes you two can get along. <<elseif $sansromance eq 6>> Cinnamon talked you up to Sans. He's very flustered. <<elseif $sansromance eq 7>>Cinnamon talked you up to Sans. He's very, very flustered! <<elseif $sansromance eq 9>> Sans likes you. Do you like him? <<elseif $sansfriendship eq 1>> Sans hopes his judgment about you is right. <<else>> Sans does not know you exist. <</if>>
<<if $wingdingromance eq 7>> ''Wingding'' <<else>>''???''<</if>>
<<if $wingdingromance eq 0>> You mean nothing to him. <<elseif $wingdingromance eq 1>> You are a tickle in the back of his mind. <<elseif $wingdingromance eq 2>> You itch his mind. <<elseif $wingdingromance eq 3>> You are a whisper he can barely hear. <<elseif $wingdingromance eq 4>>You are a whisper he can barely hear. <<elseif $wingdingromance eq 5>>He doesn't understand why he feels panicked.<<elseif $wingdingromance eq 6>>He's torn. <<elseif $wingdingromance eq 7>>//Love you, love you, love you, love you, love you.//<</if>>
[[Return|$return]]
<div class="determinationheart" style="width:50px"></div>
Please enter your name properly: <<textbox "$Name" "">>
Ex: Frisk, Sans, Papyrus, Wingding <<masteraudio stop>> <<audio "wonderful" loop play>>
//Note: Player's nickname / alternative name will be Chara.//
<<set $characterprofile = 0>>
Your eyes are: <span id="cycle"><<cycle "$eyecolor" autoselect>>\
<<option "green">>
<<option "blue">>
<<option "brown">>
<<option "hazel">>
<<option "gray">>
<<option "black">>
<<option "white">>
<<option "purple">>
<<option "pink">>
<<option "red">>
<<option "blue and green">>
<<option "pink and red">>
<<option "black and white">>
<<option "brown and blue">>
<<option "gold and silver">>
<</cycle>></span>.
You <span id="cycle"><<cycle "$glasses" autoselect>>\
<<option "wear glasses">>
<<option "wear contacts">>
<<option "do not wear glasses">>
<</cycle>></span>.
You <span id="cycle"><<cycle "$facial" autoselect>>\
<<option "do not have facial hair">>
<<option "have a beard">>
<<option "have a moustache">>
<<option "have a beard and moustache">>
<</cycle>></span>.
Your hair is: <span id="cycle"><<cycle "$hairlength" autoselect>>\
<<option "long">>
<<option "very long">>
<<option "short">>
<<option "very short">>
<<option "shoulder-length">>
<</cycle>></span> <span id="cycle">, <<cycle "$haircolor" autoselect>>\
<<option "jet black">>
<<option "black">>
<<option "expresso">>
<<option "cinnamon">>
<<option "chocolate brown">>
<<option "brown">>
<<option "auburn">>
<<option "ruby red">>
<<option "burgundy">>
<<option "strawberry blonde">>
<<option "golden blonde">>
<<option "ashy blonde">>
<<option "butterscotch">>
<<option "white">>
<<option "silver">>
<<option "gray">>
<<option "purple">>
<<option "pink">>
<<option "blue">>
<<option "green">>
<<option "dyed">>
<</cycle>></span> <span id="cycle">, and <<cycle "$hairtype" autoselect>>\
<<option "tightly curled">>
<<option "loosely curled">>
<<option "coily">>
<<option "bouncy">>
<<option "fine">>
<<option "straight">>
<<option "thick">>
<<option "thin">>
<<option "wavy">>
<<option "protected">>
<</cycle>></span>.
Your skin color is: <span id="cycle"><<cycle "$skincolor" autoselect>>\
<<option "ivory">>
<<option "porcelain">>
<<option "rosy">>
<<option "honey">>
<<option "umber">>
<<option "almond">>
<<option "bronze">>
<<option "chocolate">>
<<option "vitiligo">>
<<option "dotted">>
<</cycle>></span>.
You <span id="cycle"><<cycle "$rosycheeks" autoselect>>\
<<option "have rosy cheeks">>
<<option "do not have rosy cheeks">>
<</cycle>></span>.
You are a <span id="cycle"><<cycle "$gender" autoselect>>\
<<option "woman">>
<<option "man">>
<<option "person">>
<</cycle>></span>.
The trait you value most is:
[[Determination.]]
[[Bravery.]]
[[Justice.]]
[[Fairness.]]
[[Kindness.]]
[[Wisdom.]]
[[Patience.]]
[[Humility.]]
[[Integrity.]]
[[Trust.]]
[[Creativity.]]
[[Loyalty.]]<<set $soultrait = "determination">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "red">>
<div class="determinationheart" style="width:50px"></div>
<<set $papyrusromance = 1>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "justice">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "yellow">>
<div class="justiceheart" style="width:50px"></div>
<<set $papyrusromance = 0>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "fairness">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "lime green">>
<div class="fairnessheart" style="width:50px"></div>
<<set $papyrusromance = 1>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "kindness">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "green">>
<div class="kindnessheart" style="width:50px"></div>
<<set $papyrusromance = 1>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "patience">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "bright blue">>
<div class="patienceheart" style="width:50px"></div>
<<set $papyrusromance = 1>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "humility">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "sky blue">>
<div class="humilityheart" style="width:50px"></div>
<<set $papyrusromance = 1>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "integrity">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "blue">>
<div class="integrityheart" style="width:50px"></div>
<<set $papyrusromance = 0>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "trust">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "purple">>
<div class="trustheart" style="width:50px"></div>
<<set $papyrusromance = 0>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "creativity">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "pink">>
<div class="creativityheart" style="width:50px"></div>
<<set $papyrusromance = 0>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<<set $soultrait = "loyalty">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "magenta">>
<div class="loyaltyheart" style="width:50px"></div>
<<set $papyrusromance = 0>><<set $wingdingromance = 0>>
[[Yes, that's you.]]<div class="header">
<div id="header-text" data-passage="header-text"></div>
<div id="function-menu">
<span id="menu" class="lnr lnr-star"></span>
<span id="settings" class="lnr lnr-cog"></span>
<span id="saves" class="lnr lnr-file-empty"></span>
<span id="restart" class="lnr lnr-redo"></span>
</div>
</div>
<div id="story">
<span id="back" class="lnr lnr-chevron-left"></span>
<div id="passages"></div>
</div>
<div class="footer">
<span id="up" class="lnr lnr-chevron-up"></span>
<span id="footer-menu" data-passage="footer-menu"></span>
<div class="mobile-menu">
<span id="mob-menu" class="lnr lnr-menu"></span>
<div id="mob-function-menu">
<span id="mob-settings" class="lnr lnr-cog"></span>
<span id="mob-saves" class="lnr lnr-download"></span>
<span id="mob-restart" class="lnr lnr-redo"></span>
</div>
<span id="mob-footer-menu" data-passage="footer-menu"></span>
</div>
</div>/* custom widgets go in here */
<<widget "are">><<switch $plural>><<case true>>are<<case false>>is<</switch>><</widget>>
<<widget "were">><<switch $plural>><<case true>>were<<case false>>was<</switch>><</widget>>
<<widget "s">><<switch $plural>><<case true>><<case false>>s<</switch>><</widget>>
<<widget "es">><<switch $plural>><<case true>><<case false>>es<</switch>><</widget>>
<<widget "re">><<switch $plural>><<case true>>re<<case false>>s<</switch>><</widget>>
<<widget "ve">><<switch $plural>><<case true>>ve<<case false>>s<</switch>><</widget>><<cacheaudio "visions" "swapaud/visions.mp3">>
<<cacheaudio "wonderful" "swapaud/wonderful.mp3">>
<<cacheaudio "encounter" "swapaud/encounter.mp3">>
<<cacheaudio "ruins" "swapaud/ruins.mp3">>
<<cacheaudio "snowdinforest" "swapaud/snowdinforest.mp3">>
<<cacheaudio "snowdintown" "swapaud/snowdintown.mp3">>
<<cacheaudio "sans" "swapaud/sans.mp3">>
<<cacheaudio "startmenu" "swapaud/startmenu.mp3">>
<<cacheaudio "alphys" "swapaud/alphys.mp3">>
<<cacheaudio "waterfall" "swapaud/waterfall.mp3">>
<<cacheaudio "mettablook" "swapaud/mettablook.mp3">>
<<cacheaudio "hotlands" "swapaud/hotlands.mp3">>
<<cacheaudio "lab" "swapaud/lab.mp3">>
<<cacheaudio "humwd" "swapaud/humwd.mp3">>
<<cacheaudio "hushwd" "swapaud/hushwd.mp3">>
<<cacheaudio "dionfight" "swapaud/dionfight.mp3">>
<<cacheaudio "city" "swapaud/city.mp3">>
<<cacheaudio "toriel" "swapaud/toriel.mp3">>
<<cacheaudio "ending" "swapaud/ending.mp3">><html class="theme-underfell">
<body>
<h1 class="glow"> UNDERSWAP </h1>
</body>
</html><<nobr>>
<li>[[✎]]</li> &
<li><<link "Credits">><<script>>
Dialog.setup("Credits");
Dialog.wiki(Story.get("Credits").processText());
Dialog.open();
<</script>><</link>></li>
<</nobr>><<set $statone to 50>><<set $stattwo to 50>>\
!Stats
<div class="stat-bar-group">
<div class="stat-bar-container">
<div class="stat-bar-overlay-left">Stat One $statone%</div>
<div class="stat-bar-overlay-right">Stat Two $stattwo%</div>
<div class="stat-bar" id="statone-stat"></div>
</div></div>\
Make sure to tag the stats page (& any similar pages) with 'noreturn' and include a return link like the one below to avoid an infinite loop!
<<button "Return" $return>><</button>> /* or <<link "Return" $return>><</link>> */Another page to do whatever you want with! I really just wanted another page to fill out the footer menu<3
----
!Heading 1
!!Heading 2
!!!Heading 3
<<cycle "$cycling" autoselect>>
<<option "Cycling link 1">>
<<option "Cycling link 2">>
<<option "Cycling link 3">>
<</cycle>>
<<textbox "$textbox" "Type here...">><<button "Submit">><</button>>
* List item 1
* List item 2
* List item 3
<<button "Return" $return>><</button>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
<<if $characterprofile eq 0>>
You have not gotten ready for the day yet.
<<elseif $characterprofile gt 0>>
Today you are wearing $pantscolor $pants with a $stripecolor striped $sweatercolor sweater and $shoes.
<</if>>
<<if $optimistic gt $realistic>>
You tend to look on the brighter side of things.
<<else>>
You like to keep a level head.
<</if>>
You value $soultrait most.
Your soul is a beautiful $soulcolor.
[[Return|$return]]
''DO NOT SAVE ON THIS SCREEN. YOU WILL NOT BE ABLE TO RETURN TO THE GAME.''
[[Testing fonts]]Undertale (c) Toby Fox
Underswap is an Undertale fan AU created by Popcorn Pr1nce
This version was written & programmed by Darkpetal16
''Music by HeatleyBros on YouTube''
*//Wonderful Life!// - used at the beginning
*//8 Bit Love!// - used in the Crystal Caverns
*//8 Bit Beginning!// - used in Snowdin Forest
*//8 Bit Town!// - used in Snowdin Town
*//8 Bit Hero!// - used in Sans Boss Fight
*//Day Dream// - used in Waterfall
*//Challenge Accepted!// - used in Alphys Boss Fight
*//8 Bit Fun// - Mettablook's song
*//Ancient Passage// - used when exploring the lab
''Music by Joshau McLean on Youtube''
*//Mountain Trails// - used in HotlandsUndertale (c) Toby Fox
<<masteraudio stop>> <<audio "wonderful" loop play>>
Underswap is an Undertale fan AU created by Popcorn Pr1nce
This version was written & programmed by Darkpetal16
Music by HeatleyBros on YouTube
[[Character Creation|I FOUND YOU]]<<set $soultrait = "wisdom">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "mint green">>
<div class="wisdomheart" style="width:50px"></div>
<<set $papyrusromance = 0>><<set $wingdingromance = 1>>
[[Yes, that's you.|PICKED TRAIT]]<<set $soultrait = "bravery">>You are: $Name.
You have $eyecolor eyes and you $glasses, You $facial, and your hair is $hairlength, $haircolor, and $hairtype. Your skin is $skincolor and you are a $gender.
You value $soultrait most.
<<set $soulcolor = "orange">>
<div class="braveryheart" style="width:50px"></div>
<<set $papyrusromance = 1>> <<set $wingdingromance = 0>>
[[Yes, that's you.]]
You set down your tooth brush.<<audio "visions" stop>> <<audio "wonderful" loop play>>
You're nearly done getting ready for the day.
<<set $optimistic = 0>> <<set $realistic = 0>>
It's a big day--you've been looking forward to this for a long time.
[[You have to go to school. You are a full time student.]]
[[You have to go to school. You are a part time student.]]
[[You have to go to work. You are an office worker.]]
[[You have to go to work. You are a remote worker.]]
[[You have to go to work. You are a freelance worker.]]
<<if $eyecolor eq "green">> <<set $eyecolor2 = "emeralds">> <<set $eyecolor3 = "clover-colored">> <</if>>
<<if $eyecolor eq "blue">> <<set $eyecolor2 = "sapphires">> <<set $eyecolor3 = "sky-colored">> <</if>>
<<if $eyecolor eq "brown">> <<set $eyecolor2 = "the sweetest of chocolates">> <<set $eyecolor3 = "honey-colored">> <</if>>
<<if $eyecolor eq "hazel">> <<set $eyecolor2 = "an untouched forest">> <<set $eyecolor3 = "warm-colored">> <</if>>
<<if $eyecolor eq "gray">> <<set $eyecolor2 = "labradorites">> <<set $eyecolor3 = "storm-colored">> <</if>>
<<if $eyecolor eq "black">> <<set $eyecolor2 = "obsidian">> <<set $eyecolor3 = "night-colored">> <</if>>
<<if $eyecolor eq "white">> <<set $eyecolor2 = "moonstones">> <<set $eyecolor3 = "star-colored">> <</if>>
<<if $eyecolor eq "purple">> <<set $eyecolor2 = "amethysts">> <<set $eyecolor3 = "violet-colored">> <</if>>
<<if $eyecolor eq "pink">> <<set $eyecolor2 = "spring itself">> <<set $eyecolor3 = "peony-colored">> <</if>>
<<if $eyecolor eq "red">> <<set $eyecolor2 = "rubies">> <<set $eyecolor3 = "rose-colored">> <</if>>
<<if $eyecolor eq "blue and green">> <<set $eyecolor2 = "the ocean">> <<set $eyecolor3 = "sea-colored">> <</if>>
<<if $eyecolor eq "pink and red">> <<set $eyecolor2 = "a vibrant field of flowers">> <<set $eyecolor3 = "flower-colored">> <</if>>
<<if $eyecolor eq "black and white">> <<set $eyecolor2 = "the starry night">> <<set $eyecolor3 = "starry">> <</if>>
<<if $eyecolor eq "brown and blue">> <<set $eyecolor2 = "mountainous skyline">> <<set $eyecolor3 = "wild">> <</if>>
<<if $eyecolor eq "gold and silver">> <<set $eyecolor2 = "glittery">> <<set $eyecolor3 = "sparkly">> <</if>><<set $job = "student">>Classes can be exhausting, but you like to learn so it's okay.
Thankfully, you'll only be working for a half day as well, because of the holiday.
You move over to your closet.
[[You pull on some leggings.]]
[[You pull on some jeans.]]
[[You pull on some pants.]]
[[You pull on a skirt.]]
[[You pull on a mini skirt.]]
[[You pull on a pair of shorts.]]
[[You pull on a skort.]]<<set $job = "student">> Classes can be exhausting, but you like to learn so it's okay.
Thankfully, you'll only be working for a half day as well, because of the holiday.
You move over to your closet.
[[You pull on some leggings.]]
[[You pull on some jeans.]]
[[You pull on some pants.]]
[[You pull on a skirt.]]
[[You pull on a mini skirt.]]
[[You pull on a pair of shorts.]]
[[You pull on a skort.]]<<set $job = "office worker">>Traffic can be stressful, but it's the price you have to pay.
Thankfully, you'll only be working for a half day as well, because of the holiday.
You move over to your closet.
[[You pull on some leggings.]]
[[You pull on some jeans.]]
[[You pull on some pants.]]
[[You pull on a skirt.]]
[[You pull on a mini skirt.]]
[[You pull on a pair of shorts.]]
[[You pull on a skort.]]<<set $job = "remote worker">> You work from home.
It's nice most days. It can be suffocating other days.
Thankfully, you'll only be working for a half day as well, because of the holiday.
You move over to your closet.
[[You pull on some leggings.]]
[[You pull on some jeans.]]
[[You pull on some pants.]]
[[You pull on a skirt.]]
[[You pull on a mini skirt.]]
[[You pull on a pair of shorts.]]
[[You pull on a skort.]]<<set $job = "freelance worker">> You work from home.
It's nice most days. It can be suffocating other days.
Thankfully, you'll only be working for a half day as well, because of the holiday.
You move over to your closet.
[[You pull on some leggings.]]
[[You pull on some jeans.]]
[[You pull on some pants.]]
[[You pull on a skirt.]]
[[You pull on a mini skirt.]]
[[You pull on a pair of shorts.]]
[[You pull on a skort.]]
<<set $pants = "leggings">> It's a nice <span id="cycle"><<cycle "$pantscolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "tan">>
<<option "khaki">>
<<option "blue">>
<<option "green">>
<<option "mint green">>
<<option "yellow">>
<<option "orange">>
<<option "red">>
<<option "pink">>
<<option "purple">>
<</cycle>></span>.
[[You put on an undershirt.]]
[[You do not put on an undershirt.]]
<<set $pants = "jeans">> It's a nice <span id="cycle"><<cycle "$pantscolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "tan">>
<<option "khaki">>
<<option "blue">>
<<option "green">>
<<option "yellow">>
<<option "orange">>
<<option "red">>
<<option "pink">>
<<option "purple">>
<</cycle>></span>.
[[You put on an undershirt.]]
[[You do not put on an undershirt.]]
<<set $pants = "skirt">> It's a nice <span id="cycle"><<cycle "$pantscolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "tan">>
<<option "khaki">>
<<option "blue">>
<<option "green">>
<<option "yellow">>
<<option "orange">>
<<option "red">>
<<option "pink">>
<<option "purple">>
<</cycle>></span>.
[[You put on an undershirt.]]
[[You do not put on an undershirt.]]
<<set $pants = "skort">> It's a nice <span id="cycle"><<cycle "$pantscolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "tan">>
<<option "khaki">>
<<option "blue">>
<<option "green">>
<<option "yellow">>
<<option "orange">>
<<option "red">>
<<option "pink">>
<<option "purple">>
<</cycle>></span>.
[[You put on an undershirt.]]
[[You do not put on an undershirt.]]
<<set $pants = "mini skirt">> It's a nice <span id="cycle"><<cycle "$pantscolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "tan">>
<<option "khaki">>
<<option "blue">>
<<option "green">>
<<option "yellow">>
<<option "orange">>
<<option "red">>
<<option "pink">>
<<option "purple">>
<</cycle>></span>.
[[You put on an undershirt.]]
[[You do not put on an undershirt.]]
<<set $pants = "pants">> It's a nice <span id="cycle"><<cycle "$pantscolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "tan">>
<<option "khaki">>
<<option "blue">>
<<option "green">>
<<option "yellow">>
<<option "orange">>
<<option "red">>
<<option "pink">>
<<option "purple">>
<</cycle>></span>.
[[You put on an undershirt.]]
[[You do not put on an undershirt.]]
<<set $pants = "shorts">> It's a nice <span id="cycle"><<cycle "$pantscolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "tan">>
<<option "khaki">>
<<option "blue">>
<<option "green">>
<<option "yellow">>
<<option "orange">>
<<option "red">>
<<option "pink">>
<<option "purple">>
<</cycle>></span>.
[[You put on an undershirt.]]
[[You do not put on an undershirt.]]
<<set $undershirt = "undershirt">> You pull an undershirt on.
You then pull out a sweater. It's long enough it covers your <span id="cycle"><<cycle "$hipsorbutt" autoselect>>\
<<option "butt">>
<<option "hips">>
<</cycle>></span>.
[[The base color is black.]]
[[The base color is white.]]
[[The base color is red.]]
[[The base color is orange.]]
[[The base color is yellow.]]
[[The base color is lime green.]]
[[The base color is green.]]
[[The base color is mint green.]]
[[The base color is light blue.]]
[[The base color is blue.]]
[[The base color is sky blue.]]
[[The base color is purple.]]
[[The base color is pink.]]
[[The base color is magenta.]]
<<set $undershirt = "bare skin">> You don't like to wear undershirts.
You then pull out a sweater. It's long enough it covers your <span id="cycle"><<cycle "$hipsorbutt" autoselect>>\
<<option "butt">>
<<option "hips">>
<</cycle>></span>.
[[The base color is black.]]
[[The base color is white.]]
[[The base color is red.]]
[[The base color is orange.]]
[[The base color is yellow.]]
[[The base color is lime green.]]
[[The base color is green.]]
[[The base color is mint green.]]
[[The base color is light blue.]]
[[The base color is blue.]]
[[The base color is sky blue.]]
[[The base color is purple.]]
[[The base color is pink.]]
[[The base color is magenta.]]
<<set $sweatercolor = "black">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "white">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "red">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "orange">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "yellow">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "lime green">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "green">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "mint green">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "light blue">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "blue">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "sky blue">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "purple">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "purple">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "pink">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "pink">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "magenta">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweatercolor = "magenta">> Across the chest and upper arms there is one thick stripe. It's a defined <span id="cycle"><<cycle "$stripecolor" autoselect>>\
<<option "black">>
<<option "white">>
<<option "orange">>
<<option "yellow">>
<<option "lime green">>
<<option "green">>
<<option "mint green">>
<<option "light blue">>
<<option "blue">>
<<option "sky blue">>
<<option "purple">>
<<option "pink">>
<<option "red">>
<</cycle>></span>.
[[You love to wear striped sweaters.]]
[[It is unfortunately laundry day. This is all you have.]]
[[You neither love nor hate it. It's a sweater you own and today you decided to wear it.]]
<<set $sweaterlove = "love">> Your closet is filled with them.
All that's left are your shoes. <<if $job eq "remote worker">> Which you //technically// don't need to put on since you work from home, but you decide to get them ready for when you leave at noon. <</if>>
[[You pick out some kitten heels.]]
[[You pick out some boots.]]
[[You pick out some work boots.]]
[[You pick out some tennis shoes.]]
[[You pick out some sneakers.]]
[[You pick out some flats.]]
<<set $sweaterlove = "hate">> It is what it is.
All that's left are your shoes. <<if $job eq "remote worker">> Which you //technically// don't need to put on since you work from home, but you decide to get them ready for when you leave at noon. <</if>>
[[You pick out some kitten heels.]]
[[You pick out some boots.]]
[[You pick out some work boots.]]
[[You pick out some tennis shoes.]]
[[You pick out some sneakers.]]
[[You pick out some flats.]]
<<set $sweaterlove = "neutral">> It is what it is.
All that's left are your shoes. <<if $job eq "remote worker">> Which you //technically// don't need to put on since you work from home, but you decide to get them ready for when you leave at noon. <</if>>
[[You pick out some kitten heels.]]
[[You pick out some boots.]]
[[You pick out some work boots.]]
[[You pick out some tennis shoes.]]
[[You pick out some sneakers.]]
[[You pick out some flats.]]
You're all set! <<set $shoes = "kitten heels">>
You give yourself a once over in the mirror. You adjust your $pantscolor $pants and tidy your $stripecolor striped $sweatercolor sweater.
This will be you.
[[Now done with preparation, it's time to start your day.]]
You're all set! <<set $shoes = "boots">>
You give yourself a once over in the mirror. You adjust your $pantscolor $pants and tidy your $stripecolor striped $sweatercolor sweater.
This will be you.
[[Now done with preparation, it's time to start your day.]]
You're all set! <<set $shoes = "work boots">>
You give yourself a once over in the mirror. You adjust your $pantscolor $pants and tidy your $stripecolor striped $sweatercolor sweater.
This will be you.
[[Now done with preparation, it's time to start your day.]]
You're all set! <<set $shoes = "tennis shoes">>
You give yourself a once over in the mirror. You adjust your $pantscolor $pants and tidy your $stripecolor striped $sweatercolor sweater.
This will be you.
[[Now done with preparation, it's time to start your day.]]
You're all set! <<set $shoes = "sneakers">>
You give yourself a once over in the mirror. You adjust your $pantscolor $pants and tidy your $stripecolor striped $sweatercolor sweater.
This will be you.
[[Now done with preparation, it's time to start your day.]]
You're all set! <<set $shoes = "flats">>
You give yourself a once over in the mirror. You adjust your $pantscolor $pants and tidy your $stripecolor striped $sweatercolor sweater.
This will be you.
[[Now done with preparation, it's time to start your day.]]
<<set $characterprofile = 1>> You go about your routine with a little more energy than usual.
You're looking forward to your evening plans.
Today will not be an ordinary day.
For starters, it's a half day today due to the holiday: Star Fall.
For seven days the magic built up into the atmosphere falls back down to earth. They look like dazzling stars--aptly named as stardrops--and when they hit the ground they burst into bright sparkles. It's a well loved holiday, arguably one of the biggest holidays the people of Delta celebrate.
All businesses and schools will close down the first and last day of Star Fall.
The falls aren't consistent--most of them happen at night, something about the sunlight keeps the magic afloat--so things re-open on the second day. At least for some people.
Not for you.
<<if $job eq "student">>
Your school closes for two weeks.
<<else>>
There's no reason for you to be working with so many other shops closed.
<</if>>
So today is really the start of a long-deserved vacation for you. You haven't been able to take a break since Winter Veil, several months ago.
You also made special plans in honor of the start of this.
[[You're going to Lake Ebott.]]
Lake Ebott is Ebott's City's pride and joy: a lake with an abundance of magic infused in its waters. It glistens an ethereal blue under the sunlight, and drinking from it refreshes even the most fatigued bodies.
Lake Ebott is the second largest lake in Delta. Ebott City is spread out along one side of the lake at <span id="cycle"><<cycle "$miles" autoselect>>\
<<option "13 miles">>
<<option "20 kilometers">>
<</cycle>></span>. Supposedly there's an inactive volcano at the bottom of the lake, although it's hard for anyone to verify.
When you were younger, your school would take field trips to the lake. It was common to find many teenagers and adults hanging around its shores on the fair-weathered evenings.
It holds many precious memories for you and other citizens.
People used to travel around the world to visit the lake, even. You can vividly recall a handful of magnificent hotels that were built at the lakeside. They were always full and bustling with tourists.
The magic tower in Ebott was set up centuries ago to specifically study Lake Ebott.
. . .
It no longer does.
Ten years ago, a group of mages from the tower vanished into the lake.
These weren't ordinary mages. They were the elites; considered best of their peers. The group's leader was an archmage from the neighboring country, Curseive.
The investigation into the lake was carefully planned for years and hotly covered by the media. These mages were supposed to be capable of handling any unexpected or dangerous situation.
Yet they disappeared without a trace.
They weren't the first group to do it--many, many more have vanished into the lake, most commonly mages--but the tower intended for them to be victorious.
The magic generated off the lake is powerful and interferes with most readings. If someone swims too far down into the lake, they suddenly find themselves swimming back up to the surface with no idea why.
Magic. . . technology. . . none of it has been strong enough to peer into the depths of the lake.
Their failure sparked fear. They could not even find their bodies, let alone an explanation for how a group of humanity's finest mages could vanish so silently.
The tower officially announced the lake as too dangerous to explore with their current level of knowledge. A massive fence was built around the lake to keep people out and a warning was issued to the populace.
//If you disappear into the lake, no search party will be sent after you.//
It's too dangerous.
The hotels were shut down. Boats were hauled off. For years the boarder was even patrolled by the police to keep brave teenagers out.
So why are you still going?
[[You have a good feeling about it. You can't explain it, but something about the lake calls to you.]]
[[You want to. Hundreds of thousands have gone to the lake without incident. You'll be okay.]]
<<if $soultrait eq "bravery">>
[[Everyone else is afraid. You want to try it for yourself.]] <span class="bravery">''BRAVERY TRAIT''</span>
<<elseif $soultrait eq "wisdom">>
[[You feel a call from your heart. You need to go.]] <span class="wisdom">''♡''</span> <span class="wisdom">''WISDOM TRAIT''</span> <</if>>You climb onto the boat and replace the magic crystal in the engine with the charged one you brought.
You place the key inside and turn it over.
The boat hums to life.
Excellent.
. . .
Time to figure out how to drive this thing.
You attempt to put it in reverse. It backs into a rock on the shore.
<span id="cycle"><<cycle "$Curse" autoselect>>\
<<option "Shit">>
<<option "Shoot">>
<<option "Biscuits">>
<<option "Damn it">>
<<option "Darn it">>
<<option "Dang">>
<<option "Fuck">>
<<option "Frick">>
<<option "Gosh">>
<<option "Hell">>
<<option "Heck">>
<<option "Balls">>
<<option "Bugger">>
<</cycle>></span>.
You put it into drive and shoot off into the lake with much more speed than you anticipated.
Thankfully, no one is on the lake for you to accidentally run into, and the blue waters are very deep with no rocks near the surface.
[[You're off to the center of the lake!]]It won't hurt you to catch. No one has ever been hurt by falling magic; it's either passively absorbed, or clings to your skin like glitter for a couple of days.
You stretch out your hands.
The stardrop bursts into light as soon as it touches your palms. Its vibrancy momentarily blinds you. You can feel the waves crash against the boat, swaying you.
You blink away the dots.
Dozens upon dozens of stardrops rain from the night sky, each a different color.
They come at an increasing frequency. Every moment one lands on the water you are momentarily blinded by their bright hues.
You flinch, forced to keep your eyes closed.
[[The boat rocks violently.]]You are blinded by the magic just as the boat suddenly rocks violently.
You despartely try to grab on to the edge but the motion is too much of a sudden jerk. You are thrown off the edge and into the water with enough force that your head hits the surface with a resounding //splat.//
You rapdily descend into the water, too disoriented to tell what is up and down.
[[You open your eyes in the water.]]
[[You can't open your eyes under water.]]You open your eyes and are immediately blinded by dozens more stardrops pelting the water's surface. You have to reflexively close your eyes, the pain of being blinded too great.
There's a tug in your chest.
It's a sudden pull on your entire body as you are yanked in one direction. It's enough of a startling motion that it rips the air you had been desparately holding.
You are being dragged by an unseeable force.
Your entire body tumbles, twists, turns, and sommersaults like a ragdoll in the water. You are blind, out of breath, and struggling to keep conscious.
[[All goes black.]]All you can do is flail and try to re-orient yourself. You hope you're swimming up!
There's a tug in your chest.
It's a sudden pull on your entire body as you are yanked in one direction. It's enough of a startling motion that it rips the air you had been desparately holding.
You are being dragged by an unseeable force.
Your entire body tumbles, twists, turns, and sommersaults like a ragdoll in the water. You are blind, out of breath, and struggling to keep conscious.
[[All goes black.]]<<masteraudio stop>> <<audio "visions" loop play>>
<header>
<h2><<type 135ms>>👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎<</type>></h2>
</header>
<<timed 8s>>
\<<goto "Long ago">>
\<</timed>><p class="box"> $Name LV 1
CRYSTAL CAVERNS
<a data-passage="START" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p>You blearily open your $eyecolor eyes. <<masteraudio stop>> <<audio "ruins" loop play>>
. . .
. . . ?
You're alive?
You're alive!
You abruptly sit up straight. The movement is too sudden and at once you feel a rush of dizziness. You blink away the dots. You reach up to touch your face.
You pull your cheeks apart. It stings.
You're alive.
You really survived all of that. . . ?
<<if $optimistic gt $realistic>>
That's amazing! You're amazing! Hooray for being alive!
<<else>>
How? You should not have survived that. You should be dead. //How are you still alive?//
<</if>>
More than alive. You feel great. Energized, even. You stand up and take a look at your surroundings.
You've awoken in a bed of large flowers: a vivid variety of yellow, blue, and white. Tall grass stretches up to your knees. It's unlike flowers or grass you've seen before. These flowers are comically large and too symmetrical to not be magical. The grass looks more like seaweed with its wavy structure and blue-green tint.
Had you not noticed the stone walls surrounding you, you would have thought you were in a field.
Cave walls have you boxed in. They stretch high up and are bumpy with many rocks and glittery crystals sticking out.
You glance up.
$wowreaction
The ceiling is filled with holes, and in each hole you can see water sloshing. It's held up by an invisible barrier, its dark waters churn and lap against it. The cave's ceiling, like its walls, have many rocks and crystals jutting out from it. They glitter and glisten, each projecting their own light.
Wait--
Those aren't ordinary crystals.
Those are //magic crstyals.//
One of the most valuable resources in the entire world and this whole cavern is filled with them.
[[What a beautiful sight! You're in awe.]]
[[Where are you?!]]
<<if $soultrait eq "creativity">>
[[Seeing this view inspires you. You can feel your muse come to life.]] <span class="bravery">''CREATIVITY TRAIT''</span> <</if>>Sans values optimism
Papyrus values Bravery, Determination, Fairness, Kindness, Patience, and Humility.
<<set $papyrusromance = 1>> / <<set $papyrusromance = 0>>
Asriel loves all.
Wingding values Wisdom
For Harem --> Player has to be a Wise ''SOUL'' & lock in Sans Romance. Then in the Soulmate --> Soul TYPE book they have to unlock a code. 071316 :D
"Wonderful Life!" by HeatleyBros - Start & Menu
"8 Bit Love!" by Heatley Bros - Exploring Ruins
"8 Bit Beginning!" by HeatleyBros - Snowdin Forest
"8 Bit Hero!" by HeatleyBros - Sans fight
"8 Bit Town!" by HeatleyBros - Snowdin Town
"8 Bit Chillout!" by HeatleyBros - Exploring Waterfall - Changed to Day Dream
"Mountain Trials" by Joshua McLean - Exploring Hotlands
"8bit Dungeon Boss" by Kevin MacLeod - Lab Kidnapping FIGHT
"Ancient Passage" - Lab Kidnapping
"Challenge Accepted!" by HeatleyBros - Alphys fight
"Block Party!" by HeatleyBros - City
"Training Mode!" by HeatleyBros - Monster Encounters
"Truth Revealed" by HeatleyBros - Toriel victory
"Game on!" by HeatleyBros - Toriel fight
"Synthetic Unease" by colorsCrimsonTears - WD Visions
<<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>It takes you twenty minutes to arrive at your destination.
Ever since you made the decision to come to Lake Ebott on the first day of Star Fall, you've been planning this.
The first step was getting a boat.
This was surprisingly easy.
<<if $job eq "student">>
One of your classmates' father wanted to get rid of his old boat. <<else>> One of your old coworkers wanted to get rid of his old boat. <</if>> He even had his own dock at the lake.
Useless to him now with the closure. Technically no one could access their docks or boats. Everyone had one year to get their boats out of the lake, or forfeit them until who knew how long.
He never got his boat out.
When you asked for it, he gladly gave you the keys.
The next part was getting fuel. The boat ran on magic--far more than what you could reasonably supply--so you had to purchase pre-charged magic crystals.
Lastly, your dinner.
You packed your favorite: <<textbox "$favoritefood" "">>
<span id="cycle"><<cycle "$delicious" autoselect>>\
<<option "Delicious.">>
<<option "Yum.">>
<<option "Mm-mm.">>
<<option ". . .">>
<</cycle>></span>
Once you reach the lake, you climb over the fence and follow the path to the lakeside.
You had a good idea where the dock was--he was very descriptive, despite not having gone to the docks in several years--and you find it without issue.
There she is!
The dock has half-rotted away, the magic water eroding the wood to a soggy mess. It looks one strong wave away from falling apart.
You'll have to be careful.
You are mindful of your steps as you cross the dock. The boat attached has held up well. It's a small, one-person boat, only ever intended for short fishing trips.
[[You get on the boat.]]<<set $optimistic += 1>>Who are you to deny the feeling?
You've always had a good intuition. It's arguably your best quality.
You leave your home and raise your <span id="cycle"><<cycle "$right" autoselect>>\
<<option "right">>
<<option "left">>
<</cycle>></span> hand over the doorknob.
On the back of your hand there is a special tattoo. It's unique, a rare invention made for someone like you. It's made of magical crystal turned into dust and infused in magic-enriched ink. It is made in the shape of a <span id="cycle"><<cycle "$tattoo" autoselect>>\
<<option "heart">>
<<option "flower">>
<<option "butterfly">>
<<option "moth">>
<<option "x">>
<<option "lightning bolt">>
<<option "cloud">>
<<option "sword">>
<<option "sun">>
<<option "moon">>
<<option "four point star">>
<<option "five point star">>
<</cycle>></span> .
You place your hand over the door and the insignia glows a dull $soulcolor.
It <span id="cycle"><<cycle "$insigniafeels" autoselect>>\
<<option "tingles">>
<<option "itches">>
<<option "feels warm">>
<<option "burns">>
<<option "feels cool">>
<<option "stings">>
<</cycle>></span> every time you use it.
//Click.//
The door is now locked.
And judging by how small that glow was, you'll have to refuel your insignia soon.
You're the only human alive without an ounce of magic, after all.
Most of humanity is born with some magic. It's ingrained in everything humanity does. Magic is required to lock doors, use phones, and even flush public toilets.
It doesn't take //much// magic to do those things. Most humans only have enough magic to interact with day to day techonology. A small portion of humanity has an excess amount of magic that they can learn how to do more with it--cast spells, for example.
An even tinier portion of humans are born with so little magic they require magic tools to go about their lives.
The insignia on the back of your hand is mandatory for you to go about your day. The magic crystals inside the ink retain magic and will activate whenever your palm touches something else.
You, lovely you, are the only living human to have //no// magic.
Every month or so you have to make a trip to a magic tower and get your insignia recharged.
You never want to run out of magic.
When you were younger, your crystals fizzed out at a restaurant. You went to the restroom and the door locked shut behind you when you ran out.
You didn't even have enough energy to flush, let alone use your phone or unlock the door. You had to wait for someone else to come by to let you out.
It wasn't the first, nor last time to happen to you. Sometimes things take more magic than you expect. You used an elevator once that took half your magic due to it suddenly breaking down. Not only were you stranded, but you couldn't use the emergency button--as it ran on magic--nor your phone because, again, it ran on magic.
You glance down at the back of your hand.
<span id="cycle"><<cycle "$insigniaafter" autoselect>>\
<<option "The insignia continues to glow a faint $soulcolor.">>
<<option "It disappears from view, leaving behind umblemished $skincolor skin.">>
<</cycle>></span>
[[You leave for Lake Ebott.]]
You'll be fine. You know you will be.
You've always had a good intuition. It's arguably your best quality.
You leave your home and raise your <span id="cycle"><<cycle "$right" autoselect>>\
<<option "right">>
<<option "left">>
<</cycle>></span> hand over the doorknob.
On the back of your hand there is a special tattoo. It's unique, a rare invention made for someone like you. It's made of magical crystal turned into dust and infused in magic-enriched ink. It is made in the shape of a <span id="cycle"><<cycle "$tattoo" autoselect>>\
<<option "heart">>
<<option "flower">>
<<option "butterfly">>
<<option "moth">>
<<option "x">>
<<option "lightning bolt">>
<<option "cloud">>
<<option "sword">>
<<option "sun">>
<<option "moon">>
<<option "four point star">>
<<option "five point star">>
<</cycle>></span> .
You place your hand over the door and the insignia glows a dull $soulcolor.
It <span id="cycle"><<cycle "$insigniafeels" autoselect>>\
<<option "tingles">>
<<option "itches">>
<<option "feels warm">>
<<option "burns">>
<<option "feels cool">>
<<option "stings">>
<</cycle>></span> every time you use it.
//Click.//
The door is now locked.
And judging by how small that glow was, you'll have to refuel your insignia soon.
You're the only human alive without an ounce of magic, after all.
Most of humanity is born with some magic. It's ingrained in everything humanity does. Magic is required to lock doors, use phones, and even flush public toilets.
It doesn't take //much// magic to do those things. Most humans only have enough magic to interact with day to day techonology. A small portion of humanity has an excess amount of magic that they can learn how to do more with it--cast spells, for example.
An even tinier portion of humans are born with so little magic they require magic tools to go about their lives.
The insignia on the back of your hand is mandatory for you to go about your day. The magic crystals inside the ink retain magic and will activate whenever your palm touches something else.
You, lovely you, are the only living human to have //no// magic.
Every month or so you have to make a trip to a magic tower and get your insignia recharged.
You never want to run out of magic.
When you were younger, your crystals fizzed out at a restaurant. You went to the restroom and the door locked shut behind you when you ran out.
You didn't even have enough energy to flush, let alone use your phone or unlock the door. You had to wait for someone else to come by to let you out.
It wasn't the first, nor last time to happen to you. Sometimes things take more magic than you expect. You used an elevator once that took half your magic due to it suddenly breaking down. Not only were you stranded, but you couldn't use the emergency button--as it ran on magic--nor your phone because, again, it ran on magic.
You glance down at the back of your hand.
<span id="cycle"><<cycle "$insigniaafter" autoselect>>\
<<option "The insignia continues to glow a faint $soulcolor.">>
<<option "It disappears from view, leaving behind umblemished $skincolor skin.">>
<</cycle>></span>
[[You leave for Lake Ebott.]]Hundreds of thousands of people have gone to the lake without incident. As long as you don't try to swim too deep, nothing will happen. You'll be fine.
<<set $realistic += 1>>It feels like common sense to you. Blocking off the //entire// lake is unnecessary.
You've always had a good intuition. It's arguably your best quality.
You leave your home and raise your <span id="cycle"><<cycle "$right" autoselect>>\
<<option "right">>
<<option "left">>
<</cycle>></span> hand over the doorknob.
On the back of your hand there is a special tattoo. It's unique, a rare invention made for someone like you. It's made of magical crystal turned into dust and infused in magic-enriched ink. It is made in the shape of a <span id="cycle"><<cycle "$tattoo" autoselect>>\
<<option "heart">>
<<option "flower">>
<<option "butterfly">>
<<option "moth">>
<<option "x">>
<<option "lightning bolt">>
<<option "cloud">>
<<option "sword">>
<<option "sun">>
<<option "moon">>
<<option "four point star">>
<<option "five point star">>
<</cycle>></span> .
You place your hand over the door and the insignia glows a dull $soulcolor.
It <span id="cycle"><<cycle "$insigniafeels" autoselect>>\
<<option "tingles">>
<<option "itches">>
<<option "feels warm">>
<<option "burns">>
<<option "feels cool">>
<<option "stings">>
<</cycle>></span> every time you use it.
//Click.//
The door is now locked.
And judging by how small that glow was, you'll have to refuel your insignia soon.
You're the only human alive without an ounce of magic, after all.
Most of humanity is born with some magic. It's ingrained in everything humanity does. Magic is required to lock doors, use phones, and even flush public toilets.
It doesn't take //much// magic to do those things. Most humans only have enough magic to interact with day to day techonology. A small portion of humanity has an excess amount of magic that they can learn how to do more with it--cast spells, for example.
An even tinier portion of humans are born with so little magic they require magic tools to go about their lives.
The insignia on the back of your hand is mandatory for you to go about your day. The magic crystals inside the ink retain magic and will activate whenever your palm touches something else.
You, lovely you, are the only living human to have //no// magic.
Every month or so you have to make a trip to a magic tower and get your insignia recharged.
You never want to run out of magic.
When you were younger, your crystals fizzed out at a restaurant. You went to the restroom and the door locked shut behind you when you ran out.
You didn't even have enough energy to flush, let alone use your phone or unlock the door. You had to wait for someone else to come by to let you out.
It wasn't the first, nor last time to happen to you. Sometimes things take more magic than you expect. You used an elevator once that took half your magic due to it suddenly breaking down. Not only were you stranded, but you couldn't use the emergency button--as it ran on magic--nor your phone because, again, it ran on magic.
You glance down at the back of your hand.
<span id="cycle"><<cycle "$insigniaafter" autoselect>>\
<<option "The insignia continues to glow a faint $soulcolor.">>
<<option "It disappears from view, leaving behind umblemished $skincolor skin.">>
<</cycle>></span>
[[You leave for Lake Ebott.]]It's truly breath taking. <<set $optimistic += 1>>
You take the moment to admire the view. You $happyreaction as you do.
Beauty aside, you have to wonder where exactly are you. . . ?
You were on a boat in Lake Ebott. The waves got out of hand and you were knocked out of the boat. You fell into the water and got dragged down by a--a--current?
You're not certain what pulled you down.
Thinking carefully through your memories, you don't remember much else between blacking out in the water and waking up here.
You stare up at the water in the ceiling.
. . . Are you at the bottom of the lake?
The longer you stare at the rippling water above you, the more certain you are of this.
[[. . . Okay. This is going to be tricky to deal with.]]
[[Oh! Well. You'll be okay! You're certain you can figure this out.]]//WHERE ARE YOU?!// <<set $realistic += 1>>
You were on a boat in Lake Ebott. The waves got out of hand and you were knocked out of the boat. You fell into the water and got dragged down by a--a--current?
You're not certain what pulled you down.
Thinking carefully through your memories, you don't remember much else between blacking out in the water and waking up here.
You stare up at the water in the ceiling.
. . . Are you at the bottom of the lake?
The longer you stare at the rippling water above you, the more certain you are of this.
[[. . . Okay. This is going to be tricky to deal with.]]
[[Oh! Well. You'll be okay! You're certain you can figure this out.]]You wish you had something to capture the moment.
You take the moment to admire the view. You $happyreaction as you do.
Beauty aside, you have to wonder where exactly are you. . . ?
You were on a boat in Lake Ebott. The waves got out of hand and you were knocked out of the boat. You fell into the water and got dragged down by a--a--current?
You're not certain what pulled you down.
Thinking carefully through your memories, you don't remember much else between blacking out in the water and waking up here.
You stare up at the water in the ceiling.
. . . Are you at the bottom of the lake?
The longer you stare at the rippling water above you, the more certain you are of this.
[[. . . Okay. This is going to be tricky to deal with.]]
[[Oh! Well. You'll be okay! You're certain you can figure this out.]]Not impossible.
You're a determined individual. This may be your hardest hurdle, but you have well-earned confidence in your capabilities.
You do not have magic. <<set $realistic += 1>>
But you have you.
And you are enough.
You let out a slow breath and scan the area. Your sharp $eyecolor3 eyes immeidately notice an opening at the far end of the cave. You continue to look around.
There's two openings. One on the far right of you, and the other on the far left.
When lost in a maze, you're supposed to go left, right?
[[Take the second path on the left.]]Yes! That's right!
You do not have magic.
But you have you.
And you are enough! You can do this. <<set $optimistic += 1>>
You nod to yourself. Your bright $eyecolor3 eyes immeidately notice an opening at the far end of the cave. You continue to look around.
There's two openings. One on the far right of you, and the other on the far left.
When lost in a maze, you're supposed to go left, right?
[[Take the second path on the left.]]You go down the second path. It's not very long. It leads you to a small cavern where you see a lot of that seaweed-like grass.
Out pops a flower.
This is a strange flower. It comes up to your knees and has big yellow petals and a face in the center of it. Its black eyes stare up at you and it smiles.
In saccharine sweet voice it speaks to you. "Howdy! I'm Flowey. Flowey the Flower. Hmm. . . I haven't seen you before. Are you new here?"
<<if $realistic gt $optimistic>>
You cautiously nod. You haven't seen a talking flower before, but you have heard mages will enchant inanimate objects to talk. A few years back talking mirrors were all the rage. Is this a similar situation?
<<else>>
You nod, relaxing. Maybe this flower can help?
You haven't seen a talking flower before, but on T.V. you've seen mages enchant inanimate objects to talk. A few years ago, talking mirrors were very popular as well!
<</if>>
"Golly, you must be so confused. Let me be the first to welcome you to the Underground. Someone ought to teach you how things work around here! I guess little old me will have to do," Flowey continues. The flower gently sways side to side as he sweetly speaks.
That would be kind of him.
His smile widens. "Ready?"
You confirm that you are.
"Here we go!"
[[Your chest starts to burn.]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
A $soulcolor heart shines to life in front of your chest.
"See that heart?" Flowey asks you. "That is your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, the very culmination of your being."
Your eyes widen.
You have heard of powerful--//very// powerful--mages able to manipulate their ''SOULS''. A handful could even become ''SOULBOUND'' to a chosen partner.
How can you--a magicless human--see your own <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>? That should be impossible.
Yet as you stare at it, you know in the depths of your heart that what the flower has said is true.
This is your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
It glows with that familiar $soulcolor that you see shine on your insignia with each use.
It thrums and beats in tandem with your heart. It hovers a small distance from you.
"Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> starts off weak, but if you gain a lot of ''LV'' it will become stronger. What's ''LV'' stand for? Why, ''L.O.VE.'', of course. You want some ''L.O.VE.'', don't you?"
<<if $realistic gt $optimsitic>>
You. . . suppose so?
<<else>>
You $happyreaction. You'd love some. How nice of him to offer.
<</if>>
"I'll share some with you then," says the flower. He winks at you and playfully sticks out a tongue.
White seeds are conjured into the air around Flowey. They hover and spin, no bigger than your pinky nail.
"Down here, ''L.O.VE.'' is shared through little white //friendliness pellets.//" Flowey asks you, "Are you ready?" The seeds slowly move closer to your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>. "Move around. Get as many as you can!"
<<if $realistic gt $optimistic>>
[[Something feels off about this. You jump back from the seeds at the last minute.]]
<</if>>
[[You take a step closer, letting the pellets hit your ''SOUL''.]]Flowey's smile seems more forced than sincere now. "Hey buddy, you missed them. Let's try again, okay?"<<set $realistic += 1>>
More white seeds appear in the air.
[[You take a step closer, letting the pellets hit your ''SOUL''.]]
[[You avoid them again.]]Pain. <<set $optimistic += 1>><<masteraudio stop>>
It's unlike anything you've experienced before.
You've been pricked by a needle.
Burnt by something to hot.
Gotten your fingers frostbitten.
<span id="cycle"><<cycle "$brokenbone" autoselect>>\
<<option "You've even broken a bone.">>
<<option "You've even dislocated a joint.">>
<<option "You've even needed stitches before.">>
<</cycle>></span>
This pain is unlike any of that. It is such a sharp freezing pain that it burns you. It pierces through you like a knife would with soft butter. It overwhelms your senses and becomes all you can focus on.
Pain.
Debilitating.
Agonizing.
//Pain.//
Your very <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> has been assaulted and it flickers weakly in front of you, like a dying light.
<span class="blink"><<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>></span>
The flower's face morphs into a wicked grin. "You idiot. In this world, it's kill or //be// killed. Why would anyone pass up an opportunity like this?!"
Hundreds of pellets are formed around you.
"''Die.''"
[[Flowey starts to laugh as the pellets start to close in on you. There is no way you can avoid them.]]Your pain vanishes, and your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> no longer dangerously fades in and out of existence. <<audio "ruins" loop play>>
The pellets disappear, much to Flowey's confusion first, then anger.
A ball of fire appears to Flowey's right and hits him with enough force the creature immediately pops back into the ground.
Someone new steps into the frame.
He is not human.
This person is an anthropomorphic goat with white fur, large horns, and floppy ears. He has a head of golden hair and a bushy beard. He's wearing a purple sweater vest with an odd design on the front. Underneath that is a longsleeved, white turtleneck shirt and dark purple pants.
A--
A monster?
//A monster?//
Monsters--monsters did not exist anymore.
Or--well--
They were banished centuries ago. So long ago that humans didn't have many written records of them, and the war that lead to their banishment. Frankly speaking, there were even a small portion of humans that outright doubted their existence because of how little verified documentation humanity has.
There was a war. A big war. This war resulted in dozens of lost kingdoms, and even sunk an entire city--Atlantis--until the monsters were sealed.
It's difficult to correlate what you are seeing with--with that.
But he //must// be a monster, for what else could he be? Humans did not have horns, nor a snout, nor floppy ears. Some humans could be hairy, but not //that// hairy.
Furthermore, if you consider the previous encounter. . . that flower was likely a monster as well.
The monster gives you a pitiful look. You notice he's carrying a watering can. "What a terrible creature, torturing such a poor, innocent youth."
//Youth?//
"Ah, do not be a afraid, dear child. I am Asgore, caretaker of the Crystal Caverns. I water the plants around here," says Asgore.
//Child?//
He thinks you are a child?
You are not a child.
<span id="cycle"><<cycle "$youthful" autoselect>>\
<<option "Although people do reguarly mistake you for being much younger than you are.">>
<<option "It's not often people confuse you with being younger than you are.">>
<<option "You do not look young. Him calling you a child is very strange.">>
<<option "//CHILD?!//">>
<</cycle>></span>
"My home is not far from here. You may rest there if you wish," he kindly offers.
That is--that is generous.
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> fades away from view.
<<if $realistic gt $optimistic>>
You reason that if he wanted to hurt you, he would have either let the flower finish the job. . . or attack you with that fire.
You're alone. You don't know how to get home. You don't have a lot of information.
If he wants to help, you want to accept it.
If he turns out to be hostile. . . well. You'll deal with it then.
You tell Asgore you'll accept his help.
<<else>>
While the first monster wasn't very, ah, kind, you have a good feeling about this one.
You want to trust him.
You happily tell Asgore you'll accept his help.
<</if>>
Asgore smiles at you. "Very well."
He extends a hand out to you.
[[You accept his hand.]]His fur is surprisingly soft.
He takes your hand and starts to tug you along.
Oh. He wasn't going for a handshake. He actually wants to hold your hand.
. . .
Huh.
Does he actually see you as a child?
You ask Asgore how old he thinks you are.
"A child," he says. "Very young. Are you not?"
No. Why does he think that?
He blinks in surprise at that. "Oh. Truly?"
Truly. You're an adult human.
"But--your magic?"
You don't have magic.
He stops walking at that. The monster turns to face you, his eyes significantly wide. "//You do not have magic?//"
That is correct.
"How is that--?" Asgore's black eyes look you up and down. "Are you--are you okay?"
His earnestly concerned tone makes you smile..
It's not the first time someone's asked you that when they find out about your condition.
[[Not all responses are good.]]It is considered a disability.
<<set $quesiton1 = 0>><<set $quesiton2 = 0>><<set $quesiton3 = 0>>
People look at you oddly for it. They treat you differently.
Even if they can be polite about it, or nice about it, they still separate you from others.
Some people will give you looks of pity. Others will have a hard time meeting your gaze, clearly uncomfortable to be around you.
And some can just be mean.
You've lived your whole life like this. It's all you've ever known.
You are different from others. There are things you can do, and things you cannot do. You need help from others at times, even if you want to be independent.
[[That's okay with you. You're happy with who you are.]]
[[It is what it is. You've accepted this.]]<<set $optimistic += 1>> You reassure Asgore that you're fine. <<set $ruinwalk = 0>>
You patiently explain this is how you were born. You show him your $right hand, and display the $soulcolor $tattoo.
Asgore gently takes your hand. He marvels at the insiginia.
You notice, as he's looking it over, that it's very bright. It was dull earlier in the day, yet the shine that it emits is impossible to ignore. Your insiginia has been fully recharged of magic.
Did it soak in the magic of the lake when you fell in? Or did something else happen?
Curious.
"I do apologize for confusing you with a child," Asgore says.
You $happyreaction. You tell him it's no issue.
"This is a beautiful piece of magic," he says. "Thank you for showing me."
You thank him for helping you.
Asgore sheepishly smiles. "I could never stand by and watch someone else be hurt. Human or not."
You $happyreaction.
Pleased by your response, Asgore carefully holds your hand and continues to walk. He guides you down a tunnel.
Your curious, though, why did he think you were a child?
"Monsters age from their magic," he patiently explains. "Infants and small children have very little magic." He pauses as he thinks over his next words. "Monsters vary in sizes, shapes, and colors. The only way to determine our age is with magic. The older the monster, the more magic they have."
Oh.
"Humans. . . decay? Er, sorry if that's the wrong word."
It's not wrong. As a human ages, their bodies break down.
Mages live a lot longer than the others, though, due to their magic.
[[You ask Asgore how long monsters live.]]<<set $realistic += 1>> You tell Asgore that you're fine. <<set $ruinwalk = 0>>
You casually explain this is how you were born. You show him your $right hand, displaying the $soulcolor $tattoo.
Asgore gently takes your hand, marveling at the insiginia.
You notice, as he's looking it over, that it's very bright. It was dull earlier in the day, yet the shine that it emits is impossible to ignore. Your insiginia has been fully recharged of magic.
Did it soak in the magic of the lake when you fell in? Or did something else happen?
Curious.
"I do apologize for confusing you with a child," Asgore says.
You shrug. You tell him it's no issue.
"This is a beautiful piece of magic," he says. "Thank you for showing me."
You thank him for helping you.
Asgore sheepishly smiles. "I could never stand by and watch someone else be hurt. Human or not."
That's kind of him.
Pleased by your response, Asgore carefully holds your hand and continues to walk. He guides you down a tunnel.
Your curious, though, why did he think you were a child?
"Monsters age from their magic," he patiently explains. "Infants and small children have very little magic." He pauses as he thinks over his next words. "Monsters vary in sizes, shapes, and colors. The only way to determine our age is with magic. The older the monster, the more magic they have."
Oh.
"Humans. . . decay? Er, sorry if that's the wrong word."
It's not wrong. As a human ages, their bodies break down.
Mages live a lot longer than the others, though, due to their magic.
[[You ask Asgore how long monsters live.]]<<if $ruinwalk eq 0>>"If a monster has enough magic they stop aging in their prime," he says. "The only way a monster can resume aging is if they permanently lose a large portion of their magic."
Oh.
Asgore takes you down the tunnel on the right from where you originally fell.
<<elseif $ruinwalk eq 1>>
Asgore has lead you into a long rectangular cavern. There are two more tunnels inside this cavern. Asgore takes you down the farthest one.
<<elseif $ruinwalk eq 2>>
This tunnel is very long. There is another tunnel on the left, but Asgore walks by it. He guides you to the very end where the tunnel splits off to the left and right. On the right it looks like it leads to another cavern, and on the left is another tunnel.
You and Asgore go down the tunnel.
<<elseif $ruinwalk eq 3>>
At the end of this tunnel there is another branching.
[[Asgore chooses the left path.]]
<</if>>
<<if (($ruinwalk lt 3)) and ($quesiton1 eq 0)>>
[[You ask Asgore if it's normal for SOULS to be visible here.]]<</if>>
<<if (($ruinwalk lt 3)) and ($quesiton2 eq 0)>>
[[You ask Asgore if the other monsters are like him. . . or Flowey.]]<</if>>
<<if (($ruinwalk lt 3)) and ($quesiton3 eq 0)>>
[[You ask Asgore to explain where you are.]]<</if>>Asgore pauses walking for a moment.
<<set $ruinwalk +=1>> <<set $quesiton1 = 1>>
The goat monster glances over at you. "No. It's not."
Flowey didn't seem surprise when your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> appeared.
"It's not normal," Asgore says slowly, "but it's not unheard of either. It's an effect that happens most often when humans and monsters encounter each other."
Encounter?
"A monster's magic intuitively reacts to their emotions, as does a human's ''SOUL''," he says. "When both have a strong reaction near each other, an encounter happens."
Is it always dangerous?
Asgore shakes his head. "No. Long, long ago it could be used to share strong positive feelings. Humans and monsters who were very close to one another could start an encounter from their joy."
That sounds lovely.
Asgore smiles. "Doesn't it?"
<<return>>"That will depend on the monster," he says, "but you should be aware that the Queen of Monsters has issued a decree for all humans to either be captured or killed."
<<set $ruinwalk +=1>> <<set $quesiton2 = 1>>
You stiffen.
"I have no plans to follow that order," he reassures you. "I--I do not want to see any violence between humans and monsters." Asgore softly adds, "The Crystal Caverns might be the safest part of the Underground for you. The monsters here are. . . not as dangerous."
<<return>>"You're in the Underground," he says. "Long ago it was called the Kingdom of Rune."
<<set $ruinwalk +=1>> <<set $quesiton3 = 1>>
It's not anymore?
"Many of the monsters simply refer to this place as the Underground," he says. "There's no need to differentiate our kingdom when there is no other kingdom. How many kingdoms do the humans have now?"
No kingdoms, but humanity has six countries, you explain.
"What happened to the kingdoms?" Asgore asks in surprise.
War.
"I'm sorry to hear that."
You shrug. It was generations before your time. It's history now. You live in the largest country, Delta.
"There was a Delta Kingdom," muses Asgore. "Was the term //country// adopted because they felt kingdom was too archaic?"
You don't know. A lot of history was lost, unfortunately.
"That's a shame."
A lot of humans would agree.
<<return>>These tunnels are beautiful.
Many of them have illuminated crystals embedded into them. The crystals are filled completely with magic which makes them faintly glow in different colors. It's a kaleidescope of vibrancy.
The floors are smooth to walk on--clearly made instead of naturally formed.
The ceiling has cracks and gaps that show lake water reflecting the lights from the crystals.
It's a brilliantly bright place.
At the end of this long tunnel Asgore guides you to another cavern.
This cavern has a house in it.
It's a square brick house with two big windows on either side of the large white door. There's an immaculate garden of herbs and flowers that grow along the path that lead to the house. It surprises you to see so much life in a cave under a lake.
The crystals in this room all glow with a golden tint--similar to sunlight but without warmth.
Asgore stops on the path. He smiles at you. "This is my home. You're welcome to stay here for the time."
[[You warmly thank Asgore.]]
[[You thank Asgore, but you still don't understand how he can be so welcoming.]]True end counter
CRYSTAL CAVERNS:
Flowey second encounter
Keeping the locket
Mettablook successful
Loox & Migosp spared
Buying from the bake sale
SNOWDIN FOREST
Guiding Violet & Poppy back
Sparing Cinnamon & Bunbun
Approaching WD close enough to hear him speak. (He says he's in darkness, but now suddenly sees a SOULCOLOR light?
Sans spared
SNOWDIN TOWN
none
WATERFALL
Singing with Mettablook
Meeting with Flowey
Alphys spared
WD encounter (He warns the player something evil lurks in the labs)
HOTLANDS
Catty & Bratty Guards
Buying a nicecream cone for a dog (need 1 gold coin which yo uget from dancing with Whimsey in Snowdin Town)
LAB
If not on TRUE END, player's ''SOUL'' will not be strong enough to withstand the attack.
Giving the broken ''SOUL'' to Flowey
Being friends with Undyne --> This is how the player learns about WD, survived by his two sons.
CITY
Napstaton invites player to dance on his show as thanks for helping out his cousin. Player can accept and go dancing with Napstaton to Mettablook's music.
Meeting Grillby & his flames and enjoying tea.
Meeting with Flowey. Flowey asks the player how they can still smile despite knowing only pain awaits them?
If not on TRUE END, player will not win against Toriel. Test 1
[[Test 2]]
<p class="box">Cinnamon giggles cutely and hops from one foot to the other.</p>
<p class="test1"> $Name I LV 1 I 00:00
Snowdin - Papyrus & San's Home
CONTINUE I RESET* </p><span class="glitchy" data-text="👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎">👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎
<span class="hidden">[[Hidden link]]</span>did it work?<span class="hides">[[Hidden link]]</span>
A hidden link that's always hidden: <span class="hidden">[[A hidden link]]</span>
A hidden link that hides unless you're hovering over it: <span class="hides">[[A hidden link]]</span>
A hidden link that reveals itself when you hover over it: <span class="reveals">[[A hidden link]]</span>Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell.<<masteraudio stop>> <<audio "wonderful" loop play>>
Humanity continued to thrive for centuries afterward. Mages helped guide and shape the governments that stand today.
Magic is a treasure for humanity. Most humans are born with magic, although only a small portion have enough to become a mage.
You do not have magic.
But that's okay.
You have something else.
Something even better.
[[You have you.]]<<masteraudio stop>> <<audio "visions" loop play>>
<header>
<h2><<type 135ms>>✋︎ ☞︎⚐︎🕆︎☠︎👎︎ ✡︎⚐︎🕆︎<</type>></h2>
</header>
<<timed 7s>>
\<<goto "Character Creation">>
\<</timed>><<masteraudio stop>> <<audio "visions" loop play>>
<header>
<h2><<type 135ms>>💣︎✡︎ 👎︎☜︎✌︎☼︎ ☟︎🕆︎💣︎✌︎☠︎ ?
👎︎⚐︎ ✡︎⚐︎🕆︎ 🕈︎✌︎☠︎❄︎ 💣︎✡︎ ✌︎❄︎❄︎☜︎☠︎❄︎✋︎⚐︎☠︎✍︎ ?
👎︎⚐︎ ✡︎⚐︎🕆︎ 🕈︎✌︎☠︎❄︎ 💣︎✡︎ ✌︎☞︎☞︎☜︎👍︎❄︎✋︎⚐︎☠︎✍︎ ?<</type>></h2>
</header>
<<timed 22s>>
\<<goto "Yes, that's you.">>
\<</timed>>"Think nothing of it," he says. <<set $optimistic += 1>>
You follow him inside. He lets go of your hand.
Your $shoes step onto hardwood floor, something you did not expect would be accessible in this area. You hadn't seen any trees. Then again, if monsters can grow plants, why can't they grow trees?
The front room is wide with a cozy living room on the right, and a dining room on the left. The living rom has a delicately tailored rug in front of an old green couch and lumpy recliner. There's a brick fireplace in the back center of the room with a lit fire. There are many gardening memorabilias neatly placed on the end tables, coffee table, and in between books on the bookshelves. There's no empty counter space.
The dining room has a large table with several chairs around it. Half of the table has been taken over by glass jars of colored liquids, stacks of wax(?) bars, and long strings.
"Do pardon the mess," Asgore apologizes. "I was making candles with the flames earlier and haven't had a chance to clean up."
It's fine.
"Are you hungry?" Asgore asks. He folds his hands together in front of him. "I have some goldenscotch pie."
Goldenscotch pie?
Asgore nods. "Are you familiar with the flavor?"
You shake your head. You've never heard of it.
"What a shame. Would you like to try some?"
[[Sure. You'd like to try some goldenscotch pie.]]
[[No thank you. You're very tired.]]"That's fair," he says. "You're in a strange place and was unjustly attacked minutes ago. I can't ask you to trust me, but I hope you will give me a chance to prove I mean you no harm."<<set $realistic += 1>>
You hesitate.
He's unconventionally kind.
If the situations were reverse. . . would you do the same?
[[You would.]]
[[. . . You aren't sure.]]You relax.
You would.
You return his smile.
You follow him inside. He lets go of your hand.
Your $shoes step onto hardwood floor, something you did not expect would be accessible in this area. You hadn't seen any trees. Then again, if monsters can grow plants, why can't they grow trees?
The front room is wide with a cozy living room on the right, and a dining room on the left. The living rom has a delicately tailored rug in front of an old green couch and lumpy recliner. There's a brick fireplace in the back center of the room with a lit fire. There are many gardening memorabilias neatly placed on the end tables, coffee table, and in between books on the bookshelves. There's no empty counter space.
The dining room has a large table with several chairs around it. Half of the table has been taken over by glass jars of colored liquids, stacks of wax(?) bars, and long strings.
"Do pardon the mess," Asgore apologizes. "I was making candles with the flames earlier and haven't had a chance to clean up."
It's fine.
"Are you hungry?" Asgore asks. He folds his hands together in front of him. "I have some goldenscotch pie."
Goldenscotch pie?
Asgore nods. "Are you familiar with the flavor?"
You shake your head. You've never heard of it.
"What a shame. Would you like to try some?"
[[Sure. You'd like to try some goldenscotch pie.]]
[[No thank you. You're very tired.]]You nervously shift side to side.
This level of generosity is not something you expect from others. Being on the receiving end makes you uncomfortable.
. . .
But it's not. . . //bad.//
You //want// to believe in the good of others. You want to have faith in kindness.
You hesitantly return his smile.
You follow him inside. He lets go of your hand.
Your $shoes step onto hardwood floor, something you did not expect would be accessible in this area. You hadn't seen any trees. Then again, if monsters can grow plants, why can't they grow trees?
The front room is wide with a cozy living room on the right, and a dining room on the left. The living rom has a delicately tailored rug in front of an old green couch and lumpy recliner. There's a brick fireplace in the back center of the room with a lit fire. There are many gardening memorabilias neatly placed on the end tables, coffee table, and in between books on the bookshelves. There's no empty counter space.
The dining room has a large table with several chairs around it. Half of the table has been taken over by glass jars of colored liquids, stacks of wax(?) bars, and long strings.
"Do pardon the mess," Asgore apologizes. "I was making candles with the flames earlier and haven't had a chance to clean up."
It's fine.
"Are you hungry?" Asgore asks. He folds his hands together in front of him. "I have some goldenscotch pie."
Goldenscotch pie?
Asgore nods. "Are you familiar with the flavor?"
You shake your head. You've never heard of it.
"What a shame. Would you like to try some?"
[[Sure. You'd like to try some goldenscotch pie.]]
[[No thank you. You're very tired.]]Asgore ushers you into a seat at the table. "Are you thirsty as well? Do you like milk?"
<span id="cycle"><<cycle "$milkyes" autoselect>>\
<<option "Yes please.">>
<<option "Does he have chocolate milk?">>
<<option "Water, please.">>
<<option "Would tea be okay?">>
<<option "Would coffee be okay?">>
<</cycle>></span>
"Coming right up," he says. Asgore disappears from view as he goes around a corner down the hall. You hear the clanks of dishes and a cheerful hum as the monster readies your food.
He returns a minute later. He sets a plate in front of you with a fork, and your drink.
Goldenscotch pie looks a lot like a butterscotch pie.
The slice of pie in front of you has a flakey sand-colored crust and a bright gold mousse filing. Overtop that filing is another layer of a pale-yellow cream. Finally, there are tufts of whipped cream piped out in the shape of flowers at the top.
Asgore sits at the table beside you with his own cup of tea.
You take the first bite.
It tastes of butterscotch with floral notes. It's hard to describe the floral after taste. It's stronger than rose, but not as overpowering as lavendar. You figure it must be the //golden// part of the pie. A golden flower?
"Is it all right?" he asks you. "I haven't fed a human in a very long time."
[[It's all right. You appreciate the thought.]]
[[It's delicious. You're enjoying the pie.]]
[[You're not big into sweets, but you appreciate the offer.]]A yawn escapes you. <<set $pie = "tired">>
"I have a guest room you may sleep in," he offers.
. . .
Yeah, that sounds good.
Asgore shows you down another hallway. He stops outside the second door and opens it up to a tidy bedroom. It's green, yellow, and white: very spring-oriented. The bed has a floral pattern on it.
"There's a bathroom next door if you need to freshen up," he says. "I'll be staying up for a few more hours, if you need anything please don't hesitate to reach out."
You thank Asgore again. The monster pats your head--his entire hand engulfs the top of your head--and says, "Sweet dreams."
He shuts the door behind him.
You kick off your shoes and crawl into the bed.
<<if $glasses eq "wear glasses">>
You set your glasses down on the night stand by the bed.
<<elseif $glasses eq "wear contacts">>
You rummaged through your sweater pocket and pull out your contact lens case. You carefully remove your lens and place them inside. You set the case on the night stand by the bed.
<<else>>
You rub tiredly at your eyes.
<</if>>
Your day started off so normal.
Now you're sleeping in a monster's house underneath Lake Ebott.
. . .
You close your eyes and try to get some rest.
[[You think it's morning when you wake up.]]He smiles. "Thank you for indulging me then." <<set $pie = "neutral">>
Regardless, food is food. You didn't get to eat dinner and you //are// starving.
You finish the pie and your drink.
A yawn escapes you.
"I have a guest room you may sleep in," he offers.
. . .
Yeah, that sounds good.
Asgore shows you down another hallway. He stops outside the second door and opens it up to a tidy bedroom. It's green, yellow, and white: very spring-oriented. The bed has a floral pattern on it.
"There's a bathroom next door if you need to freshen up," he says. "I'll be staying up for a few more hours, if you need anything please don't hesitate to reach out."
You thank Asgore again. The monster pats your head--his entire hand engulfs the top of your head--and says, "Sweet dreams."
He shuts the door behind him.
You kick off your shoes and crawl into the bed.
<<if $glasses eq "wear glasses">>
You set your glasses down on the night stand by the bed.
<<elseif $glasses eq "wear contacts">>
You rummaged through your sweater pocket and pull out your contact lens case. You carefully remove your lens and place them inside. You set the case on the night stand by the bed.
<<else>>
You rub tiredly at your eyes.
<</if>>
Your day started off so normal.
Now you're sleeping in a monster's house underneath Lake Ebott.
. . .
You close your eyes and try to get some rest.
<<if $wingdingromance eq 2>>
[[You think it's morning when you wake up.|R SECOND DREAM]]
<<else>>
[[You think it's morning when you wake up.|SECOND DREAM]]<</if>>He beams, his whole demeanor brightening. "Truly?" <<set $pie = "love">>
Truly!
"I'm relieved. I have plenty more if you want."
Definitely!
You happily eat the pie, and Asgore brings you another slice. You eat until you are full.
A yawn escapes you.
"I have a guest room you may sleep in," he offers.
. . .
Yeah, that sounds good.
Asgore shows you down another hallway. He stops outside the second door and opens it up to a tidy bedroom. It's green, yellow, and white: very spring-oriented. The bed has a floral pattern on it.
"There's a bathroom next door if you need to freshen up," he says. "I'll be staying up for a few more hours, if you need anything please don't hesitate to reach out."
You thank Asgore again. The monster pats your head--his entire hand engulfs the top of your head--and says, "Sweet dreams."
He shuts the door behind him.
You kick off your shoes and crawl into the bed.
<<if $glasses eq "wear glasses">>
You set your glasses down on the night stand by the bed.
<<elseif $glasses eq "wear contacts">>
You rummaged through your sweater pocket and pull out your contact lens case. You carefully remove your lens and place them inside. You set the case on the night stand by the bed.
<<else>>
You rub tiredly at your eyes.
<</if>>
Your day started off so normal.
Now you're sleeping in a monster's house underneath Lake Ebott.
. . .
You close your eyes and try to get some rest.
<<if $wingdingromance eq 2>>
[[You think it's morning when you wake up.|R SECOND DREAM]]
<<else>>
[[You think it's morning when you wake up.|SECOND DREAM]]<</if>>He smiles. "Thank you for indulging me then, I'll keep that in mind." <<set $pie = "nosweet">>
Although not a fan of sweet, food is food. You didn't get to eat dinner and you //are// starving.
You finish the pie and your drink.
A yawn escapes you.
"I have a guest room you may sleep in," he offers.
. . .
Yeah, that sounds good.
Asgore shows you down another hallway. He stops outside the second door and opens it up to a tidy bedroom. It's green, yellow, and white: very spring-oriented. The bed has a floral pattern on it.
"There's a bathroom next door if you need to freshen up," he says. "I'll be staying up for a few more hours, if you need anything please don't hesitate to reach out."
You thank Asgore again. The monster pats your head--his entire hand engulfs the top of your head--and says, "Sweet dreams."
He shuts the door behind him.
You kick off your shoes and crawl into the bed.
<<if $glasses eq "wear glasses">>
You set your glasses down on the night stand by the bed.
<<elseif glasses eq "wear contacts">>
You rummaged through your sweater pocket and pull out your contact lens case. You carefully remove your lens and place them inside. You set the case on the night stand by the bed.
<<else>>
You rub tiredly at your eyes.
<</if>>
Your day started off so normal.
Now you're sleeping in a monster's house underneath Lake Ebott.
. . .
You close your eyes and try to get some rest.
<<if $wingdingromance eq 2>>
[[You think it's morning when you wake up.|R SECOND DREAM]]
<<else>>
[[You think it's morning when you wake up.|SECOND DREAM]]<</if>>Your mind is foggy. <<masteraudio stop>>
[[You get out of bed.]]<<masteraudio stop>> <<audio "visions" loop play>>
<header>
<h2><<type 135ms>>👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎<</type>></h2>
</header>
<<timed 8s>>
\<<goto "You think it's morning when you wake up.">>
\<</timed>><<if $startfield eq 1>>[[CRYSTAL CAVERNS]] <<else>> You have not found this area yet. <</if>>
<<if $snowdinforest eq 1>> [[SNOWDIN]] <<else>> You have not found this area yet.<</if>>
<<if $waterfall eq 1>> [[WATERFALL]] <<else>> You have not found this area yet.<</if>>
You have not found this area yet.
[[♡ Relationships]]
[[♪ Music Selection]]
[[Profile]]
[[Return|$return]]
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<click "Restart">><<script>>Engine.restart()<</script>><</click>>
''DO NOT SAVE ON THIS SCREEN. YOU WILL NOT BE ABLE TO RETURN TO THE GAME.''<h1> MAP </h1>
[[Crystal Caverns Map]]
<h1>Monsters encountered</h1>
<<if $floweyencounter eq 0>>
''Flowey'' - a flower monster who attacked you when you arrived here.
You haven't seen him since Asgore rescued you.
<<elseif $floweyencounter eq 1>>
''Flowey'' - a flower monster who attacked you when you arrived here.
You haven't seen him since Asgore rescued you.
<<elseif $floweyencounter eq 2>>
''Flowey'' - a flower monster who attacked you when you arrived here.
He left shortly after you saw him a second time. It's doubtful you'll see him again.
<<elseif $floweyencounter eq 3>>
''Flowey'' - a flower monster who attacked you when you arrived here.
You think the two of you could become good friends in time.
<</if>>
<<if $lmespared eq 1>>
''Loox'' - A blue monster with a big eyeball. He doesn't like to be stared at.
<<else>>
You have not encountered this monster yet.
<</if>>
<<if $lmespared eq 1>>
''Migosp'' - A dancing bumblebee who only acts nice if another monster is watching.
<<else>>
You have not encountered this monster yet.
<</if>>
<<if $froggit eq 1>>
''Froggit'' - A frog like monster who has zero interest in you.
<<else>>
You have not encountered this monster yet.
<</if>>
<<if (($blook eq 1)) or ($blook eq 2)>>
You saw a pink ghost monster in the ruins. It ran away from you.
<<elseif $blook eq 3>>
''Mettablook'' - a pink ghost monster with a sweet voice. They seem very shy.
<<else>>
You have not encountered this monster yet.
<</if>>
<<if $whimsey eq 3>> ''Whimsey'' - a butterfly monster who loves to dance with others. They gave you a gold coin as thanks for dancing.
<<elseif $whimsey gt 0>>
''Whimsey'' - a butterfly monster.
<<else>>
You have not encountered this monster yet.
<</if>>
<h1>Noteable items</h1>
<<if $note1 eq 1>>
You found a note in the ruins. You think it was left by the mages. [[Read Note 1 Again]]
<<elseif $note1 eq 2>>
You found a note in the ruins. You chose not to pick it up.
<<elseif $note1 eq 4>>
You got rid of the note.
<<else>>
You have not find anything yet.
<</if>>
<<if $gold eq 1>>
You have one gold coin.
<<elseif $gold eq 0>>
You do not have any money.
<</if>>
<<if $candle eq 1>>
You have one $soulcolor candle that smells like $candlesmell.
<<else>>
You do not have this. <</if>>
[[Return|$return]]Flowey glares at you. "Is this a joke? Are you braindead? RUN. INTO. THE. BULLETS!"
He summons more bullets.
[[You take a step closer, letting the pellets hit your ''SOUL''.]]
[[You sidestep to avoid them.]]
<<timed 2s>>
\<<goto "You avoid the bullets.">>
\<</timed>><<set $realistic += 1>> Flowey's grimaces and then he forces a smile on his face. "Is this a joke? Are you braindead? RUN. INTO. THE. friendliness pellets!"
He summons more //friendliness pellets.//
[[You take a step closer, letting the pellets hit your ''SOUL''.]]
[[You sidestep to avoid them.]]<<set $realistic += 1>><<masteraudio stop>> Flowey's face transforms. His smile darkens and curls with wickedess. His eyes turn hollow, a darkness in them that chills you to the bone.
<<timed 3s>>
<<type 135ms>>"You know what's going on here, don't you?" Flowey asks in a cold, disdainful voice. "You just wanted to see me suffer."<</type>>
<</timed>> <<timed 21s>>
Hundreds of bullets are formed around you.
"''Die.''"
[[Flowey starts to laugh as the pellets start to close in on you. There is no way you can avoid them.]]
<</timed>>When you leave the room you immediately smell food. It's vaguely familiar, but there's an off smell to it. <<masteraudio stop>> <<audio "ruins" loop play>>
You follow your nose into the kitchen.
Asgore has made an impressive amount of dishes. He notices you entering the kitchen and turns to face you.
<<if $pie eq "love">>
"Good morning!" he enthusistically greets you. "Since you enjoyed the pie, I thought I'd make more sweet food for breakfast. Oh! But I did add healthy stuff as well, so please don't hold back. Eat up as much as you like."
<<elseif $pie eq "neutral">>
"Good morning!" he warmly greets you. "Since you weren't a fan of the pie, I thought I'd make a variety of food this morning for you to try. Eat up as much as you like."
<<elseif $pie eq "nosweet">>
"Good morning!" he warmly greets you. "Since you weren't a fan of the pie, I thought I'd make a variety of food this morning for you to try. Eat up as much as you like."
<<elseif $pie eq "tired">>
"Good morning!" he warmly greets you. "I wasn't certain what you like to eat, so I I made a variety of food this morning for you to try. Eat up as much as you like."
<</if>>
You $happyreaction. It all smells great.
"I also have some spare clothes I found for you," he says. "If you want to take a shower this morning, I'll take your dirty clothes and wash them."
Oh that's not--
. . .
Do. . .
Do you smell?
Asgore chuckles. "No, no. I simply thought you would be more comfortable in clean clothes."
You glance down at your sweater and $pants.
They don't //look// dirty, but you have been wearing them for over a day now.
You accept Asgore's offer.
"I have some gardening to do today--weeds popped up over night. You're welcome to explore the tunnels today," he says. "Do be careful, though. Not all monsters will be friendly. If you encounter a mean one, please run back here. They won't chase you."
<<if $realistic gt $optimistic>>
You're relieved he didn't ask you to stay in the house. While you're grateful for his help, a part of you is overwhelmed by this situation.
You want to explore and get a better grasp of your surroundings.
<<else>>
That's good to know! You'll be careful.
<</if>>
[[Start your new day.]]Asgore has loaned you a sweater two sizes too big and a <span id="cycle"><<cycle "$pants2" autoselect>>\
<<option "pair of shorts that have to be held up by a belt.">>
<<option "a pair of pants that have to be held up by a belt.">>
<<option "a robe to wear underneath.">>
<</cycle>></span> <<masteraudio stop>> <<audio "ruins" loop play>>
Not the comfiest of outfits, but it gets the job done.
<<set $gold = 0>> <<set $note1 = 0>> <<set $whimsey = 0>><<set $lme = 0>> <<set $mig = 0>><<set $loox = 0>><<set $lmespared = 0>><<set $blook = 0>> <<set $startfield = 0>> <<set $floweyencounter = 0>>
The sweater has something in its pocket. You pull it out.
It looks like a crudely drawn map over grid paper. Asgore must have put this in here for you.
<img src="swapimage/ccmap.png" width="25%" />
[[Go down the tunnel.]]
<img src="swapimage/ccmaprt3.png" width="25%" class="center" />
The magic crystals sparkle as you walk by.
This time you notice that there are pockets carved out of the upper walls. Taking a closer look, you see they are tunnels.
You walk down the tunnel until the path branches.
You may go down the right tunnel, or you may continue to go forward.
[[Forward.|Bake Sale for Flames]]
[[Right.|Ruins Tunnel 2]]<<if (($floweyencounter eq 0)) and ($note1 eq 0)>> This is the room where you met Flowey for the first time.
. . . !
You see Flowey.
The flower monster notices you. He sneers, "Back for more?"
[[You hold up your hands. You just want to talk.]]
[[You glare. Certainly not!]]
[[You smile at him. You tell him you only want to talk.]]
<<elseif (($floweyencounter eq 0)) and ($note1 eq 2)>> This is the room where you met Flowey for the first time.
. . . !
You see Flowey.
The flower monster notices you. He sneers, "Back for more?"
[[You hold up your hands. You just want to talk.]]
[[You glare. Certainly not!]]
[[You smile at him. You tell him you only want to talk.]]
<<elseif (($floweyencounter eq 0)) and ($note1 eq 1)>> This is the room where you met Flowey for the first time.
. . .
It's empty.
[[Look around.]]
<<elseif $floweyencounter eq 1>>This is the room where you met Flowey twice.
It doesn't look like he's here anymore.
[[Leave.|Player Start Field]]
<<elseif $floweyencounter eq 2>>This is the room where you met Flowey for the first time.
. . .
It's empty.
[[Leave.|Player Start Field]]
<<elseif $floweyencounter eq 3>> This is the room where you met Flowey twice.
It doesn't look like he's here anymore. That's a shame.
[[Leave.|Player Start Field]]<</if>>
<img src="swapimage/ccmaprtstart.png" width="25%" class="center" />
<<if $startfield eq 0>> Oh! You recognize this room. This is the room you fell in.
<<set $startfield = 1>>
It looks the same as yesterday. You go to the flower bed that you fell in.
The flowers stand tall, evidently recovered from when you landed on them.
A glance up shows the lake water continues to lap at the cave ceiling. The magical barrier that keeps the lake from crashing into the ruins and flooding everything is doing an excellent job.
You wonder if it's the same barrier that was used to banish the monsters, or if it's a separate spell?
You have two directions to go in.
You can go down the tunnel on your left where you met Flowey, or you can turn back around.
[[Left. (North West)|Flowey's Field]]
[[Back. (North East)|Top Room]]
[[Return to Asgore's home.]]
<<else>> This is the room you fell in.
You have two directions to go in.
You can go down the tunnel on your left where you met Flowey, or you can turn back around.
[[Left. (North West)|Flowey's Field]]
[[Back. (North East)|Top Room]]
[[Return to Asgore's home.]]<</if>>
<img src="swapimage/ccmaptop.png" width="25%" class="center" />
<<if $floweyencounter eq 0>>This room looks familiar. You think you are near where you first fell.
There are two tunnel entrances ahead of you. One on the left, and one in front of you. Or you can go back out where you came from in the tunnel behind you.
[[Left. (South West)|Mettablook Room]]
[[Forward. (West) |Player Start Field]]
[[Back. (South) |Ruins Tunnel 1]]
[[Return to Asgore's home.]]
<<else>> There are three tunnels in this room.
One at the back end--which takes you to where you fell--one on the right, and one on the far end that Asgore took you down yesterday.
[[Right. (South West)|Mettablook Room]]
[[Back end. (West)|Player Start Field]]
[[Far end. (South) |Ruins Tunnel 1]]
[[Return to Asgore's home.]]<</if>>
<img src="swapimage/ccmaprtmet.png" width="25%" class="center" />
<<if $blook eq 0>> The tunnel into this room is small and cramped. You have to suck in your gut to squeeze through.
The room it empties into is a brilliant shade of pink. Many of the magic crystals retain a pink, purple, or red glow, and there are dozens of pink flowers sprouting from the ground.
. . . You realize you are not alone in this room.
A pale pink monster stares at you with a wide eye.
Its a ghost-like monster with bangs folded over its left eye. Its only visible eye has a red heart in it.
As soon as it spots you, it startes to tremble.
[[Smile sweetly at the monster. Compliment its eyes.]]
[[Hold up your hands in a gesture of surrender to show you mean no harm.]]
[[Say "Boo!"]]
[[Introduce yourself.]]
<<elseif $blook eq 1>>This is the room you saw a ghost monster in.
It doesn't look like the ghost is here right now.
[[Leave.|Top Room]]
[[Return to Asgore's home.]]
<<elseif $blook eq 2>>This is the room you saw a ghost monster in.
It doesn't look like the ghost is here right now.
[[Leave.|Top Room]]
[[Return to Asgore's home.]]
<<elseif $blook eq 3>> This is the room you met Mettablook in.
It doesn't look like the ghost is here right now.
[[Leave.|Top Room]]
[[Return to Asgore's home.]]<</if>>
<img src="swapimage/ccmapnote.png" width="25%" class="center" />
<<if $note1 eq 0>> Ah!
The moment you step into this room your hand $insigniafeels. You look down at your $tattoo, its $soulcolor glows faintly.
. . . ?
You take a step back and the light goes away.
You step forward and it returns.
Uh.
You take another step forward and the pulse quickens. You wave your hand to the right and left. It reacts more when you get closer to the side of the room.
. . .
You move to the edge of the crystal room, the sensation in hand grows stronger with each step.
There is a flash of light. You reflexively look away, blinded from it.
It's gone in a few seconds and in its place is a piece of paper on the ground.
Your hand no longer $insigniafeels.
[[You pick up the paper.]]
[[You leave it alone. This is suspicious.]]
<<elseif $note1 eq 1>> It's the room you found the note in.
Go down the small tunnel.
Go back out.
[[Go back out. (West) |Ruins Tunnel 1]]
[[Go down the small tunnel. (South East) |Froggit Room]]
[[Return to Asgore's home.]]
<<elseif $note1 eq 2>>It's the room you found the note in.
Go down the small tunnel.
Go back out.
[[You pick up the paper.]]
[[Go back out. (West) |Ruins Tunnel 1]]
[[Go down the small tunnel. (South East)|Froggit Room]
[[Return to Asgore's home.]]]<</if>>
<img src="swapimage/ccmapfrog.png" width="25%" class="center" />
There is a shallow layer of water in this room.
<<set $froggit = 1>>
There is a frog-like monster in this room who blatantly ignores you. <<set $ruins2 = 1>>
[[Go up to the frog monster.]]
[[Go out the large tunnel. (South)|Ruins Tunnel 2]]
[[Go down the small tunnel. (North West) |Note Room]]
[[Return to Asgore's home.]]
<img src="swapimage/ccmaprtloox.png" width="25%" class="center" />
<<if $lmespared eq 0>>You enter a circular room.
A huge crystal dangles from the center ceiling. Its edges jut out sharply, the light from the other crystals reflect off it. You cannot see where it connects to the ceiling--is it grown in, or was it placed there?--and it makes you nervous to walk under.
If that thing falls on you, you're as good as dead.
You look around the room.
The floor is shiny and reflective, as are many of the crystals embedded into the wall. You see a distorted version of yourself in them.
You walk further in--mindful to not go under the hanging crystal--to examine the room.
When you turn back around, you realize you are no longer alone.
Two monsters are now blocking your path.
. . .
[[Begin Encounter.|LMEncounter]]
<<elseif $lmespared eq 1>> It's still a pretty room.
It looks like Loox and Migosp left.
<<return>><</if>>
<img src="swapimage/ccmapbake.png" width="25%" class="center" />
At the end of this tunnel there is another cavern. The crystals in here all glimmer with red, orange, and vibrant yellow colors. They flicker like flames off a candle.
To the far left of the cavern there is a long table set up. Candles in glass jars are perched on the table. You see several small flames with tiny eyes and tiny arms stand behind the table.
There is a sign propped up in front of the table.
//CANDLE SALE MADE BY FLAMES.
ALL PROCEEDS GO TO FLAMES.//
Oh!
//ONE CANDLE FOR 1G//
<<if $gold eq 1>>
You have that!
Would you like to buy a candle from the flames?
[[Yes. You go buy a candle from the flames.]]
[[No. You want to save your gold for something else.]]
<<elseif $gold eq 0 and $candle eq 1>> You already have a candle.
<<return>>
<<else>>
$Curse.
You don't have any money.
What a shame.
There's nothing else for you to do here.
[[Go back to where the path splits and go down the other path.|Ruins Tunnel 2]]
[[Return to Asgore's home.]]<</if>>
<img src="swapimage/ccmaprt1.png" width="25%" class="center" />
Green and yellow crystals glitter on the floor and sides of these walls.
<<if $ruins2 eq 1>>This is a long tunnel.
There is another path on the side, or you can keep going forward.
[[Side.|Note Room]]
[[Forward (North).|Top Room]]
<<elseif $ruins2 eq 0>> It's the long tunnel.
There is a path on the side, or you can keep going forward.
[[Side.|Note Room]]
[[Forward (South).|Ruins Tunnel 2]]
<<elseif $floweyencounter gt 0>> This is a long tunnel.
There is a path on the side, or you can keep going forward in the direction of Asgore's home.
[[Side (East).|Note Room]]
[[Forward (South).|Ruins Tunnel 2]]
[[Go back (North).|Top Room]]<</if>>
<img src="swapimage/ccmaprt2.png" width="25%" class="center" />
There are many amethyst colored crystals growing in the walls of this tunnel. This is the only tunnel that has the ceiling completely covered in crystals so you cannot see the lake.
<<if $lmespared eq 0>>You walk quietly through the tunnel. <<set $ruins2 = 1>>
There are several areas down this tunnel that branch off, however most of these paths are blocked by a stone door.
You're curious what's behind the doors, but you have no way of opening them.
There is one path on the right that isn't blocked off.
Alternatively, you can keep going forward where the end of the tunnel branches off to the right and left.
[[Far right. (North)|Ruins Tunnel 1]]
[[Far left. (South West)|LooxMigospRoom]]
[[Right. (North)|Froggit Room]]
[[Return to Asgore's home.]]
<<elseif $lmespared eq 1>>
Which way do you want to go? <<set $ruins2 = 1>>
To your right is the fork that leads to Asgore's home and the other cavern.
Down the tunnel there is a pathway on the left.
Forward takes you down a different tunnel.
[[Right. (East)|Ruins Tunnel 3]]
[[Pathway on the left. (North)|Froggit Room]]
[[Immediate right. (South West)|LooxMigospRoom]]
[[Forward. (North) |Ruins Tunnel 1]]
[[Return to Asgore's home.]]
<<elseif $floweyencounter gt 0>>
Which way do you want to go? <<set $ruins2 = 1>>
To your right is the fork that leads to Asgore's home and the other cavern.
Down the tunnel there is a pathway on the left.
Forward takes you down a different tunnel.
[[Right. (East) |Ruins Tunnel 3]]
[[Pathway on the left. (North) |Froggit Room]]
[[Forward. (North) |Ruins Tunnel 1]]
[[Immediate right. (South West)|LooxMigospRoom]]
[[Return to Asgore's home.]]<</if>>
<img src="swapimage/ccmaprt3.png" width="25%" class="center" />
This tunnel has a pathway of blue and purple crystals. The ceiling is nothing but the barrier holding up the lake water. You can see the water rippling above you as it reflects the lights of the crystals.
<<if $floweyencounter eq 0>> You walk down the tunnel until the path branches.
You may go down the right tunnel, or you may continue to go forward.
[[Forward. (South)|Bake Sale for Flames]]
[[Right. (West)|Ruins Tunnel 2]]
[[Return to Asgore's home.]]
<<elseif (($floweyencounter gt 0)) and ($whimsey eq 0)>> This is the tunnel outside Asgore's home.
You walk down the tunnel until the path branches.
A small monster darts out from one of the upper tunnels. It's no bigger than your hand, white, and has beautiful butterfly wings.
As soon as the monster notices you, it zips through the air to greet you.
[[Begin Encounter.|Whimseyencounter]]
<<elseif (($floweyencounter gt 0)) and ($whimsey gt 0)>> This is the tunnel outside Asgore's home, and where you encountered Whimsey.
You walk down the tunnel until the path branches.
You may go down the right tunnel, or you may continue to go forward.
[[Forward. (South) |Bake Sale for Flames]]
[[Right. (West) |Ruins Tunnel 2]]
[[Return to Asgore's home.]] <</if>><<set $gold = 0>> You approach the table.
The small flame monsters greet you by turning blue and letting out chirps similar to songbirds.
You hold up your gold coin.
One of the flames stretches up to accept it.
Another one offers you a $soulcolor candle that smells of <span id="cycle"><<cycle "$candlesmell" autoselect>>\
<<option "spring">>
<<option "autumn">>
<<option "winter">>
<<option "summer">>
<<option "spices">>
<<option "trees">>
<<option "flowers">>
<<option "water">>
<<option "seas">>
<</cycle>></span>.
<<set $candle = 1>>
You now have a candle made by flame monsters.
They chirp and squeak at you in a cheerful manner. You think they are thanking you.
[[Go back to where the path splits and go down the other path.|Ruins Tunnel 2]]
[[Go back out the tunnel.|Ruins Tunnel 3]]
[[Return to Asgore's home.]]You chose not to buy a candle.
[[Go back to where the path splits and go down the other path.|Ruins Tunnel 2]]
[[Go back out the tunnel.|Ruins Tunnel 3]]
[[Return to Asgore's home.]]<<if (((($floweyencounter gt 0)))) and ((($blook gt 0))) and (($lmespared eq 1)) and ($whimsey gt 0)>>
Gosh you're starving! Where has time gone?
When you return to Asgore's home, your stomach is rumbling.
Asgore opens his front door as you approach. He beams at you. "$Name! There you are, I was about to go looking for you. I have dinner made, would you care to join me?"
That sounds great!
[[You join Asgore for dinner.]]
<<elseif $floweyencounter gt 0>>
<img src="swapimage/ccmaprtah.png" width="25%" />
It smells like Asgore has started making food.
You could stop exploring and join him, or keep exploring.
[[End the day.]]
[[Keep Exploring.|Ruins Tunnel 3]]
<<elseif $floweyencounter eq 0>>
<img src="swapimage/ccmaprtah.png" width="25%" />
The day is young. You should explore while you can.
[[Keep Exploring.|Ruins Tunnel 3]]
<</if>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<<audio "ruins" stop>> <<audio "encounter" loop play>><<if $lme eq 0>> <p class="box">You encounter Loox & Migosp.</p>
<<elseif $lme eq 1>> <p class="box">Loox gnashes its teeth.</p>
<<elseif $lme eq 2>><p class="box">Migosp smiles while Loox gazes at you.</p>
<<elseif $lme eq 3>> <p class="box">You are not welcomed.</p> <</if>>
Two monsters block your way.
<<if (($mig eq 1)) and ($loox eq 1)>> Both monsters relax.
They step away from the entrance and allow you to pass.
You $happyreaction.
[[MERCY: Spare Loox & Migosp]]
<<elseif $lme eq 0>> They both come up to your hip. The one on the left--//Loox//, you somehow know--is a dark blue monster with a single huge eye that covers nearly its entire face. The one on the right--Migosp--is a bumblebee-like monster with a cheery smile that dances in place.
[[ACT: Stare at Loox.]]
[[ACT: Stare at Migosp.]]
[[ACT: Look away and ignore Loox.]]
[[ACT: Dance with Loox.]]
[[ACT: Dance with Migosp.]]
[[ACT: Ignore both monsters.]]
<<elseif (((($lme gt 0)))) and ((($lme lt 3))) and (($mig eq 0)) and ($loox eq 0)>>
Migosp spins by itself. Loox wants to pick on you.
[[ACT: Stare at Loox.]]
[[ACT: Stare at Migosp.]]
[[ACT: Look away and ignore Loox.]]
[[ACT: Dance with Loox.]]
[[ACT: Dance with Migosp.]]
[[ACT: Ignore both monsters.]]
<<elseif (($mig eq 0)) and ($loox eq 1)>> Loox turn away from you. Migosp's smile slips.
The bumblebee monster suddenly lunges at you and kicks you hard in the face. You are sent careening to the ground. Sharp stingers are launched into the air at the dangling crystal on the ceiling.
They pierce through a chunk of it which falls on top of you, instantly crushing and impaling you.
''You have died.''
<<link "Re load">><<script>>UI.saves()<</script>><</link>>
<<elseif (($mig eq 1)) and ($loox eq 0)>>
Loox is watering.
[[ACT: Stare at Loox.]]
[[ACT: Stare at Migosp.]]
[[ACT: Look away and ignore Loox.]]
[[ACT: Dance with Loox.]]
[[ACT: Ignore both monsters.]]
<<elseif $lme eq 3>> Several small blue spheres appear around you. They shoot at you with rapid speed that you cannot avoid.
Each one that pelts you hits you hard enough to snap a bone. You hear each break, a sickening crunch that curdles your stomach. Terrible, //terrible// pain sends you careening to the ground.
More spheres are pelted into you. They flatten your limbs, then your ribs, and lastly your head.
''You have died.''
<<link "Re load">><<script>>UI.saves()<</script>><</link>> <</if>>You stare at Loox.
Loox stares at you. It cannot look away now.
It hates that you did this.<<set $lme +=1>>
<<return>>You stare at Migosp.
Migosp smiles at you. It is a fake smile. <<set $lme +=1>>
<<return>>You look away and ignore Loox.
"Finally," it mutters. <<set $loox = 1>>
<<return>>You try to dance with Loox.
It looks disgusted by you. <<set $lme +=1>>
<<return>><<if $mig eq 0>> You take Migos's offered claw and dance around with it.
Its smile, once fake, stretches into a wide grin. "Hoo-ha! That's right, dance baby dance!"
The two of you spin around while Loox watches.
<<set $mig = 1>>
<<return>>
<<elseif $mig eq 1>> You already danced with Migosp.
<<return>> <</if>>
You try to ignore the monsters.
They don't like this. <<set $lme +=1>>
<<return>><<set $note1 = 1>> You pick up the paper. It's thick and looks like it was ripped out of a notebook.
You are no mage, but you can clearly see that magic was used on this paper. It has a subtle glow to it.
Was the magic used to hide it?
From what?
And why did //you// have a reaction to it?
You purse your lips as you read the paper.
----
<span class="notes">Day XX-15
Archmage Dion should have told us the truth before we left.
We are not prepared for this fight.
He won’t listen. He doesn’t care. He only wants to silence the voice. </span>
----
You stare at it for several seconds, your mind churns over the words.
Archmage Dion.
Archmage.
//Archmage.//
The group of mages that disappeared ten years ago while investigating Lake Ebott--they were lead by an Archmage.
Was it Archmage Dion? Is this note from them?
In that case--
Was this hidden from the monsters? Meant to react only to another human's presence?
How else would it go unnoticed for ten years by the monsters living here, only to react the moment you walk in?
Why?
What happened?
. . . What voice?
. . .
You won't solve questions by standing around and pondering. You carefully fold the note up. You'll keep it in your sweater pocket once you get back to Asgore's home.
There is nothing else to do in this room.
[[Go back out.|Ruins Tunnel 1]]
[[Go down the small tunnel.|Froggit Room]]
[[Return to Asgore's home.]]<<set $note1 = 2>> You'd rather not touch the strange thing that made your insignia react.
There is nothing else to do in this room.
[[Go back out.|Ruins Tunnel 1]]
[[Go down the small tunnel.|Froggit Room]]
[[Return to Asgore's home.]]It does not react to your presence.
. . .
[[Talk to it.]]
[[Poke it.]]It ignores you. It does not want to talk to you.
. . .
[[Keep talking to it.]]
[[Poke it.]]
[[Go out the large tunnel.|Ruins Tunnel 2]]
[[Go down the small tunnel.|Note Room]]The instant your finger touches its squishy side, a tongue whips out from its mouth and wraps around your wrist.
You are hoisted up into the air and slammed into the ceiling. A crystal stalacite is impaled through you. The hole rips your body into two. Your upper half is carelessly tossed into the wall where it becomes impaled on more crystals. Your lower half drops to the floor.
''You have died.''
<<link "Reload">><<script>>UI.saves()<</script>><</link>> Its eyes narrow. It seems unhappy with you.
[[Continue to talk to it.]]
[[Go out the large tunnel.|Ruins Tunnel 2]]
[[Go down the small tunnel.|Note Room]]It steadfasts ignores you.
[[Poke it.]]
[[Go out the large tunnel.|Ruins Tunnel 2]]
[[Go down the small tunnel.|Note Room]]The ghost's only eye widens. Its mouth starts to squiggle and it fidgets side to side.
<<set $blook = 1>>
[[Call the ghost cute.]]
[[Introduce yourself.]]
[[Say "Boo!"]]
[[Compliment the monster's smile.]]The ghost squeaks out something incomprehensible to you and vanishes. <<set $blook = 1>>
You are alone now.
[[Leave.|Top Room]]The ghost's eye swells up with tears. It vanishes. <<set $blook = 1>>
You are alone now.
[[Leave.|Top Room]]The ghost squeaks out something incomprehensible to you and vanishes. <<set $blook = 1>>
You are alone now.
[[Leave.|Top Room]]The ghost squeaks out something incomprehensible to you and vanishes. <<set $blook = 1>>
You are alone now.
[[Leave.|Top Room]]<<set $blook = 2>> The smile on the monster's face stretches. "Th-Thank you."
[[Call the ghost cute.]]
[[Introduce yourself.]]
[[Compliment the monster's voice.]]
[[Say "Boo!"]]<<set $blook = 3>> The monster's color turns from a pale pink to a hot pink. "Th-Thank you! I--I--I'm Mettablook!"
You introduce yourself.
They smile shyly at you. "N-Nice to m-meet you. . . I. . . n-normally come here to a-avoid others, but I'm glad I didn't avoid you."
You're glad too. It's wonderful to meet them!
"Oh. . . you're nice," Mettablook whispers, their mouth turning wiggly again. "Heheh. . ."
They slowly vanish from sight.
You are alone now.
[[Leave.|Top Room]]You take your leave. Migosp bows at you as you do. <<masteraudio stop>> <<audio "ruins" loop play>>
<<set $lmespared = 1>>
[[Leave.|Ruins Tunnel 2]]Flowey's eyes narrow. "Don't you have something better to do?"
[[You tell Flowey, "Not really."]]
[[You ask him why he attacked you.]]
[[You ask him if he's okay.]]<<set $floweyencounter = 1>> Flowey scoffs. He burrows underground and disappears from sight.
He's gone.
Good riddance.
[[Leave.|Player Start Field]]
Flowey's eyes narrow. "Don't you have something better to do?"
[[You tell Flowey, "Not really."]]
[[You ask him why he attacked you.]]
[[You ask him if he's okay.]]
<<if $soultrat eq "patience">>
[[You keep smiling at Flowey. You tell him you want to be friends.]] <span class="patience">''PATIENCE TRAIT''</span>
<<elseif $soultrait eq "kindness">>
[[You keep smiling at Flowey. You tell him you want to be friends.]] <span class="kindness">''KINDNESS TRAIT''</span><</if>><<set $floweyencounter = 1>> Flowey scoffs. "I'm not here for your entertainment, idiot."
He burrows underground and disappears from sight.
He's gone.
[[Leave.|Player Start Field]]"Oh? //Friends?//" Flowey loudly scoffs. "You really are an idiot! Why are you even bothering?"
You--
"Don't answer that," Flowey snaps. "I don't want to know. The fact that you can stand there, smiling like a moron, and sincerely say that is the stupidest thing I have ever witnessed."
. . .
You step closer.
"What?" Flowey's eyes narrow.
You take another step closer.
"What are you trying to do?"
You sit beside Flowey.
"Ugh. It's disgusting how polite you are," he says.
Someone has to be.
"//No one// has to be nice," he says. "Not in this world."
Asgore disagrees.
"He's an old relic. Most of the monsters here are weak and spineless," says Flowey. "You leave these caverns and you'll face a lot worse than me."
There's more to this undergound?
Flowey scoffs. "You think most monsters live in burrowed tunnels?"
You don't know what to think. You don't want to have a preconceived notion.
"Hmph." Flowey looks away from you. "Since you're such an idiot I'll take pity on you. The underground is an entire kingdom. Asgore keeps watch over these caverns because the monsters here are too weak to handle the enviornments of the other areas."
What are the other areas like?
"Why don't you go find out?" Flowey's smile turns into a grin. "I bet it'll be //so-o-o-o// much fun."
Fun for both of you?
Flowey laughs. "Fun for me at least!"
You $happyreaction. Okay.
Besdies, you do want to see more of this place. Who knows, you might enjoy yourself.
And, you know, you have to eventually consider how exaclty you're going to get back home.
"Good. Enjoy yourself, $Name," says Flowey. He burrows underground and disappears from view.
You're alone now.
<<set $floweyencounter = 3>>
[[Leave.|Player Start Field]]<<set $floweyencounter = 1>> Flowey scoffs. "Weren't you listening, moron?"
He burrows underground and disappears from sight.
He's gone.
[[Leave.|Player Start Field]]Flowey stares at you for several long seconds.
"Did you fall and hit your head again?" he asks you.
No.
"Then //why// would you ask //me// that?" he demands.
Asgore attacked Flowey, didn't he? With a fireball no less. That must have hurt.
"Oh I get it. You want to know if I was in pain, right?" Flowey mocks.
[[It's what he gets for attacking you.]]
[[You insist you're asking out of concern, not mockery.]]
[[Why is he being so aggressive?]]<<set $floweyencounter = 1>> Flowey scoffs. He burrows underground and disappears from sight.
He's gone.
Good riddance.
[[Leave.|Player Start Field]]"Ri-ight. Su-ure," he drawls out, toxic sarcasm drips from his tone. "Because you care //oh// so much about monsters who try to kill you! What a //sa-aint// you are. Golly! I should feel honored by your holy presence, dear human!"
The flower monster uses his vines to shrug.
"Silly me. I just can't muster up the desire to ca-are," he dramatically sighs. "Oh golly, I hope you can find it in your //sa-aintly// heart to forgive poor lil ol' me."
[[You sigh. You don't know why you even bothered.]]
[[You teasingly reassure him that you can indeed find it in your saintly heart to forgive him.]]<<set $floweyencounter = 1>> Flowey scoffs. "Weren't you listening, moron?"
He burrows underground and disappears from sight.
He's gone.
[[Leave.|Player Start Field]]<<set $floweyencounter = 1>> "I don't know why either," he mutters.
He burrows underground and disappears from sight.
He's gone.
[[Leave.|Player Start Field]]Flowey rolls his eyes, his fake smile back in place as he sardonically says, "Thank //goodness.// I was about ready to lose sleep at night over it."
You're happy to help!
"Ugh. You're such a saint. It's gross."
At least you have opposable thumbs.
"Rude," says Flowey.
So is attacking someone.
"It had to be done," says Flowey. He uses his vines to shrug again. "That's the way the world works."
Asgore disagrees.
"He's an old relic. Most of the monsters here are weak and spineless," says Flowey. "You leave these caverns and you'll face a lot worse than me."
There's more to this undergound?
Flowey scoffs. "You think most monsters live in burrowed tunnels?"
You don't know what to think. You don't want to have a preconceived notion.
"Hmph." Flowey looks away from you. "Since I'm such a nice moster, I'll //kindly// give you some information. The underground is an entire kingdom. Asgore keeps watch over these caverns because the monsters here are too weak to handle the enviornments of the other areas."
What are the other areas like?
"Why don't you go find out?" Flowey's smile turns into a grin. "I bet it'll be //so-o-o-o// much fun."
Fun for both of you?
Flowey laughs. "Fun for me at least!"
You $happyreaction. Okay.
Besdies, you do want to see more of this place. Who knows, you might enjoy yourself.
And, you know, you have to eventually consider how exaclty you're going to get back home.
"Good. Enjoy yourself, $Name," says Flowey. He burrows underground and disappears from view.
You're alone now.
<<set $floweyencounter = 3>>
[[Leave.|Player Start Field]]<<set $floweyencounter = 2>> You can't find anything of note here.
If Flowey was here, he's not anymore.
[[Leave.|Player Start Field]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<<audio "ruins" stop>> <<audio "encounter" loop play>><<if $whimsey eq 0>> <p class="box">You encounter Whimsey.</p>
<<elseif $whimsey eq 1>> <p class="box">Whimsey hums like wind chimes.</p>
<<elseif $whimsey eq 2>><p class="box">Each flap of Whimsey's wings sends out sparkling dust.</p>
<<elseif $whimsey eq 3>> <p class="box">Whimsey is so happy with you.</p> <</if>>
<<if $whimsey eq 0>>Whimsey spins around twice.
[[Stare at Whimsey.]]
[[Ignore Whimsey.]]
[[Whistle at Whimsey.]]
[[Spin around twice.]] <<elseif $whimsey eq 1>> Whimsey giggles and sways side to side.
[[Stare at Whimsey.]]
[[Ignore Whimsey.]]
[[Whistle at Whimsey.]]
[[Sway side to side.]] <<elseif $whimsey eq 2>> Whimsey moves up and down then spins once.
[[Stare at Whimsey.]]
[[Ignore Whimsey.]]
[[Whistle at Whimsey.]]
[[Move up and down and spin three times.]]
[[Move up and down and spin once.]]
<<elseif $whimsey eq 3>> The butterfly monster twirls in the air and produces a gold coin half its size.
It holds out the gold coin to you.
[[MERCY: Accept the gold coin.]] <</if>>You accept the gold coin. Whimsey makes a trilling noise and flutters around you three times before flying off.
<<set $gold = 1>><<audio "encounter" stop>> <<audio "ruins" loop play>>
You now have a gold coin.
[[Return.|Ruins Tunnel 3]] <<set $whimsey += 1>> You stare at Whimsey. <<audio "encounter" stop>> <<audio "ruins" loop play>>
Whimsey is disappointed. It flies off.
[[Return.|Ruins Tunnel 3]] <<set $whimsey += 1>> You ignore Whimsey.
<<audio "encounter" stop>> <<audio "ruins" loop play>>
Whimsey is disappointed. It flies off.
[[Return.|Ruins Tunnel 3]] <<set $whimsey += 1>> You whistle at Whimsey.
Whimsey is disappointed. It flies off.
<<audio "encounter" stop>> <<audio "ruins" loop play>>
[[Return.|Ruins Tunnel 3]]<<set $whimsey += 1>> You spin around twice.
Whimsey is delighted!
[[Here comes Whimsey.|Whimseyencounter]] <<set $whimsey += 1>> You sway side to side.
Whimsey trills, their wings flapping quickly.
[[Here comes Whimsey.|Whimseyencounter]] You move up and down and spin three times.<<audio "encounter" stop>> <<audio "ruins" loop play>>
Whimsey is disappointed. It flies off.
[[Return.|Ruins Tunnel 3]] <<set $whimsey += 1>> You jump and spin once.
Whimsey is ecstatic!
[[Here comes Whimsey.|Whimseyencounter]] You spend the rest of your day helping Asgore with gardening. He's happy for your company.
When it's time for dinner, Asgore makes the food while you relax.
[[You join Asgore for dinner.]]The fireplace crackles to life. The entire house smells of homemade food that makes your mouth water.
"I hope you didn't run into any trouble while you explored the caverns," says Asgore.
<<if $lmespared eq 0>>
No monsters attacked you.
<<elseif $lmespared eq 1>>
Nothing you couldn't handle.
<</if>>
"That's wonderful to hear," he says. "Did you have fun?"
<<if $candle eq 1>>
You $happyreaction. Yes! You got a candle.
<<else>>
It's been a very interesting experience.
<</if>>
And you did enjoy walking around. This whole area is something straight out of a fantasy. You can scarcely believe there are so many magic crystals here.
"This enviornment is aptly suited to grow them," he says.
Do crystals grow all over the Underground?
"No," he answers. Asgore chuckles. "Of //quartz// they can grow in some parts, but not like here."
You <span id="cycle"><<cycle "$laughreaction" autoselect>>\
<<option "giggle">>
<<option "snicker">>
<<option "chuckle">>
<<option "laugh">>
<<option "chortle">>
<<option "grin widely">>
<<option "let out a small //heh//">>
<</cycle>></span>.
The pun caught you off guard.
<span id="cycle"><<cycle "$punny" autoselect>>\
<<option "You love puns.">>
<<option "You normally do not like puns.">>
<<option "You are indifferent to puns">>
<</cycle>></span>
Asgore's dark eyes are filled with warmth.
The two of you start to eat. Asgore made a large variety of food. The more you eat, the more you feel a tingle in the back of your mouth. It's not unpleasant, although it is noticeable enough that you can't ignore it.
Asgore must have noticed your expression because he asks, "What's wrong?"
You mention the tingly sensation.
"Ah, that must be the magic," he says. "All of the food here is made with magic. Magic is completely absorbed by the body, so it processes differently."
Even though you don't have magic?
"It //should// convert to energy," he says. "I--I have not encountered someone with your situation so I can't be certain."
<<if $pie eq "tired">>
Guess you'll find out.
<<else>>
Well. . . you ate the pie without issue. This should be fine.
<</if>>
[[You finish dinner and feel comfortably full.]]<<set $wingdingromance += 1>> It speaks to you in riddles and whispers, cold and hot all at once.
Yet you cannot deny it.
It is best if you go.
You leave your home and raise your <span id="cycle"><<cycle "$right" autoselect>>\
<<option "right">>
<<option "left">>
<</cycle>></span> hand over the doorknob.
On the back of your hand there is a special tattoo. It's unique, a rare invention made for someone like you. It's made of magical crystal turned into dust and infused in magic-enriched ink. It is made in the shape of a <span id="cycle"><<cycle "$tattoo" autoselect>>\
<<option "heart">>
<<option "flower">>
<<option "butterfly">>
<<option "moth">>
<<option "x">>
<<option "lightning bolt">>
<<option "cloud">>
<<option "sword">>
<<option "sun">>
<<option "moon">>
<<option "four point star">>
<<option "five point star">>
<</cycle>></span> .
You place your hand over the door and the insignia glows a dull $soulcolor.
It <span id="cycle"><<cycle "$insigniafeels" autoselect>>\
<<option "tingles">>
<<option "itches">>
<<option "feels warm">>
<<option "burns">>
<<option "feels cool">>
<<option "stings">>
<</cycle>></span> every time you use it.
//Click.//
The door is now locked.
And judging by how small that glow was, you'll have to refuel your insignia soon.
You're the only human alive without an ounce of magic, after all.
Most of humanity is born with some magic. It's ingrained in everything humanity does. Magic is required to lock doors, use phones, and even flush public toilets.
It doesn't take //much// magic to do those things. Most humans only have enough magic to interact with day to day techonology. A small portion of humanity has an excess amount of magic that they can learn how to do more with it--cast spells, for example.
An even tinier portion of humans are born with so little magic they require magic tools to go about their lives.
The insignia on the back of your hand is mandatory for you to go about your day. The magic crystals inside the ink retain magic and will activate whenever your palm touches something else.
You, lovely you, are the only living human to have //no// magic.
Every month or so you have to make a trip to a magic tower and get your insignia recharged.
You never want to run out of magic.
When you were younger, your crystals fizzed out at a restaurant. You went to the restroom and the door locked shut behind you when you ran out.
You didn't even have enough energy to flush, let alone use your phone or unlock the door. You had to wait for someone else to come by to let you out.
It wasn't the first, nor last time to happen to you. Sometimes things take more magic than you expect. You used an elevator once that took half your magic due to it suddenly breaking down. Not only were you stranded, but you couldn't use the emergency button--as it ran on magic--nor your phone because, again, it ran on magic.
You glance down at the back of your hand.
<span id="cycle"><<cycle "$insigniaafter" autoselect>>\
<<option "The insignia continues to glow a faint $soulcolor.">>
<<option "It disappears from view, leaving behind umblemished $skincolor skin.">>
<</cycle>></span>
[[You leave for Lake Ebott.]]
<<masteraudio stop>> <<audio "visions" loop play>>
<header>
<h2><<type 135ms>>💣︎✡︎ ☟︎☜︎✌︎☼︎❄︎
👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎<</type>></h2>
</header>
<<timed 10s>>
\<<goto "You think it's morning when you wake up.">>
\<</timed>>You did it.
You're doing it!
You're really going to get to see Star Fall out in the middle of Lake Ebott.
Your heart thumps happily in your chest, excitement makes you <span id="cycle"><<cycle "$happyreaction" autoselect>>\
<<option "smile">>
<<option "crack a small smile">>
<<option "smirk">>
<<option "beam">>
<<option "grin">>
<</cycle>></span>.
It takes fifteen minutes of driving until you're far out enough that the city is but a distant image. You turn off the boat. It gently sways with the waves.
The sun has already begun to set. It's nearly time.
You make yourself comfortable. You sit on the top of the bow and stretch out your legs. You lean back on your palms and look up at the darkening sky.
The sunset has painted it in orange hues that gradually fade to purple and indigo. Stars twinkle above you, their light enhanced by the magic in the atmosphere.
Minutes tickby as you patiently wait for the sun to go down.
[[Twilight begins.]]You see the first stardrop fall from the sky. A brilliant glimmer of light that is rapidly followed by several more. They twinkle in the sky before they fall to the ground.
One falls in the lake, and the moment it touches the surface water it bursts into a kaledeiscope of $soulcolor sparkles.
<span id="cycle"><<cycle "$wowreaction" autoselect>>\
<<option "Wow.">>
<<option "You suck in a sharp breath.">>
<<option "Your eyes widen in wonder.">>
<<option "You stare in awe.">>
<<option "Your heart skips a beat.">>
<<option "You're stunned speechless.">>
<</cycle>></span>
It's amazing.
Each magic that falls onto the lake illuminates the water. So enraptured in the view, you barely notice that that it's also causing the boat to rock.
[[A stardrop descends directly to you.]]<<masteraudio stop>> <<audio "visions" loop play>>
<header>
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</header>
<<timed 5s>>\<<goto "You join Asgore for dinner take 2">>
\<</timed>>
[[You join Asgore for dinner take 2]]As you help Asgore clean up the plates, you consider what you're going to do tomorrow. <<masteraudio stop>> <<audio "ruins" loop play>>
It's time to think about what to do long term.
You ask Asgore if he knows of a way for you to return to the surface?
Asgore frowns. "I. . . yes."
How?
"In the castle garden," he says, "there is a staircase that leads to the surface." He sets down his fork. "Humans may leave. Monsters may not."
Humans can leave. . . ? How does he know?
"I," Asgore begins with a deep breath, "had a human child many, many years ago. They would cross the barrier frequently and come back with small things they found."
. . . !
You are about to ask if you can meet this child, when you realize he used the word //had.// Past tense. The goat monster looks away from you, grief clouding his eyes.
You quietly ask if there are any other humans in the underground.
"Not that I am aware of," he says as he looks back at you. "You are the first human I have met since my child passed."
<<if $note eq 1>>
The first?
You think of the note in your pocket.
How did it get here, if not by human hands? Did Asgore not see the other humans, then, or is he. . . ?
. . .
<</if>>
You think of the numerous disappearances around the lake.
It is possible a lot of them drowned. . . but it is also possible they ended up in a different area of the Underground.
It is wonderful of Asgore to open his home to you, but do you really want to stay here indefinitely?
[[No. You want to leave the Crystal Caverns.]]
<span class="glitchy" data-text="NONONONONO">NONONONONO</span><img src="swapimage/ccmap.png" alt="Crystal Caverns Map" />
[[Return|$return]]Is this the main cavern monsters get their crystals?
"What do you mean?
Well--humans use magic crystals to store magic and use as a power source. Do monsters not?
"We did a century ago," he says, "and there are some things that still require a crystal, but most of the Underground has switched to a different power source."
Your eyes widen. A different power source?
"Yes. There's not much use for magic crystals outside the odd contraption," the monster explains. "Which is why I and many others like this area. It's. . . separate from the Underground."
As you help Asgore clean up the plates, you consider what you're going to do tomorrow.
It's time to think about what to do long term.
You ask Asgore if he knows of a way for you to return to the surface?
Asgore frowns. "I. . . yes."
How?
"In the castle garden," he says, "there is a staircase that leads to the surface." He sets down his fork. "Humans may leave. Monsters may not."
Humans can leave. . . ? How does he know?
"I," Asgore begins with a deep breath, "had a human child many, many years ago. They would cross the barrier frequently and come back with small things they found."
. . . !
You are about to ask if you can meet this child, when you realize he used the word //had.// Past tense. The goat monster looks away from you, grief clouding his eyes.
You quietly ask if there are any other humans in the underground.
"Not that I am aware of," he says as he looks back at you. "You are the first human I have met since my child passed."
<<if $note eq 1>>
The first?
You think of the note in your pocket.
How did it get here, if not by human hands? Did Asgore not see the other humans, then, or is he. . . ?
. . .
<</if>>
You think of the numerous disappearances around the lake.
It is possible a lot of them drowned. . . but it is also possible they ended up in a different area of the Underground.
It is wonderful of Asgore to open his home to you, but do you really want to stay here indefinitely?
[[Yes. You don't want to leave the Crystal Caverns.]]
[[No. You want to leave the Crystal Caverns.]]"You understand that the monsters outside these caverns. . . they will likely attack you," Asgore says softly.
Yes. You remember what he said about the Queen's orders.
"You wish to leave regardless?"
<<if $wingdingromance gt 1>>
Yes. <span id="cycle"><<cycle "$reasontoleave" autoselect>>\
<<option "You have to.">>
<<option "Something calls to you.">>
<<option "You //need// to.">>
<<option "You need to return to the surface.">>
<<option "You want to see the rest of the Underground.">>
<<option ". . .">>
<</cycle>></span>
<<else>>
Yes. <span id="cycle"><<cycle "$reasontoleave" autoselect>>\
<<option "You need to return to the surface.">>
<<option "You want to see the rest of the Underground.">>
<<option "You feel like you have to.">>
<<option ". . .">>
<</cycle>></span>
<</if>>
Asgore looks down at the soapy dishes he's washing. ". . . Very well. You. . . you are not a child. You are an adult who can make your own decisions."
You $happyreaction.
"Your clothes are clean," he says, "but I hope you will wait to leave until tomorrow morning?"
If that's okay with him.
"Yes. I would hate for you to start your journey in the dark." Asgore resumes washing. "And do know. . . you are always welcome to come back. My home is open to you."
. . .
[[Hug Asgore.]]
[[Pat Asgore's back.]]
[[Thank Asgore.]]<<set $asgorehug = 1>> You hug Asgore around the side. The goat monster startles and then lets out a chuckle. He shifts around to hug you tightly.
[[You cheerfully reassure him you'll be okay, and you'll definitely see him again.]]
[[You firmly tell him you will handle whatever comes. You'll see him again.]]
<<if $soultrait eq "determination">>
[[You tell him everything will be okay.]] <span class="determination">''DETERMINATION TRAIT''</span>
<<elseif $soultrait eq "bravery">>
[[You promise him you'll come back.]] <span class="loyalty">''LOYALTY TRAIT''</span> <</if>><<set $asgorehug = 0>> You pat Asgore's back. He smiles at you.
[[You cheerfully reassure him you'll be okay, and you'll definitely see him again.]]
[[You firmly tell him you will handle whatever comes. You'll see him again.]]
<<if $soultrait eq "determination">>
[[You tell him everything will be okay.]] <span class="determination">''DETERMINATION TRAIT''</span>
<<elseif $soultrait eq "bravery">>
[[You promise him you'll come back.]] <span class="loyalty">''LOYALTY TRAIT''</span> <</if>><<set $asgorehug = 0>> You thank Asgore. He smiles at you.
[[You cheerfully reassure him you'll be okay, and you'll definitely see him again.]]
[[You firmly tell him you will handle whatever comes. You'll see him again.]]
<<if $soultrait eq "determination">>
[[You tell him everything will be okay.]] <span class="determination">''DETERMINATION TRAIT''</span>
<<elseif $soultrait eq "bravery">>
[[You promise him you'll come back.]] <span class="loyalty">''LOYALTY TRAIT''</span> <</if>>His gaze is warm and gentle. "I want to believe you."
<<set $optimistic += 1>>
So do!
He laughs.
[[Come morning, it's time to leave.]]His gaze is warm and gentle. "I want to believe you."
<<set $realistic += 1>>
So do.
He laughs.
[[Come morning, it's time to leave.]]His gaze is warm and gentle. "I believe you."
So do!
He laughs.
[[Come morning, it's time to leave.]]His gaze is warm and gentle. "I believe you."
So do!
He laughs.
[[Come morning, it's time to leave.]]You're back in your $pantscolor $pants and sweater and are ready to face the day.
Asgore guides you through his house and out the back door. At the very back end of his cavern there is a large blue door.
He says, "This door separates the Crystal Caverns from Snowdin's Forest." Asgore pauses. "You'll have to cross multiple areas in the Underground to reach the castle. . ." His expression clouds. "It. . . it will be dangerous."
You understand.
His smile looks pained.
"This is for you," he says. He pulls out a $stripecolor scarf. "I've enchanted it to help you."
Your eyes widen. You accept the scarf and wrap it around your neck. <span id="cycle"><<cycle "$scarflegnth" autoselect>>\
<<option "It is very long, it goes past your butt.">>
<<option "It is long, it ends at the middle of your back.">>
<<option "It fits perfectly with no extra length.">>
<</cycle>></span>
"Monsters use magic to regulate our body temperature," Asgore begins to explain, "so many of our homes do not have extra protection from the enviornment. This scarf will protect you from some of the more extreme areas."
That's very nice of him to do this.
<<if $asgorehug eq 1>>
You immediately go in to hug him again. Asgore accepts your embrace tightly. He gently pats your back.
<<else>>
You sincerely thank him.
<</if>>
"Please be safe," he whispers.
You will!
[[You leave the Crystal Caverns.]]''END OF CRYSTAL CAVERNS'' - Your progress has been autosaved. <<masteraudio stop>> <<audio "startmenu" loop play>>
<<if $optimistic eq 7>>
You have chosen to be positive and warm at every opportunity. What a brilliant heart you have.
<<elseif $realistic eq 7>>
You have chosen to remain focused and confident at every opportunity. What a cool $gender you are.
<<elseif $optimistic gt $realistic>>
You've chosen to be cheerful! What a warm personality you have.
<<else>>
You've chosen to keep a level head. How reliable!
<</if>>
[[LOAD SNOWDIN]]
<<set $ruinscomplete = 1>>The fog tastes like crisp, clean water.
Go:
[[South.|SN5]]
[[East.|SN2]]The fog tastes like crisp, clean water.
. . . ? It seems thinner in the north.
Go:
[[South.|SN6]]
[[East.|SN3]]
[[West.|SN1]]
[[Exit the fog.|SN Top]]The fog tastes like crisp, clean water.
Go:
[[South.|SN7]]
[[East.|SN4]]
[[West.|SN2]]The fog tastes like crisp, clean water.
Go:
[[South.|SN8]]
[[West.|SN3]]<<if $door eq "not seen">>The fog tastes like crisp, clean water. Your $shoes sink into the snow. You walk forward a few steps then glance behind you.
. . .
The snow. . . the snow has moved to cover your footsteps.
You watch in morbid fascination as your footsteps are completely filled in and the snow becomes pristine.
You won't be able to track your footsteps.
$Curse.
<<else>>
The fog tastes like crisp, clean water.
<</if>>
Go:
[[North.|SN1]]
[[South.|SN9]]
[[East.|SN6]]The fog tastes like crisp, clean water.
Go:
[[North.|SN2]]
[[South.|SN10]]
[[East.|SN7]]
[[West.|SN5]]The fog tastes like crisp, clean water.
Go:
[[North.|SN3]]
[[South.|SN11]]
[[East.|SN8]]
[[West.|SN6]]The fog tastes like crisp, clean water.
The fog seems to thin out in the east.
[[North.|SN4]]
[[South.|SN12]]
[[West.|SN7]]
<<if $door eq "not seen">>
[[Exit the fog.|SN Exit]]
<<else>>
[[Exit the fog.|SN Exit 2]]<</if>>The fog tastes like crisp, clean water.
Go:
[[North.|SN5]]
[[South.|SN13]]
[[East.|SN10]]The fog tastes like crisp, clean water.
Go:
[[North.|SN6]]
[[South.|SN14]]
[[East.|SN11]]
[[West.|SN9]]The fog tastes like crisp, clean water.
<<if $note2 eq 0>>
Your $right hand starts to $insigniafeels, and it faintly glows $soulcolor. You raise it around and see that it feels stronger in the South East.
<</if>>
Go:
[[North.|SN7]]
[[South.|SN15]]
[[East.|SN12]]
[[West.|SN10]]The fog tastes like crisp, clean water.
<<if $note2 eq 0>>
Your $right hand starts to $insigniafeels, and it faintly glows $soulcolor. You raise it around and see that it feels stronger in the South.
<</if>>
[[North.|SN8]]
[[South.|SN16]]
[[West.|SN11]]The fog tastes like crisp, clean water.
. . . ? It seems thinner in the south.
Go:
[[North.|SN9]]
[[East.|SN14]]
[[Exit the fog.|SN Bottom]]The fog tastes like crisp, clean water.
[[North.|SN10]]
[[East.|SN15]]
[[West.|SN13]]The fog tastes like crisp, clean water.
<<if $note2 eq 0>>
Your $right hand starts to $insigniafeels, and it faintly glows $soulcolor. You raise it around and see that it feels stronger in the East.
<</if>>
[[North.|SN11]]
[[East.|SN16]]
[[West.|SN14]]The fog tastes like crisp, clean water.
<<if $note2 eq 0>>
Your $right hand $insigniafeels, and it brightly glows $soulcolor. You follow the sensation until a blinding light appears in the snow.
It fades away, and in its place you see a piece of paper.
[[Pick it up.]]
[[Leave it alone.]]
<<elseif $note2 eq 2>>
Your $right hand $insigniafeels. The note is calling to you.
[[Pick it up.]]
[[Leave it alone.]]
<</if>>
Leave:
[[North.|SN12]]
[[West.|SN15]]The door shuts behind you as your $shoes sink into snow.
<<set $SNBottom = 0>> <<set $note2 = 0>> <<set $door = "not seen">> <<set $cinbunspared = 0>> <<set $poppyvioletspared = 0>> <<set $stick = 0>><<set $reachedsnowdin = 0>> <<set $snowdinforest = 1>> <<set $key = 0>> <<set $cinletter = 0>>
The smell of pine trees and snow tickle your nose. You feel the urge to sneeze.
You <span id="cycle"><<cycle "$sneeze" autoselect>>\
<<option "sneeze">>
<<option "sneeze cutely">>
<<option "sneeze into your elbow">>
<<option "use every ounce of your willpower to not sneeze">>
<</cycle>></span>.
You sniffle, your $eyecolor3 eyes roam around as you take in the area.
$wowreaction
Clouds?
After you exit from the Crystal Caverns, you are on top of a steep snowy hill. At the bottom of the hill is a path that leads into a pine tree forest. From the top of this hill you can see a vast expansion of the forest and many more snowy hills.
There is no cave ceiling in here that you can see.
Rather, it //looks// like a blue sky with huge white clouds. The clouds are massive and touch the horizon.
That. . . can't be right?
You squint at the sky.
Its duller in color than the real sky, and strangely you can see blue crystals behind some of the clouds. The more you stare at the sky, the more it feels off to you.
. . . !
It's an illusion.
A very good illusion, but an imitaiton nonetheless. The monsters must have enchanted their cave ceiling to mimic the sky. It's an impressive feat of magic, although now that you know it's fake it's hard to not spot the differences.
You see no sun--no source of light--yet the whole sky is lit up. The crystals poke out from the clouds, and the clouds' edges are too clean to be natural.
You breathe out slowly, your hot breath lingers in the cold air.
The scarf is keeping you warm.
<<if $gender eq "woman">> <<set $she = "she">> <<set $her = "her">> <<set $She = "She">> <<set $Her = "Her">> <<set $shes = "she's">> <<set $hers = "her's">><<set $Shes = "She's">> <<set $Hers = "Her's">> <<set $Miss = "Miss">> <<set $miss = "miss">> <<set $maam = "ma'am">> <<set $lady = "lady">> <</if>><<if $gender eq "man">> <<set $she = "he">> <<set $her = "him">>
<<set $She = "He">> <<set $Her = "His">> <<set $shes = "he's">> <<set $hers = "his">> <<set $Shes = "He's">> <<set $Hers = "His">> <<set $Miss = "Mister">> <<set $miss = "mister">> <<set $maam = "sir">> <<set $lady = "gentleman">><</if>><<if $gender eq "person">> <<set $she = "they">> <<set $her = "their">> <<set $She = "They">> <<set $Her = "Their">> <<set $shes = "they're">> <<set $hers = "theirs">> <<set $Shes = "They're">> <<set $Hers = "Theirs">> <<set $Miss = "Mx">> <<set $miss = "mx">> <<set $maam = "mx">> <<set $lady = "one">> <</if>>
[[It exudes a gentle warmth.]]You know it has to be cold--you can see your breath, and there's snow everywhere--but it feels no different than the Crystal Caverns. The scarf wrapped around you keeps you perfectly toasty.
You start to walk down the hill and step onto the white-stoned path. You walk in silence for several minutes.
Suddenly, a chill goes down your spine.
You feel like someone is watching you.
<<if (($papyrusromance eq 1)) and ($punny eq "You love puns.")>>
[[You look around to try and spot the source.]]<</if>> <<if $soultrait eq "determination">><span class="determination">''♡ DETERMINATION TRAIT''</span><<elseif $soultrait eq "bravery">><span class="bravery">''♡ BRAVERY TRAIT''</span><<elseif $soultrait eq "fairness">><span class="fairness">''♡ FAIRNESS TRAIT''</span><<elseif $soultrait eq "kindness">><span class="kindness">''♡ KINDNESS TRAIT''</span><<elseif $soultrait eq "patience">><span class="patience">''♡ PATIENCE TRAIT''</span><<elseif $soultrait eq "humility">><span class="humility">''♡ HUMILITY TRAIT''</span><</if>>
<<if $soultrait eq "wisdom">>
[[Ignore it. It's not the gaze you care about.]] <span class="wisdom">''♡ WISDOM TRAIT'' </span><</if>>
[[Keep walking.]]<<set $papyrusromance += 1>> You don't see anything.
The sensation of being watched vanishes.
You carry on down the path.
It's very straight forward, thankfully, with no turns or divergences. If it wasn't for the odd sky above you, you could almost delude yourself into thinking you are on a normal walk through the woods.
[[It makes you happy. You're enjoying yourself.]]
[[It almost calms you, but you want to keep your wits about you.]]//Ah// to find that gaze. . .
Soon enough.
You'll get there.
The sensation of being watched vanishes.
You carry on down the path. <<set $wingdingromance += 1>>
It's very straight forward, thankfully, with no turns or divergences. If it wasn't for the odd sky above you, you could almost delude yourself into thinking you are on a normal walk through the woods.
[[It makes you happy. You're enjoying yourself.]]
[[It almost calms you, but you want to keep your wits about you.]]The sensation of being watched vanishes.
You carry on down the path.
It's very straight forward, thankfully, with no turns or divergences. If it wasn't for the odd sky above you, you could almost delude yourself into thinking you are on a normal walk through the woods.
[[It makes you happy. You're enjoying yourself.]]
[[It almost calms you, but you want to keep your wits about you.]]You walk with a skip in your step for several minutes. <<set $optimistic += 1>>
As you continue your journey, you notice a small wooden station off to the left of the path. It has a large counter and a snow-covered roof. You approach it. It smells sweet.
Behind the counter and on the floor there are dozens of discarded honey jars.
Huh.
You shrug and continue down the path.
[[Suddenly, you are yanked into the air.]]You keep your wits about you. <<set $realistic += 1>>
As you continue your journey, you notice a small wooden station off to the left of the path. It has a large counter and a snow-covered roof. You approach it. It smells sweet.
Behind the counter and on the floor there are dozens of discarded honey jars.
Huh.
You shrug and continue down the path.
[[Suddenly, you are yanked into the air.]]Pale blue light has formed underneath you in a cross pattern. A net is created and you are yanked into the air by this blue net.
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> flares into existence, its bright light shines in front of your chest.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
You notice that a thin pale blue light surrounds it. Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> blinks between its natural color and that unique pale blue.
Then the blue is gone and you fall through the net. You <span id="cycle"><<cycle "$squeal" autoselect>>\
<<option "squeal">>
<<option "yelp">>
<<option "scream">>
<<option "gasp">>
<<option "bite your tongue">>
<</cycle>></span> in surprise. Your bum hits the stone pathway with a thump.
You stare up at the blue net--it is as wide as the path and is strung up between the trees. It continues to glow faintly.
That is. . . strange.
You stand up and brush off the snow. Your bum feels sore. <<if $glasses eq "wear glasses">> You adjust your glasses that became crooked from the sudden capture and fall. <</if>>
[[Okay. That was kind of fun.]]
[[Okay. That was pretty dangerous.]]Minus your butt hurting, it was fun to be up in the air. <<set $optimistic += 1>>
You admire the net.
You've never been caught in a trap before. Now you can say you have!
With a $happyreaction, you carry on with your journey.
The second time it happens, you're better prepared. When the blue fades away from your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> you know to brace yourself for the landing.
The third time it happens, you don't even react. The net yanks you up, and then drops you as soon as you relax into it.
You're not sure if it's a timing issue--or a <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> issue.
Will the net drop anyone after a set period of time, or is there something about your magicless <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> that makes it hard to keep you?
At the end of this path you reach a wall of fog.
It is a //thick// wall of fog.
Traveling through it could be very, //very// dangerous. You won't be able to see much more than a couple steps in front of you.
That being said, it doesn't look like you have much of a choice. The path ends at the fog.
Well, rather, the path becomes covered in snow here; as if someone purposefully hid the path.
To go around the path, you would have to go into the forest on either side and something tells you that's not a good idea.
<<if $optimistic gt $realistic>>
Seems like you get to go through a little maze! How fun.
<<else>>
Hm. You'll do what you have to do.
<</if>>
You pick a crystal that shines brightly behind the clouds. You decide to choose that direction as your north. You don't have a compass and there's no sun, so you figure this will at least help you stay oriented.
[[Step forward, into the fog.|SN5]]You could have seriously hurt yourself. <<set $realistic += 1>>
You'll have to be mindful.
Unfortunately, it doesn't help. These nets are invisible to your eye until they have already caught you.
The second time it happens, you're better prepared. When the blue fades away from your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> you know to brace yourself for the landing.
The third time it happens, you don't even react. The net yanks you up, and then drops you as soon as you relax into it.
You're not sure if it's a timing issue--or a <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> issue.
Will the net drop anyone after a set period of time, or is there something about your magicless <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> that makes it hard to keep you?
At the end of this path you reach a wall of fog.
It is a //thick// wall of fog.
Traveling through it could be very, //very// dangerous. You won't be able to see much more than a couple steps in front of you.
That being said, it doesn't look like you have much of a choice. The path ends at the fog.
Well, rather, the path becomes covered in snow here; as if someone purposefully hid the path.
To go around the path, you would have to go into the forest on either side and something tells you that's not a good idea.
<<if $optimistic gt $realistic>>
Seems like you get to go through a little maze! How fun.
<<else>>
Hm. You'll do what you have to do.
<</if>>
You pick a crystal that shines brightly behind the clouds. You decide to choose that direction as your north. You don't have a compass and there's no sun, so you figure this will at least help you stay oriented.
[[Step forward, into the fog.|SN5]]<<set $note2 = 1>> You pick up the note and read it.
----
<span class="notes">Day XX-13
Progress is slow. Archmage insists on being careful.
--------------- --------------------- ------------- - --
- - - almost caught - - -------------The younger ones are getting antsy. They hate having to hide, especially when they don’t understand the reason.
----- ------------- - - ----------- - - ------------
I don’t blame them.
- - - - - - - - - on -- - - overly cautious. Nothing here is a threat.
</span>
//The rest of the page is gone.//
----
<<if (($note1 eq 0)) or ($note1 eq 2)>>
You stare at it for several seconds, your mind churns over the words.
Archmage?
Archmage.
//Archmage.//
The group of mages that disappeared ten years ago while investigating Lake Ebott--they were lead by an Archmage.
Is this note from them?
In that case--
Was this hidden from the monsters? Meant to react only to another human's presence?
How else would it go unnoticed for ten years by the monsters living here, only to react the moment you walk near it?
Why?
What happened?
. . .
You won't solve questions by standing around and pondering. You carefully fold the note up. You'll keep it in your sweater pocket.
<<else>>
Another note.
This must be from the group of mages that went missing.
. . .
What happened. . . ?
<</if>>
Leave:
[[North.|SN12]]
[[West.|SN15]]<<set $note2 = 2>> You do not want to pick up the strange glowing note.
<<if $note1 eq 2>>
You didn't pick up the last one, you have no intentions of picking up t his one.
<<elseif $note1 eq 0>>
This is highly suspicous. You'd rather not touch the strange thing that made your insignia react.
<<elseif $note1 eq 1>> You're already wary of the first one you picked up. You don't want to pick up this one.
<</if>>
Leave:
[[North.|SN12]]
[[West.|SN15]]<<set $SNBottom +=1>> <<if $SNBottom eq 1>>The fog thins out enough that you can see figures up ahead. It's still very thick, but your $eyecolor eyes can manage.
There are two figures ahead of you, their shapes blurry. You can vaguely see that they're wearing dark clothes and two tall--er--ears? horns? you can't tell at this distance--sit atop their heads.
"I am //not// going through that," argues one on the left.
"Poppy, we don't have much of a choice," the one on the right gently urges.
Poppy scoffs loudly. "Yes we do. I'd rather not accidentally walk off a cliff and break my neck. So guess what? //I'm not going into that fog.//"
"You want to be late? Do you remember the last time we were late for Lieutenant Sans?!" demands the other figure.
"Better sore than dead, Violet!" argues Poppy.
"Speak for yourself, he's terrifying!"
"And you'd rather //die?!//" Poppy shrilly rebukes.
"You overexaggerate," says Violet. "We aren't that far from Snowdin, we can make it."
"You don't know how big this fog!"
"W-W-Well this is propbably one of the Lieutenant's traps," Violet blusters. "It came on so suddenly, th-that's the only explanation."
Poppy makes a frustrated noise. "His traps only trigger from a human ''SOUL'', are you really going to argue that a human's here?"
". . . Maybe?"
The two monsters continue to bicker.
<<elseif $SNBottom eq 2>> "Come on, it won't hurt to try."
"It very well might," snaps Poppy.
"You're getting worried about hypotheticals," Violet argues. "We //might// get lost or //maybe// trip and fall somewhere in the fog. We might also make it out perfectly fine. We will //definitely// get in trouble if we're late for the patrol debriefing."
"I'm sure the Lieutenant would forgive us," sniffs Poppy.
"You're only saying that because //you// haven't been punished yet!" Violet's voice is so shrill it hurts your ears. "I STILL HURT."
"Then go without me!"
"Absolutely not, you're my sister. I will never leave you behind," Violet snaps.
"Aww, Vi."
"DON'T YOU AWW VI ME. LET'S GO."
"No."
"//AAHHHHHHHHH!// I hate you so much."
<<elseif $SNBottom eq 3>>
". . . Are you still mad at me?"
"Are we still stuck here and potentiatlly running late for our debrief?"
"Yes."
"//Then yes.//"
<<else>>
You can hear them bickering.
<</if>> <<if $door eq "not seen">>
You don't think there's anything you can do for them right now. You haven't even escaped the fog yet.
[[Leave.|SN13]]
<<elseif $door eq "locked" and $key eq 0>>
You don't think there's anything you can do for them right now, you haven't even found the key to get past the gate.
[[Leave.|SN13]]
<<elseif $door eq "locked" and $key eq 1>>
You don't think there's anything you can do for them right now, you haven't unlocked the gate.
[[Leave.|SN13]]
<<elseif $door eq "unlocked">>
You might be able to help them.
Do you want to?
[[Yes, approach Violet and Poppy.]]
[[No, leave.|SN13]]<</if>>Your $shoes crunch loudly into the snow.
"Who's there?" Poppy whirls around to face you.
You step close enough to them that you can clearly see them.
And they can clearly see you.
Poppy and Violet are anthropromorphic bunny monsters. They have short snouts, and big standing ears. Poppy has creamy-gold fur with red eyes, and Violet has light purple fur with red eyes.
They wear thick black pants and knee-high gray boots outlined with fur that matches them. They wear a long-sleeved black tunic with a gray breastplate with shoulder pads over top.
On Violet's right hip is a sword in a sheathe, and on Poppy's back is a bow and quiver.
Poppy gasps when she sees you. "A tiny human!"
Violet places a hand over the hilt of her sword. She narrows her red eyes. "Surrender yourself, human!"
[[You hold up your hands and smile warmly at them. You tell them you want to help.]]
[[You stay calm. You tell them there's no need to be violet, you came here to help.]]"And why should we believe you?" Violet warily demands. <<set $optimistic += 1>>
They don't have to.
You know your way out of the fog. If they want to hold your hand, you'll take the lead and guide them. As long as you're in front, you're the only one in danger of. . . "falling off a cliff."
The two bunnies exchange a glance.
"I'm willing to try," offers Poppy.
"Anything is better than being late," mutters Violet. "Very well human, we will accept your. . . offer."
Hooray!
You offer your hands out to them. Poppy takes your right hand, and Violet takes your left hand.
[[You escort both bunnies to the gate.]]"And why should we believe you?" Violet warily demands. <<set $realistic += 1>>
You shrug. They don't have to.
You know your way out of the fog. If they want to hold your hand, you'll take the lead and guide them. As long as you're in front, you're the only one in danger of. . . "falling off a cliff."
The two bunnies exchange a glance.
"I'm willing to try," offers Poppy.
"Anything is better than being late," mutters Violet. "Very well human, we will accept your. . . offer."
Good.
You offer your hands out to them. Poppy takes your right hand, and Violet takes your left hand.
[[You escort both bunnies to the gate.]]<<if (($sansromance eq 3)) and ($cinbunspared eq 1)>> "Ooooh my golly gee stars!" squealed a familiar voice.
Cinnamon happily hops over to you, Violet, and Poppy. She holds Bunbun in her arms.
"Cinnamon!" Poppy happily exclaims. "Where have you been? We had to start the patrol without you."
"I'm like so, so, sorry," says Cinnamon. "Bunbun absolutely //had// to take a detour into the forest this morning and it toook for-ev-//er// to find her. I am so happy I found you both!"
"We are too," sighs Violet. "We need to report to the Lieutenant before it gets too late."
"Oh, right. We did find a human after all," says Cinnamon with a firm nod. She looks at you and smiles. "Cute as ever! I love, love, love your scarf."
Poppy looks between you and Cinnamon. "Did you two meet before?"
"Most definitely! $She, like, showed off how cute and non-evil humans can be," explains Cinnamon. "Ooooh my stars, I didn't even ask your name, did I? What do we call you?"
You introduce yourself.
Cinnamon sets Bunbun down. She takes a step to you and grabs both of your hands to enthusiastiacally shake them up and down. "It is, like, so nice to meet you! The world needs more cuties like you in it."
Violet snorts softly.
Poppy pats your back. "Wow. You helped me and Vi, //and// you got the cute stamp of approval? You're pretty neat, huh? We should definitely introduce you to our lieutenant. I bet if we tell him how nice you are, he'll let you into Snowdin."
By Lieutenant, do they mean. . . Sans?
"The one and only," says Cinnamon. "He's top tier cuteness. Not as cute as me or Bunbun, of course, but for, like, a skeleton he's got the star eyes. You know?"
You think about Sans' blue eyelights. You $happyreaction.
"There is nothing cute about that monster," mutters Violet. <<set $poppyvioletspared = 1>>
Poppy happily says, "Come on! Let's go together."
<<else>>Violet and Poppy thank you both for escorting them.
"Thanks, human," says Violet. "Guess, uh. . . not all humans are so bad, huh?"
You like to think so.
Poppy chuckles. "Take care human!" <<set $poppyvioletspared = 1>>
<</if>>
<<if (($sansromance eq 3)) and ($soultrait eq "determination")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="determination">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "bravery")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="bravery">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "justice")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="justice">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "fairness")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="fairness">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "kindness")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="kindness">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "wisdom")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="wisdom">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "loyalty")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="loyalty">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "patience")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="patience">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "humility")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="humility">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "integrity")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="integrity">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "trust")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="trust">''♡'' LOCK IN SANS ROMANCE</span><<elseif (($sansromance eq 3)) and ($soultrait eq "creativity")>>
[[Yes! You would love it if they could introduce you as someone nice and non-threatening to Sans.]] <span class="creativity">''♡'' LOCK IN SANS ROMANCE</span><</if>>
<<if $sansromance eq 3>>
[[Actually, you think they should go ahead of you.]]
<<else>>
[[Continue on.]]<</if>><<if $key eq 0>> The fog thins out in this area. You walk forward a couple steps.
Your $shoes hit something hard. You hear a //clank.//
Curious, you bend over and dig through the snow.
It's a key. It's a large silver key with an orange lining. What an odd place to find a key.
You put it in your pocket. <<set $key = 1>>
You take another step forward, then immediately catch yourself.
This area ends at a sharp drop off. Good thing you caught yourself.
[[Leave.|SN2]]
<<elseif $key eq 1>> This area ends at a sharp drop off. You don't want to linger here.
[[Leave.|SN2]] <</if>>You're out of the fog!
You happily take a big step forward--
Orange magic shoots up in the shape of bones all around you. They immediately start to close in on you.
[[Freeze.]]
[[Try to jump through.]]<<if $key eq 0>> Hmm. You didn't find the key.
[[Enter the fog.|SN8]]
[[Return to the previous area to explore.|Explore this area.]]
<<elseif $key eq 1>> You have the key now!
You could use it now and unlock the gate.
Or you could turn around and explore this area some more.
[[Unlock the gate.]]
[[Enter the fog.|SN8]]
[[Return to the previous area to explore.|Explore this area.]]<</if>>The bones crush you where you stand. Part of you phases in and out of the bones so after being crushes you are also impaled.
''You have died.''
<<link "Re load">><<script>>UI.saves()<</script>><</link>>You try to squeeze through.
You phase through them entirely when you do.
. . . ? Huh.
Another wave of bones erupt from the ground.
[[Freeze.]]
[[Jump through again.]]Again, you phase through them. It tickles you when you do.
How strange.
You continue walking down the path.
You encounter several more traps. The blue nets lift you up, but the moment you go still they drop you. The orange bones do nothing to you if you walk through them.
It's hard to call them traps when they don't do. . . anything.
Were they intended to be pranks?
Hmm.
The stone path has reappeared. You follow along it through the pine tree forest.
[[The path exits out into a long clearing.]]There's another one of those stations on the north side of the clearing.
<<set $paptell1 = 0>><<set $paptell2 = 0>><<set $paptell3 = 0>><<set $paptell4 = 0>>
On the far eastern side you can see another small path.
The main path goes through the clearing and goes south.
It looks like you'll have to choose to go e--
A branch snaps from behind you. You feel a gaze on you. You turn around and find yourself staring up at a tall skeleton monster.
He's slouching, both of his hands in the pockets of his orange hoodie. He's wearing warm brown shorts with a white stripe down the sides. His orange and white shoes match his hood. He has a cigarette in between his teeth, its smoke slowly curls into the cold air.
He stares down at you with droopy black eye sockets.
<<if $papyrusromance eq 2>>
[[You stare up at him with wide eyes.]]<</if>><<if (($soultrait eq "determination")) and ($papyrusromance eq 2)>><span class="determination">''♡ DETERMINATION TRAIT''</span><<elseif (($soultrait eq "bravery")) and ($papyrusromance eq 2)>><span class="bravery">''♡ BRAVERY TRAIT''</span><<elseif (($soultrait eq "fairness")) and ($papyrusromance eq 2)>><span class="fairness">''♡ FAIRNESS TRAIT''</span><<elseif (($soultrait eq "kindness")) and ($papyrusromance eq 2)>><span class="kindness">''♡ KINDNESS TRAIT''</span><<elseif (($soultrait eq "patience")) and ($papyrusromance eq 2)>><span class="patience">''♡ PATIENCE TRAIT''</span><<elseif (($soultrait eq "humility")) and ($papyrusromance eq 2)>><span class="humility">''♡ HUMILITY TRAIT''</span><</if>>
<<if $optimistic gt $realistic>>
[[You beam at him and warmly greet him.]]
<<else>>
[[You take a step back and politely greet him.]]<</if>><<set $papyrusromance += 1>>The skeleton gives you a half-smile. "<span class="paps">Name's Papyrus.</span>"
You $happyreaction. You introduce yourself.
"<span class="paps">Interestin' name,</span>" he says slowly. You note he has a deep drawl to his voice.
You could say the same about him.
"<span class="paps">Nah,</span>" he says. He winks. "<span class="paps">Nothing like yours.</span>"
Your lips stretch further. What's he doing out here?
The tall skeleton shrugs. "<span class="paps">I'm supposed to be on the lookout for humans.</span>"
Oh.
"<span class="paps">It's not my thing though,</span>" he says. "<span class="paps">I'd rather not.</span>"
How lucky for you.
"<span class="paps">Seems to me like you're due for some luck, considering where you are,</span>" he says slyly. "<span class="paps">How did you enjoy the traps?</span>"
Like the net?
"<span class="paps">The net, the fog, and the cage,</span>" says Papyrus.
<<if $optimistic gt $realistic>>
Oh. So they weren't pranks?
Papyrus chuckles. "<span class="paps">Is that what you think they are?</span>"
They were harmless.
<<else>>
. . .
A good thing they were harmless.
<</if>>
Papyrus takes his cigarette out and blows smoke away from you. "<span class="paps">They might not have worked for you, but you shouldn't underestimate my brother.</span>"
His brother put them up?
"<span class="paps">He's keenly interested in catching humans,</span>" says Papyrus.
Even harmless humans?
Papyrus looks you up and down. He smirks. "<span class="paps">I think you could do some damage.</span>"
Oh?
"<span class="paps">Yeah,</span>" he says playfully. "<span class="paps">You might break a poor monster's heart.</span>"
//Oh.//
"<span class="paps">Good thing I play //heart// to get,</span>" he says. "<span class="paps">I'm sure I'll be safe.</span>"
You $laughreaction.
You protest that you wouldn't go //bacon// his heart.
He smiles at you. "<span class="paps">As a fellow pun appreciatior, I'm willing to answer some of your questions.</span>"
Like is he single?
<<if $gender eq "woman">> Papyrus snorts quietly into his cigarette. "<span class="paps">You're cute.</span>"
That doesn't answer your question.
"<span class="paps">Doesn't it?</span>" he winks. <<else>> Papyrus snorts quietly into his cigarette. "<span class="paps">You're delightful.</span>"
That doesn't answer your question.
"<span class="paps">Doesn't it?</span>" he winks.<</if>>
You $happyreaction. You suppose it does.
[[Why is he telling you this?]]
[[Why did the traps not work on you?]]
[[Why isn't he attacking you?]]
[[What's his brother like?]]<<set $optimistic +=1>> You cheerfully introduce yourself.
The skeleton gives you a half-smile. "Name's Papyrus. I'm actually supposed to be on watch for humans." Papyrus shrugs. "But I don't care about capturing anybody. Now my brother, Sans, he might give you some trouble. Its his traps you've been stumbling through."
Like the net?
"The net, the fog, and the cage," says Papyrus.
Oh. So they weren't pranks?
Papyrus chuckles. "Is that what you think they are?"
They were harmless.
Papyrus takes his cigarette out and blows smoke away from you. "They might not have worked for you, but you shouldn't underestimate my brother."
Hmm.
[[Why is he telling you this?]]
[[Why did the traps not work on you?]]
[[Why isn't he attacking you?]]
[[What's his brother like?]]<<set $realistic +=1>> You politely introduce yourself.
The skeleton gives you a half-smile. "Name's Papyrus. I'm actually supposed to be on watch for humans." Papyrus shrugs. "But I don't care about capturing anybody. Now my brother, Sans, he might give you some trouble. Its his traps you've been stumbling through."
Like the net?
"The net, the fog, and the cage," says Papyrus.
. . .
A good thing they were harmless.
Papyrus takes his cigarette out and blows smoke away from you. "They might not have worked for you, but you shouldn't underestimate my brother."
Hmm.
[[Why is he telling you this?]]
[[Why did the traps not work on you?]]
[[Why isn't he attacking you?]]
[[What's his brother like?]]Papyrus takes a drag of his ciagarette. "<span class="paps">Eh. 'Cause I wanted to.</span>" <<set $paptell1 = 1>>
. . .
It doesn't look like he wants to elaborate.
<<if $paptell2 eq 0>>
[[Why did the traps not work on you?]]<</if>>
<<if $paptell3 eq 0>>
[[Why isn't he attacking you?]]<</if>>
<<if $paptell4 eq 0>>
[[What's his brother like?]]<</if>>
<<if (((($paptell1 eq 1)))) and ((($paptell2 eq 1))) and (($paptell3)) eq 1 and ($paptell4 eq 1)>>
[[You consider Papyrus' words.]]<</if>><<set $paptell2 = 1>> <<if $papyrusromance eq 3>>"<span class="paps">Why would you think I know?</span>" Papyrus inquires in bemusement.
He might. It doesn't hurt to ask.
"<span class="paps">//Tibia// honest I do have a hunch,</span>" he says with a lazy wink.
And will he share that hunch?
"<span class="paps">Probably has something to do with your lack of magic. My bro's traps work best at changing magic--but if there's no magic to begin with, it's a lot harder to change, huh?</span>"
Hmm.<<else>>"<span class="paps">Why would you think I know?</span>" Papyrus inquires in bemusement.
He might. It doesn't hurt to ask.
"<span class="paps">//Tibia// honest I do have a hunch,</span>" he says with a lazy wink.
And will he share that hunch?
"<span class="paps">Nah,</span>" he says.
. . . Okay. <</if>>
<<if $paptell1 eq 0>>
[[Why is he telling you this?]]<</if>>
<<if $paptell3 eq 0>>
[[Why isn't he attacking you?]]<</if>>
<<if $paptell4 eq 0>>
[[What's his brother like?]]<</if>>
<<if (((($paptell1 eq 1)))) and ((($paptell2 eq 1))) and (($paptell3)) eq 1 and ($paptell4 eq 1)>>
[[You consider Papyrus' words.]]<</if>><<set $paptell3 = 1>> "<span class="paps">That's far too much effort,</span>" he says.
. . .
He doesn't seem to want to add any other reason.
<<if $paptell1 eq 0>>
[[Why is he telling you this?]]<</if>>
<<if $paptell2 eq 0>>
[[Why did the traps not work on you?]]<</if>>
<<if $paptell4 eq 0>>
[[What's his brother like?]]<</if>>
<<if (((($paptell1 eq 1)))) and ((($paptell2 eq 1))) and (($paptell3)) eq 1 and ($paptell4 eq 1)>>
[[You consider Papyrus' words.]]<</if>><<set $paptell4 = 1>> His smile widens. "<span class="paps">He's the coolest dude I know.</span>" He winks with one eye. "<span class="paps">Although he might have a bone to pick with you since you're human.</span>"
Is there any way to befriend him? You don't want to fight any monster.
"<span class="paps">Maybe,</span>" he says. "<span class="paps">He's got a big heart.</span>"
<<if $paptell1 eq 0>>
[[Why is he telling you this?]]<</if>>
<<if $paptell2 eq 0>>
[[Why did the traps not work on you?]]<</if>>
<<if $paptell3 eq 0>>
[[Why isn't he attacking you?]]<</if>>
<<if (((($paptell1 eq 1)))) and ((($paptell2 eq 1))) and (($paptell3)) eq 1 and ($paptell4 eq 1)>>
[[You consider Papyrus' words.]]<</if>>Does Papyrus know the way to the castle?
"<span class="paps">Ye-ep,</span>" he says. "<span class="paps">You're on the right road.</span>"
That's good to know! Then--
"<span class="sans">PAPYRUS!</span>" a loud voice interrupts you. It comes from behind Papyrus. You lean around the tall skeleton monster to see another running to you.
He is half the size of Papyrus. A skeleton monster with a sky blue bandana scarf tied into a bow behind him. He wears long black pants that are tucked into knee-high sky blue boots. He wears a short-sleeved gray shirt (tunic?) and sky-blue gloves. Over top the shirt is a gray chestplate with shoulder pads.
He barrels down the path, sky-bue eyelights focused in on Papyrus.
And then he notices you.
<<if $optimistic eq 10>>
[[His eyelights expand as a blue hue appears underneath his sockets. You can't look away from him.]] <</if>><<if (($soultrait eq "determination")) and ($optimistic eq 10)>><span class="determination">''♡''</span><<elseif (($soultrait eq "bravery")) and ($optimistic eq 10)>><span class="bravery">''♡''</span><<elseif (($soultrait eq "justice")) and ($optimistic eq 10)>><span class="justice">''♡''</span><<elseif (($soultrait eq "fairness")) and ($optimistic eq 10)>><span class="fairness">''♡''</span><<elseif (($soultrait eq "kindness")) and ($optimistic eq 10)>><span class="kindness">''♡''</span><<elseif (($soultrait eq "wisdom")) and ($optimistic eq 10)>><span class="wisdom">''♡''</span><<elseif (($soultrait eq "loyalty")) and ($optimistic eq 10)>><span class="loyalty">''♡''</span><<elseif (($soultrait eq "patience")) and ($optimistic eq 10)>><span class="patience">''♡''</span><<elseif (($soultrait eq "humility")) and ($optimistic eq 10)>><span class="humility">''♡''</span><<elseif (($soultrait eq "integrity")) and ($optimistic eq 10)>><span class="integrity">''♡''</span><<elseif (($soultrait eq "trust")) and ($optimistic eq 10)>><span class="trust">''♡''</span><<elseif (($soultrait eq "creativity")) and ($optimistic eq 10)>><span class="creativity">''♡''</span><</if>>
[[His eyelights expand, then his eyesockets narrow.]]<<set $sansromance = 0>> "<span class="sans">HUMAN!</span>" shouts the skeleton. "<span class="sans">State your name!</span>"
You introduce yourself.
"<span class="sans">$Name,</span>" repeats the skeleton. "<span class="sans">I am the MAGNIFICANT Sans, lieutenant in the Royal Guards. Humans must be captured by order of Her Majesty, Toriel Dreemur. Surrender yourself peacefully!</span>"
Uh, no.
Sans glowers at you. "<span class="sans">I do not know yet how you got past my traps, BUT, you will not continue forward.</span>"
He swipes his right hand horizontly through the air, his eyesockets narrow in distrust.
"<span class="sans">Pap! Behind the line //now.//</span>"
"<span class="paps">Mm-kay,</span>" goes Papyrus.
[[There is a flicker of orange and Papyrus is suddenly several paces behind Sans.]]<<set $sansromance = 1>> You feel your heart skip a beat. You can't bring yourself to look away.
The skeleton comes to a stumbling halt and stares at you with an increasingly bluer skull.
[[You feel tongue-tied and shy. You look away.]] <<if $soultrait eq "determination">><span class="determination">''♡''</span><<elseif $soultrait eq "bravery">><span class="bravery">''♡''</span><<elseif $soultrait eq "justice">><span class="justice">''♡''</span><<elseif $soultrait eq "fairness">><span class="fairness">''♡''</span><<elseif $soultrait eq "kindness">><span class="kindness">''♡''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''♡''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''♡''</span><<elseif $soultrait eq "patience">><span class="patience">''♡''</span><<elseif $soultrait eq "humility">><span class="humility">''♡''</span><<elseif $soultrait eq "integrity">><span class="integrity">''♡''</span><<elseif $soultrait eq "trust">><span class="trust">''♡''</span><<elseif $soultrait eq "creativity">><span class="creativity">''♡''</span><</if>>
[[This feels uncomfortable. You take a step back.]] (End romance flags)Your face is warm. <<set $sansromance += 1>>
How unusual for you to be so shy! Your cheerful demeanor usually carries you forward.
With your difficulty in magic, you've had to build a certain level of confidence for yourself. You've been in uncomfortable and awkward situations that required the help of a passerby. Scrounging up that courage to //ask// for help alleviated your social anxieties as a child.
Being treated differently, or mocked, forced you to find confidnece in yourself.
You had to rely on yourself to make you happy, after all.
Others couldn't.
It wasn't easy--not by a long shot!--but you did it.
You are you, and you know that is enough.
So feeling shy is. . . different. You haven't felt //shy// in years. You're suddenly very aware of how you look, and you wonder if you smell okay.
You want to say hello to him like you had with Papyrus, but you find your tongue does not want to cooperate. It's become awkward and weird in your mouth and you are so suddenly very aware of it. Has it always been that squishy? You fight the urge to bite it.
"<span class="paps">Huh,</span>" goes Papyrus.
Your shoulders tense at hearing his voice. You look back up to see the shorter skeleton clearing his throat.
"<span class="sans">AH-HEM,</span>" he goes. "<span class="sans">Human! Y-You--er--You will not tempt me!</span>"
. . . ?
What?
"<span class="sans">I</span>," says the skeleton with an air of forced bravado. His eyelights are firmly looking away from you, and there is a consistent blue hue under his eyesockets, "<span class="sans">am the MAGNIFICENT Sans, lieutenant of the Royal Guard.</span>"
<span id="cycle"><<cycle "$nervousfidget" autoselect>>\
<<option "You anxiously rub your hands.">>
<<option "You nervously fiddle with the hem of your sweater.">>
<<option "You nervously pull the scarf up to cover the lower half of your face.">>
<<option "You fidget in place.">>
<<option "You play with your hair.">>
<</cycle>></span>
You shyly introduce yourself.
"<span class="sans">$Name,</span>" he says, finally looking at you again.
[[The two of you stare at each other for a long time.]]<<set $sansromance = 0>>"<span class="sans">HUMAN!</span>" shouts the skeleton. "<span class="sans">State your name!</span>"
You introduce yourself.
"<span class="sans">$Name,</span>" repeats the skeleton. "<span class="sans">I am the MAGNIFICANT Sans, lieutenant in the Royal Guards. Humans must be captured by order of Her Majesty, Toriel Dreemur. Surrender yourself peacefully!</span>"
Uh, no.
Sans glowers at you. "<span class="sans">I do not know yet how you got past my traps, BUT, you will not continue forward.</span>"
He swipes his right hand horizontly through the air, his eyesockets narrow in distrust.
"<span class="sans">Pap! Behind the line //now.//</span>"
"<span class="paps">Mm-kay,</span>" goes Papyrus.
[[There is a flicker of orange and Papyrus is suddenly several paces behind Sans.]]Sans is the first to break away. He takes several steps back and loudly blusters, "<span class="sans">YOUR MAGIC WILL NOT WORK ON ME!</span>" <<set $sansromance += 1>>
You blink at that. What?
Papyrus softly chuckles. "<span class="paps">I dunno, bro. Seems pretty effective.</span>"
What? No! You don't--
"<span class="sans">I KNEW IT!</span>" Sans stomps his right foot on the ground. He glowers at you, that blue tint never fading. "<span class="sans">Y-You--evil mage! I will not let you pass!</span>"
No, no, no! You furiously shake your head and try to explain that you don't //ha--//
"<span class="sans">I will not hear it, y-you--<<if $gender eq "woman">>TEMPTRESS<<else>>TEMPTOR<</if>>!</span>" Sans shouts.
He swipes his right hand horizontly through the air, his eyesockets narrow in distrust.
"<span class="sans">Pap! Behind the line //now.//</span>"
"<span class="paps">Mm-kay,</span>" goes Papyrus.
[[There is a flicker of orange and Papyrus is suddenly several paces behind Sans.]]Sans leaps up high and back. The snow covered ground rumbles and suddenly a wall of snow and ice shoots up in the path. Sans lands at the top of the newly formed wall with Papyrus beside him.
The wall covers the entire path, and you see it continues on through the forest. From where you stand, you see no way around it.
"<span class="sans">YOUR PROGRESS ENDS HERE!</span>" Sans shouts down at you. "<span class="sans">You will NOT be able to continue on. This gate was made by me.</span>" He stomps on the gate and smirks. "<span class="sans">It can only be opened by a very special key! Only TWO exist. One for me and one for my youngest brother. NONE for you! //Mweh-heh-heh!//</span>"
Papyrus coughs. "<span class="paps">Uh, about that bro.</span>"
Sans turns to face his brother. "<span class="sans">What?</span>"
"<span class="paps">I lost my key,</span>" he says with a shrug.
"<span class="sans">YOU WHAT?!?</span>"
"<span class="paps">I was too //bone tired// to keep holdin' it,</span>" Papyrus says with a lazy smile and shrug.
"<span class="sans">GAH!</span>" Sans stomps on the gate. "<span class="sans">You numbskull! Your puns and laziness will be the death of my last shred of sanity!</span>"
"<span class="paps">You still have that?</span>" Papyrus mockingly gasps. "<span class="paps">I better step up my game.</span>"
Sans makes a noise of annoyance. "<span class="sans">GET! BACK! TO! SNOWDIN!</span>"
"<span class="paps">Mm-kay,</span>" goes Papyrus. <<if $sansromance eq 3>> He winks. "<span class="paps">Have fun on your date with the human.</span>"
"<span class="sans">//IT IS NOT DATE!//</span>" Sans' entire skull turns bright blue. "<span class="sans">IT IS A BATTLE OF WITS THAT I WILL WIN!</span>"
Papyrus waves goodbye to you. You wave back. He hops over the gate and you don't see him anymore. <<elseif $papyrusromance eq 3>> Papyrus winks at you. "<span class="paps">Catch you around, $Name.</span>"
You wink back at him.
"<span class="sans">DO NOT FRATENIZE WITH THE ENEMY!</span>" Sans scolds his brother.
"<span class="paps">Mm-hmm,</span>" goes Papyrus. He waves goodbye to you then hops over the edge.<<else>> Papyrus gives you a half-hearted wave goodbye as he jumps over the edge and disappears. <</if>>
"<span class="sans">Your journey ends here, human,</span>" he says. "<span class="sans">The next snowstorm will tire you out, and I will collect you afterward. OF COURSE you may surrender to me at any point!</span>"
You will not surrender.
"<span class="sans">Then enjoy your blizzard!</span>"
[[Hmm. Seems like you have to figure out a way past this gate.]]Select music you would like to listen to after loading a save file.
[[Beginning music.]]
[[Crystal Caverns music.]]
[[Snowdin Forest music.]]
[[Snowdin Town music.]]
[[Sans Boss Fight music.]]
[[Waterfall music.]]
[[Alphys Boss Fight music.]]
[[Hotlands music.]]
[[Lab music.]]
[[City music.]]
[[Toriel Boss Fight music.]]
[[Ending music.]]
[[Return|$return]]<<masteraudio stop>> <<audio "wonderful" loop play>>
Playing the beginning music.
<<return>><<masteraudio stop>> <<audio "ruins" loop play>> Playing the Crystal Caverns music.
<<return>><<masteraudio stop>> <<audio "snowdinforest" loop play>> Playing the Snowdin Forest music.
<<return>><<set $door = "locked">> You watch Sans hop over the edge of the gate and disappear.
More than likely he will be on the other side of the gate if--no, //when//--you open it.
<<if $key eq 1>> You did find that key earlier.
You could use it now and unlock the gate.
Or you could turn around and explore this area some more.
[[Unlock the gate.]]
[[Go back to the fog and explore.]]
[[Explore this area.]]
<<else>>Maybe the key is in one of the earlier areas.
[[Go back to the fog and explore.]]
[[Explore this area.]]<</if>><<set $door = "unlocked">> You hold up the key to the door.
What was once a smooth icy surface starts to transform and melt until a keyhole appears. You insert the key.
//Click.//
A split forms up the middle of the wall. A portion of the wall swings out like doors.
You may now cross the wall.
[[Continue on.]]
[[Go back to the fog and explore.]]
[[Explore this area.]]You return to the foggy area. You'll be entering it from the east side now.
[[Enter the fog.|SN8]]
[[Return to the previous area to explore.|Explore this area.]]This is the area where you met Papyrus. It's a long clearing.
On the far eastern side you can see another small path.
The main path goes through the clearing and goes south.
The fog is to the west.
[[Go back to the fog and explore.]]
[[Take the path going east.]]
[[Return to the gate.]]You go down the path. <<set $sansromance = 0>>
The snow has covered most of the stone, but you do see bits of it peeking out. With each step down the path, more and more snow has been brushed aside to reveal it.
The trees begin to part and crop up sparingly as you go. You steadily walk up a steep hill and at the top you see a town in the distance.
You walk down the hill but are stopped by a wall of glowing sky-blue bones.
"<span class="sans">STOP RIGHT THERE, HUMAN!</span>"
The bones shoot back down into the ground. They didn't even leave behind a hole, the ground is pristine where they once were.
Sans stands<<if $miles eq "13 Miles">> a couple dozen feet away <<else>> seven meters or so away<</if>>. His hands are placed firmly on either side of his hips as he stares defiantly at you.
"<span class="sans">You will not get past me, evil mage!</span>" he boldly declares.
You tell him you are not an evil mage.
"<span class="sans">That's EXACTLY what an evil mage would say,</span>" he rebukes. "<span class="sans">I Will Not Fall For It ''AGAIN!''</span>"
He pronounces each word loudly at the start.
"<span class="sans">You Will Not Get Past Me!</span>" he says. "<span class="sans">I am the protector of this town, and I will keep everyone safe.</span>"
You tell him you are not a threat.
Sans raises his right hand above him. A //huge// axe appears in the air, it's practically the same size as him. It drops into his hand and he grips it tightly. "<span class="sans">Then Prove It!</span>"
[[Begin Encounter.|SansEnc1]]<<if $cinbunspared eq 0>>Your $shoes crunch into the snow. This path winds down a hill.
Your $eyecolor eyes sweep across the forest line, then move up to the illusioned sky.
It's an impressive feat. Does it cover all of the underground, or only Snowdin? You didn't see in the Crystal Cavern, but that place had a //lot// of magic crystals. So much magic in one place must cause interference.
At the end of this path is a cliff. Below it you see many more pine trees.
How big is this forest?
A high-pitched voice cooes out, "Oh my, my, my! Bunbun, look at what we have here."
It comes from behind you. You turn around to see a bunny monster walking out of the treeline to stand on your path.
This bunny monster has pale pink fur with red eyes. She wears thick black pants and knee-high pink boots. She also wears a long-sleeved black tunic with a gray breastplatewith shoulder pads over top. There are matching pink gloves on each of her hands.
She holds a massive hammer.
At her feet you see a small golden-brown ball of puff with bunny ears and big black eyes.
. . .
[[Begin Encounter.|CinnamonEnc1]] <<else>> This is the path where you met Cinnamon and Bunbun. It doesn't look like they are here anymore.
[[Go back to the fog and explore.]]
[[Explore this area.]] <</if>><<if $key eq 1>> You did find that key earlier.
You could use it now and unlock the gate.
Or you could turn around and explore this area some more.
[[Unlock the gate.]]
[[Go back to the fog and explore.]]
[[Explore this area.]]
<<else>>You can't unlock this door without a key. Papyrus said he lost his. Maybe the key is in one of the earlier areas.
[[Go back to the fog and explore.]]
[[Explore this area.]]<</if>><<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<<audio "encounter" loop play>><<if $cintimer eq 0>> <p class="box">You encounter Cinnamon & Bunbun.</p>
<<elseif $cintimer eq 1>> <p class="box">Cinnamon giggles cutely and hops from one foot to the other.</p>
<<elseif $cintimer eq 2>><p class="box">Cinnamon thinks Bunbun is the cutest.</p>
<<elseif $cintimer eq 3>> <p class="box">Cinnamon thinks you're ugly.</p> <</if>>
<<if (($cintimer eq 0)) and ($cutemeter eq 0)>>
Cinnamon, the pink bunny, points her hammer to you. "Evil is ug-LY. Only the power of cute will prevail! Surrender now, human, or face my adorable wrath!"
<<else>>
Two monsters block your way. <</if>>
<<if $cutemeter eq 3>>
Cinnamon giggles. "Okay, human! You're totally cute. And since you're cute, you //mu-u-u-st// be, like, good, too! We'll ''SPARE'' you, if you want."
[[MERCY: Spare Cinnamon & Bunbun.]]
<<elseif $cintimer eq 3>>
"You're time is up, human!" Cinnamon declares. "The jury's out, and you've been judged U-G-L-Y! By the power of cute and justice, I will punish you accordingly. Tee-hee ♡."
You tell her you don't want to f--
She slams her hammer down on the ground. The earth beneath you quakes and causes you to lose your balance. You stumble back.
As you fumble, she leaps forward and swings her hammer.
//CRACK.//
It hits the side of your face with a sickening crack. Your head smashes apart like a watermelon dropped from a skyscraper.
''You have died.''
//U-G-L-Y! What's that spell? YOU.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<else>>
[[ACT: Wink at Cinnamon.]]
[[ACT: Do a cute pose.]]
[[ACT: Do a dramatic pose.]]
[[ACT: Ignore the monsters.]]
[[ACT: Tie your scarf into a cute bow.]]
[[ACT: Tell a joke.]]
[[ACT: Whistle at Cinnamon.]]
[[ACT: Dance with Cinnamon.]]<</if>><<if $cinwink eq 1>>Cinnamon's face contorts to disgust. "Not taking no for an answer is the definition of //evil.//"
She lunges at you suddenly and swings her hammer at your head. You try to duck. She switches her grip on her hammer and slams it down on the back of your head.
Your skull splits open with a sickening crack. Your vision doubles then goes black.
''You have died.''
//Loser.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<else>>You wink at Cinnamon. <<set $cintimer += 1>>
"Ew! I have a datemate," she says and lifts her hammer. <<set $cinwink = 1>>
[[Return.|CinnamonEnc]]<</if>><<if $cutepose gt 0>>You already did a cute pose. Cinnamon looks bored by you.
"That again? Ugh, that was sooo last two minutes ago," she says. <<set $cintimer += 1>>
[[Return.|CinnamonEnc]]
<<else>>You do a cute pose.
Cinnamon claps her hands in delight. "Oh my stars that is adorable!"
She mimics your pose.
You clap in response and call her cute.
"Tee-hee, I know, aren't I?" Cinnamon beams at you. <<set $cutemeter +=1>> <<set $cutepose = 1>>
[[Return.|CinnamonEnc]]<</if>>You ignore the monsters. <<set $cintimer += 1>>
Cinnamon's cheeks puff up. "Don't ignore me! How rude!"
[[Return.|CinnamonEnc1]]<<if $tiedscarf eq 1>>You already did that. <<set $cintimer += 1>>
[[Return.|CinnamonEnc]]
<<else>>You tie your scarf into a cute bow.
Cinnamon cooes. "That is so golly gee cute. I love it!" <<set $tiedscarf =1>> <<set $cutemeter +=1>>
[[Return.|CinnamonEnc]]<</if>><<set $cintimer += 1>>Cinnamon stares at you. "Um. Was that supposed to, like, be funny? It wasn't."
[[Return.|CinnamonEnc]]"Yay, hooray for us," Cinnamon says with great cheer. <<set $cinbunspared = 1>>
Hooray for everyone. <<masteraudio stop>> <<audio "snowdinforest" loop play>>
Cinnamon giggles and steps off the path. She picks up Bunbun and lets you pass.
[[Go back to the fog and explore.]]
[[Explore this area.]]<<if $cinwink eq 1>>Cinnamon's face contorts to disgust. "Not taking no for an answer is the definition of //evil.//"
She lunges at you suddenly and swings her hammer at your head. You try to duck. She switches her grip on her hammer and slams it down on the back of your head.
Your skull splits open with a sickening crack. Your vision doubles then goes black.
''You have died.''
//Loser.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<else>>You whistle at Cinnamon. <<set $cintimer += 1>>
"Ew! I have a datemate," she says and lifts her hammer. <<set $cinwhistle = 1>>
[[Return.|CinnamonEnc]]<</if>><<if $dancedwithcin eq 0>>You extend a hand out to Cinnamon and ask to dance with her.
Cinnamon's red eyes sparkle with delight. She happily accepts your hands. Music comes to life from pops of magic and the two of you dance to the rythym. <<set $cutemeter +=1>> <<set $dancediwthcin = 1>>
[[Return.|CinnamonEnc]]
<<else>>You already did that. She doesn't look interested in doing it again. <<set $cintimer += 1>>
[[Return.|CinnamonEnc]]<</if>><<set $cintimer += 1>>Cinnamon giggles at you. "What are you, a drama student? Tee-hee, you're silly."
[[Return.|CinnamonEnc]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<<audio "encounter" loop play>>
<p class="box">Cinnamon giggles cutely and hops from one foot to the other.</p>
<<masteraudio stop>> <<audio "encounter" loop play>>
Cinnamon, the pink bunny, points her hammer to you. "Evil is ug-LY. Only the power of cute will prevail! Surrender now, human, or face my adorable wrath!"
"Kyuu," cooes the small puffball at her feet.
. . . <<set $cintimer = 0>> <<set $cutemeter = 0>><<set $cinwink = 0>> <<set $cutepose = 0>> <<set $tiedscarf = 0>> <<set $dancedwithcin = 0>><<set $cinwhistle = 0>>
<<if $soultrait eq "creativity">>
[[ACT: Gush over how cute Cinnamon is. You can tell she's a fellow creativie ''SOUL''.]] <span class="creativity">''CREATIVITY TRAIT''</span>
<</if>>
[[ACT: Wink at Cinnamon.]]
[[ACT: Do a cute pose.]]
[[ACT: Do a dramatic pose.]]
[[ACT: Ignore the monsters.]]
[[ACT: Tie your scarf into a cute bow.]]
[[ACT: Tell a joke.]]
[[ACT: Whistle at Cinnamon.]]
[[ACT: Dance with Cinnamon.]]The five of you walk down the snowy path. Cinnamon takes your left arm and Poppy takes your right arm. They hold your arms loosely--you could easily pull out of them if you wanted to--and in a friendly manner. <<set $sansromance +=2>>
"You, like, //have// to try out Muffets," says Cinnamon. "Her milkshake and fries are to die for."
"No, no, no," says Poppy. "Its her burgers that are the best. Juicy and cheesy, what more could you ask for?"
"Something //not// greasy?" Violet asks.
Poppy and Cinnamon make noises of irritation.
The snow has covered most of the stone, but you do see bits of it peeking out. With each step down the path, more and more snow has been brushed aside to reveal it.
The trees begin to part and crop up sparingly as you and the monsters continue.. Your group steadily walks up a steep hill and at the top you see a town in the distance.
You walk down the hill with them but are stopped by a wall of glowing sky-blue bones.
"<span class="sans">STOP!</span>"
"Lieutenant!" the guards exclaim.
Sans stands atop the wall of bones.
As soon as the two of you make eye contact, you can feel your face heating up. Bubbles rise and pop in your stomach. You $happyreaction.
The bones disappear and Sans lands silently on the ground. There is the barest hint of blue under his eyesockets. "<span class="sans">Explain yourselves, Guards!</span>"
"We're escorting $Name to Snowdin," Poppy explains.
"<span class="sans">WHY?</span>" Sans demands. "<span class="sans">THAT--THAT TEMP--I mean--that human--</span>"
"Is, like, so nice," Cinnamon adds.
"Yeah, Lieutenant, we think the two of you would get along great," says Poppy.
"<span class="sans">You cannot bring danger to our town,</span>" Sans rebukes.
Cinnamon gasps. "Lieutenant! Are you doubting our judgment?"
Sans's eyesockets narrow briefly. "<span class="sans">That's not--yes--I mean--</span>" Sans takes a deep breath. "<span class="sans">State your reasons.</span>"
"$Name is cute," says Cinnamon. "$She passed my judgment, and I like, totally spared <<if $gender eq "person">>them<<else>>$her.<</if>>"
"$Name helped us through the fog," adds Poppy. "$She approached us peacefully and kindly escorted us."
"For--er--for what it's worth, sir, I don't think $she has bad intentions," says Violet.
Sans' eyelights move back up to you. That hue under his sockets spreads across his face. He pulls his bandana scarf up to cover the lower half of his face. "<span class="sans">. . . V-Very well. Human! Feel honored at this moment. I, the GREAT Sans, am giving you a pass to enter Snowdin.</span>"
"Yay!" cheers Cinnamon. She rubs her cheek on the top of your head. Sans tenses and glares at Cinnamon. "Let's all go to Muffets to celebrate~"
"<span class="sans">No,</span>" Sans cuts in, his eyesockets narrowed. "<span class="sans">You three are ten minutes late past reporting.</span>"
"Oh no," groans Violet.
"But--"
"<span class="sans">No! Buts!</span>" Sans says. "<span class="sans">If you were in any trouble, You Should Have Called For Help. //You. Did. Not.//</span>" Sans' blush disappears momentarily as he scolds his guards. "<span class="sans">WHY NOT?</span>"
The three bunny guards look nervously between each other.
"<span class="sans">You forgot your flares again, DIDN'T YOU?</span>"
They hang their heads, their ears drooping.
"Yes, sir," they morosely say.
"<span class="sans">Thirty laps around the town,</span>" orders Sans. "<span class="sans">Three for each minute you were late. THEN you must polish everyone's equipment for the next week. DO NOT FORGET YOUR FLARES AGAIN!</span>"
Cinnamon whines, "But Lieutenant--"
"<span class="sans">Alternatively,</span>" continues Sans, "<span class="sans">we may spar and if you win, your punishment is waived. I am a VERY fair boss.</span>"
The bunnies cringe.
"No, no, like, uh, laps are totally fine," Cinnamon says quickly.
"Yeah, I was just thinking I needed to run more," Poppy says in a panicked voice.
"Thanks so much for your benevolence, sir," Violet squeaks out.
They turn to you and wave goodbye then dash off ahead. You think you hear Violet crossly say, "NOTHIN' cute about that monster!"
Sans huffs then looks at you.
You shyly $happyreaction.
Sans clears his throat and tugs up his bandana scarf again. "<span class="sans">. . . E-Enjoy your stay, $miss.</span>"
You quietly ask if this means the two of you could be. . . friends?
Sans' eyelights waver in and out of existence, a conflicting look on his face. "<span class="sans">You. . . you're not like the previous humans I've met.</span>"
He met others?
Sans asks you, "<span class="sans">How did you get past my traps?</span>"
You explain what happened--how the blue net kept dropping you, and the orange bones would phase through you when you moved.
Sans closes his eyes as he listens. He nods along. "<span class="sans">Are you a powerful mage?</span>"
No. You don't have magic.
His eyes shoot back open. His blue eyelight expands. His voice booms as he exclaims, "<span class="sans">WHAT? NO MAGIC?</span>"
You explain more. When he speaks, he pronounces each word loudly at the beginning, as if it's a struggle to keep his voice low. "<span class="sans">That Is Very Unexpected, Human.</span>"
Sans looks thoughtful.
"<span class="sans">That Explains It,</span>" he says. "<span class="sans">My magic can transform or change the state of someone's magic. Blue should keep you still, and orange should make you lose control over your body. It can't do that if there's no magic to change in the first place.</span>"
Oh wow!
His magic sounds really cool!
Sans tenses, the blush returning in full force. He scratches the back of his head sheepishly. "<span class="sans">U-UH. THAN--er--Thank you.</span>"
He shifts his weight to the back of his heels then stiffens.
He bows sharply to you. "<span class="sans">I'm sorry!</span>"
$wowreaction
"<span class="sans">I said mean things to you,</span>" he says. "<span class="sans">I shouldn't--I shouldn't have. I'm very sorry.</span>" Sans straightens back up. He extends a hand to you. "<span class="sans">I would like to start over. Hello, I am Sans Gaster, lieutenant of the Royal Guards.</span>"
You $happyreaction.
You take his hand.
It sends a pleasant jolt up your arm, your heart is lighter than sweet cotton.
You introduce yourself.
Sans squeezes your hand, his blue eyelights waver between their normal roundness and a star shape. He has a wide, sunny smile."<span class="sans">I'm very happy to meet you, $Name.</span>"
The feeling is mutual.
"<span class="sans">I must leave for my duties, but please enjoy your stay in Snowdin. If you have any questions or if anyone bothers you, you may come to me.</span>"
You thank him.
[[You are free to enter Snowdin.]]So they do. You let them get ahead of you, and then you go down the path.
You go down the path. <<set $sansromance = 0>>
The snow has covered most of the stone, but you do see bits of it peeking out. With each step down the path, more and more snow has been brushed aside to reveal it.
The trees begin to part and crop up sparingly as you go. You steadily walk up a steep hill and at the top you see a town in the distance.
You walk down the hill but are stopped by a wall of glowing sky-blue bones.
"STOP RIGHT THERE, HUMAN!"
The bones shoot back down into the ground. They didn't even leave behind a hole, the ground is pristine where they once were.
Sans stands<<if $miles eq "13 Miles">> a couple dozen feet away <<else>> seven meters or so away<</if>>. His hands are placed firmly on either side of his hips as he stares defiantly at you.
"You will not get past me, evil mage!" he boldly declares.
You tell him you are not an evil mage.
"That's EXACTLY what an evil mage would say," he rebukes. "I Will Not Fall For It!"
He pronounces each word loudly at the start.
"You Will Not Get Past Me!" he says. "I am the protector of this town, and I will keep everyone safe."
You tell him you are not a threat.
Sans raises his right hand above him. A //huge// axe appears in the air, it's practically the same size as him. It drops into his hand and he grips it tightly. "Then Prove It!"
[[Begin Encounter.|SansEnc1]]Snowdin is a picturesque fairytail snowy town. There are cottages lined up along the roads with sparkling lampposts. Snow covers each buildings' roof, and many monsters are out and about the streets.
Laughter and merry chatter fill the air. You can smell an assortment of food from several shops lined up along the main path.
It's beautiful. <<set $note3 = 0>> <<set $library = 0>> <<set $shop = 0>> <<set $swhimsey = 0>> <<set $scinn = 0>> <<set $muffet = 0>> <<set $reachedsnowdin = 1>>
You love it instantly. <<masteraudio stop>> <<audio "snowdintown" loop play>>
<<if (($note1 eq 1)) and ($note2 eq 1)>>
[[You want to look around the outskirts for another note.]]<</if>>
[[Visit the "Libarby".]]
[[Visit Muffets.]]
[[Visit the Shop.]]
<<if $whimsey eq 3>>
[[You notice Whimsey further down the path.]]<</if>>
<<if $cinbunspared eq 1>>
[[You notice Cinnamon further down the path.]]<</if>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">Sans is testing you!</p>
He hurls the axe directly at you. It spins through the air at such a high speed you can hear it rumble.
<<masteraudio stop>> <<audio "sans" loop play>>
[[ACT: You duck.]]
[[ACT: You freeze.]]
[[ACT: You jump to the side.]]You duck.
The axe was thrown at such a velocity it causes the wind to whip by you as it goes above you. Snow is picked up and thrown into your face and eyes. You splutter. <<if $glasses eq "wear glasses">> Your glasses are caked in snow, you have to take them off quickly to wipe. <<elseif $glasses eq "wear contacts">> Your contacts become blurred and start to sting. You cannot see. <<else>> You are utterly blinded. <</if>>
Then something slams into the back of your head.
You could not see, so you had no way to dodge.
Everything goes dark.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> It immediately slices through your neck and decapitates you in seconds.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You jump to the side.
The axe was thrown at such a velocity it causes the wind to whip you as it flies by you.
As soon as the axe was thrown, Sans had leapt up into the air. He lands with tremendous force in the spot you just were. The ground cracks underneath him from it. His bright blue eye-lights are focused in on you.
You tell him you don't want to fight.
"<span class="sans">Then don't,</span>" he says and stretches out his left hand.
[[ACT: Dodge left.]]
[[ACT: Dodge right.]]You instincitvely leap left. Orange bones shoot from Sans' hand.
You are not fast enough to completely dodge them. You see several go through your right arm.
But they did not hurt you while you were leaping.
. . . ?
Sans raises his hand back above his head. Dozens upon dozens of orange bones are conjured into the air. There's so many of them they block out the light of the illusioned sky.
[[ACT: Run backwards.]]
[[ACT: Turn around and run away.]]
[[ACT: Run to the side.]]You instincitvely leap right. Orange bones shoot from Sans' hand.
You are not fast enough to completely dodge them. You see several go through your left arm.
But they did not hurt you while you were leaping.
. . . ?
Sans raises his hand back above his head. Dozens upon dozens of orange bones are conjured into the air. There's so many of them they block out the light of the illusioned sky.
[[ACT: Run backwards.]]
[[ACT: Turn around and run away.]]
[[ACT: Run to the side.]]You don't feel comfortable taking your eyes off the skeleton monster. You run backwards.
A good thing to. While the wall of orange bones start to rain down on you, Sans creates a single blue bone.
He hurls it at you with such speed you honestly don't know how you can even see it, let alone react to it.
[[ACT: Stand still.]]
[[ACT: Leap to the side.]]
[[ACT: Duck underneath it.]]You turn around and run away.
You do not see what happens behind your back. One moment you are running.
The next you see something blue shoot through your chest and take out your heart.
It feels like you are watching something in slow motion. You see the blone bone.
You see your heart on it.
You stop running and look down at your chest.
There's a hole in it.
Then the orange bones rain down upon your frozen form and instantly impale you.
Everything goes dark.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You turn to the side and run away.
You do not see what happens behind your back. One moment you are running.
The next you see something blue shoot through your chest and take out your heart.
It feels like you are watching something in slow motion. You see the blone bone.
You see your heart on it.
You stop running and look down at your chest.
There's a hole in it.
Then the orange bones rain down upon your frozen form and instantly impale you.
Everything goes dark.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You stand still.
The blue bone phases through you harmlessly.
. . . !
It's like the traps.
Blue means you can keep still. Orange--
You look up at the bones that are still descending. You can't outrun them, but you start to move around in place.
They phase through you and you run through them to the other side.
--means you keep moving.
Sans leaps over the bones and stands atop them to look down at you. He raises his left hand and summons his axe back.
[[Encounter Sans.]]The blue bone catches your arm as you do. It is a clean slice and completely severs your arm.
Horrofic pain shoots through you. Blood gushes out of your arm as you fall to your knees from the shock and agony.
Then the orange bones rain down upon your frozen form and instantly impale you.
Everything goes dark.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> The blue bone scraps the back of your head and takes a chunk of your scalp with it.
Horrofic pain shoots through you.You fall to your knees from the shock and agony.
Then the orange bones rain down upon your frozen form and instantly impale you.
Everything goes dark.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">Sans is assessing you!</p>
"<span class="sans">Why aren't you blue or orange?</span>" Sans demands. "<span class="sans">BOTH of my attacks touched you! You should be under my magic now!</span>"
. . . ?
Sans stomps the bones underneath him. "<span class="sans">I knew it. You're a powerful mage, aren't you?!</span>"
No!
You aren't a mage at all!
"<span class="sans">Then HOW ELSE do you explain why my attacks haven't made you blue or orange?</span>" he asks you. "<span class="sans">You conquered my traps! You got through my gate!</span>"
You really aren't a mage, you don't have magic at all.
Sans frowns at that. He lowers his axe.
You tell him you don't want to fight. You aren't here to hurt anyone, you're simply trying to make your way to the castle.
"<span class="sans">In that case. . . </span>" Sans tilts his head. "<span class="sans">Surrender peacefully! I, the GREAT SANS, will personally escort you through Snowdin and into the VERY CAPABLE HANDS of my fellow monsters. If you mean no harm, then Prove It!</span>"
[[ACT: Surrender.]]
[[ACT: Do not surrender.]]Okay. You surrender. <<masteraudio stop>> <<audio "snowdinforest" loop play>>
Sans beams at you. He jumps down from the bones and tosses his axe up into the air. It disappears before it comes back down.
<span class="sans">"GOOD!</span>" he says happily. He offers you his hand.
You take it.
"<span class="sans">Keep hold of my hand at ALL TIMES!</span>" he says. "<span class="sans">Come on! Let's go!</span>"
[[You go with Sans.]]Is it not the Queen's order for all humans to be killed?
Sans flinches. "<span class="sans">WELL. Yes, BUT! I'm sure if I ask nicely, and PERSONALLY escort you, it will be okay!</span>"
You don't want to take that chance. You ask Sans to please stop fighting.
He shakes his head. "<span class="sans">I cannot let you go on! You cannot be trusted.</span>"
[[ACT: You refuse to fight Sans.]]
<<masteraudio stop>> <<audio "visions" loop play>> <header>
<h2>
<<if $wingdingromance eq 3>><<type 125ms>>❄︎☟︎☜︎☼︎☜︎ ✡︎⚐︎🕆︎ ✌︎☼︎☜︎
💣︎✡︎ 👎︎✌︎☼︎☹︎✋︎☠︎☝︎
💣︎✡︎ ☟︎☜︎✌︎☼︎❄︎
💣︎✡︎ 💣︎✌︎☼︎✋︎⚐︎☠︎☜︎❄︎❄︎☜︎
''You wish you had died.''<</type>> <<else>> <<type 130ms>>✡︎⚐︎🕆︎ ☞︎⚐︎🕆︎☠︎👎︎ 💣︎☜︎
❄︎☟︎✌︎☠︎😐︎ ✡︎⚐︎🕆︎ ☞︎⚐︎☼︎ ✡︎⚐︎🕆︎☼︎ 💧︎✌︎👍︎☼︎✋︎☞︎✋︎👍︎☜︎
''You have died.''<</type>><</if>>
</h2></header>
<<timed 20s>>
\<<goto "Title">>
\<</timed>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">Sans looks uncomfortable</p>
Sans points at you.
You feel an odd tingle in your chest. A blue outline appears around your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>. It disappears after a few seconds.
Frustration appears briefly over his face. He grips his axe tightly then lunges at you from atop the bone pillars.
[[ACT: Roll to the right.]]
[[ACT: Roll to the left.]]
[[ACT: Jump back.]]You roll to the right. Sans swings the axe down in your place. It digs into the ground. He grips the handle tightly, then flips to the side and rips the axe back out of the ground.
He hurls it directly at you, point blank. You cannot dodge it.
You are sliced in half.
It's an instant death.
''You have died.''
//Justice prevails.//You roll to the left. Sans swings the axe down in your place. It digs into the ground. He grips the handle tightly, then flips to the side and rips the axe back out of the ground.
He hurls it directly at you, point blank. You cannot dodge it.
You are sliced in half.
It's an instant death.
''You have died.''
//Justice prevails.//You jump back as Sans swings the axe down in your place. It digs into the ground. He grips the handle tightly then flips back and kicks at you.
[[Block with your arms.]]You barely get your arms up in time to block. His boots connect to your arms with a resounding smack.
He kicks you with enough force you are sent careening back. You fly through the air and only stop when you are slammed into a pine tree. The needles and branches snap under your weight, but thankfully also help to cushion your landing.
Your ears are ringing and you see double. Your back throbs painfully. The power of your landing was more than enough to leave you winded and struggling to breathe.
You see a glimmer of orange.
[[ACT: Freeze.]]
[[ACT: Force yourself to move out of the way.]]You freeze.
The orange bones impale you.
It's an instant death.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> It takes an incredible amount of will power, but you do force yourself to move.
Several orange bones pierce through the tree that cushioned you. They slice the tree in half and continue on. A few more trees are split apart in the process.
You see a glint of blue.
[[ACT: Go still.]]
[[ACT: Move away.]]You go still and the bones phase through you harmlessly.
You're struggling to catch you breath, wheezing in pain from being flung into the tree.
The sound of snow crunching makes you tense.
Sans slowly approaches you. He spins his axe around absently in one hand.
. . .
You tell him you don't want to fight.
He stares blankly at you.
[[Encounter Sans.|Encounter Sans2]]
You move away.
The blue bones impale you.
It's an instant death.
''You have died.''
//Justice prevails.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">Sans is watching you.</p>
You tell him you don't want to fight him.
"<span class="sans">Get up,</span>" he says.
You shakily do. It hurts to breathe.
He stares at you, his face difficult to read.
"<span class="sans">You didn't fight back,</span>" he states.
You don't want to fight him.
"<span class="sans">I could have killed you,</span>" he says.
. . . You don't want anyone to die.
"<span class="sans">You are hurt,</span>" he says. "<span class="sans">You won't be able to dodge me for much longer. Surrender, human. This is my last offer.</span>"
. . .
[[ACT: Surrender to Sans.]]
[[ACT: Do not surrender to Sans.]]Okay. You surrender.<<masteraudio stop>> <<audio "snowdinforest" loop play>>
Sans beams at you. He tosses his axe up into the air. It disappears before it comes back down.
"<span class="sans">GOOD!</span>" he says happily. He offers you his hand.
You take it.
"<span class="sans">Keep hold of my hand at ALL TIMES!</span>" he says. "<span class="sans">I have healing potions, we will get you healed up and then we can go. UNDERSTOOD?</span>"
Understood.
[[You go with Sans.]]You don't want to.
Yes it will be hard to keep going. Your back and chest aches, and it's hard to catch your breath. There is a blurred edge to your vision that won't go away no matter how many times you blink.
That doesn't matter.
You won't give up.
You defiantly stare back at Sans.
In the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, you know you can do this. You can make it through this.
You are filled to the very brim of <<if $soultrait eq "determination">><span class="determination">''DETERMINATION''</span><<elseif $soultrait eq "bravery">><span class="bravery">''BRAVERY''</span><<elseif $soultrait eq "justice">><span class="justice">''JUSTICE''</span><<elseif $soultrait eq "fairness">><span class="fairness">''FAIRNESS''</span><<elseif $soultrait eq "kindness">><span class="kindness">''KINDNESS''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''WISDOM''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''LOYALTY''</span><<elseif $soultrait eq "patience">><span class="patience">''PATIENCE''</span><<elseif $soultrait eq "humility">><span class="humility">''HUMILITY''</span><<elseif $soultrait eq "integrity">><span class="integrity">''INTEGRITY''</span><<elseif $soultrait eq "trust">><span class="trust">''TRUST''</span><<elseif $soultrait eq "creativity">><span class="creativity">''CREATIVITY''</span><</if>> and that will push you forward.
You tell Sans you will not give up.
He levies his axe and presses it under your chin, against your throat. "<span class="sans">No matter what?</span>"
No. Matter. What.
[[Sans smiles.]]"<span class="sans">I like your resolve, human!</span>" he says as he pulls his axe away. "<span class="sans">I can clearly see I pushed you near your limit, but you never used magic on me, NOR did you attack me. I Believe Your Claims.</span>"
He tosses his axe up into the air. It disappears. <<masteraudio stop>> <<audio "snowdinforest" loop play>>
"<span class="sans">I, the GREAT SANS, give you permission to go into Snowdin,</span>" he says. He raises his right hand. A glass bottle filled with pale green liquid appears in his hand.
He tosses it to you. You catch it.
"<span class="sans">That is a healing potion,</span>" he says. "<span class="sans">Drink.</span>"
You drink it.
At once, all your injuries are healed. You can breathe easily again.
"<span class="sans">GOOD,</span>" he says. "<span class="sans">Enjoy your visit, human!</span>"
Sans then turns away and leaves you.
Sans has ''SPARED'' you. <<set $sansfriendship = 1>>
[[You are free to enter Snowdin.]]You enter a warm spider-themed bar. The walls are painted purple and maroon striped with cobwebs covering the entire ceiling. Many spiders dangle from the ceiling. They use their legs to wave at you. <<set $muffet = 1>>
The booths are filled with monsters.
At the counter you see the bartender. A short purple monster in a bartender uniform complete with a maroon colored bow-tie manages the counter. She is an anthropromorphic spider sith six arms and five eyes.
She nods curtly to you as you enter.
Unfortunately a quick look at the menu shows you can't afford anything here.
That's a shame.
[[Enter Snowdin.]]You enter the building with the mispelled library sign. <<set $library = 1>>
You are immediately hit by the smell of parchment, books, and ink.
Colorful posters are hung up on pastel walls. There are several bookshelves filled with books. Some look old. Some look new. Some look magical. There are a handful of chairs and beanbags placed in a corner overtop a shaggy rug. You see several monsters quietly reading.
At the front of the library there is a cat-like monster who looks up and smiles at you. They gesture for you to come closer.
"Do you have a library card?" they quietly ask you. Their green eyes stare directly into you.
You shake your head.
"You may read any book here, but you may not take it out," the cat monster advises you.
You thank them.
"All knowledge should be free to those who search for it," they say with a shrug. "Do be careful with some of the books. They're probably older than you are."
You peruse the shelves.
There are a few books that stand out to you.
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: RUNE KINGDOM]]
[[Read a book titled: SOULMATES]]<<if $shop eq 0 and $gold eq 0>>You enter the building named //Shop.//
It smells like wet dog. <<set $shop = 1>>
There are shelves of food, goodies, and knick knacks neatly organized throughout the store. The walls are lined with pictures, maps, and bones.
Lots of bones.
At the counter there is a huge dog monster. Easily the biggest monster you have seen so far in the Underground. He smiles at you. His white fur reflects a lot of the light in the shop, making it seem brighter than natural.
"Welcome," says the dog. He has a surprisingly small voice. "Peruse away."
You have no money.
"Then come back with money," he says. "Good luck!"
Okay.
[[Enter Snowdin.]]
<<elseif $shop eq 0 and $gold gt 0>>You enter the building named //Shop.//
It smells like wet dog. <<set $shop = 1>>
There are shelves of food, goodies, and knick knacks neatly organized throughout the store. The walls are lined with pictures, maps, and bones.
Lots of bones.
At the counter there is a huge dog monster. Easily the biggest monster you have seen so far in the Underground. He smiles at you. His white fur reflects a lot of the light in the shop, making it seem brighter than natural.
"Welcome," says the dog. He has a surprisingly small voice. "Peruse away."
You have <<print $gold>> gold.
"That is enough for a stick," he says.
A stick?
"It is a very good stick. Sturdy. Strong. You can chew on it for a whole hour," he says.
Um.
A stick might be hard to carry around.
"It is magic stick. I can enchant it to hide in your shadows until you are ready to chew on it."
Oh.
[[Buy the stick.]]
[[Enter Snowdin.]]
<<elseif $shop eq 1 and $gold gt 0>> "Welcome back," says the dog. "Do you have money now?"
You have <<print $gold>> gold.
"That is enough for a stick," he says.
A stick?
"It is a very good stick. Sturdy. Strong. You can chew on it for a whole hour," he says.
Um.
A stick might be hard to carry around.
"It is magic stick. I can enchant it to hide in your shadows until you are ready to chew on it."
Oh.
[[Buy the stick.]]
[[Enter Snowdin.]]
<<elseif $shop eq 1 and $gold eq 0>>"Welcome back," says the dog. "Do you have money?"
No.
"Why come back?"
You like it in here.
He wags his tail. "I like you."
You $happyreaction.
[[Enter Snowdin.]] <</if>>You approach Whimsey and say hello.<<set $swhimsey = 1>>
Whimsey chirps excitedly at you. They flap their wings.
They bob their head at you.
[[Bob your head back at them.]]
[[Shake your head at them.]]
[[Stare at them.]]You approach Cinnamon. <<set $scinn = 1>>
The pink furred bunny smiles at you. "Ooooh my stars, heeyyy! How do you like Snowdin so far? Isn't it, like, the cutest?"
It is very cute.
"I knew you would agree," she says. "Hey, like, you're going to be leaving soon-ish, right?"
Uh, you suppose so.
"Are you going to the city?" she asks you.
Is the city on the way to the castle?
"Ye-ep!"
Then yes.
"Could you, like, do me a super duper big favor?" she asks you pleadingly. "My datemate lives in the city. He broke his phone so we can't text each other, and because of our jobs we haven't been able to see each other for, like, a week."
She pulls out an envelope.
"This is a letter I wrote for him," she says. "Do you think you could, like, pretty please deliver it to him?"
How will you find him?
"He works with Grillby at the tea shop," she explains. "He's the cute one."
Got it.
Agree to deliver Cinnamon's letter?
[[Yes, you will deliver it.]]
[[No, you won't.]]You just get the feeling there might be one around.
You circle around the right side of the town, and your hunch is proven correct.
As you near the back of a building your $right hand $insigniafeels, and it brightly glows $soulcolor. You follow the sensation until a blinding light appears in the snow.
It fades away, and in its place you see a piece of paper.
[[You pick up the third note.]]<<set $note3 = 1>> You pick up the note and read it.
----
<span class="notes">Day XX-11
------ - - ------- - more than expected. - - -------
The magic crystals found here have been of excellent quality. Everyone is ecstatic. A lot of the younger mages are discussing how rich we’ll be when we get back.
Archmage Dion seems oddly uninterested in the crystals.
- -------------- - - -----
------sh--------------well---------------------a-----------------future-------
------ridiculous-----------------------------sho - - - - ---------------- --
-------- how could they be - --------------------
He insists we stay hidden from the monsters. I don’t understand why, our LVLs are much higher than theirs. I doubt they could pose any threat.
------------- - - ------illy-------- - - - -------------
I’m looking forward to our first contact. I read that monsters turn to dust when they die. What does that look like?
I’m so excited to find out.
-- - ------------- -------------- --------------------- - - - - ---
----
</span>
//The rest of the page is gone.//
----
Another note.
This must be from the group of mages that went missing.
. . .
. . . Excited to find out?
. . .
Disgusting.
[[Enter Snowdin.]]Snowdin smells like fresh snow, dinners, and pine trees.
What a combination.
[[You're ready to leave Snowdin.]]
<<if ((($note3 eq 0))) and (($note1 eq 1)) and ($note2 eq 1)>>
[[You want to look around the outskirts for another note.]]<</if>>
<<if $library eq 0>>
[[Visit the "Libarby".]]<</if>>
<<if $muffet eq 0>>
[[Visit Muffets.]]<</if>>
[[Visit the Shop.]]
<<if (($swhimsey eq 0)) and ($whimsey eq 3)>>
[[You notice Whimsey further down the path.]]<</if>>
<<if (($scinn eq 0)) and ($cinbunspared eq 1)>>
[[You notice Cinnamon further down the path.]]<</if>>You bob your head at Whimsey.
They clap their hands.
[[Clap your hands.]]
[[Stare at them.]]
[[Shake your head at them.]]Whimsey is disappointed. They flies off.
[[Enter Snowdin.]]Whimsey is disappointed. They flies off.
[[Enter Snowdin.]]They spin around thrice.
[[Spin around thrice.]]
[[Spin around two times.]]
[[Stare at them.]]
[[Shake your head at them.]]Whimsey makes noises of approval. They are ecstatic!
They offer you gold.
You accept it with a $happyreaction and thank you.
Whimsey trills at you then flutters off.
<<set $whimseysnowdin = 1>> <<set $gold += 1>>
[[Enter Snowdin.]]Whimsey is disappointed. They flies off.
[[Enter Snowdin.]]This is a large tome.
----
''//BOSS MONSTERS//''
An introduction: Boss Monsters are the strongest type of monsters.
Boss Monsters are monsters born with a significant boost to their attributes as well as unique abilities. The abilities are hereditary and will be shared among the family, although some members may have more than one unique ability.*
In this book we will take a look at what triggers a new bloodline of Boss Monsters to appear, as well as the physical differences between a Boss Monster's magic, and a regular monster's magic.
//*As noted in the Sweets and Gastor line.//
----
''//TABLE OF CONENTS//''
[[Registered Boss Monsters]]
[[Registered Abilities]]
[[Physical Differences]]
Etc
----
----
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] You pull out this book, curious about the history of--
Oh.
It has been drawn over in crayon. The text is completely illegible.
----
Put the book away:
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: SOULMATES]]
[[Enter Snowdin.]] Hmm.
<<set $soulmatebookread = 1>>
It's very uncommon for humans to find a SOULMATE due to how much magic it requires.
You are curious to know what the monsters think of it. You flip through the book and stop on the glossary page near the front.
----
''//SOULMATES//''
SOULMATES: a union binding two SOULs.
SOULBINDS: the thread that ties SOULMATES.
SOULACCEPTANCE: a test between two SOULs to check for compatability as SOULMATES.
----
Read the book:
''//TABLE OF CONENTS//''
[[History of Soulmates]]
[[Laws Surrounding Soulmates]]
[[Soul Types]]
----
Put the book away:
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] ''//Registered Boss Monsters as of XX16://''
Amon, Cinn - Deceased
Dreemur, Acewo - Deceased
Dreemur, Asgore - Missing
Dreemur, Asriel - Deceased
Dreemur, Dreinf - Deceased
Dreemur, Tinydes - Deceased
Dreemur, Toriel
Dreemur, Volley - Deceased
Gastor, Bodoni - Deceased
Gastor, Papyrus
Gastor, Sans
Gastor, Verdana - Deceased
Gastor, Wingding
Ing, Sol O - Deceased
Ing, Trub Ull - Deceased
Lam, Leetle - Deceased
Lam, Mary
Maker, Braker - Deceased
Maker, Justice - Deceased
Persona, Riv
Rah, Opurr - Deceased
Rah, Velveteen - Deceased
Rah, Whiskers - Deceased
Revma, Gerson
Scotch, Ness - Deceased
Sweets, Saccharine - Deceased
Sweets, Hazel - Deceased
----
Turn to:
[[Physical Differences]]
[[Registered Abilities]]
----
Put the book away:
[[Read a book titled: SOULMATES]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] ''//Registered Abilities as of XX16://''
*Abjuration
*Conjuration
*Divination
*Enchantment
*Enhancement
*Evocation
*Illusion
*Transmutation
---
Almost all of this section is redacted.
Interesting.
----
Turn to:
[[Registered Boss Monsters]]
[[Physical Differences]]
----
Put the book away:
[[Read a book titled: SOULMATES]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] There are several diagrams on this page. Most of these show monster ''SOULS''.
It looks like boss monsters have a larger ''SOUL'' compared to normal monsters and typically embody two different soul traits. That's interesting! Humans can only have one.
In addition to the diagrams there are several paragraphs discussing the success rate of reproduction and passing on hereditary magical abilities.
It takes you several read throughs to understand the jargon. From the gist, you gather it's harder for Boss Monsters to reproduce. More than half the time they have to sacrifice their immortality to successfully conceive another Boss Monster.
They can only start this process if they have been ''SOULBOUND'' for a set period of time.
Poor monsters.
You flip through several more pages. You notice something about a //heat cycle// that <span id="cycle"><<cycle "$heatcycle" autoselect>>\
<<option "makes you blush">>
<<option "makes you quickly shut the book">>
<<option "immediately piques your interest. You spend ten minutes reading about that. Fascinating">>
<</cycle>></span>.
----
Turn to:
[[Registered Boss Monsters]]
[[Registered Abilities]]
----
Put the book away:
[[Read a book titled: SOULMATES]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] ''//HISTORY OF SOULMATES//''
Since the first SOULBINDING between the Lightners' knight and Darkness' prince, SOULBINDS have been accepted as a sacred union and held above all other unions. SOULMATES die together, and to forcefully sever or destroy a SOULBIND is punishable by death in all kingdoms.
A SOULBINDING is revered to such an extent that in its occurrence the kingdom will close all shops and commerce for the day in honor of the sacred union.
----
Your eyes widen at that remark. As you continue to read, you realize that monsters hold ''SOULMATES'' as highly as humans.
Unlike humans, however, monsters can bind much more easily. They are beings made of magic, after all. They only need to find a ''SOUL'' on the same wavelength as theirs.
How envious!
---
Turn to:
[[Soul Types]]
[[Laws Surrounding Soulmates]]
----
Put the book away:
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]]
Oh dear this is actually a huge section.
. . .
You change your mind about reading it.
---
Turn to:
[[Soul Types]]
[[History of Soulmates]]
----
Put the book away:
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] ''//SOUL TYPES//''
There are thirteen known ''SOUL'' types.
*Bravery - The courageous ''SOUL'' best seen as a vivid orange.
*Creativity - The imaginative ''SOUL'' best seen as a vibrant pink.
*Determination - The resolute ''SOUL'' best seen as fire red.
*Fairness - The impartial ''SOUL'' best seen a neon green.
*Humility - The modest ''SOUL'' best seen as crystal blue.
*Integrity - The morally strong ''SOUL'' best seen as a deep blue.
*Justice - The righteous ''SOUL'' best seen as burning yellow.
*Kindness - The considerate ''SOUL'' best seen as spring green.
*''[REDACTED]''- The passionate ''SOUL'' best seen as ''[REDACTED]''.
*Loyalty - The supportive ''SOUL'' best seen as a gentle pink.
*Patience - The tolerant ''SOUL'' best seen as a bright blue.
*Trust - The reliable ''SOUL'' best seen as a deep purple.
*Wisdom - The sagacious ''SOUL'' best seen as a calming green.
Monsters & Humans will naturally develop a soul trait as they mature. Once a soul trait has been established it is very rare to change.
Monsters have been trained to hide their ''SOUL'' trait a young age, as it is considered intimate knowledge to only share it with family or loved ones. A monster displaying the true color of their ''SOUL'' is a gesture of deep love and trust.
Most humans do not have the capabilities to thide their soul trait. . .
----
<<if ((($sansromance gt 3))) or (($papyrusromance eq 3)) or ($wingdingromance eq 3)>>
Hmm. That REDACTED looks interesting.
Touch it?
[[Touch REDACTED]]<</if>>
Turn to:
[[History of Soulmates]]
[[Laws Surrounding Soulmates]]
----
Put the book away:
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] An image is projected off the pages of the book.
It looks like a keypad. The numbers range from 0 to 9. There are six slots.
What number do you type in?
<<textbox "$haremtrigger" "">>
<<return>>
[[Hit enter.]]<<if $haremtrigger eq "071316">> Um. Okay like you weren't supposed to figure that out.
Good on you. Please keep this spot hidden! :) When the harem route is implemented, come back here and type out that number. It will change your soul trait to LOVE and you'll be able to pursue multiple people.
For now though? SHHHHHHHHHHHHHHHHHHHH. Our super secret, okay? ;)
However! You deserve a prize for figuring it out. First three people who find this spot can request which routes will get the first bonus scenes. <3 Three passcodes to use in the comments: Passcode 1 is Ink v Error, Passcode 2 is Handplates, and Passcode 3 is Slumbertale Sans.
<<elseif $haremtrigger eq "071316 ">>Um. Okay like you weren't supposed to figure that out.
Good on you. Please keep this spot hidden! :) When the harem route is implemented, come back here and type out that number. It will change your soul trait to LOVE and you'll be able to pursue multiple people.
For now though? SHHHHHHHHHHHHHHHHHHHH. Our super secret, okay? ;)
However! You deserve a prize for figuring it out. First three people who find this spot can request which routes will get the first bonus scenes. <3 Three passcodes to use in the comments: Passcode 1 is Ink v Error, Passcode 2 is Handplates, and Passcode 3 is Slumbertale Sans.
<<elseif $haremtrigger eq " 071316">>Um. Okay like you weren't supposed to figure that out.
Good on you. Please keep this spot hidden! :) When the harem route is implemented, come back here and type out that number. It will change your soul trait to LOVE and you'll be able to pursue multiple people.
For now though? SHHHHHHHHHHHHHHHHHHHH. Our ssuper ecret, okay? ;)
However! You deserve a prize for figuring it out. First three people who find this spot can request which routes will get the first bonus scenes. <3 Three passcodes to use in the comments: Passcode 1 is Ink v Error, Passcode 2 is Handplates, and Passcode 3 is Slumbertale Sans.
<<else>> Nothing happened.
The lock disappers.
You can't try again. <</if>>
----
Put the book away:
[[Read a book titled: BOSS MONSTERS]]
[[Read a book titled: RUNE KINGDOM]]
[[Enter Snowdin.]] You bought a stick. <<set $gold -= 1>>
The shop owner enchants it to hide in your shadow.
Congratulations, you now have a disappearing stick that will reappear at your command.
. . .
You don't know what you'll use it for, but that's pretty cool, huh? <<set $stick = 1>>
[[Enter Snowdin.]]<<masteraudio stop>> <<audio "startmenu" loop play>>''END OF SNOWDIN''
<<if $sansromance eq 5>> You are currently romancing Sans! He's not sure what to do about you. <<elseif $wingdingromance eq 3>> You are chasing the voice from your dreams. Are you okay? <<elseif $papyrusromance eq 3>> You've caught the eye of Papyrus. Is that something you want to pursue? <<else>>You are not romancing anyone right now. That's totally fine! Friendship is wonderful!
Or maybe you're saving yourself for a certain monster? Good luck! <</if>>
Don't forget to check your journal to see monsters encounted & items found.
[[LOAD WATERFALL]]<<masteraudio stop>> <<audio "snowdintown" loop play>> Playing the Snowdin Town music.
<<return>><<masteraudio stop>> <<audio "sans" loop play>> Playing the Sans Boss Fight music.
<<return>><h1>Monsters encountered</h1>
<<if $poppyvioletspared eq 1>>''Poppy'' - A perky cream-colored bunny Royal Guard. She likes to look on the brighter side of things. She's very fond of you for helping.
''Violet'' - A purple bunny Royal Guard. She seems terrified of upsetting her boss and tends to be pessimistic. She's grateful for your help. <<else>> You have not met these monsters yet. <</if>>
<<if $cinbunspared eq 1>>''Cinnamon'' - A cutesy pink bunny Royal Guard. She believes all things good are cute, and so all things cute must be good. She rates you 10/10 on the cuteness meter.
''Bunbun'' - A small puffball monster who clings to Cinnamon. They seem very shy.<<else>> You have not met these monsters yet. <</if>>
<<if $reachedsnowdin eq 1>> ''Sans'' - a short, axe-wielding skeleton monster who is also the Lieutenant of the Royal Guard. He leads the bunny squad in Snowdin and protects the monsters from humans. He has given you permission to go through Snowdin.
''Papyrus'' - a tall skeleston monster who is entirely uninterested in capturing humans. He seems very calm. <<else>> You have not met these monsters yet. <</if>>
<<if $shop eq 1 >> ''Greater Dog'' - the owner of the Snowdin Town Shop. They seem nice. <<else>> You have not met this monster yet. <</if>>
<<if $muffet eq 1>> ''Muffet'' - the owner of //Muffets//. She seems quiet but polite. <<else>> <</if>>
<<if $whimseysnowdin eq 1>> ''Whimsey'' - a butterfly monster who loves to dance with others. They gave you a gold coin as thanks for dancing with them again. <<elseif $swhimsey eq 1>> You failed your encounter with Whimsey. They are disappointed in you. <<else>> You have not met this monster yet. <</if>>
<h1>Noteable items</h1>
<<if $note2 eq 1>>You found a note in the fog. [[Read Note 2 Again]]<<elseif $note2 eq 4>> You got rid of this note. <<else>> You have not found this item yet. <</if>>
<<if $note3 eq 1>> You found a note outside Snowdin. [[Read Note 3 Again]] <<elseif $note3 eq 4>> You got rid of this note. <<else>> You have not found this item yet. <</if>>
<<if $stick eq 1>> You have a magical stick. <<else>> You have not found this item yet. <</if>>
<<if $key eq 1>> You found a key. <<else>> You have not found this item yet. <</if>>
<<if $cinletter eq 1>> You agreed to take a letter to Cinnamon's datemate in the city. She said he works for Grillby. <<else>> You have not found this item yet. <</if>>
[[Return|$return]]<span class="notes">Day XX-13
Progress is slow. Archmage insists on being careful.
--------------- --------------------- ------------- - --
- - - almost caught - - -------------The younger ones are getting antsy. They hate having to hide, especially when they don’t understand the reason.
----- ------------- - - ----------- - - ------------
I don’t blame them.
- - - - - - - - - on -- - - overly cautious. Nothing here is a threat.
</span>
//The rest of the page is gone.//
----
[[Return|$return]]<span class="notes">Day XX-11
------ - - ------- - more than expected. - - -------
The magic crystals found here have been of excellent quality. Everyone is ecstatic. A lot of the younger mages are discussing how rich we’ll be when we get back.
Archmage Dion seems oddly uninterested in the crystals.
- -------------- - - -----
------sh--------------well---------------------a-----------------future-------
------ridiculous-----------------------------sho - - - - ---------------- --
-------- how could they be - --------------------
He insists we stay hidden from the monsters. I don’t understand why, our LVLs are much higher than theirs. I doubt they could pose any threat.
------------- - - ------illy-------- - - - -------------
I’m looking forward to our first contact. I read that monsters turn to dust when they die. What does that look like?
I’m so excited to find out.
-- - ------------- -------------- --------------------- - - - - ---
----
</span>
//The rest of the page is gone.//
----
[[Return|$return]]<span class="notes">Day XX-15
Archmage Dion should have told us the truth before we left.
We are not prepared for this fight.
He won’t listen. He doesn’t care. He only wants to silence the voice. </span>
----
[[Return|$return]]<<masteraudio stop>> <<audio "snowdinforest" loop play>>
<p class="box"> $Name LV 1
SNOWDIN
<a data-passage="START SNOWDIN" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p>
Cinnamon squeals. She pulls you into her arms and nuzzles your face. "Oh my stars, thank you, thank you, thank you!"
<<set $cinletter = 1>>
She's welcome! You're happy to help.
"I promise I'll support you in your own love quest," she says cheerfully. "When we next meet, say the word and I'll like, so totally talk you up to whoever."
<<if $sansromance eq 5>>
. . . Even if it's Sans?
She gasps. "I WILL TOTALLY TALK YOU UP LIKE RIGHT NOW. I'm going to go find him!"
You $laughreaction as you watch her run off.
<<elseif $papyrusromance eq 3>>
Even for someone like Papyrus?
She gasps. "While I question your ability to judge cuteness, I will NEVER stand in the way of love. I will, like, ABSOLUTELY talk up how cute you are to him."
You $laughreaction and thank her.
<<elseif $wingdingromance eq 3>>
You thank her, but you have a feeling you'll catch his attention on your own.
"Oh my stars that confidence is sooo attractive. I'm rooting for you!"
<<else>>
You $laughreaction and thank her.
She does a dramatically cute pose. "All in the name of CUTENESS and LOVE!"
<</if>>
[[Enter Snowdin.]] "Poopers."
<<set $cinletter = 0>>
[[Enter Snowdin.]]
As soon as Sans spots you, his entire demeanor brightens. A familiar blue hue dusts under his eyesockets. "$Name."
You shyly greet Sans.
He scoots over on the bench. "DO--er--Do you want to sit with me?"
You gladly do so.
He sets one hand back down on the bench. With his other hand he holds a thin white marble slab. He looks at it. "I was rewatching the feed."
Feed? You lean closer to Sans to see the slab.
"Yes, here," he says. He taps on it with his thumb.
A video of what happened with you and Alphys starts to play. Its shot from an angle that tells you the camera--or whatever recorded this--must be in the cave ceiling.
You suppose you shouldn't be surprise the monsters have a security system in place.
"Undyne messaged me AS SOON as she saw what happened," Sans starts to explain, his tone jubiliant and warm. "I came right when you were pulling her out. You--You saved her. You CHOSE to go in with her."
Sans turns to face you, his blue eyelights transform into a star.
"You're AMAZING!" he says.
Your face burns. You $happyreaction as your stomach fills up with pleasantly popping bubbles.
Sans sits on the carved bench. He stares at something in his hands. You approach him. He looks up at you and smiles. "Hello, $Miss $Name. IT Is Good--" Sans catches himself. He evens his voice out, "It is good to see Y--//you.//"
You say it's good to see him as well.
His smile widens a little more. "Would you like to sit with me?"
You take a seat beside him.
"What do you think of the Underground?" he asks.
You ask him. . . did he meet other humans?
Sans swings his legs back and forth on the bench. He stares up at the twinkling ceiling. He stays silent for a long time.
"Yes," he says, his voice quiet and subdued. "The first humans I met. . . killed my friends."
. . . !
"They were very strong," he continues. "I couldn't defeat them on my own. My brothers had to help me." Sans looks down at his hands, twiddling his thumbs. "Pap almost died too. He's not as sturdy, so he. . ."
Sans trails off.
". . . I'm glad you're not evil," he says. "I'm grateful, really."
Cinnamon's entire demeanor shifts. She brightens, excited. "Oh my gosh! I thought I sensed a kindred <span class="creativity">''SOUL''</span>!"
Yes!
Cinnamon giggles. "Okay, human! You're totally cute. And since you're cute, you //mu-u-u-st// be, like, good, too! We'll ''SPARE'' you, if you want."
[[MERCY: Spare Cinnamon & Bunbun.]]
You are comfortably seated at a booth table in Muffets.
The bar is technically closed for the day--Muffet is on the surface with many of the monsters discussing real estate--but Papyrus was given special permission to host you.
You never got a chance to try her most famous drink, after all. It's a handcrafted soda pop Muffet makes and keeps in these shiny glass bottles. They can only be purchased at her bar.
Sans told you they are delicious and you mentioned wanting to try one.
Papyrus kindly offered to help you out.
And so now you are seated at a booth.
The wall is on your right. The table is high enough you can easily rest your elbows on it as you wait.
Papyrus slides into the booth. He sits beside you and drapes an arm over your shoulders.
As he sits down, Wingding slides into the booth opposite of you.
Wingding has a notebook and pen.
"Hello, $Miss $Name," says Wingding.
You happily greet Sans' oldest brother.
"I hope you don't mind I invited Wings too," says Papyrus with a half smile.
Not at all!
Papyrus gives your shoulder squeeze. "Perfect."
"I won't be long," says Wingding. "Merely wanted a human opinion. See, a lot of my. . . equipment was made before our alliance."
That would make sense. The alliance was made. . . two days ago?
"As a human," continues Wingding, "I would //love// your opinion on if any of these are dangerous."
Dangerous?
"Lethal," Papyrus clarifies.
To humans?
"To humans," they say.
Sure! You're so happy to help.
"The first one is a vaccuum ray," he says. "It creates a vaccuum in a large area where it is fired."
Vaccuum. . . so no air?
"Correct."
That is definitely dangerous.
"I'll be sure to keep it out of reach for most others then," he says with an odd smile.
"What about a flamethrower?" asks Papyrus. "We've got one of those, right?"
"Yes, I believe we do Pap."
You tell them that could likely kill a human.
"Good to know," Papyrus says.
"And what about a grenade?"
. . . Yes.
They continue this list for many items.
All of them are potentially lethal.
"Stars," Wingding sighs. "To think that so much of my creations are so. . . deadly. It's a good thing I don't have any reason to use them."
"That," says Papyrus, "would be a shame."
. . .
You look at Papyrus.
You look at Wingding.
Both are smiling at you.
. . .
If you didn't know any better you'd almost think they were threatening you.
. . .
Aw, but that's silly! You're not enemies with these two. You're even dating their brother.
You $happyreaction. You tell them you're happy they can put all that dangerous stuff away now.
"Yes. . . in storage. . . " Wingding says slowly. "Of course our storage is only a few seconds worth of a teleport away. . . "
Yep!
Papyrus pats your head. "Good talk, $Name."
You're glad you could help!
Papyrus steps up beside you.
"How's it compare?" he asks.
It is pretty, but. . .
"Not the real thing," he concludes for you. "I always figured."
Is he interested in the stars?
"Not as much as my brother," admits Papyrus. "He even turns his eyes into stars, he loves 'em that much."
What does Papyrus like?
"I always wanted to know what it'd be like to feel the wind blowing through my hair," he says.
You look up at him. You stare at the top of his skull that is decidedly hairless.
You //gust// that sounds nice.
Papyrus' smile expands. "My brother told me that wind can be pretty powerful. I'm looking forward to being //blown// away."
You //wind// through a similar experience.
"Wind was that?"
On your way home from shopping, you got yourself a little treat. Unfortunately right when you left the store, a particuarly strong wind blew the <span id="cycle"><<cycle "$treat" autoselect>>\
<<option "chocolate cupcake">>
<<option "vanilla cupcake">>
<<option "red velvet cupcake">>
<<option "cinnamon pretzel bites">>
<<option "kulfi">>
<<option "saffron-rose ice cream cone">>
<<option "butterscotch ice cream cone">>
<<option "coffee ice cream cone">>
<<option "coconut and mango ice cream cone">>
<<option "vanilla ice cream cone">>
<<option "chocolate ice cream cone">>
<<option "box of hotteok">>
<<option "box of dangos">>
<<option "box of red bean buns">>
<<option "box of cham chams">>
<<option "box of laddoos">>
<<option "box of eclairs">>
<<option "box of madeleines">>
<</cycle>></span> right out of your hands. It splattered the treat all over the sidewalk.
"Sounds like it was an univited //gust.//"
You $laughreaction.
"Sorry you lost your treat," says Papyrus. "Did you get a new one?"
You shake your head. You follow the path that leads out of Snowdin. It takes you to a blue-stoned wall with a wide opening. <<masteraudio stop>> <<audio "waterfall" loop play>>
<<set $alphysfight = 0>> <<set $echofield1 = 0>><<set $echofield2 = 0>><<set $echofield3 = 0>> <<set $floweyromance = 0>> <<set $aaron = 0>> <<set $riverperson = 0>> <<set $alphyssaved = 0>> <<set $alphystalk = 0>> <<set $waterfall = 1>> <<set $note4 = 0>>
You step inside. <<if (($papyrusromance eq 3)) and ($cinletter eq 1)>> <<set $papyrusromance +=1>><</if>> <<if (($sansromance eq 5)) and ($cinletter eq 1)>> <<set $sansromance +=1 >> <</if>>
The snow stops at the entrance, as if there is an invisible barrier that keeps it out. The cave ceiling is much lower in here, and the illusioned sky is gone. Deep indigo color these walls and floor, and the stone has been sanded down; it is smooth to the touch.
There are indents in the wall on the left, they are slightly below your eye level. In each indent there is a flame that flickers between blue and white. It must be fueled by magic because you see no wood, charcoal, or tangible thing for the flames to rest on.
You raise a hand up to the flames.
They exude no heat.
Illusioned light, then?
You walk down the path, your footsteps echo loudly as you do.
The cave ceiling is the lowest it’s ever been.
[[Although you would still need a ladder to reach. You are short.]]
[[Although you would still need a step ladder to reach. You are average height.]]
[[You might be able to touch the ceiling with the tip of your fingers if you jump. You are tall.]]You’re not used to looking up at others. You bet Asgore and Papyrus could reach the ceiling without needing to jump at all. <<set $height = "tall">>
This is a long tunnel.
You travel in silence down it for several minutes.
There is a fork at the end of this tunnel.
The left path looks like it leads to some stone stairs going up.
The right path looks like it leads to stone stairs going down.
Which path do you want to go down?
[[Left (North East)]]
[[Right (South East)]]Your height isn’t something you think about often. You’re accustomed to looking up, but since coming to the Underground you’ve had to actually tilt your entire head to look at some of the monsters. Asgore and Papyrus are so tall, that you feel like a child standing next to them. <<set $height = "short">>
<<if $whimsey gt 0>>
At least there are tiny monsters too. You wonder what life must be like for Whimsey?
<</if>>
This is a long tunnel.
You travel in silence for several minutes.
There is a fork at the end of this tunnel.
The left path looks like it leads to some stone stairs going up.
The right path looks like it leads to stone stairs going down.
Which path do you want to go down?
[[Left (North East)]]
[[Right (South East)]]Your height isn’t something you think about often, although since falling into the Undergound it's something you're more aware of. You've actually had to tilt your head back to look at monsters. Asgore and Papyrus are so tall that you feel like a child standing next to them. <<set $height = "average">>
<<if $whimsey gt 0>>
At least there are tiny monsters too. You wonder what life must be like for Whimsey?
<</if>>
This is a long tunnel.
You travel in silence down it for several minutes.
There is a fork at the end of this tunnel.
The left path looks like it leads to some stone stairs going up.
The right path looks like it leads to stone stairs going down.
Which path do you want to go down?
[[Left (North East)]]
[[Right (South East)]]This path takes you down. You smell running water and wet stone as you continue down the path. <<if $blook gt 4>> <<masteraudio stop>> <<audio "waterfall" loop play>> <<set $blook +=1>><</if>>
<<if (($alphysfight eq 0)) and ($aaron eq 1)>>
You walk past the point where you encountered Aaron.
As you walk down the cave pathway. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]
<<elseif $aaron eq 0>>
"HOLD IT RIGHT THERE, HUMAN!"
<<set $aaronright = 0>> <<set $aaronwrong = 0>> <<masteraudio stop>> <<audio "encounter" loop play>>
[[Encounter Aaron.]]
<<elseif $alphysfight eq 1>> You're back where you encountered Aaron.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]<</if>>
<<if (($alphysfight eq 0)) and ($echofield1 eq 0)>>You climb up the stairs.
As you climb, you start to hear sounds other than your footsteps. You hear the sound of gentle running water–like a creek.
At the top of the stairs you look–
$wowreaction
<<set $echofield1 = 1>>
It’s a field of glowing flowers.
Similar to the ones in Crystal Cavern, but taller. They come in a variety of blues and purples. Each exudes an aura of faint light.
They grow in the water that gently runs across the flower field. You do see a handful of paths that lead further into the field, and the main path continues along the edge of the cave and goes forward.
The cave ceiling is dotted with tiny blue dots and crystals. Some glow brightly, and others glow dully.
It’s remarkably similar to a night sky.
[[Continue forward (East)]]
[[Go down the flower path (South)]]
[[Return to the fork in the road. (South West)]]
<<elseif (($alphysfight eq 0)) and ($echofield1 eq 1)>> You are at the start of the flower field.
[[Continue forward (East)]]
[[Go down the flower path (South)]]
[[Return to the fork in the road. (South West)]]
<<elseif (($alphysfight eq 1)) and ($echofield1 eq 0)>>You climb up the stairs.
As you climb, you start to hear sounds other than your footsteps. You hear the sound of gentle running water–like a creek.
At the top of the stairs you look–
$wowreaction
<<set $echofield1 = 1>>
It’s a field of glowing flowers.
Similar to the ones in Crystal Cavern, but taller. They come in a variety of blues and purples. Each exudes an aura of faint light.
They grow in the water that gently runs across the flower field. You do see a handful of paths that lead further into the field, and the main path continues along the edge of the cave and goes forward.
The cave ceiling is dotted with tiny blue dots and crystals. Some glow brightly, and others glow dully.
It’s remarkably similar to a night sky.
[[Continue forward (East)]]
[[Go down the flower path (South)]]
[[Return to the fork in the road. (South West)]]
<<elseif (($alphysfight eq 1)) and ($echofield1 eq 1)>> You are at the start of the flower field.
[[Continue forward (East)]]
[[Go down the flower path (South)]]
[[Return to the fork in the road. (South West)]]<</if>><<if (($alphysfight eq 0)) and ($echofield3 eq 0)>>You travel along the wall.
A turtle monster is slowly walking toward you from the opposite direction. He notices you, and gives you a curt nod.
You politely nod back. <<set $echofield3 = 1>>
"You're the youngin' that fell in, huh?" the turtle asks you. He laughs to himself. "Wahaha, you must be an infant, your magic is practically nonexistant."
You don't have any magic.
The turtle seems surprsied by this. "None?"
None.
"Bet you've got some interesting stories then," he says. "I've never thought about life without it. Wahaha, then again I'd be dead without it, wahahaha." The turtle laughs jovially. "I'm Gerson Riverra."
You introduce yourself.
"Is that your full name?"
<span id="cycle"><<cycle "$bruh" autoselect>>\
<<option ". . .">>
<<option "//Bruh.//">>
<<option "You try not to sigh.">>
<<option "You sigh.">>
<</cycle>></span>
You give him your last name: <<textbox "$LName" "">>
"Nice name!"
[[It is certainly your name.]]
<<elseif (($alphysfight eq 1)) and ($echofield3 eq 0)>>You travel along the wall.
You stay near the wall. <<set $echofield3 = 1>>
At the end of this path you spot a familiar skeleton.
Papyrus!
[[You go over to Papyrus.]]
<<elseif (($alphysfight eq 0)) and ($echofield3 eq 1)>> You travel down the path.
It looks like Papyrus is not at the end anymore.
Hmm.
<<return>>
<<elseif (($alphysfight eq 1)) and ($echofield3 eq 1)>> You travel down the path.
It doesn't look like there's anything of interest at the end of it.
<<return>><</if>><<if (((($alphysfight eq 0)))) and ((($echofield2 eq 0))) and (($floweyencounter eq 3)) and ($note3 eq 1)>> You walk along the flower path and listen to the stream of water that trickles down it.
You walk along the path and admire the view.
Ah!
It looks like the path leads to a small clearing with a bench. The flowers are much taller here and provide an illusion of privacy.
Oh.
You see Flowey!
[[You approach Flowey.]]
<<elseif ((($alphysfight eq 0))) and (($echofield2 eq 0)) and ($floweyencounter gt 0)>>
You walk along the flower path and listen to the stream of water that trickles down it.
You walk along the path and admire the view.
Ah!
It looks like the path leads to a small clearing with a bench. The flowers are much taller here and provide an illusion of privacy.
[[You decide to take a rest on the bench.]]
<<elseif ((($alphysfight eq 0))) and (($echofield2 eq 0)) and ($floweyencounter eq 0)>>
You walk along the flower path and listen to the stream of water that trickles down it.
You walk along the path and admire the view.
Ah!
It looks like the path leads to a small clearing with a bench. The flowers are much taller here and provide an illusion of privacy.
[[You decide to take a rest on the bench.]]
<<elseif ((($alphysfight eq 0))) and (($echofield2 eq 1)) and ($floweyencounter gt 2)>>
This is where you met with Flowey.
You don't see him right now.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]
<<elseif (($alphysfight eq 0)) and ($echofield2 eq 1)>> You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]
<<elseif ((($alphysfight eq 1))) and (($echofield2 eq 0)) and ($sansromance eq 7)>> You walk along the flower path and listen to the stream of water that trickles down it.
You walk along the path and admire the view.
Ah!
It looks like the path leads to a small clearing with a bench. The flowers are much taller here and provide an illusion of privacy.
. . . !
It's Sans! He's seated on the park bench.
Your heart skips a beat.
[[You can't help but call out to him.]]
<<elseif ((($alphysfight eq 1))) and (($echofield2 eq 1)) and ($sansromance eq 7)>> . . . !
It's Sans! He's seated on the park bench.
Your heart skips a beat.
[[You can't help but call out to him.]]
<<elseif ((($alphysfight eq 1))) and (($echofield2 eq 0)) and ($sansromance lt 7)>> You walk along the flower path and listen to the stream of water that trickles down it.
You walk along the path and admire the view.
Ah!
It looks like the path leads to a small clearing with a bench. The flowers are much taller here and provide an illusion of privacy.
. . . !
It's Sans. He's seated on the park bench.
Huh.
[[You decide to approach him.]]
<<elseif ((($alphysfight eq 1))) and (($echofield2 eq 2)) and ($sansromance lt 7)>> . . . !
It's Sans. He's seated on the park bench.
Huh.
[[You decide to approach him.]]
<<elseif (($alphysfight eq 1)) and ($echofield2 eq 2)>>This is where you met with Sans.
You don't see him right now.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]
<<elseif (($alphysfight eq 1)) and ($echofield2 eq 0)>> You walk along the flower path and listen to the stream of water that trickles down it.
You walk along the path and admire the view.
Ah!
It looks like the path leads to a small clearing with a bench. The flowers are much taller here and provide an illusion of privacy.
. . . !
It's Sans. He's seated on the park bench.
Huh.
[[You decide to approach him.]]
<<elseif (($alphysfight eq 1)) and ($echofield2 eq 2)>> . . . !
It's Sans. He's seated on the park bench.
Huh.
[[You decide to approach him.]]
<<elseif $sansspoke eq 1>> You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]
<<elseif $alphysfight eq 1>> . . . !
It's Sans. He's seated on the park bench.
Huh.
[[You decide to approach him.]]
<<else>>You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]<</if>> You're back at the fork in the road. <<if $blook gt 4>><<set $blook +=1>> <<masteraudio stop>> <<audio "waterfall" loop play>> <</if>>
Which way do you want to go?
[[Left (North East)]]
[[Right (South East)]]
<<if $alphysfight eq 1>>
[[LEAVE WATERFALL]]
<</if>>"$Miss $LName," says Mr. Riverra, "care to swap stories with an old man?"
Stories? You consider it.
[[Sure. You want to swap stories with Mr. Riverra.]]
[[No thank you. You want to move on.]]<<if $optimistic gt $realistic>> You cheerfully greet Papyrus. <<else>> You casually greet Papyrus. <</if>>
The tall skeleton leans against the cave wall. He takes a long drag from cigarette. "<span class="paps">Yo.</span>"
<<if $papyrusromance eq 4>>
You tell him it's been //far// too long.
Papyrus gives you an amused look. "<span class="paps">I would have been here sooner, but I got flagged down by an overly excited bunny. You wouldn't happen to know why?</span>"
You smile innocently.
"<span class="paps">Really? Nothing to say?</span>" he teasingly asks.
If Cinnamon wanted to talk to Papyrus, that is //entirely// Cinnamon's decision.
"<span class="paps">And her decision to spend the majority of that conversation talking about how cute you are was also her choice?</span>" Papyrus cocks his head.
Mm-hmm.
Papyrus chuckles.
<</if>>
You ask Papyrus what he's doing here.
Papyrus knocks on the cave wall behind him. You notice there's an opening beside him. There's a magical curtain of darkness over it that keeps it well hidden.
Curious.
"<span class="paps">Want a peek?</span>" Papyrus asks.
What is it?
"<span class="paps">For only 10G I'll tell you,</span>" he says.
[[Okay. You agree to pay Papyrus 10G.]]
[[No way you're paying that.]] / / / / / . / / . / The Queen is ready to rest.
You weave through them as best as you can manage. Lava has filled half the room.
The third wave starts.
Weave left x
Weave right x
Weave back x
Weave forward -
The throne room is mostly destroyed by this point. The magma eats away at everything. It creeps closer and closer to the edges of the room and you know it's only a matter of time before the walls catch aflame.
This is madness.
She'll get you //both// killed at this rate.
You plead with her stop. This fight is not necessary.
"Necessary," she echoes, her voice barely above a whisper and strained by exhaustion. "Nothing is necessary. Not your life. Not my life."
. . .
The magma has reached the walls and begins to melt and eat away the stone. Her red eyes are focused solely on you. She cares not for the crumbling castle behind her, nor the heat that devours everything around her.
You ask her to please stop.
"Everything will stop, human," she says softly. "You and I will both be stopped."
[[She means to kill you both, then.
Your hands clench tightly into fists.
She raises her hands.
Fire rains down you again, but this time you don't have much room to manuever. One wrong step and you'll be in magma.
You have to stop her.
"Why did you come here alone?" she asks. "I've been updated on your progress. You could have come with your. . . //friends.//"
Because--
Because you didn't want anyone to get hurt because of you. You don't want--You don't want anyone to //fight// because of you.
Her laughter is breezy and mirthless. "Your sacrifice is admirable, if foolish."
It's not a scarifice.
No one will die here today!
She spreads her arms out as heat cracks the stonework. "Won't we?"
//We?//
He smiles widely. <<set $gerson = 1>>
What kind of story do you want to tell?
[[Something sweet. You talk to him about a warm moment in your life.]]
[[Something sad. You talk to him about a time you felt unhappy.]]"Fair enough," he says. "Take care, wee one. Wahahaha!"
You bid the turtle monster goodbye. Gerson Riverra walks around you, and you watch him leave.
You carry on and travel along the wall.
You stay near the wall.
At the end of this path you spot a familiar skeleton.
Papyrus!
[[You go over to Papyrus.]]He listens to your story.
You speak in a cheerful tone as you relay the memory. It's impossible for you to not smile as you think about it.
You chose this memory because of how precious it is to you.
Mr. Riverra listens with a smile on his face. "I will remember this story."
Does he like stories?
"I like memories," he says. "They are timeless treasures of the heart. . . and what people choose to share says a lot about them. Your focus on happiness speaks to a bright ''SOUL.''"
Oh.
Mr. Riverra taps his cane. "Wahahaha! I appreciate you sharing, child. I hope you take care."
You bid the turtle monster goodbye. Gerson Riverra walks around you, and you watch him leave.
You carry on and travel along the wall.
You stay near the wall.
At the end of this path you spot a familiar skeleton.
Papyrus!
[[You go over to Papyrus.]]What kind of sad story do you tell?
[[One of loss and grief.]]
[[One of someone you love hurting you, and you still love them.]]He listens to your story.
You speak in a quiet voice as you relay the memory. Your emotions paint your tone as you reflect on the past.
You chose to share this memory because of how much of an impact it made on you. It is meaningful to you. The weight of grief is powerful. It ebbs and flows over you like waves on the beach. Some days it is overwhelming and drags you down; other days it is barely a tickle.
At the end of your tale he somberly says, "Death is something we all share. It touches our lives in one way or another."
Yes.
"Little by little we can let go of loss. . . but never of the love," he says. "Thank you for sharing this story with me."
You thank him for listening.
"As you have shared heartbreak with me, I will do the same," Mr. Riverra says.
You shift your weight as you prepare to listen.
“You are not the first human to come here,” the turtle says in a deep, rumbling voice. “Many have come.”
Many?
“Many,” he affirms. “Of those many, fewer still were peaceful.”
Oh no.
“A century ago,” Gerson begins, “there was a clever group of mages–fifteen in total–who fell into the deep forest surrounding Snowdin.”
Your eyes widen.
You had only glimpsed the forest on your journey. It was massive. You couldn’t see the end of it, its tall trees cover the hills and horizon.
“The forest is not meant for deep ventures,” he continues, “as the environment itself is inherently hostile.”
What does that mean?
“Did you notice how your footsteps vanish in Snowdin?”
You recall the fog and how the snow swallowed up your footsteps.
“The further into the forest you go, the stronger the magic,” he continues. “The snow will not only vanish your indentions within seconds, but it will seek to cover you. The trees will bend in, and the roots will entalge your legs. The morning fogs produce hallucinations of past loved ones to trick you further in. These mages were most unfortunate to pass through the barrier at such a hostile spot.” Gerson pauses. “When they made it to the main path, only a few of them remained."
He takes a deep breath.
“I am sure,” he continues slowly, “you can imagine what state they were in.”
Tired.
Scared.
//Desparate.//
Yes, you can easily imagine it.
“They came across a child,” says Gerson, “and begged for help. They pleaded for mercy, for the child to save them. The child agreed and showed the mages to his home, where he hoped his father would be able to help.”
<<if $optimistic gt $realistic>>
Oh! That's nice.
<<else>>
Oh?
<</if>>
Gerson smiles at you. “Would you have done the same in the place of the child?
<<if $optimistic gt $realistic>>
Yes, absolutely.
“Then you would have met the same fate,” says Gerson.
<<else>>
You’re not sure.
“Your hesitation serves you well,” says Gerson.
<</if>>
You frown.
“The forest’s magic had driven them mad,” says Gerson. “The moment the child's father came into view, he and the mages clashed. Neither side survived."
. . .
And the child?
"Alive," he says. "He is the oldest of three. . . the youngest was barely a month old, then."
You quietly thank him for sharing this story.
"Take care, wee one. Wahahaha!"
You bid the turtle monster goodbye. Gerson Riverra walks around you, and you watch him leave.
You carry on and travel along the wall.
You stay near the wall.
At the end of this path you spot a familiar skeleton.
Papyrus!
[[You go over to Papyrus.]]He listens to your story.
You speak in a quiet voice as you relay the memory. Your emotions paint your tone as you reflect on the past.
You chose to share this memory because of how much of an impact it made on you. It is meaningful to you. The agony of loving someone who hurts you is a double edge sword that buries itself inside you. Any attempt to remove it slices you further.
At the end of your tale he somberly says, “It is amazing how someone can break your heart and you love them with all the little pieces that remain."
Yes.
"The heart wants what it wants, regardless of the state it's in," he says. "Thank you for sharing this story with me."
You thank him for listening.
"As you have shared heartbreak with me, I will do the same," Mr. Riverra says. "Many, many years ago there was a cat who fell in love with a dog. The cat would watch over the dog every evening when the dog finished work, and the two would share many walks together. They were close friends, and while the dog loved the cat he could not love him the same way. For years this was enough for the cat. He thought: //One day. One day he will love me.//
"More time passed and one day the dog met another dog and he fell in love right away. He couldn't wait to tell his friend, the cat, and when he did he did not notice how it broke the cat's heart." Mr. Riverra pauses. "It picked at the cat. . . day by day, week by week. The cat's ''SOUL'' once was vibrant with life, but as he watched the dog move on without him, it turned white. The cat kept thinking, kept hoping for a different outcome, but was always proven wrong. The day the dogs married, the cat was found as a pile of dust in his home."
Oh no.
"Love can be a funny thing," he says. "As encouraging as it is damning. Sometimes it is better to let go. . . but we both know that is easier said than done."
Yes.
You quietly thank him for sharing this story.
Mr. Riverra smiles at you. "Thank you for the exchange. Take care on your journey."
You wish the same for him.
"Take care, wee one. Wahahaha!"
You bid the turtle monster goodbye. Gerson Riverra walks around you, and you watch him leave.
You carry on and travel along the wall.
You stay near the wall.
At the end of this path you spot a familiar skeleton.
Papyrus!
[[You go over to Papyrus.]]Sans should speak like: "<span class="sans">I AM SANS! This is example text. abcdefg.</span>," says Sans.
Papyrus should speak like: "<span class="paps">ABCDEF. This is an example of text,</span>" Papyrus says with a shrug.
Handwritten notes should look like: <span class="notes"> Testing testing testing
1 2 4
</span><p class="box"> $Name LV 1
WATERFALL
<a data-passage="START WATERFALL" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p>"<span class="paps">Did I say 10G?</span>" Papyrus asks. "<span class="paps">Silly me. I meant 50G.</span>"
[[Okay. You agree to pay Papyrus 50G.]]
[[No way you're paying that.]]"Suit yourself," he says.
. . .
It doesn't look like there's anything else to do here.
[[Return to the fork in the road. (South West)]]"<span class="paps">Slip of tongue. I meant 500G.</span>"
He has a tongue?
Papyrus sticks out a long, orange tongue.
. . .
<<if $papyrusromance eq 4>>
[[You stick out your tongue in response.]]<</if>> <<if (($soultrait eq "determination")) and ($papyrusromance eq 4)>><span class="determination">''♡ DETERMINATION TRAIT''</span><<elseif (($soultrait eq "bravery")) and ($papyrusromance eq 4)>><span class="bravery">''♡ BRAVERY TRAIT''</span><<elseif (($soultrait eq "fairness")) and ($papyrusromance eq 4)>><span class="fairness">''♡ FAIRNESS TRAIT''</span><<elseif (($soultrait eq "kindness")) and ($papyrusromance eq 4)>><span class="kindness">''♡ KINDNESS TRAIT''</span><<elseif (($soultrait eq "patience")) and ($papyrusromance eq 4)>><span class="patience">''♡ PATIENCE TRAIT''</span><<elseif (($soultrait eq "humility")) and ($papyrusromance eq 4)>><span class="humility">''♡ HUMILITY TRAIT''</span><</if>>
[[You agree to pay Papyrus 500G.]]
[[No way you're paying that.]]<<set $papyrusromance +=1>> Papyrus puts his tongue back and flicks the tip of your nose. "<span class="paps">It's rude to stick your tongue out.</span>"
You disagree. It's rude to //only// stick your tongue out.
"<span class="paps">What else would you do with it?</span>"
You can think of a lot of things.
Papyrus pokes your cheek with one, long, bony finger. "<span class="paps">Uh-huh?</span>"
Tongue twisters, for example.
"<span class="paps">Fan of those, eh?</span>"
Definitely! Why, you find it //hard to say// a single bad thing about them.
"<span class="paps">I can think of something,</span>" says Papyrus. "<span class="paps">You hear about the tongue twister champion?</span>"
No. . . ?
"<span class="paps">He was officially charged in court last week. They gave him a tough sentence. He got off better than his accomplice--the semi-colon--who is in between two complete sentences,</span>" says Papyrus.
You snort then $laughreaction. You ask Papyrus if he's a tongue in cheek skeleton.
"<span class="paps">Right now I am,</span>" he says. He sticks out his tongue. "<span class="paps">Less so //now.//</span>"
It's nice of him to //tongue// clean.
"<span class="paps">Eh, you know what they say about skeletons,</span>" says Papyrus.
Fun and full of pun?
"<span class="paps">We do have a funny bone,</span>" he chuckles.
Must be next to the charming bone.
Papyrus smiles lazily at you. "<span class="paps">Humans must have that too.</span>"
Maybe. . . must be what inspired Cinnamon.
Papyrus lets out a quiet //heh.// He glances away from you. "<span class="paps">. . . You should take a look inside. The cave behind me. . . it's called the Wishing Cave. You humans wish on stars, don't you? I'm sure you've noticed the distinct lack of stars here. This cave is the best we have.</span>"
Oh.
You'll definitely take a peek inside then.
[[You enter the Wishing Cave.]]Papyrus shakes his head. "<span class="paps">I meant 1000G.</span>"
[[You agree to pay Papyrus 1000G.]]
[[No way you're paying that.]]The Wishing Cave is a large room that is completely dark except for the ceiling.
There are hundreds of tiny little crystals that glitter blue and white. They are spaced out enough to give an impression of a starry night.
It is beautiful. Truly.
But. . . well.
It's not the real night sky, is it?
<<if $papyrusromance eq 5>>
Papyrus steps up beside you.
"<span class="paps">How's it compare?</span>" he asks. <<set $papyrusromance +=1>>
It is pretty, but. . .
"<span class="paps">Not the real thing,</span>" he concludes for you. "<span class="paps">I always figured.</span>"
Is he interested in the stars?
"<span class="paps">Not as much as my brother,</span>" admits Papyrus. "<span class="paps">He even turns his eyes into stars, he loves 'em that much.</span>"
What does Papyrus like?
"<span class="paps">I always wanted to know what it'd be like to feel the wind blowing through my hair,</span>" he says.
You look up at him. You stare at the top of his skull that is decidedly hairless.
You //gust// that sounds nice.
Papyrus' smile expands. "<span class="paps">My brother told me that wind can be pretty powerful. I'm looking forward to being //blown// away.</span>"
You //wind// through a similar experience.
"<span class="paps">Wind was that?</span>"
On your way home from shopping, you got yourself a little treat. Unfortunately, right when you left the store, a particuarly strong wind blew the <span id="cycle"><<cycle "$treat" autoselect>>\
<<option "chocolate cupcake">>
<<option "vanilla cupcake">>
<<option "red velvet cupcake">>
<<option "cinnamon pretzel bites">>
<<option "kulfi">>
<<option "saffron-rose ice cream cone">>
<<option "butterscotch ice cream cone">>
<<option "coffee ice cream cone">>
<<option "coconut and mango ice cream cone">>
<<option "vanilla ice cream cone">>
<<option "chocolate ice cream cone">>
<<option "box of hotteok">>
<<option "box of dangos">>
<<option "box of red bean buns">>
<<option "box of cham chams">>
<<option "box of laddoos">>
<<option "box of eclairs">>
<<option "box of madeleines">>
<</cycle>></span> right out of your hands. It splattered the treat all over the sidewalk.
"<span class="paps">Sounds like it was an univited //gust.//</span>"
You $laughreaction.
"<span class="paps">Sorry you lost your treat,</span>" says Papyrus. "<span class="paps">Did you get a new one?</span>"
You shake your head.
"<span class="paps">Hm. That's a shame.</span>"
You agree.
Papyrus puts both of his hands in the pocket of his hoodie. "<span class="paps">Maybe if I see you in the city. . . I'll get you a new one.</span>"
Oh?
"<span class="paps">Maybe.</span>"
You smile. //Maybe.//
The two of you linger side by side for several minutes until Papyrus has to leave.
<</if>>
It doesn't look like there's anything else to do here.
[[Return to the fork in the road. (South West)]]"<span class="paps">1000000G.</span>"
[[You agree to pay Papyrus 1000000G.]]
[[No way you're paying that.]]"<span class="paps">Oh yeah?</span>" asks Papyrus. "<span class="paps">I don't think you have that kind of money.</span>"
Nonsense! You're more than happy to say //G// 1000000 times for him.
Papyrus goes //heh.// "<span class="paps">Clever. I'll tell you for free, then. It's called the Wishing Cave. You humans wish on stars, don't you? I'm sure you've noticed the distinct lack of stars here. This cave is the best we have.</span>"
Oh.
You'll definitely take a peek inside then.
[[You enter the Wishing Cave.]]<<set $echofield2 = 1>> Flowey is in betwen two large blue flowers. The flower monster is easily missed--in spite of his bright yellow petals--because of how tiny he is.
<<if $optimistic gt $realistic>>
You happily approach Flowey and greet the monster.
<<else>>
You casually approach Flowey and say hello.
<</if>>
Flowey makes a noise of disgust. His whole face contorts into disdain. “Whatever you have on you, get rid of it. That feels disgusting.”
Pardon?
The sheer revulsion on his face gives you pause. He is sincerely disgusted by you. He hasn’t acted that way before.
You think carefully over what new thing you have that could bother him.
You point the scarf and ask him if it’s that.
“Was it made with nasty human magic?” Flowey sneers.
No. . . ? You don't think so.
"Then ''no''," he says.
Hmm. . . What do you have made by human magic? You think carefully.
//Oh!//
You pull out one of the notes you've collected. Flowey cringes with his entire body. "Ugh! Put that nasty thing away."
Wow. He can sense the magic off this paper? Are all monsters so capable?
Flowey glances away. “. . . I’m. . . different.”
You look down at the paper. You explain to him that it reacted to your insignia.
“Human magic triggered by other human magic,” Flowey mutters. “Not surprising.”
. . . Flowey wasn’t bothered by your insignia before.
“Because y--” Flowey stops himself. He huffs. “What’s it matter? You’re an idiot. You wouldn’t understand even if I explained it to you.”
He turns away.
Hmm.
<<if $soultrat eq "patience">>
[[You sit down beside Flowey and patiently smile at him.]] <span class="patience">''PATIENCE TRAIT''</span>
<</if>><<if $optimistic gt $realistic>>
[[You’ll do your best! You enthusiastically ask Flowey to give you a chance.]]
[[Nah! You’re pretty smart. You tell Flowey you’ll understand, no problem.]]
<<else>>
[[Maybe so. However, that doesn’t mean it’s not worth the effort. You ask Flowey to try.]]
[[Maybe it’s more so that he’s too stupid to explain it to you.]]
<</if>>
[[You shrug. If he doesn’t want to explain it to you, you aren’t going to pressure him.]]<<set $echofield2 = 1>> You sit down and relax.
You take a deep breath and enjoy the moment. Once done, you finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]Flowey glares at you.
Minutes pass by.
He tries to ignore you. You continue to patiently smile at him.
He groans out loud.
"''UGH!'' Fine. You want to know that bad?” He raises one of his vines to point at the paper. “I don’t know //what// they did, but it’s a violation of nature itself. Just being near it grosses me out.”
Only the paper magic?
“One of the magics on the paper,” he confirms.
. . . One? There’s more than one?
“So what if there is?” he mutters.
You reason one would be made to react to other human magic. What about the others?
Clearly one of the spells on here disgusts Flowey.
Hmm.
You ask Flowey how many spells are on there.
He narrows his gaze at you. "Will you leave me alone if I tell you?"
Probably not.
"You're //so// annoying."
You want to be his friend.
Flowey snorts. "I don't want to be yours."
. . .
He looks away from you. ". . . Three. Only one of them feels. . . gross."
Three?
He reaches out with his vines. You hold out one of the notes. He taps it. The original note transforms.
----
<span class="notes">
DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM
</span>
----
When Flowey pulls his vine away, it turns back.
. . .
Was that the bad magic he sensed?
"No," he says. "I don't know what the. . . vile stuff is."
A spell to keep the note hidden unless found by a human. . . a spell to hide a message on the note. . . and a third spell that's //evil?//
. . .
Hmm. . .
"You should get rid of them," Flowey says. "They're disgusting."
Will you?
[[Yes. You get rid of all the notes you have.]]
[[No. You want to keep all the notes you have.]]
Flowey rolls his eyes. “It’s a waste of time. Are you going to ask me to help teach a fish to fly next?” <<set $optimistic += 1>>
If he wants to do that, you’d be happy to help.
“What? //I// don’t want to.”
But he brought it up.
“To emphasize my point!” Flowey glowers. “You’re such an IDIOT!”
Like those mages?
“Worse than those mages, at least they knew how this world works,” he mutters.
And is that why their magic is gross?
“Y--//HEY!//”
You $happyreaction.
Flowey narrows his eyes at you. “Don’t get smug. Fine. You want to know that bad?” He raises one of his vines to point at the paper. “I don’t know //what// they did, but it’s a violation of nature itself. Just being near it grosses me out.”
Only the paper magic?
“One of the magics on the paper,” he confirms.
. . . One? There’s more than one?
“So what if there is?” he mutters.
You reason one would be made to react to other human magic. What about the others?
Clearly one of the spells on here disgusts Flowey.
Hmm.
You ask Flowey how many spells are on there.
“And why should I answer that?”
[[Because the two of you are on the way to becoming best friends.]]
[[Because. . . You can’t think of a reason. You’d really appreciate it if he did though.]]
[[He doesn’t have to. It’s only a question.]]
[[Because it’s polite?]]
[[Why does he have to fight against answering a simple question?]]<<set $floweyencounter = 4>>Flowey sneers at you. “Arrogant human.”
He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]Flowey rolls his eyes. “It’s a waste of time. Are you going to ask me to help teach a fish to fly next?” <<set $realistic += 1>>
Sure.
“What? //I// don’t want to.”
But he brought it up.
“To emphasize my point!” Flowey glowers. “You’re such an IDIOT!”
Like those mages?
“Worse than those mages, at least they knew how this world works,” he mutters.
And is that why their magic is gross?
“Y--//HEY!//”
You $happyreaction.
Flowey narrows his eyes at you. “Don’t get smug. Fine. You want to know that bad?” He raises one of his vines to point at the paper. “I don’t know //what// they did, but it’s a violation of nature itself. Just being near it grosses me out.”
Only the paper magic?
“One of the magics on the paper,” he confirms.
. . . One? There’s more than one?
“So what if there is?” he mutters.
You reason one would be made to react to other human magic. What about the others?
Clearly one of the spells on here disgusts Flowey.
Hmm.
You ask Flowey how many spells are on there.
“And why should I answer that?”
[[Because the two of you are on the way to becoming best friends.]]
[[Because. . . You can’t think of a reason. You’d really appreciate it if he did though.]]
[[He doesn’t have to. It’s only a question.]]
[[Because it’s polite?]]
[[Why does he have to fight against answering a simple question?]]<<set $floweyencounter = 4>>Flowey sneers at you. “Arrogant human.”
He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]<<set $floweyencounter = 4>>Flowey sneers at you. “Arrogant human.”
He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]<<set $optimistic +1>>“I see your saintlyhood hasn’t diminished,” Flowey looks away from you, his fake smile back in place. “An answer for an answer.”
What does he want to know?
“Why haven’t you defended yourself? They will kill you, you know.”
. . .
[[All life is precious.]]
[[You want to be friends with the monsters.]]
[[You want to get along with monsters.]] <<set $realistic += 1>>“I see your saintlyhood hasn’t diminished,” Flowey looks away from you, his fake smile back in place. “An answer for an answer.”
What does he want to know?
“Why haven’t you defended yourself? They will kill you, you know.”
. . .
[[All life is precious.]]
[[You want to be friends with the monsters.]]
[[You want to get along with monsters.]] <<set $floweyencounter = 4>>Flowey sneers at you. “Arrogant human.”
He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]<<set $floweyencounter = 4>>Flowey sneers at you. “Arrogant human.”
He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]<<set $floweyencounter = 4>>Flowey sneers at you. “Arrogant human.”
He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]Flowey mocks this. “Even the filth so vile it could corrupt magic. . .? "
All life is precious. <<set $floweyencounter = 4>>
“I hate that answer. I won’t accept it."
Well—
Flowey has already burrowed underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]"That's so. . . stupid," says Flowey. "You know all the other humans that have come here are dead, right? Every single one." <<set $realistic += 1>>
Humans kill humans. Doesn't mean humans can't still make friends with one another.
Flowey stares at you for a long moment. He looks away from you. ". . . Three. Only one of them feels. . . gross."
Three?
He reaches out with his vines. You hold out one of the notes. He taps it. The original note transforms.
----
<span class="notes">
DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM
</span>
----
When Flowey pulls his vine away, it turns back.
. . .
Was that the bad magic he sensed?
"No," he says. "I don't know what the. . . vile stuff is."
A spell to keep the note hidden unless found by a human. . . a spell to hide a message on the note. . . and a third spell that's //evil?//
. . .
Hmm. . .
"You should get rid of them," Flowey says. "They're disgusting."
Will you?
[[Yes. You get rid of all the notes you have.]]
[[No. You want to keep all the notes you have.]]
"That's so. . . stupid," says Flowey. "You know all the other humans that have come here are dead, right? Every single one." <<set $optimistic +=1>>
That was then. This is now! You think monsters and humans could become friends.
Flowey stares at you for a long moment. He looks away from you. ". . . Three. Only one of them feels. . . gross."
Three?
He reaches out with his vines. You hold out one of the notes. He taps it. The original note transforms.
----
<span class="notes">
DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM DON’T FIND HIM
</span>
----
When Flowey pulls his vine away, it turns back.
. . .
Was that the bad magic he sensed?
"No," he says. "I don't know what the. . . vile stuff is."
A spell to keep the note hidden unless found by a human. . . a spell to hide a message on the note. . . and a third spell that's //evil?//
. . .
Hmm. . .
"You should get rid of them," Flowey says. "They're disgusting."
Will you?
[[Yes. You get rid of all the notes you have.]]
[[No. You want to keep all the notes you have.]]
<<set $note1 = 4>> <<set $note2 = 4>> <<set $note3 = 4>> <<if $note4 eq 1>> <<set $note4 = 4>> <</if>>You decide to take Flowey's advice.
He nods in agreement as he watches you rip up the notes and toss them into the water.
"Smartest thing you've done," he says. <<set $floweyencounter = 5>>
You thank him for his help.
"Yeah. . . whatever," mutters Flowey. ". . . Bye, hu--$Name."
He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]<<set $floweyencounter = 5>> Flowey gives you a tired look. "Why ask for my help if you aren't going to accept it?"
You are very grateful for his help. You simply think there's more to this than what either of you two know.
"Hmph." He disappears from view as he burrows back underground.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]<<if $alphysfight eq 0>>You walk across the bridge. <<masteraudio stop>> <<audio "alphys" loop play>>
As you move forward, it only gets dimmer. The sound of the waterfall dampens with each step.
Whoa!
Your $shoes slide across the dock. It’s surprisingly slippery. You can’t see it very well, but it feels like there’s a thin layer of algae over the bridge. While the bridge is very wide–more than thrice as wide as your bedroom–there aren’t any hand railings.
What happens if you fall?
You'll have to be very careful.
. . .
This is a very long bridge.
[["Not one step further, human."]]
<<else>> The bridge is destroyed.
The only way to progress further is to go down the pathway by the waterfall.
<<return>>
[[LEAVE WATERFALL]] <</if>> You go down the stone steps.
<<if $alphysfight eq 1>> At the bottom of the stairs the path goes left and right. The path on the left follows the river and goes underneath the waterfall.
The path on the left will likely lead you out of this area.
[[LEAVE WATERFALL]]
[[Follow the path.]]
[[Return to the fork in the road. (South West)]]
<<elseif (($note4 eq 0)) and ($note3 eq 1)>>
Your $right hand $insigniafeels, and it brightly glows $soulcolor. You follow the sensation until a blinding light appears in the snow.
It fades away, and in its place you see a piece of paper.
[[Pick up the note.]]
<<elseif $note4 eq 1>> At the bottom of the stairs the path goes left and right. The path on the left follows the river and goes underneath the waterfall. It's very dark, so you decide not to go down it.
The other path goes around a corner.
[[Follow the path.]]
<<return>>
[[Return to the fork in the road. (South West)]]
<<elseif $note4 eq 4>>At the bottom of the stairs the path goes left and right. The path on the left follows the river and goes underneath the waterfall. It's very dark, so you decide not to go down it.
The other path goes around a corner.
[[Follow the path.]]
<<return>>
[[Return to the fork in the road. (South West)]] <</if>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<<if $aaronright eq 3>>
<p class="box">Aaron is so happy with you.</p>
<<elseif $aaronright eq 2>>
<p class="box">Aaron keeps adjusting his glasses.</p>
<<elseif $aaronright eq 1>>
<p class="box">Aaron's tail shakes from excitement.</p>
<<elseif $aaronright eq 0>>
<p class="box">Aaron wants to test your knowledge!</p>
<</if>>
<<if $aarongwrong eq 2>>"Huh," goes Aaron. "That's. . . disappointing."
Suddenly, the monster lunges at you. You scramble to move out of the way but his tail slams into you. He knocks you into the wall hard enough to leave you dazed.
Then his jaw unhinges.
He bites half of your head off in one CHOMP.
''You have died.''
//You don't even taste good.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<elseif $aaronright eq 0>>In front of you is a monster with the lower half of a snake, and the upperhalf of a man with a horse's head. This monster is scrawny, wears big glasses, and is clutching a large textbook.
"P-Pop QUIZ!" the monster says loudly. "Who rules the Underground?"
[[Queen Toriel.]]
[[King Asgore.]]
[[Lt. Sans.]]
<<elseif $aaronright eq 1>>
"Th-Then! I-If you know that, y-you must know this," says Aaron. "What color is JUSTICE?"
[[Yellow.]]
[[Orange.]]
[[Red.]]
[[Blue.]]
<<elseif $aaronright eq 2>> Aaron nods enthusiastically. "Whose SOULBINDING was the first?"
[[The Lightners' knight and Darkness' prince.]]
[[The Lightners' princess and the Darkness' knight.]]
[[The Delta's prince and the Runes' princess.]]
[[The Runes' prince and the Delta's princess.]]
<<elseif (($aaronright eq 3)) and ($wingdingromance eq 3)>> "HA HA HA! Yes! Excellent! A worthy contestant. Final question," Aaron loudly declares. "Who is the strongest monster in the underground?"
[[The strongest monster is Queen Toriel.]]
[[The strongest monster is Captain Alphys.]]
[[The strongest monster is. . . Aaron!]]
[[The strongest monster is the one who speaks in hands. ♡]]<span class="wisdom">''♡ WISDOM TRAIT'' </span>
<<elseif (($aaronright eq 3)) and ($sansromance eq 6)>> "HA HA HA! Yes! Excellent! A worthy contestant. Final question," Aaron loudly declares. "Who is the strongest monster in the underground?"
[[The strongest monster is Queen Toriel.]]
[[The strongest monster is Captain Alphys.]]
[[The strongest monster is. . . Aaron!]]
[[The strongest monster is. . . Sans! ♡]]
<<elseif (($aaronright eq 3)) and ($papyrusromance eq 6)>> "HA HA HA! Yes! Excellent! A worthy contestant. Final question," Aaron loudly declares. "Who is the strongest monster in the underground?"
[[The strongest monster is Queen Toriel.]]
[[The strongest monster is Captain Alphys.]]
[[The strongest monster is. . . Aaron!]]
[[The strongest monster is. . . Papyrus! ♡]]
<<elseif (($aaronright eq 3)) and ($floweyencounter eq 5)>> "HA HA HA! Yes! Excellent! A worthy contestant. Final question," Aaron loudly declares. "Who is the strongest monster in the underground?"
[[The strongest monster is Queen Toriel.]]
[[The strongest monster is Captain Alphys.]]
[[The strongest monster is. . . Aaron!]]
[[The strongest monster is. . . Flowey! ♡]]
<<elseif $aaronright eq 3>>"HA HA HA! Yes! Excellent! A worthy contestant. Final question," Aaron loudly declares. "Who is the strongest monster in the underground?"
[[The strongest monster is Queen Toriel.]]
[[The strongest monster is Captain Alphys.]]
[[The strongest monster is. . . Aaron!]]
<<elseif $aarongwrong eq 2>> "Huh," goes Aaron. "That's. . . disappointing."
Suddenly, the monster lunges at you. You scramble to move out of the way but his tail slams into you. He knocks you into the wall hard enough to leave you dazed.
Then his jaw unhinges.
He bites half of your head off in one CHOMP.
''You have died.''
//You don't even taste good.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> <</if>>"CORRECT!" <<set $aaronright +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]"CORRECT!" <<set $aaronright +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]"CORRECT!" <<set $aaronright +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]"WRONG!" <<set $aaronwrong +=1>>
[[Encounter Aaron.]]Aaron smiles. "Um. . . well, this is a subjective question. There is no wrong answer, I was simply curious who you would choose. That's not surprising, really. She //is// the queen."
<<set $aaron = 1>> <<masteraudio stop>> <<audio "waterfall" loop play>>
Aaron offers you a bow.
"Thank you for participating! None of the other monsters wanted to play with me today. Take care!"
You watch Aaron slither away.
You carry on. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]Aaron smiles. "Um. . . well, this is a subjective question. There is no wrong answer, I was simply curious who you would choose. That's not surprising, really. She //is// the Captain of the Royal Guard." <<masteraudio stop>> <<audio "waterfall" loop play>>
<<set $aaron = 1>>
Aaron offers you a bow.
"Thank you for participating! None of the other monsters wanted to play with me today. Take care!"
You watch Aaron slither away.
You carry on. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]Aaron laughs. "You're nice! This is a subjective question. There is no wrong answer, I was simply curious who you would choose. I'm flattered, though." <<masteraudio stop>> <<audio "waterfall" loop play>>
<<set $aaron = 1>>
Aaron offers you a bow.
"Thank you for participating! None of the other monsters wanted to play with me today. Take care!"
You watch Aaron slither away.
You carry on. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]<<set $wingdingromance +=1>> Aaron seems confused by this. "Um. . . well, this is a subjective question. There is no wrong answer, I was simply curious who you would choose. Hmm. . . interesting." <<masteraudio stop>> <<audio "waterfall" loop play>>
<<set $aaron = 1>>
Aaron offers you a bow.
"Thank you for participating! None of the other monsters wanted to play with me today. Take care!"
You watch Aaron slither away.
You carry on. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]"t<<set $sansromance +=1>> Aaron smiles. "Um. . . well, this is a subjective question. There is no wrong answer, I was simply curious who you would choose. That's not surprising, really. He //is// in the Royal Guard." <<masteraudio stop>> <<audio "waterfall" loop play>>
<<set $aaron = 1>>
Aaron offers you a bow.
"Thank you for participating! None of the other monsters wanted to play with me today. Take care!"
You watch Aaron slither away.
You carry on. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]<<set $papyrusromance +=1>> Aaron seems confused by this. "Um. . . well, this is a subjective question. There is no wrong answer, I was simply curious who you would choose. Hmm. . . interesting." <<masteraudio stop>> <<audio "waterfall" loop play>>
<<set $aaron = 1>>
Aaron offers you a bow.
"Thank you for participating! None of the other monsters wanted to play with me today. Take care!"
You watch Aaron slither away.
You carry on. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]<<set $floweyromance = 1>> Aaron seems confused by this. "Um. . . well, this is a subjective question. There is no wrong answer, I was simply curious who you would choose. Hmm. . . interesting." <<masteraudio stop>> <<audio "waterfall" loop play>>
<<set $aaron = 1>>
Aaron offers you a bow.
"Thank you for participating! None of the other monsters wanted to play with me today. Take care!"
You watch Aaron slither away.
You carry on. On your left, you can see the stone walls climb up. At the very edge of the top, you can see a faint blue glow and large flowers poking out.
Water pours down this wall. You must give it a wide berth, otherwise you'll get soaked.
Up ahead of you is a large waterfall. There's a bridge that goes over it, and there are stairs beside it that seem to lead down to another path.
[[Cross the bridge.]]
[[Go down the stairs.]]
[[Return to the fork in the road. (South West)]]<<set $note4 = 1>> You pick up the note and read it.
----
<span class="notes">Day XX-14
Jacobs and Daniels were almost caught. Archmage Dion nearly lost it on them.
They- - --- -------- with a- - - -------- ----- - -- -dust everywhere - - --
--- - - - ----- interesting - - - ------- bunny - -- -- - - - --------- -- - - -
-- - - - - - “Dust” was not- - - - --------- - - - -
But I’m glad they did. The Archmage finally told us the truth.
👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎
“Come find me.”
--- -------- - - -------- - - - - - ----- ------- - -- - ----------------
- -------------- - - - - -------------- - - - ----------- - - - -------
He’s righ- to be c--tious.
If a m---ter has be-n su--oni-g hu--ns to the un-------nd and n-ne -- them have r----ned, I c-n on--y conc-ude host--e in---ti--s.
This was m--nt to be a- ex---ition, -ut -- mi-ht tu-n into a re--ue miss---.
---ma-be one -- venge-nc-.
----
</span>
. . .
You tuck the note into your pocket.
At the bottom of the stairs the path goes left and right. The path on the left follows the river and goes underneath the waterfall. It's very dark, so you decide not to go down it.
The other path goes around a corner.
[[Follow the path.]]
[[Return to the fork in the road. (South West)]]The path goes up a few more stairs. It leads into a dark tunnel that empties out into a wide room. You see two curved houses. The one on the left is pale pink with flower beds on the windows, and the one on the right is blue with white shingles.
<<if $alphysfight eq 0 and $blook eq 3>>
The pink house is lit up. You see light pouring out of the windows.
As you near the house, a familiar monster phases through the front door.
It's Mettablook!
Mettablook notices you right away. He offers you a wobbly smile. "H-Hello. F-Fancy meeting you here."
You tell him you're on your way to the castle.
"Th-That's not too far from here," Mettablook says in a quiet, sweet voice. "B-But you'll have to go over the bridge. Be careful. I--I've seen some monsters slip on it."
Slip?
"Mm-hmm. There's, um, no handrails, s-so. . ."
Oh no! Have monsters fallen off?
Mettablook shakes his head. "No. It's very wide so monsters walk in the middle. Th-The worst that's happened is--is a sore bum."
Good to know. You'll be careful.
Mettablook shyly glances away from you. ". . . Okay."
[[Ask Mettablook what he's up to.]]
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]
<<elseif $alphysfight eq 0 and $blook lt 3>>It doesn't look like there's anything for you here.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]
<<elseif $alphysfight eq 1 and $riverperson eq 0>> . . . !
There's a tall monster in dark robes with a hood pulled up.
It looks like a grim reaper. <<set $riverperson +=1>>
[[Approach the monster.]]
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]
<<elseif $alphysfight eq 1 and $riverperson eq 2>>It's where you met Persona.
It doesn't look like anyone is here right now.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]
<<elseif $alphysfight eq 0 and $blook gt 3>> It's where you met Mettablook.
It doesn't look like anyone is here right now.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]
<<elseif $alphysfight eq 1 and $riverperson gt 1>>It doesn't look like there's anything for you here.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]<</if>> "M-Me?" Mettablook sways side to side. "Nothing really. . . maybe go f-for another walk?"
Does he enjoy walks?
"Sometimes. . ." Mettablook hesitates. "I prefer t-to sing. . . "
Oh? You'd love to hear him sing for you sometime.
Mettablook's whole body brightens several shades. His mouth turns squiggly and wiggles. "D-Do you like to sing?"
[[Yes! How about the two of you do a duet?]]
[[No, but you'd still like to hear him sing.]]Mettablook's form quivers. His voice brightens, "That--That sounds like fun! Let's--let's do it."
Mettablook floats over to the pink house. You follow behind him. As you near, the door swings open. You step inside to find a cutesy-pink room. The wallpaper is lined with stars and there are dozens of posters put up of a strange robot. The back wall There's a big fuzzy pink rug in the center of the room. On top of it are a couple of microphones, a machine, and a large television set.
The ghost monster uses his magic to levitate one of the microphones to you. You grab it as he turns the device and machine on. The screen turns white and then words appear on the machine [[as music starts to play.]]<<set $blook = 4>> "I--I don't do well when people watch me," stumbles Mettablook. "Th-Thank you though! You're. . . really nice." Mettablook smiles at you. "T-Take care. . ."
The ghost monster bows quickly at you in the air and then phases through the door in the pink house.
You are alone.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]"Th--This song is called //Fun!//" says Mettablook. "I--I actually m-made it myself. I--I hope you like it!" <<set $blook = 5>> <<masteraudio stop>> <<audio "mettablook" loop play>>
It's a peppy song.
As the words start to appear on the screen, Mettablook takes the lead.
The two of you sing the first song together. . . then the second. . . then the third.
It was a lot of fun!
Mettablook is delighted.
What a great way to spend your time.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]The monster turns their head to look at you. You see only blackness under their hood.
You notice they have a loose sash around their waist and an eerie lantern hangs from it.
<<if $optimistic gt $realistic>>
What a pretty lantern!
You raise a hand and cheerfully wave at the monster.
The monster approaches you. They stop in front of you.
You greet the monster in a warm tone.
[[The monster stares at you.]]
<<else>>
. . .
Um. . .
On second thought. . . No thanks. It might have been dumb to come to Lake Ebott in the first place, and you don't pan to approach a //grim reaper// monster.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]<</if>><<if (($hairlength eq "long")) or ($hair eq "very long")>> The monster raises their arm. You see nothing in their sleeves.
Something gentle brushes against your cheek. It's a feather-light touch. You can feel your hair being pulled forward, as if someone is lifting it up. You watch it be pulled out in front.
It's as if there's an invisible hand playing with your hair. It's rather pleasant.
You figure it must be the monster. Their limbs must be transparent, or invisible.
"Hello," speaks a soft, low voice. From the direction, it sounds like it comes from the hood. It's hard to tell if the voice is masculine or feminine.
They curl your hair around one of their. . . fingers? Hmm. You're not sure what appendages they have since you can't see it.
[[Politely ask the monster to stop playing with your hair.]]
[[Happily let the monster keep playing with your hair. It feels nice.]]
<<else>> The monster raises their arm. You see nothing in their sleeves.
You feel someone pat your head.
. . . ?
The monster's right arm raises up and down, but you see nothing in their sleeve. Their limbs must be transparent, or invisible.
"Hello," speaks a soft, low voice. From the direction, it sounds like it comes from the hood. It's hard to tell if the voice is masculine or feminine.
They continue to pet you.
[[Politely ask the monster to stop petting you.]]
[[Happily let the monster keep petting you.]]<</if>>They do. <<set $riverperson +=1>>
You introduce yourself.
"I am. . . Persona. . . Riv," says the monster. They speak slowly and carefully pronounce each word.
You tell them it's nice to meet them.
"Thank. . . you."
You ask the monster if they live in one of those two houses.
"No. . . I tend. . . to the river. . . but I will. . . visit," they say.
Oh! Their friends live there?
"Friend. . . of a friend. . . of a friend," they say. "One worries, so I. . . visit. . . check on. . . the little one."
That's nice of them.
"Nice. . . maybe. . . always busy. . . like my friend. I try. . . help where I can."
Aww.
[[You tell Persona if they need help with anything to let you know!]]You introduce yourself. <<set $riverperson +=1>>
"I am. . . Persona. . . Riv," says the monster. They speak slowly and carefully pronounce each word.
You tell them it's nice to meet them.
"Thank. . . you."
You ask the monster if they live in one of those two houses.
"No. . . I tend. . . to the river. . . but I will. . . visit," they say.
Oh! Their friends live there?
"Friend. . . of a friend. . . of a friend," they say. "One worries, so I. . . visit. . . check on. . . the little one."
That's nice of them.
"Nice. . . maybe. . ." They slowly stop playing with your hair. ". . . always busy. . . like my friend. I try. . . help where I can."
Aww.
[[You ask Persona if there's anything you can do to help them.]] <<if $soultrait eq "determination">><span class="determination">''♡''</span><<elseif $soultrait eq "bravery">><span class="bravery">''♡''</span><<elseif $soultrait eq "justice">><span class="justice">''♡''</span><<elseif $soultrait eq "fairness">><span class="fairness">''♡''</span><<elseif $soultrait eq "kindness">><span class="kindness">''♡''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''♡''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''♡''</span><<elseif $soultrait eq "patience">><span class="patience">''♡''</span><<elseif $soultrait eq "humility">><span class="humility">''♡''</span><<elseif $soultrait eq "integrity">><span class="integrity">''♡''</span><<elseif $soultrait eq "trust">><span class="trust">''♡''</span><<elseif $soultrait eq "creativity">><span class="creativity">''♡''</span><</if>>
[[You tell Persona if they need help with anything to let you know!]]
They do.<<set $riverperson +=1>>
You introduce yourself.
"I am. . . Persona. . . Riv," says the monster. They speak slowly and carefully pronounce each word.
You tell them it's nice to meet them.
"Thank. . . you."
You ask the monster if they live in one of those two houses.
"No. . . I tend. . . to the river. . . but I will. . . visit," they say.
Oh! Their friends live there?
"Friend. . . of a friend. . . of a friend," they say. "One worries, so I. . . visit. . . check on. . . the little one."
That's nice of them.
"Nice. . . maybe. . . always busy. . . like my friend. I try. . . help where I can."
Aww.
[[You tell Persona if they need help with anything to let you know!]]You introduce yourself.
<<set $riverperson +=1>>
"I am. . . Persona. . . Riv," says the monster. They speak slowly and carefully pronounce each word.
You tell them it's nice to meet them.
"Thank. . . you."
You ask the monster if they live in one of those two houses.
"No. . . I tend. . . to the river. . . but I will. . . visit," they say.
Oh! Their friends live there?
"Friend. . . of a friend. . . of a friend," they say. "One worries, so I. . . visit. . . check on. . . the little one."
That's nice of them.
"Nice. . . maybe. . ." They slowly stop petting you ". . . always busy. . . like my friend. I try. . . help where I can."
Aww.
[[You ask Persona if there's anything you can do to help them.]]
[[You tell Persona if they need help with anything to let you know!]]<<if $soultrait eq "determination">><span class="determination">''♡''</span><<elseif $soultrait eq "bravery">><span class="bravery">''♡''</span><<elseif $soultrait eq "justice">><span class="justice">''♡''</span><<elseif $soultrait eq "fairness">><span class="fairness">''♡''</span><<elseif $soultrait eq "kindness">><span class="kindness">''♡''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''♡''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''♡''</span><<elseif $soultrait eq "patience">><span class="patience">''♡''</span><<elseif $soultrait eq "humility">><span class="humility">''♡''</span><<elseif $soultrait eq "integrity">><span class="integrity">''♡''</span><<elseif $soultrait eq "trust">><span class="trust">''♡''</span><<elseif $soultrait eq "creativity">><span class="creativity">''♡''</span><</if>>"There. . . is not. . . but thank you."
The give you a nod and leave.
You are alone.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]They pause. " . . . Your fur. . . soft. I . . . like it. If we meet. . . again. . . would like to. . . play with it more?"
<<set $riverperson +=1>>
You agree to that.
You get the feeling they are happy with that response.
"Thank. . . you," they saw as they bow. They turn and leave.
You are alone.
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]<<set $echofield2 = 2>>As soon as Sans spots you, his entire demeanor brightens. A familiar blue hue dusts under his eyesockets. "<span class="sans">$Name.</span>"
You shyly greet Sans. <<set $sansromance +=1>>
He scoots over on the bench. "<span class="sans">DO--er--Do you want to sit with me?</span>"
You gladly do so. He scoots closer to you once seated.
He sets one hand back down on the bench. With his other hand he holds a thin white marble slab. He looks at it. "<span class="sans">I was rewatching the feed.</span>"
Feed? You lean closer to Sans to see the slab.
"<span class="sans">Yes, here,</span>" he says. He taps on it with his thumb.
A video of what happened with you and Alphys starts to play. Its shot from an angle that tells you the camera--or whatever recorded this--must be in the cave ceiling.
You suppose you shouldn't be surprise the monsters have a security system in place.
"<span class="sans">Undyne messaged me AS SOON as she saw what happened,</span>" Sans starts to explain, his tone jubiliant and warm. "<span class="sans">I came right when you were pulling her out. You--You saved her. You CHOSE to go in with her.</span>"
Sans turns to face you, his blue eyelights transform into a star.
"<span class="sans">You're AMAZING!</span>" he says.
Your face burns. You $happyreaction as your stomach fills up with pleasantly popping bubbles.
Sans' entire face turns bright blue. He looks away from you quickly and coughs. "<span class="sans">U-Um. . . there's something I Wanted to ask you About.</span>"
Yes?
"<span class="sans">You Said You Have No Magic,</span>" he says, "<span class="sans">but I sens magic in your $right hand.</span>"
Oh. . . yes. You hold out your hand to Sans. You explain the $tattoo tattoo stores magic for you. You use it to interact with technology that requries magic.
Sans carefully takes your hand. His gloves are cold to the touch and send a shiver up your arm.
<<if $tattoo eq "five point star">>
"<span class="sans">This is a star," he says quietly. "<span class="sans">Did you choose this design?</span>"
Yes. You love stars.
His smile is wide as he looks up at you. "<span class="sans">I Love Them Too. I would have chosen a Star as well.</span>"
Your cheeks burn.
<<elseif $tattoo eq "moon">>
"<span class="sans">This is the moon,</span>" he says quietly. "<span class="sans">Did you choose this design?</span>"
Yes, you love the night sky.
His smile is wide as he looks up at you. "<span class="sans">I Have Not Seen It In Person, but the pictures look. . . wonderful. I might have chosen a moon as well.</span>"
Your cheeks burn.
<<elseif $tattoo eq "heart">>
"<span class="sans">This is a heart,</span>" he says quietly. "<span class="sans">Did you choose this design?</span>"
Yes.
His smile is wide as he looks up at you. "<span class="sans">The heart. . . it must look similar to your ''SOUL''.</span>"
Actually, yes. Now that you think about it, your $tattoo tattoo glows $soulcolor. It looks like a smaller version of your ''SOUL''.
"<span class="sans">Beautiful.</span>"
Your cheeks burn.
<<else>>
"<span class="sans">This is a $tattoo,</span>" he says quietly. "<span class="sans">Did you choose this design?</span>"
Yes.
He smiles at you. "<span class="sans">It Looks Good.</span>"
<</if>>
The longer he holds your hand, the happier you feel.
As if on instinct--or without thought, really--both of you intertwine your fingers.
"<span class="sans">It glows $soulcolor to match your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>,</span>" he says. "<span class="sans">A bright $soulcolor. . . you must value $soultrait.</span>"
Yes. You ask Sans what color his ''SOUL'' is.
The blue color spreads across his face. "<span class="sans">M-ME? It's, uh. . . blue a-and yellow.</span>"
Dual-colored?
"<span class="sans">. . . Yes.</span>"
[[Wow! How amazing.]]
<<set $echofield2 = 2>>Sans sits on the carved bench. He stares at something in his hands, it looks like a thin slab of white marble. You approach him. He looks up at you and smiles. "<span class="sans">Hello, $Miss $Name. IT Is Good--</span>" Sans catches himself. He evens his voice out, "<span class="sans">It is good to see Y--//you.//</span>"
You say it's good to see him as well. <<set $sansspoke = 1>>
His smile widens a little more. "<span class="sans">Would you like to sit with me?</span>"
You take a seat beside him.
"<span class="sans">What do you think of the Underground?</span>" he asks.
<<if $optimistic gt $realistic>>
It's wonderful.
<<else>>
It's fine.
<</if>>
Sans sets down the marble slab. "<span class="sans"> . . . I See.</span>"
Why does he ask?
"<span class="sans">Just a thought,</span>" he says. "<span class="sans">I Wondered if I Met //you// first. . . </span>"
First. . . ? You ask him. . . did he meet other humans?
Sans swings his legs back and forth on the bench. He stares up at the twinkling ceiling. He stays silent for a long time.
"<span class="sans">Yes,</span>" he says, his voice quiet and subdued. "<span class="sans">The first humans I met. . . killed my friends.</span>"
. . . !
"<span class="sans">They were very strong,</span>" he continues. "<span class="sans">I couldn't defeat them on my own. My brothers had to help me.</span>" Sans looks down at his hands, twiddling his thumbs. "<span class="sans">Pap almost died too. He's not as sturdy, so he. . .</span>"
Sans trails off.
"<span class="sans">. . . I'm glad you're not evil,</span>" he says. "<span class="sans">I'm grateful, really.</span>"
You don't know how to respond to that.
Sans hops off the bench. He gives you a two-fingered salute and wink. "<span class="sans">Take Care, Human!</span>"
He disappears.
. . . You are alone.
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]Sans' blush covers his entire skull as he looks down. "<span class="sans">N-Not really. . .</span>"
You ask him what shade? <<set $sansromance +=1>>
"<span class="sans">Blue. . . plain blue.</span>"
You think over what you remember about ''SOULs'' in school. That must be integrity. Yellow is for justice.
<<if $soultrait eq "justice" or $soultrait eq "integrity">>
You're so happy to half-way match with Sans!
<</if>>
You tell him both of those traits suit him. He looks back up at you, his eyelights brightening.
"<span class="sans">I would say the same for you,</span>" he says as he gives your hand a squeeze. "<span class="sans">You Seem. . . er. . . </span>"
Seeing him grow increasingly flustered makes you feel even more shy. You both look down and away. A pleasantly prickly, tense silence fills the air.
The two of you keep holding hands.
Sans asks you, "<span class="sans">Do You Like the Underground?</span>"
Yes.
He turns his head to face you. His blue eyelights shine. "<span class="sans">Do you Know The Secret About This field. . . ?</span>"
You shake your head.
He hops off from the bench and pulls you along with him. He tugs you forward as the two of you stand in front of one of the flowers. Sans points to the flower and says, "<span class="sans">These flowers are special. They're called Echo Flowers because they remember the last thing said near them.</span>" Sans clears his throat. He loudly says, "<span class="sans">ECHO FLOWERS ONLY GROW HERE!</span>"
He uses his free hand to poke the flower.
The flower bounces at his touch. Its blue light gives off a brighter aura as a voice comes out of it, "//Echo flowers only grow here!//"
$wowreaction
He lets go of your hand. "<span class="sans">Try it.</span>"
"<span id="cycle"><<cycle "$echo1" autoselect>>\
<<option "I love it here!">>
<<option "This is so cool!">>
<<option "Thank you for showing me this.">>
<<option "It's so pretty.">>
<</cycle>></span>," you say to it. You touch the flower. It bobs then repeats what you said.
You $happyreaction, delighted by this.
"<span class="sans">Sometimes,</span>" says Sans, "<span class="sans">my brothers and I Will Leave messages here.</span>"
Sans bends down and whispers something to another flower. He beckons you over. You step over to him. You poke the flower and hear the whispered echo of, "//Like asking them to pick up food.//"
Sans chuckles. "<span class="sans">We aren't the only ones who do this. . . THERE WAS--there was a time where Pap thought I wanted Fish And Peanut Covered Pizza because Someone Left the message As A Prank</span>." He grimaces. "<span class="sans">That Was Not a Good Night.</span>"
Oof.
You briefly look away to admire the sea of echo flowers.
You wonder if they all have a message. . .?
When you look back over, you catch Sans straightening up and stepping away from a flower. He has a faint blue hue across his cheek bones. "<span class="sans">I Should Get Going. Please take care. . . $Name.</span>"
Oh. . . Okay. You wave goodbye to Sans.
He places his right hand over his chest and offers you a bow. "<span class="sans">Until Next Time.</span>"
He disappears before your eyes.
. . .
You quietly head over to the echo flower he was nearest.
You give it a poke.
"//I Like You.//"
You $happyreaction.
You whisper to the echo flower, "<span id="cycle"><<cycle "$echo2" autoselect>>\
<<option "I like you, too.">>
<<option "I really like you.">>
<<option "I like you, Sans.">>
<</cycle>></span>"
You finish walking through the field. There's nothing else for you here right now.
[[Return to the fork in the road. (South West)]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">YOU ARE BEING CHALLENGED!</p>
Your chest burns as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> is forced out of your chest.
Ahead of you is a monster clad in black armor. They remove their helmet and reveal a reptilian face with yellow scales. They aren't much taller than Sans, but even at a distance you can tell they are much bulkier.
<<set $alphysfight = 1>>
A shiver goes down your spine.
In their right hand, they create a bright yellow axe.
"You will not take a single step further, human," says the monster. "I am Captain Alphys of the Royal Guard, and I am here for your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
. . .
You would really rather //not// lose your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
"HA!" Alphys scoffs. "Sucks for you, eh?"
She hurls her axe at you.
[[ACT: Duck!]]
[[ACT: Jump to your right!]]
[[ACT: Jump to your left!]]The axe whizzes over your head.
You feel a tight sensation grip your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>. A green line of magic outlines it briefly, then disappears.
. . . ?
No time to ponder.
Alphys throws two more axes at you.
[[ACT: Duck again!]]
[[ACT: Jump to your right!]]
[[ACT: Jump to your left!]]
[[ACT: Jump backwards!]]The axe curves through the air and slices you in half.
''You have died.''
//Easy.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> The axe curves through the air and slices you in half.
''You have died.''
//Easy.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> Alphys lands on top of you and squashes your head like a grape.
''You have died.''
//Easy.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> A good thing you did, Alphys herself leapt to where you stood previously.
She lands so hard on the bridge that it cracks.
Uh oh.
"You can move?" Alphys' eyes narrow. "Guess Blue's report wasn't wrong. Heh. You can't use magic. Might as well give up now. It won't be any fun to fight a weakling."
. . .
Your eyes narrow. <span id="cycle"><<cycle "$alphysresponse" autoselect>>\
<<option "You do not respond.">>
<<option "You flip her off.">>
<<option "You tell her this //weakling// is about to kick her ass.">>
<<option "You wink at her and give her finger guns.">>
<</cycle>></span>
Alphys creates two more axes and lunges at you.
[[ACT: Dive to your left.]]
[[ACT: Dive to your right.]]You dive to your left. Your left side hits the dock hard and your shoulder throbs in pain. The axes slam into the dock.
You hear wood splintering.
You roll over to your back just in time to see Alphys creating more axes. She throws another at you.
Eesh!
[[ACT: Roll to your right.]]
[[ACT: Roll to your left.]]
[[ACT: Scoot down.]]You dive to your right. Your right side hits the dock hard and your shoulder throbs in pain. The axes slam into the dock.
You hear wood splintering.
You roll over to your back just in time to see Alphys creating more axes. She throws another at you.
Eesh!
[[ACT: Roll to your right.]]
[[ACT: Roll to your left.]]
[[ACT: Scoot down.]]Unfortunately, the dock is too slick. You roll right off the edge.
''You have died.''
//Idiot.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> That axes barely misses.
It chops straight through the dock where you previously were.
Alphys has already thrown another axe at you.
[[ACT: Roll to your right.]]
[[ACT: Scoot down.]]
[[ACT: Roll to your left again.]]Alphys brings down her axe and chops you in half.
''You have died.''
//Wuss.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You keep rolling. You hear more axes slam into the dock. Each time they connect, the wood cracks and splinters.
[[ACT: Keep rolling.]]
[[ACT: Scramble to stand back up quickly.]]Unfortunately, the dock is too slick. You roll right off the edge.
''You have died.''
//Idiot.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You barely avoid the next axe thrown at you.
Alphys lunges and swings at you. You scarcely move out of her way.
[[ACT: Jump forward so you're behind her.]]
[[ACT: Jump to the side so you're further away from her.]]
[[ACT: Jump back so you're further away from her.]]The monster makes a noise of annoyance. She creates another axe and turns sharp on her heel.
She swipes down at you.
The blade connects to the wooden floor and shakes the entire bridge.
The bridge splits.
Time seems to stop for you. Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> pulses.
Everything that happens next is in slow motion.
Her eyes go wide. //Your// eyes go wide.
. . .
You have a choice to make.
[[Try to save her.]]
[[Save yourself.]]Alphys flips her axe in her hands and swings it straight through you. She cuts you in half in one swoop.
''You have died.''
//No contest.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> Alphys flips her axe in her hands and swings it straight through you. She cuts you in half in one swoop.
''You have died.''
//No contest.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You watch her plumet, horrofied at what happened. You can scarcely stay on the bridge yourself. <<masteraudio stop>> <<audio "waterfall" loop play>>
She disappears into the dark waters. <<set $alphyssaved = 2>>
. . .
You do not see her come back up.
Your heart feels heavy.
. . .
You slowly keep walking down the bridge.
[[LEAVE WATERFALL]]
You could step back–you could jump back–and make it.
But you see the look in her eyes.
//And you see fear.//
Pure fear.
You don’t know why you do what you do next.
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, your body, reacts on instinct.
You dig your heels into the plank and as everything starts to fall you kick forward with your arms outstretched.
<<if $wingdingromance eq 4>>
[[You chose to jump off the bridge with her.|WDPANIC]]
<<else>>
[[You chose to jump off the bridge with her.]]<</if>> You hit the water hard enough to know you’ll be bruised in the morning.<<masteraudio stop>>
But not hard enough to break anything.
You plummet into the dark waters, the light of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> illuminates everything around you. You burst through the surface and gasp for air.
“--can’t–” splutters Alphys as she struggles to tread the water. “--swim–”
She falls underneath the surface.
[[You are not a good swimmer. This will be hard.]]
[[You are a good swimmer. This will be easy.]]
[[You also don’t know how to swim. Nothing like learning on the job, eh? This will be very hard.]]<<masteraudio stop>> <<audio "visions" loop play>> <<set $wingdingromance +=1>> <header>
<h2><<type 135ms>>☠︎⚐︎ !
🕈︎☟︎✡︎ ?
🕈︎☟︎✡︎ 🕈︎⚐︎🕆︎☹︎👎︎ ✡︎⚐︎🕆︎ 👎︎⚐︎ ❄︎☟︎✋︎💧︎ ?
✡︎⚐︎🕆︎ ✌︎☼︎☜︎ ☞︎✌︎☼︎ 💣︎⚐︎☼︎☜︎ 🏱︎☼︎☜︎👍︎✋︎⚐︎🕆︎💧︎ !<</type>></h2>
</header>
<<timed 15s>>
\<<goto "You chose to jump off the bridge with her.">>
\<</timed>>You dive down.
You //have// to open your eyes. You have to be able to see her to save her.
Thankfully, the water doesn’t burn your eyes, and your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> light makes it easy to spot the yellow monster in the dark.
You frantically swim toward her. You move through the water with the grace of a drowning cat.
She’s kicking with her legs but not moving up at all.
That armor is too heavy. There’s no way you can pull her, the armor, //and// yourself up.
You //kind of// know what to do then?
You grab her attention by grabbing her hands. You point down to her boots. She stares at you incomprehensibly. You bend down to grab her boots and start to unclasp them from her.
She realizes what you’re doing and immediately starts to help. You get one boot off while she gets the other.
Your lungs are burning at this point.
You have to swim back up to the surface to gulp down some air. As a not good swimmer, it takes you several long seconds. You kick off the ground, break through the surface to breathe, then immediately //try// to move back down quickly. You ar enot quick.
She has removed her gauntlets, boots, and is working on her chest plate now. She’s using her claws to rip apart the straps holding them in place.
As soon as she’s freed, you grab her hands and start to pull her up.
She kicks with her legs and you yank her up until she can hook an arm around your shoulder. You keep one arm around her waist to steady her–in case she passes out–and you use your other arm and your legs to kick the two of you up.
She has a much easier time swimming up without the armor, and but unfortunately you took too long. Alphys wasn't able to hold her breath much longer and soon she stops swimming.
$Curse.
Close to the surface, she stops moving. You have to finish the swim on your own.
It's--it's hard!
You struggle.
She's a dead weight to you.
[[Let her go. You are not a good enough swimmer to save her.]]
[[Keep trying, even if you might die.]]You dive down.
You //have// to open your eyes. You have to be able to see her to save her.
Thankfully, the water doesn’t burn your eyes, and your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> light makes it easy to spot the yellow monster in the dark.
You gracefully swim toward her. You move through the water with ease.
She’s kicking with her legs but not moving up at all.
That armor is too heavy. There’s no way you can pull her, the armor, //and// yourself up. You’re a good swimmer, not a superhero.
That’s okay. You know what to do.
You grab her attention by grabbing her hands. You point down to her boots. She stares at you incomprehensibly. You bend down to grab her boots and start to unclasp them from her.
She realizes what you’re doing and immediately starts to help. You get one boot off while she gets the other.
Your lungs are burning at this point.
You have to swiftly swim back up to the surface to gulp down some air. As a good swimmer, you do this within seconds. You kick off the ground, break through the surface to breathe, then immediately propel yourself back down.
She has removed her gauntlets, boots, and is working on her chest plate now. She’s using her claws to rip apart the straps holding them in place.
As soon as she’s freed, you grab her hands and start to pull her up.
She kicks with her legs and you yank her up until she can hook an arm around your shoulder. You keep one arm around her waist to steady her–in case she passes out–and you use your other arm and your legs to kick the two of you up.
She has a much easier time swimming up without the armor, and thanks to your skill the two of you break through the surface before she runs out of air.
Alphys gasps and splutters the moment her head is out of the water.
The two of you swim to the edge. Your arms, chest, and legs are burning. They shake from the exertion. It isn’t too difficult to pull yourself out of the water, however, and you help Alphys once you are out.
[[The two of you focus on catching your breath.]]Swimming is awkward and frantic. Your legs and arms swat at the water. You suck in a gulp of air and then plunge underneath.
You //have// to open your eyes. You have to be able to see her to save her.
Thankfully, the water doesn’t burn your eyes, and your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> light makes it easy to spot the yellow monster in the dark.
You swim with your entire body, looking more like a manic flailing than actual swimming. Your heart pounds in your chest as you frantically swim toward her. You move through the water with the grace of a drowning cat.
She’s kicking with her legs but not moving up at all.
That armor is too heavy. There’s no way you can pull her, the armor, //and// yourself up.
//What do you do?!//
You don't know and you waste too much time panicked over it. You have to swim back up to the surface to breathe. Due to youer poor skill, you can't manage this quickly. It's hard to tread the water and you waste many seconds gulping down air and struggling to stay afloat.
When you duck your head back under the water you realize she is no longer moving.
. . .
Oh. . . You break through to the surface again. You grab at the edge and hoist yourself out with what little energy you have. You take big, heaping gulps of air. When your breathing evens out, you look out to the waters.
You do not see her come up.
. . . She is likely dead.
. . .
You lay still for a few more minutes. <<set $alphyssaved = 2>>
You recognize you're near the bottom of the waterfall. The path that was too dark to go down is now decently lit since there's no bridge over top it.
. . .
You force yourself to stand up, shaky, wet, and cold.
[[LEAVE WATERFALL]]You’re panting. She’s panting. <<set $alphyssaved = 1>> <<set $alphystalk = 1>>
You ache. You’re certain she’s probably achy too. <<masteraudio stop>> <<audio "waterfall" loop play>>
. . . Phew!
You roll over onto your back, your calves still in the water. You wiggle your toes—
Toes?
. . .
You lost your shoes.
You’re not sure how. You didn’t think they were loose before you fell in.
. . .
$Curse.
“. . . Why. . . did you. . . do that?”
You turn your head. Alphys is on her back. She’s no longer breathing heavily, but she does look exhausted. Her head is turned to look at you.
Because if you hadn’t, she might have died.
“I was trying. . . to kill you,” she says.
You can’t control her actions. You can only choose what //you’re// going to do.
She stares at you, incredulous. “That’s. . . stupid. You’re right. You can’t. . . choose what I’ll do. . . what makes you think I won’t try again?”
She might. You shrug. That's her choice.
"You're. . . a wimp," she says. Shakily, she forces herself back onto her feet. She stares silently at you. Then she turns away and walks down the path beside the river.
. . .
You are alone.
You lay still for a few more minutes.
You recognize you're near the bottom of the waterfall. The path that was too dark to go down is now decently lit since there's no bridge over top it. You could follow the path. . . or you could keep exploring this area. You shakily stand up.
As you stand up, your scarf starts to warm up. Your $right hand $insigniafeels as the magic from the scarf washes over you like a warm breeze.
You are now dry.
Cool!
[[LEAVE WATERFALL]]
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]You have finished waterfall! <<masteraudio stop>> <<audio "startmenu" loop play>>
<<if $floweyromance eq 1>> Oh? Looks like you're wanting to start something with our resident flower. <<elseif $wingdingromance eq 5>> . . . You're, uh. . . serious about that third skeleton, huh? <<elseif $papyrusromance eq 7>> You're purusing the punny skeleton. He's reciprocating. <<elseif $sansromance eq 9>> Seems like you're rather fond of the coolest dude ever, huh? It looks like he's fond of you too! <<else>> This message means you're either on the friendship route. . . or failed to advance the routes for anyone else you started romancing in this section! <</if>>
''How are you faring for your items?''
<<if $candle eq 1>>
You have one $soulcolor candle that smells like $candlesmell.
<<else>>
You did not find this item in the Crystal Caverns.
<</if>><<if $stick eq 1>>
You have a magical stick.
<<else>>
You did not obtain this item in Snowdin.
<</if>><<if $cinletter eq 1>>
You agreed to take a letter to Cinnamon's datemate in the city. She said he works for Grillby.
<<else>>
You did not accept the letter.
<</if>><<if ((($candle eq 1))) and (($stick eq 1) )and ($cinletter eq 1)>>
You have 100% of the items that can be found up to this point!
<<else>>
It looks like you're missing something.
<</if>><<if (((($note1 eq 1)))) and ((($note2 eq 1))) and (($note3 eq 1)) and ($note4 eq 1)>>
You have all of the notes up to this point.
Is that a good thing?
<<else>>
You do not have all of the notes up to this point.
Is that a good thing?
<</if>>
[[LOAD HOTLANDS]]Your chest burns from the lack of air and you see your vision start to edge black. There’s a voice in the back of your mind warning you that if you don’t get to the surface soon you might very well die. <<masteraudio stop>> <<audio "waterfall" loop play>>
. . . <<set $alphyssaved = 2>>
You let her go.
She is already unconscious and sinks easily.
You frantically break through to the surface. You grab at the edge and hoist yourself out with what little energy you have. You take big, heaping gulps of air. When your breathing evens out, you look out to the waters.
You do not see her come up.
. . . She is likely dead.
. . .
You lay still for a few more minutes.
You recognize you're near the bottom of the waterfall. The path that was too dark to go down is now decently lit since there's no bridge over top it.
. . .
You force yourself to stand up, shaky, wet, and cold.
[[LEAVE WATERFALL]]Your chest burns from the lack of air and you see your vision start to edge black. There’s a voice in the back of your mind warning you that if you don’t get to the surface soon you might very well die.<<set $alphyssaved = 1>> <<masteraudio stop>> <<audio "waterfall" loop play>>
It is a miracle when you break through to the surface.
Your arms, chest, and legs are burning. They shake from the exertion. It isn’t too difficult to pull yourself out of the water, however, and you drag Alphys once you are out.
She flops over and splutters and coughs. She heaves up water and then falls unconscious.
. . .
You don't blame her.
You're exhausted. Ugh. . . You roll over onto your back, your calves still in the water. You wiggle your toes—
Toes?
. . .
You lost your shoes.
You’re not sure how. You didn’t think they were loose before you fell in.
. . .
$Curse.
You lay still for many minutes.
Alphys breathing is deep and even. She's passed out.
At least she's alive.
You recognize you're near the bottom of the waterfall. The path that was too dark to go down is now decently lit since there's no bridge over top it. You could follow the path. . . or you could keep exploring this area.
As you stand up, your scarf starts to warm up. Your $right hand $insigniafeels as the magic from the scarf washes over you like a warm breeze.
You are now dry.
Cool!
[[LEAVE WATERFALL]]
[[Leave and go back up the stairs.|Right (South East)]]
[[Return to the fork in the road (North West)|Return to the fork in the road. (South West)]]<<masteraudio stop>> <<audio "waterfall" loop play>> Playing the Waterfall Fight music.
<<return>><<masteraudio stop>> <<audio "alphys" loop play>> Playing the Alphys Boss Fight music.
<<return>><h1>Monsters encountered</h1>
<<if $aaron eq 0>> You have not met this monster yet. <<else>> ''Aaron'' - a bookish monster who loves pop quizes. <</if>>
<<if $blook eq 6>> ''Mettablook'' - You sang with Mettablook! It made him really happy. <<elseif $blook eq 4>> ''Mettablook'' - You ran into Mettablook in Waterfall. <<else>> You have not encountered this monster yet. <</if>>
<<if $riverperson eq 2>>''Persona Riv'' - A tall grim reaper-like monster. They speek in a slow, serene voice. They're very fond of your hair. <<elseif $riverperson eq 1>> Y''Persona Riv'' - A tall grim reaper-like monster. They speek in a slow, serene voice. <<else>> You have not encountered this monster yet. <</if>>
<<if $gerson eq 1>>''Gerson Riverra'' - You swapped stories with Mr. Gerson. It was nice. <<else>> You have not encountered this monster yet. <</if>>
<<if $alphysfight eq 1>> ''Captain Alphys'' - A short, yellow dinosaur-like monster who cannot swim. She is the Captain of the Royal Guard. <<else>> You have not encountered this monster yet. <</if>>
<h1>Noteable items</h1>
<<if $note4 eq 1>>You found a note near the waterfall. [[Read Note 4 Again]]<<elseif $note4 eq 4>> You got rid of this note. <<else>> You have not found this item yet. <</if>>
[[Return|$return]]<span class="notes">Day XX-14
Jacobs and Daniels were almost caught. Archmage Dion nearly lost it on them.
They- - --- -------- with a- - - -------- ----- - -- -dust everywhere - - --
--- - - - ----- interesting - - - ------- bunny - -- -- - - - --------- -- - - -
-- - - - - - “Dust” was not- - - - --------- - - - -
But I’m glad they did. The Archmage finally told us the truth.
👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎
“Come find me.”
--- -------- - - -------- - - - - - ----- ------- - -- - ----------------
- -------------- - - - - -------------- - - - ----------- - - - -------
He’s righ- to be c--tious.
If a m---ter has be-n su--oni-g hu--ns to the un-------nd and n-ne -- them have r----ned, I c-n on--y conc-ude host--e in---ti--s.
This was m--nt to be a- ex---ition, -ut -- mi-ht tu-n into a re--ue miss---.
---ma-be one -- venge-nc-.
----
</span>
[[Return|$return]]You cannot move.
//You cannot move.//
All you can do is open your eyes and stare around. You cannot wiggle your fingers, nor can you twitch your nose.
There is a tiled ceiling above you. You're laying on something cold and metalic.
Suddenly, a bright light blinds you. It brings reflexive tears to your eyes.
"Ah, I'm so sorry, my darling heart," speaks a soft, loving voice.
You know this voice.
It's the one from your dreams, the one who called you here.
You move your $eyecolor eyes around.
The light above you is pushed away. Under this light, you see a tall monster. He wears a $sweatercolor turtleneck shirt, and a mint green sweater vest overtop. His left eyesocket is blue, and his right eyesocket is orange. He has a crack down the side of his left face.
He reaches out a pale hand to caress your face. "Ha. . . truly, a beauty."
Your heart soars. It's really him.
You want to move to him. You want to touch him. To nuzzle into his hand.
//But you cannot move.//
"I see it in your eyes, my darling," he says with a smile. He gently runs the back of his fingers against your cheek. "Imagine my surprise. . . I return from my visit to the city and find you, all curled and asleep, in Dr. Undyne's office. What a pleasant surprise."
He bends down and presses his lips to your forehead.
"I thought my ''SOUL'' was behaving oddly today," he says. "To think my call brought //you// to me. I'll re-absorb the other half of my ''SOUL'' later. . . I'm so curious what memories we've already made. . ."
He frowns, his expression softening with pain and sympathy.
"I'm so sorry to do this to you."
. . . ?
He moves his hand down to your chest. He places it over your heart.
"My own ''SOULMATE''," he murmurs. "Ah. . . fate has a cruel sense of humor. To think I would have to bother you for even a moment, //ah//, I'm so sorry."
You try to give him a look of confusion.
"This will take some time, unfortunately," he says, "but don't worry. I'll be careful. I promise to make this painless for you."
Painless. . . ?
"You're so lovely," he says. He moves his hand back up to caress your face. "I'll do my best to perserve you without any scars."
What?
He reaches underneath the. . . table? gurney. . . ? you lay under and pulls out a--
--a sawblade.
You cannot react. You cannot move. You cannot even shiver. Your heart thumps in your chest.
Ba-thump.
Ba-thump.
//Ba-thump.//
"You're getting goosebumps, my darling heart," he says. "Are you scared? Don't be. I'm very good." He moves his hand down. You feel--
--you feel no resistance.
. . .
Are you. . . ?
. . .
No clothes. . . ?
Fear.
Horror.
//Terror.//
Everything is cold and horrible at once.
He poses the blade at your ankles. "We start from the bottom. I have to do this before I remove your ''SOUL''--your body will decay too rapidly without it. I'm sorry, my heart, I know this must be confusing for you. Don't you worry."
The monster smiles at you.
"I'll take you apart and put you back together," he says. "I'll build you a better body, one that won't age, or feel any pain. . ."
You feel pressure against your ankle.
You hear skin splitting, muscles tearing, and bones breaking--
You cannot even scream.
He pauses. " . . . Do you really need your legs. . . ? Hm. . . I'll save them, just in case. . . " He turns his head to look at you again, eyelights shining with deranged affection. "But you wouldn't want them, would you? You're my darling. . . my heart. . . //my marrionette.//"
His smile is wide.
"//Why would you do anything without me?//"
You cannot move.
You cannot speak.
You cannot make any decisions.
Forever, and ever. . . you are a marionette.
''BAD ENDING - AND HE IS YOUR PUPPETEER
YOU WISH YOU HAD DIED.''<<masteraudio stop>> <<audio "visions" loop play>> <<if $wingdingromance eq 5>> <header><h2><<type 80ms>>💣︎✡︎ ☟︎☜︎✌︎☼︎❄︎<</type>>
@@.delayed;MY HEART@@
<<type 90ms>>✡︎⚐︎🕆︎ ✌︎☼︎☜︎ 💧︎⚐︎ 👍︎☹︎⚐︎💧︎☜︎<</type>>
@@.delayed;YOU ARE SO CLOSE@@</h2></header>
<<else>>
<header><h2><<type 135ms>>👍︎⚐︎💣︎☜︎ ☞︎✋︎☠︎👎︎ 💣︎☜︎<</type>></h2></header>
@@.delayed;<header><h2>COME FIND ME </h2></header>@@<</if>>
<<timed 15s>>
\<<goto "Hotlands">>
\<</timed>> <<set $wingdingromance = 5>> [[START HOTLANDS]]You bend over and clutch at your head, a sharp pain pierces behind your vision.
<<masteraudio stop>> <<audio "hotlands" loop play>>
It's gone after several seconds, leaving you in a foggy daze.
. . .
What. . .
What are you doing here again. . . ?
<<if $alphyssaved eq 1>>
You rub your forehead, your thoughts jumbled and [[strange.]]
<<else>>
You rub your forehead, your thoughts jumbled and [[odd.]]<</if>>You let out a slow breath. You square your shoulders back and glance around.
<<set $note5 = 0>>
Red rocks. Dark stalacites. Bubbling lava--er, no magma.
A pillar of magma shoots up, a geyser of intense heat. You $squeal and flinch away. You clutch at your $stripecolor scarf. It feels cool to the touch, and again you find yourself grateful for this gift. It's kept you warm in a forest of snow, and now it keeps you cool in a literal //cave of magma.//
$Curse!
You look down at your barefeet and wiggle your toes. You're glad the path is smooth to walk on, and very grateful the scarf is protecting your vulnerable skin.
You meander on. There's only one path to follow in this hot enviornment.
There's a stone bridge that goes over the magma pools.
Considering what happened the last time you went over a bridge--and you're literally going over //magma//--you feel a sense of apprehension.
<<if $optimistic gt $realistic>>
Ah! Whatever!
This has been a crazy adventure already, and how many people can say they walked over magma //barefoot//?
Might as well add to your list of accomplishments.
<<else>>
Not that you have much choice.
You can only move forward, so forward is where you go.
<</if>>
Thankfully, you are able to cross the bridge without issue.
You walk for several minutes and go over many more bridges. You do not run into any monsters on your journey. That doesn't surprise you. Who would want to live near magma pools? One wrong step and it's over.
<<if $note1 eq 1 and $note2 eq 1 and $note3 eq 1 and $note4 eq 1>>
[[You cross another bridge.]]
<<else>>
[[You cross yet another bridge.]] <</if>>
This route is the non-saved Alphys route & is not yet added. Either wait for the next major update, or play a save where you rescued Alphys.At the end of the bridge your hand $insigniafeels. You look down at your $tattoo, its $soulcolor light glows faintly. <<set $note5 = 1>>
Another note is nearby.
You follow the sensation of magic.
The fifth note appears on the ground.
You pick it up and read it.
----
<span class="notes">D-y XX-1-
DO N-T L--K FOR US.
To a-y mag-s who m--ht have co-e he--, ''LEA-E NOW''.
If a-y of y-- are c---ed here by a v--ce, DO N-T LI-TEN -- IT. Quar-n-ine th- m--e aff-cted by t-e voice. It's ---ing as a s-ren call.
You cannot tr-st an--ne who hea-- the v-ice.
The b-rri-r on-- k--ps mon--ers in. R-n for it. Fl- for --. Do ev---thing --- can to es--pe.
If t-e v--ce fin-- the ri--t SO-L, we're d</span>
//The rest of the page is gone.//
----
<<if $floweyencounter eq 5>>
"Another note, huh."
You turn to face Flowey. You offer a smile to the monster as you greet him.
The flower monster has popped up from the ground to glare at you. "That magic is disgusting."
You take another look at the note.
[[Show Flowey the note.]]
[[Put the note away.]]
<<else>>
These notes. . .
They're ominous. Every one you've found has continued to paint a bad picture.
Should you. . . <span class="glitchy" data-text="get rid of them">get rid of them</span>?
[[No. Hold on to the notes.]]
[[Yes. Get rid of all the notes.]]<</if>>
At the end of this path there is a tall, wide building.
The path goes past this building, but you feel compelled to stop outside of it.
It's clinical white walls reflect much of the light cast from the magma pools below. There's a large sign with big black letters that reads: ''LABORATORY'' above the only door.
<<if $wingdingromance eq 6>>
Looking at this place fills you with a sense of longing.
<<else>>
Looking at this place fills you with unease.
<</if>>
. . .
You. . . feel like you should investigate it. Who knows, maybe you'll find some spare shoes?
You enter the laboratory.
Crisp, cold, stale air greets you. You enter a long white corridor with gray tiles. There are monitors set up along the left wall, but otherwise than that it's mostly empty.
A wave of dizzying exhaustion presses upon you. You raise a hand to clutch at your head, unusually tired.
It's as if everything you've done so far has suddenly taken its toll on you. Your knees are weak, and you sway on your feet.
"It's you!"
You look up sharply at the excited voice. A monster enters the room on the opposite end. She has deep blue skin, big golden eyes, and vivid red hair swept up into a bun with the bangs covering half of her face. She wears a black shirt with dark pants, and a white labcoat over top.
The monster looks at you with plain grattitude. "Y-You're the human who saved Alphys!"
When the monster reaches you, she smiles.
"I'm Dr. Undyne," she says. "I'm one of the lead scientists. I saw what you did from the security system. I--I didn't think you'd stop here, b-but I'm really glad you did. I want to thank you."
Your cheeks warm. You didn't--You didn't save Alphys for the sake of gratitude. You did what anyone would do.
Dr. Undyne rubs the back of her neck. "E-Even so. . . I really want to thank you--"
Another wave of fatigue hits you. Black spots dot your vision. Your body goes weak.
"H-Human?!"
<<if $wingdingromance eq 6>>
[[Your world goes dark.]]
<<else>>
[[Everything fades to black.]]<</if>>Flowey squints to read, his fake smile never leaving. "Wow. Guess they're //super// dead, huh."
Does Flowey know what happened to them?
<<if $sansromance eq 9>>
Flowey sways side to side. "Yeah. Everyone knows what happened to //that// group. It's how your blueberry became a lieutenant."
Blu--Does Flowey mean Sans?
<<else>>
Flowey sways side to side. "Yeah. Everyone knows what happened to //that// group. It's how that blue idiot became a lieutenant."
Blu--Does Flowey mean Sans?
<</if>>
"Yeah, him."
You bite your lip in thought. You ask Flowey if he would please tell you more.
"What's there to tell? The mages were found by the guards, there was a fight. Monsters died, and humans died."
And Sans was one of the monsters who fought?
"He and his brothers." Flowey's smile stretches.<<if $sansromance eq 9>> "Shame you never got a chance to fight that idiot. I can only imagine how hilarious that would have been. Two blushing fools. One too stupid to fight back, and the other too stupid to do anything but fight."
You glare. Sans isn't an idiot.
Flowey rolls his eyes.<<else>> "That fight against him was so disappointing. You didn't fight back, and he barely put any effort into it."
Didn't seem like he was holding back.
Flowey rolls his eyes. "You're just weak."
<</if>>
You glance back at the note.
You ask Flowey if he knows anything about the 'voice'.
"Voice? What? Do you hear voices in your head?" he snidely asks.
. . .
Your expression makes him narrow his eyes.
He quietly asks, "Do you hear voices in your head?"
<<if $wingdingromance eq 5>>
[[Yes. Yes. Yes. Yes. Yes. Yes.]] <span class="wisdom">''♡ WISDOM TRAIT'' </span>
<</if>>
[[Answer honestly. . . you think you've been hearing a voice.]]
[[Answer vaguely. You're not sure.]]
[[Avoid answering.]]Flowey shrugs. "Fine then."
Before you can ask or say anything more, Flowey burrows into the ground and leaves.
[[You are alone. . . again.]]
It's hard to describe.
<<set $floweyencounter +=1>>
You're //kind of// aware of it, but when you focus too hard on it, you. . . you can't. You physically cannot. Your thoughts get fuzzy.
Flowey's smile slips. He frowns.
You ask Flowey if any monster is capable of doing this?
<<set $floweyencounter +=1>>
"Yes and no," he says. "Did you hear this voice before you came here?"
You close your eyes.
Why did you go to the lake?
It was dangerous. It //is// dangerous. You knew going there was a risk. Logically, you shouldn't have gone.
But you did.
Even more than that, you went out of your way to get to the center of the lake.
[[Why did you do that?]]Flowey shrugs. "You're boring."
Before you can ask or say anything more, Flowey burrows into the ground and leaves.
[[You are alone. . . again.]]Flowey shrugs. "You're boring."
Before you can ask or say anything more, Flowey burrows into the ground and leaves.
[[You are alone. . . again.]]<<set $floweyencounter +=1>><<set $wingdingromance +=1>> It's been constant in your dreams.
Tantalizingly sweet. Painfully bitter. It's overtaken so much of your thoughts.
You can't fathom life without the voice now.
Flowey's smile slips. He frowns.
Is that normal?
Does Flowey. . . does Flowey know the voice?
<<set $floweyencounter +=1>>
"Did you hear the voice before you came here?"
Yes.
"Is it the ending you want?"
Yes.
Flowey's smile is back, but it seems smaller than before. "Then you'll find that ending soon. . . bye, saint $Name."
Before you can ask or say anything more, Flowey burrows into the ground and leaves.
[[You are alone. . . again.]]<<masteraudio stop>> <<audio "visions" loop play>>
<header><h2><<type 135ms>>💧︎☟︎☟︎☟︎<</type>></h2></header>
@@.delayed;<header><h2>SHHH </h2></header>@@
<<timed 11s>>
\<<goto "Why2">>
\<</timed>> You bend over and clutch at your head, a needle-like pain pierces behind your vision.
<<masteraudio stop>> <<audio "hotlands" loop play>>
"$Name?" a sharp voice draws your attention.
Everything feels far away. For a split second, it's almost as if you're looking down at yourself from a different position.
<<if $gender eq "woman">>
You see a young woman kneeling in the ground and clutching her head. Her hands dig into $haircolor hair. Her entire body trembles as a small flower monster hesitantly reaches out with a vine.
You stare, detached, at the scene.
<<elseif $gender eq "man">>
You see a young man kneeling in the ground and clutching his head. His hands dig into $haircolor hair. His entire body trembles as a small flower monster hesitantly reaches out with a vine.
You stare, detached, at the scene.
<<else>>
You see a young adult kneeling in the ground and clutching their head. Their hands dig into $haircolor hair. Their entire body trembles as a small flower monster hesitantly reaches out with a vine.
You stare, detached, at the scene.
<</if>>
//As if watching from someone else's perspective.//
The strange moment is over and you blearily blink at Flowey.
The flower monster gives you a strange, unreadable expression.
He looks away from you. ". . . Stay away from the laboratory."
What?
"This path will take you to the lab, go past it," he says. "Whatever you do, don't enter it."
<<if $floweyromance eq 1>>
Flowey gives you a small smile.
"It was. . . fun while it lasted," he says. "But you need to leave now."
What?
"Don't let the voice get you. That's an ending I'd hate to see."
<</if>>
Before you can ask or say anything more, Flowey burrows into the ground and leaves.
[[You are alone. . . again.]]You rub at your head, unable to understand why it throbs.
Your $eyecolor eyes move to look at the note in your hand.
You have five notes.
//Flowey said. . . the notes have evil magic. . . //
Should you. . . <span class="glitchy" data-text="get rid of them">get rid of them</span>?
[[No. Hold on to the notes.]]
[[Yes. Get rid of all the notes.]]<<masteraudio stop>> <<audio "visions" loop play>>
<<if $wingdingromance eq 6>><header><h2><<type 100ms>>👎︎✋︎💧︎👍︎✌︎☼︎👎︎ ❄︎☟︎☜︎💣︎📪︎ 👎︎☜︎✌︎☼︎<</type>></h2></header>
@@.delayed;<header><h2>DISCARD THEM, DEAR</h2></header>@@
<<timed 13s>>
\<<goto "Keep Notes">>
\<</timed>>
<<else>>
<header><h2><<type 135ms>>☝︎☜︎❄︎ ☼︎✋︎👎︎ ⚐︎☞︎ ❄︎☟︎☜︎💣︎<</type>></h2></header>
@@.delayed;<header><h2>GET RID OF THEM </h2></header>@@
<<timed 10s>>
\<<goto "Keep Notes">>
\<</timed>> <</if>>You discard the notes.
This is for the best.
You--You hope.
. . .
[[Carry on.]]Maybe you should get rid of the notes.
<<masteraudio stop>> <<audio "hotlands" loop play>>
[[Yes. Get rid of all the notes.]]
[[No. You want to hold on to all of the notes.]]<<masteraudio stop>> <<audio "visions" loop play>><<if $wingdingromance eq 6>>
<header><h2><<type 70ms>>👎︎✌︎☼︎☹︎✋︎☠︎☝︎📬︎ 📬︎ 📬︎ <</type>>
@@.delayed;//DARLING. . . //@@
<<type 80ms>>☝︎☜︎❄︎ ☼︎✋︎👎︎ ⚐︎☞︎ ❄︎☟︎☜︎💣︎📬︎<</type>>
@@.delayed;GET RID OF THEM.@@</h2></header>
<<timed 15s>>
\<<goto "Keep Notes2">>
\<</timed>>
<<else>>
<header><h2><<type 135ms>>☝︎☜︎❄︎ ☼︎✋︎👎︎ ⚐︎☞︎ ❄︎☟︎☜︎💣︎<</type>></h2></header>
@@.delayed;<header><h2>GET RID OF THEM </h2></header>@@
<<timed 10s>>
\<<goto "Keep Notes2">>
\<</timed>> <</if>>Maybe you should get rid of the notes.
<<masteraudio stop>> <<audio "hotlands" loop play>>
[[Yes. Get rid of all the notes.]]
<span class="glitchy" data-text="You don't get a choice.">You don't get a choice.</span>
<<timed 13s>>
[[You shove the note in your pocket. You're keeping them.]] <<if $soultrait eq "determination">><span class="determination">''DETERMINATION TRAIT''</span><<elseif $soultrait eq "bravery">><span class="bravery">''BRAVERY TRAIT''</span><<elseif $soultrait eq "justice">><span class="justice">''JUSTICE TRAIT''</span><<elseif $soultrait eq "fairness">><span class="fairness">''FAIRNESS TRAIT''</span><<elseif $soultrait eq "kindness">><span class="kindness">''KINDNESS TRAIT''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''WISDOM TRAIT''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''LOYALTY TRAIT''</span><<elseif $soultrait eq "patience">><span class="patience">''PATIENCE TRAIT''</span><<elseif $soultrait eq "humility">><span class="humility">''HUMILITY TRAIT''</span><<elseif $soultrait eq "integrity">><span class="integrity">''INTEGRITY TRAIT''</span><<elseif $soultrait eq "trust">><span class="trust">''TRUST TRAIT''</span><<elseif $soultrait eq "creativity">><span class="creativity">''CREATIVITY TRAIT''</span><</if>> <</timed>>You are filled with a sense of $soultrait. You force yourself to start to walk away and shake your head to clear your thoughts. <<set $allnoteskept = 1>>
The cotton-y feeling in your head dissipates.
. . .
[[Carry on.]]"Welcome," hisses an unfamiliar voice from the shadows.
You look around with wide eyes, but you see nothing.
"It's okay, I'm a human too," the voice says. "My body is. . . indisposed. I'm using what little magic I have to talk to you."
Magic? Is this person a mage?
"Yes. I am Archmage Dion."
. . . ! The notes. . . !
"Yes. My apprentice left those behind. In our final battle, she used the last of her magic to try and send them to the Tower. She did not succeed, but I am grateful that you found them nonetheless."
There is a long pause.
"I need your help. Please. I'm trapped."
How can you help? You don't even understand how you got here in the first place.
"That was me. The notes--I used a forbidden magic on them. Each part has a unique. . . magic on it. I can remotely activate it when all are together to summon the holder as close to me as possible.
You've arrived.
"WE NEED IT. WEE NED IT. YOUR ''SOUL''. GIVE IT TO US."
It stretches its mouths. You see dozens of rows of teeth.
"WE NEED IT BEFORE HE TAKES IT. YOU MUST GIVE IT TO US. FOR THE GOOD OF HUMANITY, WE NEED TO WIPE OUT THE MONSTERS."
Wingding remains quiet.
At the end of this path there is a tall, wide building.
The path goes past this building, but you feel compelled to stop outside of it.
It's clinical white walls reflect much of the light cast from the magma pools below. There's a large sign with big black letters that reads: ''LABORATORY'' above the only door.
<<if $wingdingromance eq 6>>
Looking at this place fills you with a sense of longing.
<<else>>
Looking at this place fills you with unease.
<</if>><<if $floweyencounter eq 6>>
Is this the lab that Flowey warned you to stay away from?
<</if>><<if $wingdingromance eq 6>>
This is the spot, isn't it?
This is where you are meant to be.
[[Enter the laboratory.]]
<<else>>
You think it would be best to leave. Your gut tells you that entering that lab would be bad.
Very bad.
[[Walk away from the laboratory.]]<</if>>Crisp, cold, stale air greets you. You enter a long white corridor with gray tiles. There are monitors set up along the left wall, but otherwise than that it's mostly empty.
A wave of dizzying exhaustion presses upon you. You raise a hand to clutch at your head, unusually tired.
It's as if everything you've done so far has suddenly taken its toll on you. Your knees are weak, and you sway on your feet.
"It's you!"
You look up sharply at the excited voice. A monster enters the room on the opposite end. She has deep blue skin, big golden eyes, and vivid red hair swept up into a bun with the bangs covering half of her face. She wears a black shirt with dark pants, and a white labcoat over top.
The monster looks at you with plain grattitude. "Y-You're the human who saved Alphys!"
When the monster reaches you, she smiles.
"I'm Dr. Undyne," she says. "I'm one of the lead scientists. I saw what you did from the security system. I--I didn't think you'd stop here, b-but I'm really glad you did. I want to thank you."
Your cheeks warm. You didn't--You didn't save Alphys for the sake of gratitude. You did what anyone would do.
Dr. Undyne rubs the back of her neck. "E-Even so. . . I really want to thank you--"
Another wave of fatigue hits you. Black spots dot your vision. Your body goes weak.
"H-Human?!"
<<if $allnoteskept eq 1 and $stick eq 1>>
[[Everything fades to darkness.]]
<<else>>
[[Your world goes dark.]]<</if>><<masteraudio stop>> <<audio "visions" loop play>>
<header><h2><<type 135ms>>☝︎⚐︎ ✋︎☠︎💧︎✋︎👎︎☜︎📬︎<</type>></h2></header>
@@.delayed;<header><h2>GO INSIDE</h2></header>@@
<<timed 10s>>
\<<goto "Walkaway1">>
\<</timed>> At the end of this path there is a tall, wide building.
<<masteraudio stop>> <<audio "hotlands" loop play>>
The path goes past this building, but you feel compelled to stop outside of it.
It's clinical white walls reflect much of the light cast from the magma pools below. There's a large sign with big black letters that reads: ''LABORATORY'' above the only door.
Looking at this place fills you with unease.
<<if $floweyencounter eq 6>>
Is this the lab that Flowey warned you to stay away from?
<</if>>
You think it would be best to leave. Your gut tells you that entering that lab would be bad.
Very bad.
<span class="glitchy" data-text="Walk away from the laboratory.">Walk away from the laboratory.</span>
[[Go inside.]]
[[Move away from the lab.]] <<if $soultrait eq "determination">><span class="determination">''DETERMINATION TRAIT''</span><<elseif $soultrait eq "bravery">><span class="bravery">''BRAVERY TRAIT''</span><<elseif $soultrait eq "justice">><span class="justice">''JUSTICE TRAIT''</span><<elseif $soultrait eq "fairness">><span class="fairness">''FAIRNESS TRAIT''</span><<elseif $soultrait eq "kindness">><span class="kindness">''KINDNESS TRAIT''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''WISDOM TRAIT''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''LOYALTY TRAIT''</span><<elseif $soultrait eq "patience">><span class="patience">''PATIENCE TRAIT''</span><<elseif $soultrait eq "humility">><span class="humility">''HUMILITY TRAIT''</span><<elseif $soultrait eq "integrity">><span class="integrity">''INTEGRITY TRAIT''</span><<elseif $soultrait eq "trust">><span class="trust">''TRUST TRAIT''</span><<elseif $soultrait eq "creativity">><span class="creativity">''CREATIVITY TRAIT''</span><</if>>Crisp, cold, stale air greets you. You enter a long white corridor with gray tiles. There are monitors set up along the left wall, but otherwise than that it's mostly empty.
The pain, thankfully, subsides. However, a wave of dizzying exhaustion presses upon you. You raise a hand to clutch at your head, unusually tired.
It's as if everything you've done so far has suddenly taken its toll on you. Your knees are weak, and you sway on your feet.
"It's you!"
You look up sharply at the excited voice. A monster enters the room on the opposite end. She has deep blue skin, big golden eyes, and vivid red hair swept up into a bun with the bangs covering half of her face. She wears a black shirt with dark pants, and a white labcoat over top.
The monster looks at you with plain grattitude. "Y-You're the human who saved Alphys!"
When the monster reaches you, she smiles.
"I'm Dr. Undyne," she says. "I'm one of the lead scientists. I saw what you did from the security system. I--I didn't think you'd stop here, b-but I'm really glad you did. I want to thank you."
Your cheeks warm. You didn't--You didn't save Alphys for the sake of gratitude. You did what anyone would do.
Dr. Undyne rubs the back of her neck. "E-Even so. . . I really want to thank you--"
Another wave of fatigue hits you. Black spots dot your vision. Your body goes weak.
"H-Human?!"
<<if $allnoteskept eq 1>>
[[Everything goes dark.]]
<<else>>
[[Everything fades to black.]] <</if>><<masteraudio stop>> <<audio "visions" loop play>>
<header><h2><<type 80ms>>☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎ ☟︎✌︎<</type>></h2></header>
@@.delayed;<header><h2>HA HA HA HA HA HA HA HA HA HA HA</h2></header>@@
<<timed 10s>>
\<<goto "Goinside2">>
\<</timed>> <header><h2><<type 80ms>>✡︎⚐︎🕆︎ 👎︎⚐︎☠︎🕯︎❄︎ ☝︎☜︎❄︎ ❄︎⚐︎ 👍︎☟︎⚐︎⚐︎💧︎☜︎ ✌︎☠︎✡︎💣︎⚐︎☼︎☜︎<</type>></h2></header>
@@.delayed;<header><h2>YOU DON'T GET TO CHOOSE ANYMORE</h2></header>@@
<<timed 10s>>
\<<goto "Resist">>
\<</timed>> Your head is being split open, the pain throbs relentlessly. You grit your teeth.
<<masteraudio stop>> <<audio "hotlands" loop play>>
<span class="glitchy" data-text="HA HA HA HA HA HA HA HA HA HA HA">HA HA HA HA HA HA HA HA HA HA HA</span>
[[Go inside.]]
<span class="glitchy" data-text="HA HA HA HA HA HA HA HA HA HA HA">HA HA HA HA HA HA HA HA HA HA HA</span>When you awaken, you are on cold, tiled floor. It's completely dark, the only light you have comes from your $tattoo that softly glows $soulcolor. Every part of your body aches, from your fingertips to your toes. Turning your head makes your neck sore. <<masteraudio stop>> <<audio "lab" loop play>>
<<set $room1 = 0>><<set $room2 = 0>><<set $room3 = 0>><<set $room4 = 0>>
You slowly sit up.
. . . ?
Your abdomen feels oddly warm. You pat your sweater pockets.
The notes are burning. You pull them out. Everything that was previously written has been burned out. Strange glyphs glow a sickly blue on the paper.
Suddenly, the notes combust. They burst into violet flames and turn to ash in your hands. The fire didn't hurt you--either it was never meant to, or the scarf protected you.
<<if $floweyencounter eq 6>>
Is this the spell that Flowey sensed on it earlier? One to keep it hidden from humans, one to hide a message, and a third to. . . do what?
What do those glyphs means?
<</if>>
You brush off the ash.
Where are you anyway?
<<if $optimistic gt $realistic>>
Sure is a strange place! Hmm.
<<else>>
This place gives you the creeps.
<</if>>
You start to walk forward.
You move closer to the wall, and realize that it's a mirror-wall. It's too dark to see much, but you can vaguely make out the tile reflections in the bottom. You keep one hand on the wall as you walk.
This hallway isn't very long. You're able to circle it entirely in ten minutes or so.
There are five doors in this hallway. One is at the very far end, you think it leads the way out, but it's locked.
[[Enter door one.]]
[[Enter door two.]]
[[Enter door three.]]
[[Enter door four.]]You cannot move.<<masteraudio stop>>
//You cannot move.//
All you can do is open your eyes and stare around. You cannot wiggle your fingers, nor can you twitch your nose.
There is a tiled ceiling above you. You're laying on something cold and metalic.
Suddenly, a bright light blinds you. It brings reflexive tears to your eyes.
You move your $eyecolor eyes around, but you can't see anything past the light.
A voice begins to <<linkappend hum. <q> hum.</q> t8n>>
<<masteraudio stop>> <<audio "humwd" loop play>>
White hands materialize in the air, detached from any limbs. Leather straps are pulled over your body and bind you to the table.
You cannot react. You cannot move. You cannot even shiver. Your heart thumps in your chest.
Ba-thump.
Ba-thump.
//Ba-thump.//
A hand rests on your chest and at once you feel a horrible burning sensation spread across your chest.
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> is forcibly pulled out of you.
Hands reach forward and grab it. Horror and disgust make you shiver as you feel appendages grip your entire essence, //the culmination of your being//, with cold indifference.
//Ba-thump.//
Your captor continues to hum absently, uncaring of your fear nor discomfort.
You are forced to watch as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> is removed further and further away from you. You feel it struggle against the pull, invisible wires tearing between it and you.
[[Something snaps.]]<</linkappend>>You cannot move.<<masteraudio stop>>
//You cannot move.//
All you can do is open your eyes and stare around. You cannot wiggle your fingers, nor can you twitch your nose.
There is a tiled ceiling above you. You're laying on something cold and metalic.
Suddenly, a bright light blinds you. It brings reflexive tears to your eyes.
"Ah, I'm so sorry, my darling heart," speaks a soft, loving voice.
You know this voice.
It's the one from your dreams, the one who called you here.
You move your $eyecolor eyes around.
The light above you is pushed away. Under this light, you see a tall monster. He wears a $sweatercolor turtleneck shirt, and a mint green sweater vest overtop. His left eyesocket is blue, and his right eyesocket is orange. He has a crack down the side of his left face.
He reaches out a pale hand to caress your face. "Ha. . . truly, a beauty."
Your heart soars. It's really him.
You want to move to him. You want to touch him. To nuzzle into his hand.
//But you cannot move.//
"I see it in your eyes, my darling," he says with a smile. He gently runs the back of his fingers against your cheek. "Imagine my surprise. . . I return from my visit to the city and find you, all curled and asleep, in Dr. Undyne's office. What a pleasant surprise."
He bends down and presses his lips to your forehead.
"I thought my ''SOUL'' was behaving oddly today," he says. "To think my call brought //you// to me. I'll re-absorb the other half of my ''SOUL'' later. . . I'm so curious what memories we've already made. . ."
He frowns, his expression softens with pain and sympathy.
"I'm so sorry to do this to you."
. . . ?
He moves his hand down to your chest. He places it over your heart.
"My own ''SOULMATE''," he murmurs. "Ah. . . fate has a cruel sense of humor. To think I would have to bother you for even a moment, //ah//, I'm so sorry."
You try to give him a look of confusion.
"This will take some time, unfortunately," he says, "but don't worry. I'll be careful. I promise to make this painless for you."
Painless. . . ?
"You're so lovely," he says. He moves his hand back up to caress your face. "I'll do my best to perserve you without any scars."
What?
He reaches underneath the. . . table? gurney. . . ? you lay under and pulls out a--
--a sawblade.
You cannot react. You cannot move. You cannot even shiver. Your heart thumps in your chest.
Ba-thump.
Ba-thump.
//Ba-thump.//
"You're getting goosebumps, my darling heart," he says. "Are you scared? Don't be. I'm very good." He moves his hand down. You feel--
--you feel no resistance.
. . .
Are you. . . ?
. . .
No clothes. . . ?
Fear.
Horror.
//Terror.//
Everything is cold and horrible at once.
He poses the blade at your ankles. "We start from the bottom. I have to do this before I remove your ''SOUL''--your body will decay too rapidly without it. I'm sorry, my heart, I know this must be confusing for you. Don't you worry."
The monster smiles at you.
"I'll take you apart and put you back together," he says. "I'll build you a better body, one that won't age, or feel any pain. . ."
You feel pressure against your ankle.
You hear skin splitting, muscles tearing, and bones breaking--
You cannot even scream.
He pauses. " . . . Do you really need your legs. . . ? Hm. . . I'll save them, just in case. . . " He turns his head to look at you again, eyelights shining with deranged affection. "But you wouldn't want them, would you? You're my darling. . . my heart. . . //my marrionette.//"
His smile is wide.
"//Why would you do anything without me?//"
[[You try to struggle.]]You enter the first door.
<<set $room1 = 1>>
You feel around the room for a light switch, but all you feel is a smooth plastic. You think you find a bump under the smooth plastic so you press it.
The room brightens.
The entire room has been wrapped in plastic wrap.
. . .
You walk very slowly, and carefully into the office. The floor is difficult to walk on, as the plastic wrap sticks to your bare feet.
Wow. This area is completely covered. All the books, paperwork, and–
Your feet have stepped into something sticky.
You cringe.
You see no stains on the wrapping, but as you approach the desk you notice jars of honey.
You really hope you stepped in honey.
Taped to one of the monitors is a big yellow note that reads: <span class="papsnote">this gets unwrapped after you’ve taken three days of rest</span>
[[You return to the hallway.]]This door is locked. You cannot open it.
<<set $room2 = 1>>
[[You return to the hallway.]]You enter the room.
<<set $room3 = 1>>
You don’t need to feel around for a light switch, the room is bright enough on its own.
A cold centipede crawls down your spine, the chilling touch of fear leaves you momentarily breathless as you stare around this room.
It’s a large room of shelves. On each shelf is a glass canister that contains a glowing ''SOUL''. The ''SOULs'' come in a variety of colors, and there are even some with dual-tones. The light they produce is more than enough to fully illuminate this room, although it is significantly duller than yours.
How is this possible?
Your knowledge on ''SOULs'' is admittedly limited, but you’re very certain that no ''SOUL'' can survive outside a body for a prolonged period of time.
It //shouldn’t// be possible.
But somehow it is.
You walk amongst the shelves. The canisters are labeled with a date and ''SOULTRAIT'' under each ''SOUL''.
Some of the dates are as recent as a year ago.
You quietly walk around another shelf and suck in a sharp breath.
The ''SOULs'' on this shelf are mutilated. Someone took a spool and somehow plucked the ''SOULs'' apart and weaved them into thread. You cringe, imagining how painful that would be for the ''SOUL''.
Some of the ''SOULs'' are completely woven into thread, and some sit partially attached to a spool. There’s a variety of colors, and whoever did this mixed and matched ''SOULTRAITS'' as well.
What could this possibly be used for?
You cannot fathom what–what–''SOULTHREAD'' could be used for.
It seems needlessly cruel.
. . .
You really hope the ''SOULs'' don’t feel any pain once separated from the body. . .
There’s a door at the back of the room.
[[Continue to explore this.]]
[[You return to the hallway.]]This room is pitch-black.
"Welcome," hisses an unfamiliar voice from the shadows.
You look around with wide eyes, but you see nothing.
"It'sss okay, I'm a human too," the voice says. "My body isss. . . indisssposssed. I'm usssing what little magic I have to talk to you."
Magic? Is this person a mage?
"Yesss. I am Archmage Dion."
. . . ! The notes. . . !
"Yesss. My apprenticcce left thossse behind. In our final battle, she usssed the last of her magic to try and sssend them to the Tower. She did not succcceed, but I am grateful that you found them nonethelessss."
There is a long pause.
"I need your help. Pleassse. I'm trapped."
How can you help? You don't even understand how you got here in the first place.
"That wasss me. The notesss--I usssed a forbidden magic on them. Each part hasss a unique. . . magic on it. I can remotely activate it when all are together to sssummon the holder as clossse to me as possssible."
Is he in this room?
"Yessss. Monstersss don't need the light. . . I haven't ssseen light in ssso long. . . Pleassse help me. . ."
Your heart clenches. What can you do. . . ?
"I am in a cage here. . . free me. . . I will get usss both home. . ."
It's too dark to see, even with the glow of your marking.
. . .
Maybe you can use another light?
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> is very bright.
You think you can call it out now.
You close your eyes and take a deep breath. You think to that burning sensation the first time your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> presented itself. You remember the glow, the warmth, the delight you felt upon seeing it.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
The room is illuminated in your $soulcolor glow. Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> beats pleasantly in your hands as it presents itself.
You move further into the room. You notice stairs ahead of you.
[[You go down the stairs.]]<<masteraudio stop>> <<audio "visions" loop play>>
<header><h2><<type 135ms>>MY DARLING<</type>></h2></header>
<<timed 10s>>
\<<goto "WDLab">>
\<</timed>> When you awaken, you are on cold, tiled floor. It's completely dark, the only light you have comes from your $tattoo that softly glows $soulcolor. Every part of your body aches, from your fingertips to your toes. Turning your head makes your neck sore.
<<set $rooma1 = 0>><<set $rooma2 = 0>><<set $rooma3 = 0>><<set $rooma4 = 0>>
You slowly sit up.
<<masteraudio stop>> <<audio "lab" loop play>>
. . . ?
Your abdomen feels oddly warm. You pat your sweater pockets.
The notes are burning. You pull them out. Everything that was previously written has been burned out. Strange glyphs glow a sickly blue on the paper.
Suddenly, the notes combust. They burst into violet flames and turn to ash in your hands. The fire didn't hurt you--either it was never meant to, or the scarf protected you.
<<if $floweyencounter eq 6>>
Is this the spell that Flowey sensed on it earlier? One to keep it hidden from humans, one to hide a message, and a third to. . . do what?
What do those glyphs means?
<</if>>
You brush off the ash.
Where are you anyway?
<<if $optimistic gt $realistic>>
Sure is a strange place! Hmm.
<<else>>
This place gives you the creeps.
<</if>>
Wait. . .
You feel a tingle in the back of your head; a tantalizing echo of something you've come to know.
//Something you've come to adore.//
You start to walk forward.
You're near blind in this darkness, but you know where to go. You can feel the call in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
Your hands find a doorknob.
//Ba-thump.//
The moment you touch the doorknob, you feel something inside of you shift.
A clicking sound is heard.
The door swings open. You step inside.
It's a long, narrow room. There are machines that release steam when you enter the room. It's completely dark, except for one thing at the very far end. There's a device with a massive glass cylinder filled with mint green liquid that faintly glows.
In the center of the cylinder you see it. . . it's in the shape of a white tear drop.
This is him.
The voice.
The ''SOUL'' that has called out so earnestly to you.
You walk slowly to the container. Blue and orange dots of light appear on either side of the container, but you ignore them.
Massive dragon-like skulls emerge from the shadows to watch your [[approach.]] They hover in the air, their eyelights glowing ominously in the darkness. One opens its mouth and lets out a slow steam of hot breath that smells like mint.
They won't hurt you.
They could never.
<<masteraudio stop>> <<audio "hotlands" loop play>> Playing the Hotlands music.
<<return>><<masteraudio stop>> <<audio "lab" loop play>> Playing the lab music.
<<return>><p class="box"> $Name LV 1
HOTLANDS
<a data-passage="START HOTLANDS" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p>There are five doors in this hallway. One is at the very far end, you think it leads the way out, but it's locked.
<<if $room1 eq 0>>
[[Enter door one.]]
<</if>> <<if $room2 eq 0>>
[[Enter door two.]]
<</if>> <<if $room3 eq 0>>
[[Enter door three.]]
<</if>> <<if $room4 eq 0>>
[[Enter door four.]] <</if>>There are five doors in this hallway. One is at the very far end, you think it leads the way out, but it's locked. Wingding wants you to visit the fourth door last, when you're ready to leave.
<<if $rooma1 eq 0>>
[[Enter the first door.]]
<</if>> <<if $rooma3 eq 0>>
[[Enter the third door.]]
<</if>> <<if $rooma4 eq 0>>
[[Enter the fourth door.]]<</if>>You enter the first door.
<<set $rooma1 = 1>>
You feel around the room for a light switch, but all you feel is a smooth plastic. You think you find a bump under the smooth plastic so you press it.
The room brightens.
The entire room has been wrapped in plastic wrap.
Wingding squawks. “MY OFFICE?!”
What happened?
“THAT IS WHAT I–Oh, that ornery brat! Dear, would you mind walking–carefully–to the desk in the back?”
You walk very slowly, and carefully into the office. The floor is difficult to walk on, as the plastic wrap sticks to your bare feet.
Your feet have stepped into something sticky.
You cringe.
“What’s wrong, dear?” asks Wingding.
You explain that the floor is sticky.
“Likely honey,” he says. “I keep wet-wipes in the desk drawer on the left, if you can tear the plastic apart to get to it.”
You nod and continue your journey.
The desk is massive, but you can't see much details since it's covered in a thick layer of plastic wrap.
Taped to one of the monitors is a big yellow note that reads: <span class="papsnote">this gets unwrapped after you’ve taken three days of rest</span>
“Cheeky brat,” mutters Wingding. At your questioning look, he sighs. “Papyrus, my youngest brother. He and Sans like to. . . intervene when they feel I’ve worked for too long.” Wingding frowns. “Sans will bodily drag me home, but Papyrus is much more. . . annoying.”
Wingding points to the drawer on the right.
“Tear the wrapping off that. The wipes are inside, my dear.”
You do so with considerable effort. Papyrus wrapped everything tight. You open the drawer to find it filled with notebooks, and stacks of used lined paper. You pull out the wet wipes at the far back to wipe the honey off your feet.
[[You also pull out the stacks of lined paper, curious about them.]]
[[You enter the hallway.]]You enter the room.
<<set $rooma3 = 1>>
You don’t need to feel around for a light switch, the room is bright enough on its own.
It’s a large room of shelves. On each shelf is a glass canister that contains a glowing ''SOUL''. The ''SOULs'' come in a variety of colors, and there are even some with dual-tones. The light they produce is more than enough to fully illuminate this room, although it is significantly duller than yours.
How is this possible?
“Magic,” says Wingding. “Specifically stasis magic–an absence of time.”
What?
“''SOULs'' can’t shatter if time doesn’t affect them,” says Wingding.
How–wait–can he–can he manipulate time?
“Yes and no,” says Wingding. “I’m simply recreating an absence of time–no movement of matter in any way possible.” He smiles at you. “I took a basic stasis spell and amplified it to work on a quantum level.”
Wow.
“Impressed by me, darling?”
Would be impossible not to be by this point.
He gives you a proud look. “I //am// a genius.”
What is this for?
“What?”
Why is he collecting ''SOULs''?
“For my projects,” he says. “I have many. ''SOULs'' are a valuable material to work with.”
Does it hurt them?
“They’re dead, dear,” he says. “They may not be shattered, but I assure you there is //no// life to them.”
How does he know?
He squints. “Mm. You can see for yourself at a later date, my dear. I would be happy to replicate one of my experiments. It might be easier to accept that way.”
. . . Oh.
You quietly walk around another shelf and suck in a sharp breath.
The ''SOULs'' on this shelf are mutilated. Someone took a spool and somehow plucked the ''SOULs'' apart and weaved them into thread.
Some of the ''SOULs'' are completely woven into thread, and some sit partially attached to a spool. There’s a variety of colors, and whoever--well, //likely// Wingding--did this mixed and matched ''SOULTRAITS'' as well.
You stare at the ''SOULTHREAD''. You raise an eyebrow at Wingding.
“I was //originally// hoping to weave ''SOULs'' together to artificially create the ideal ''SOUL'' to break the barrier,” he explains.
Originally?
"Well. . . I have an excess of certain ''SOULs'' so I dabbled in a few other projects."
Such as?
Wingding looks mildly embarrassed. “Don’t laugh. Are you familiar with the story //Dr. Frankenstein//?”
Where a scientist tries to bring a creation to life?
“Yes. I wanted to see if I could do that myself,” he says. “It’s, ah, not been entirely successful.” He brightens. “But! ''SOULTHREAD'' is the best way to heal a ''SOUL'' and a monster. Kindness, patience, trust, and loyalty will heal nearly any injury within a day.”
Any injury?
“Any injury that does not result in immediate dusting, yes,” confirms Wingding. “Even old limbs can be sewn back on and melded without issue. ''SOULs'' on the verge of ''HOPELESSNESS'' can be wrapped in kindness and restored overnight.” Wingding looks proudly on at his collection. “I haven’t been given authorization to test monster ''SOULs'', but I expect the results will be the same.”
Wow.
“I’ve also started using it for inanimate objects,” he says. His smile is sly and teasing. “I could knit you a sweater, if you’d like.”
<span id="cycle"><<cycle "$wdsweater" autoselect>>\
<<option "Wingding chuckles at the look of disgust on your face.">>
<<option "Wingding beams at the thoughtful look on your face. He adds: We can wear matching ones!">>
<<option "You politely tell him no. He shrugs and cheerfully says: If you change your mind, do let me know. I can mix it with regular thread so no one else will notice!">>
<</cycle>></span>
[[Go through the door at the back.]]This room is pitch-black.
"Welcome," hisses an unfamiliar voice from the shadows.
You look around with wide eyes, but you see nothing new.
"That is an aggrevating voice," comments Wingding.
"It'sss okay, I'm a human too," the voice says. "My body isss. . . indisssposssed. I'm usssing what little magic I have to talk to you."
Magic? Is this person a mage?
"Yesss. I am Archmage Dion."
. . . ! The notes. . . !
"Yesss. My apprentice left thossse behind. In our final battle, she usssed the last of her magic to try and sssend them to the Tower. She did not succcceed, but I am grateful that you found them nonethelessss."
There is a long pause.
"I need your help. Pleassse. I'm trapped."
You glance over at Wingding. He shrugs.
How can you help?
"I am in a cage here. . . free me. . . I will get us both home. . ."
It's too dark to see, even with the glow of your marking.
Hmm.
Maybe you can use another light?
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> is very bright.
You think you can call it out now.
You close your eyes and take a deep breath. You think to that burning sensation the first time your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> presented itself. You remember the glow, the warmth, the delight you felt upon seeing it.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
The room is illuminated in your $soulcolor glow. Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> beats pleasantly in your hands as it presents itself.
"Utterly beautiful," murmurs Wingding. "I could look at it all day."
Your cheeks warm from the compliment. Through the corner of your eye, you can see Wingding looking at you with plain adoration. You move further into the room. You notice stairs ahead of you.
It is a long flight down.
At the bottom of the stairs the room empties out into a massive area. There are dozens of empty cages, and the floor is covered in tiles with drains.
Most of the cages are empty.
//Most.//
You see one large cage in the center of the room and inside is a fleshy, pulsating, sack of something. Dozens of eyes look at you. Arms and legs jut out from odd angles from the thing. It produces a sickenly sweet foul odor, like rotten meat.
Or corpses.
"Hello," the thing whispers to you, three mouths forming sideways on it. "You--that <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>--?"
Its eyes are glued to your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
What happened to the Archmage?
"Misssstake," it moans. "The magic backfired. Tried. Tried to massss teleport home. Ssstupid ssskeleton ssstopped it. Everything came undone. We were dying. Thisss wasss the only way."
Several hands grip the bar.
"Metal that hidesss our magic," they say. "We cannot ussse much of it in here."
You fidget nervously, trying not to look between Wingding and the amalgamation of mages. Wingding is only visible to you because his ''SOUL'' is pressed against yours. Your ''SOULMATE's'' expression is that of mild interest, as if whatever the Archmage has mentioned means very little to him.
“Pretend I’m not here,” Wingding whispers to you.
It’s hard to do that when he is literally hugging you from behind and has his chin resting ontop of your head.
But you try.
You ask Dion if a voice brought him here. . . If he met the voice. . . ?
"Yessss. Cruel. Vicious. Awful //thing.//"
Wingding hums at that.
“With only a touch. . . he pulls ''SOULs'' apart. . . a magic most foul.”
“There’s nothing foul about it,” Wingding gripes. “It’s a learned technique.” He squeezes you. “I can teach it to you, my heart. It requires no magic to turn ''SOULs'' into thread, simply a deft touch.”
What does Dion think he is using the thread for?
“Something evil,” says the mage. “How could humansss understand barbaric monstersss?”
“Rude," goes Wingding.
"Pleassse free me," they say. "Pleassse."
You hesitate. Wingding clearly has this mage imprisoned for a reason.
“You’re okay to free him, love,” he says.
[[. . . Okay.]]
[[No. You trust Wingding more.]]“Oh those,” goes Wingding.
Parts of the notes are written in a strange language, but oddly enough you read it without issue.
It must be one of the benefits of being directly attached to Wingding's ''SOUL'', you understand his code.
----
[[Read Note 1]]
[[Read Note 2]]
[[Read Note 3]]
[[Read Note 4]]
[[Read Note 5]]
[[Read Note 6]]
[[Read Note 7]]
[[Read Note 8]]
[[Read Note 9]]
[[Read Note 10]]
[[Read Note 11]]
[[Read Note 12]]
[[Read Note 13]]
----
[[You're done reading the notes.]]
Why do they communicate with notes?
“I’m not someone who is easy to get a hold of,” he says. “The lab is massive, could easily fit a few dozen towns inside it. The only place I consistently go to is my office.”
You remark to Wingding that he really loves his brothers.
“Of course I do,” he says. “I raised them after our father dusted. There is nothing in the world more important to me than their well-being.” He wraps his arms around you as he hugs you from behind. “That’s a special privilege you now share with them.”
Does that mean you can bully him into getting rest too?
“. . . Yes.”
You $happyreaction. You’re excited to leave notes too!
“Stars above, I can only imagine how persuasive my own ''SOULMATE'' will be,” sighs Wingding.
Wouldn’t he //want// to come home to you?
“You drive a hard bargain, my dear. Alternative proposition: I put a bed in my office and you can sleep here–”
Absolutely not.
“--Damn.”
[[You enter the hallway.]]The door is heavy. It takes considerable effort to push it open and the moment you do you smell formaldehyde. You’re taken back to early science classes and being forced to dissect small animals. Your nose crinkles in disdain.
You step further in, goosebumps dot your arm from the sharp drop in temperature. The magic on your scarf can’t keep you warm in here for some reason.
You feel around the wall by the door for a light switch. You flick it on.
The room brightens as glaring white lights turn on. Each of the lights are positioned to focus in on a single wide metal tab–autopsy table. That’s an autopsy table.
This room is tiled with several drains in the floor. There are metal benches and shelves against the far right wall, each of them lined with sharp, glistening tools. On the opposite wall there are more shelves filled to the brim with colorful liquids that glow ominously. Each of them liquids are named things like: KINDNESS, JUSTICE, DETERMINATION, and so on.
At the very far back of the wall is a huge metal door, and a desk beside it. There’s a computer on the desk with dual monitors. Beside the monitors are thin metallic devices.
[[Go through the back door.]]
[[Turn on the computer.]]
[[You return to the hallway.]]The handle is bitterly cold to touch, it physically burns your hand.
It also doesn’t move. The door is locked.
<<return>>You turn the computer on. The monitors come to life and at once it asks you for a password.
Enter the password: <<textbox "$Password" "">>
[[Hit ENTER.]]
[[Return|$return]]<<if $Password eq "xY07BB13Zf16">>The background is a picture of a much younger Sans and Papyrus. Sans is proudly carrying a toddler Papyrus on his shoulders. He has one hand on Papyrus to keep him steady, and with his other hand he waves at the camera. Both of Papyrus' hands are stretched out and making a grab motion toward the camera.
The skeletons are in footy pajamas with clouds printed on them.
There’s a folder icon in each of Papyrus’ hands, and one in Sans’.
You open one of the folders named ''PROJECTS''.
There are many more folders inside this one, but a few stick out to you.
[[SOULTHREADS]]
[[PUPPET]]
[[ARTIFICIAL SOUL]]
<<else>>
The monitor flashes red at you and locks up.
<</if>>[[Return|$return]]There are hundreds of files in this project, and even more sub folders. You click on the most recent file.
Study: KINDNESS & DETERMINATION
Kindness SOULs consistently prove to be the easiest to unravel. With one pinch, I am able to start the process. This is a noticeable difference in comparison to SOULS with the determination trait. It takes several attempts to get a good grip to start the process, and more than once I have had the thread snap back to the original ''SOUL''.
However, when weaving kindness and determination together, the determination trait is much more compliant.
Tested on three sets with the same results.
Possible SOULMATE matches in all three results, although unlikely, so will need further testing.
The only downside to weaving determination with kindness, is that the kindness thread will only work based on intentions. Trying to use the thread in the puppet project causes it to shatter, even with determination weaved into it.
May need to start a new project with “kind” intentions to use up the thread.
I wonder if crocheting sweaters for my brothers would be “kind” enough for it?
Disregard, Sans would be disgusted to wear.
<<return>>
[[You return to the hallway.]]There are hundreds of files in this project, and even more sub folders. You click on the most recent file.
It’s a video file.
The video starts to play. The camera is angled straight down at the autopsy table behind you.
The lights are focused entirely on the table. It’s completely dark around the table.
Floating white hands appear around the body, and a quiet voice begins to speak.
“Test with patience thread,” says the voice. “Hands, feet, and torso belong to the patient SOUL’s original body, XX85. Head belongs to XX11, legs belongs to XX99, arms belongs to X112, and remainder belongs to XX50.”
You watch as the floating hands begin to place–
Oh.
They're parts of a human.
The floating hands begin to place //body parts// on the autopsy table. They clearly come from different bodies–different //people//.
And then you see a spool of bright blue thread and the hands begin to stitch the body parts using the thread of a patient ''SOUL''.
The hands work quickly, and the body is stitched together within minutes.
“No visible reaction,” continues the voice. “The thread has not rejected the action, nor is it showing signs of strain.”
More hands move to the torso, one of them holds a patient ''SOUL'' capsule.
The capsule is opened up and hands pull out the ''SOUL''.
They now work to stitch the ''SOUL'' into the center of the chest–
The ''SOUL'' shatters and the entire body glows blue before turning to dust.
“The cadaver has dusted similarly to monsters,” says the voice. “Will test the dust to see how closely it behaves to monster dust.” The voice pauses. “Interesting reaction.”
The voice now starts to hum as the hands sweep the dust into a new canister.
“Patience is compliant regardless of intent, but rejects tying SOULs into a different host,” the voice says in a sing-song voice. “Fascinating. Truly fascinating.”
The video ends there.
<<return>>
[[You return to the hallway.]]The door is heavy. It takes considerable effort to push it open and the moment you do you smell formaldehyde. You’re taken back to early science classes and being forced to dissect small animals. Your nose crinkles in disdain.
You step further in, goosebumps dot your arm from the sharp drop in temperature. The magic on your scarf can’t keep you warm in here for some reason.
You feel around the wall by the door for a light switch. You flick it on.
The room brightens as glaring white lights turn on. Each of the lights are positioned to focus in on a single wide metal tab–autopsy table. That’s an autopsy table.
This room is tiled with several drains in the floor. There are metal benches and shelves against the far right wall, each of them lined with sharp, glistening tools. On the opposite wall there are more shelves filled to the brim with colorful liquids that glow ominously. Each of them liquids are named things like: KINDNESS, JUSTICE, DETERMINATION, and so on.
At the very far back of the wall is a huge metal door, and a desk beside it. There’s a computer on the desk with dual monitors. Beside the monitors are thin metallic devices.
You frown at the jars. Are they used similar to ''SOULTHREADS''?
"Mmmm," hums WIngding, neither confirming nor denying it.
As you stare at the jars, you absently wonder what it's like to be healed by another ''SOUL''.
Wingding gives you an odd look. “What do you think you drank after your fight with Sans? Green for kindness, right?”
You gasp in horror.
Wingding laughs, “I kid! No, no, the jars are salvaged ''SOULs'' after a failed extraction. If I can’t get the stasis to work in the process the ''SOUL'' will crack. I can’t use cracked ''SOULs'' so it’s better to liquify them.” Wingding looks on at the jars with a thoughtful expression. “I haven’t done much with them yet. Some years ago we tried infusing them with different things, but the reactions were lackluster.”
Different things?
“Cadavers, rats, flowers, meat, chicken eggs,” Wingding lists off. “The cadavars melted, the rats exploded, the flowers wilted, the meat expired, and the chicken eggs exploded as well.”
Ew.
“Yes, the clean up was not ideal,” agrees Wingding. “Further testing has been put on hold. We might revisit later.” He shrugs. “Also might not.”
You wince.
You nod to the door at the back. What’s behind this door?
“Cadavers,” he says. “Organic material that needs to be kept chilled.” Wingding tilts his head. “Some of my successful puppets. I would advise against trying to enter it without my physical body, dear. The entire thing is placed under a stasis spell to keep anything from further decaying so you could end up stuck.”
Wingding’s eyes crinkle as his smile widens.
“Speaking of my puppets. . . I’ve gotten very good at creating parts that are. . . //resilient//,” he murmurs. “It’d be //so// easy to make parts for you, my dear.”
Parts for–? What, like a new leg or something?
“Anything,” he says. “They wouldn’t age. . . timeless. //Eternal.//”
No thank you.
He hums. “If you change your mind–”
//No thank you.//
“If you insist–”
You very much do.
He sighs. His gaze trails down to your legs. “Well. . . I suppose as long as you don’t use those parts to run away from me, I won’t complain.”
You let out a slow breath.
You couldn’t run from him even if you wanted to. He’s your ''SOULMATE''.
You love him. Craziness and all.
He rubs your cheek with his. “Aww. I do so adore you, my dear. With all of my heart and ''SOUL'', I promise I’ll always do my best to keep you safe beside me.”
You know.
[[You enter the hallway.]]<<masteraudio stop>> <<audio "visions" loop play>>
<header><h2><<type 135ms>>YOU FOUND ME.<</type>></h2></header>
<<timed 6s>>
\<<goto "APPROACH2">>
\<</timed>> You found him.<<masteraudio stop>> <<audio "lab" loop play>>
You reach out a hand to touch the glass. Warmth swells inside you, a sense of comfort and ease so pure and sweet it brings tears to your eyes. You press your forehead against the glass, and the ''SOUL'' fragment [[mirrors you.]] It pushes earnestly against the glass.
So close.
//So close.//
The dragon skulls circle the both of you, watching with sharp attention.
He's scarcely a finger's width away from you now. <<masteraudio stop>> <<audio "visions" loop play>>
<header><h2><<type 105ms>>MY OTHER HALF IS NOT HERE RIGHT NOW.
IF YOU WAIT, I WILL MAKE MYSELF WHOLE FOR YOU.<</type>></h2></header>
<<timed 15s>>
\<<goto "APPROACH3">>
\<</timed>> . . .
[[No.]]<<masteraudio stop>> <<audio "lab" loop play>>
You don’t want to wait. You’ve waited //enough.//
Your fingers curl against the glass.
It's thin. You can tell he never intended it to be a way to protect or defend his ''SOUL''.
It has to be thin. It has to be easily broken for a quick escape if need be.
You're not sure how to explain how you know this--perhaps it's from the same way you now understand his language.
His magic has touched you in a permanent way, and a sprinkle of his knowledge echoes in your mind. <<masteraudio stop>> <<audio "visions" loop play>>
<header><h2><<type 135ms>>MY HEART, //PLEASE.//<</type>></h2></header>
<<timed 10s>>
\<<goto "ENOUGH">>
\<</timed>> No.<<masteraudio stop>> <<audio "lab" loop play>>
<<set $wingdingromance +=1>>
You summon the stick from the shadows.
The piece inside shivers and moves away from you.
You jam the stick straight through the glass. It crumples like paper.
The glass was desgined to shatter in a way that won't cut the ''SOUL'' inside.
The mint green liquid flows out. Your chest burns as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> presents itself to your ''SOULMATE''.
Your entire body shudders as the ''SOUL'' piece presses against yours. With each inhale, you feel fuller–warmer–//happier//–
Your toes tingle and curl, a shiver of comforting pleasure shoots up your spine. You are enveloped in magic that caresses you with gentle love and plain adoration.
He was the missing piece to the puzzle of your life, and he has finally been found.
Arms made to hold you manifest around you. A head meant to nuzzle you presses against the top of your head.
<<if $height eq "tall">>
He’s taller than Papyrus. You’re not used to being shorter than others, but it’s not a bad thing.
<<elseif $height eq "short">>
He’s significantly taller than you which comes as no surprise.
<<else>>
He’s taller than you, something you’ve come to expect from the monsters.
<</if>>
You turn your head to look at him.
Only you can see him. Only you can touch him. Only you can hear him.
He exists beside your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> with no body of his own.
//Yet.//
He is a lean skeleton monster with a long head and cracks in his skull. In his current state of limbo, he has no color so you can only see him in black and white. He wears a sweatervest over a turtleneck, and a long white labcoat. He holds you close and smiles at you. “Hello, my heart.”
<<if $optimistic gt $realistic>>
You beam at him brightly. You enthusiastically greet him.
<<else>>
You smile at him. You (happily) calmly greet him.
<</if>>
“It’s adorable how impatient you are.”
You shrug, slightly abashed. You look at the destroyed capsule and ask if that will cause problems for him later.
“Not especially,” he says. “The whole purpose of it was to find you–or a ''SOUL'' like yours–and bring it here. You’re here, therefore its purpose is no longer necessary.”
Huh?
“The barrier,” he explains. “It needs a specific ''SOUL'' type to breach it.”
Like a specific ''SOULTRAIT?''
“No,” he says. He cups his face between two cold hands. “Do you //really// want the specifics, dear? All that matters is that //you// are enough.”
. . . You can break the barrier?
“Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> can,” he confirms.
How?
“Well,” he says, “I’ve created a device to harness the power of a ''SOUL''. If you put your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> inside–”
//Won’t that kill you?//
He frowns. “Kill you? No, no. Your body will be destroyed, certainly, but I can always put your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> in a new body–”
No, thank you.
“But dearest–”
No.
He smiles. “Very well. The device was made to be used by monsters–given your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, perhaps that alone will suffice to destroy the barrier?”
<<if $optimistic gt $realistic>>
It certainly won’t hurt to try!
<<else>>
While it may hurt to try, it’s better than using a method that guarantees your body’s destruction.
<</if>><<if $hair eq "long" or "very long">>
He idly twirls a strand of your hair around his fingers.
<<else>>
He absently runs his fingers up and down your neck.
<</if>>
“How can I say no?” he asks with gentle mirth. “I will insist that you don’t destroy the barrier without me having something prepared beforehand in case things go. . . awry.”
Fair enough.
He smiles at you. “Now I do believe proper introductions are in order. How do you do, my dear? I am Dr. Wingding Gaster, the lead Royal Scientist. . . and evidently, your ''SOULMATE''.”
<<if $optimistic gt $realistic>>
[[You cheerfully introduce yourself.]]
<<else>>
[[You casually introduce yourself.]]
<</if>>
[[You throw your arms around him and kiss him.]]
[[You hug him tightly and nuzzle into him.]]He beams at you.
“When I created this device, I never imagined it would attract my ''SOULMATE'',” he says, deeply amused. “Fate has a funny sense of humor.”
You glance at the device behind him.
This is your chance to get answers!
[[How does it work?]]
[[Why did he make it?]]
[[Who else knows about it?]]
[[Is he why you woke up down here?]]
[[What are the dragon skulls?]]
[[You have no questions for him.]]He smiles at you.
“When I created this device, I never imagined it would attract my ''SOULMATE'',” he says, deeply amused. “Fate has a funny sense of humor.”
You glance at the device behind him.
This is your chance to get answers!
[[How does it work?]]
[[Why did he make it?]]
[[Who else knows about it?]]
[[Is he why you woke up down here?]]
[[What are the dragon skulls?]]
[[You have no questions for him.]]It’s cold. His form is a projection from his ''SOUL'', so it’s not a true body, but it feels real enough to you and that’s all that matters.
He chuckles from your kisses and sweetly returns the gesture. “Impatient little imp.” He pulls away to kiss your nose.
You $happyreaction.
“When I created this device, I never imagined it would attract my ''SOULMATE'',” he says, deeply amused. “Fate has a funny sense of humor.”
You glance at the device behind him.
This is your chance to get answers!
[[How does it work?]]
[[Why did he make it?]]
[[Who else knows about it?]]
[[Is he why you woke up down here?]]
[[What are the dragon skulls?]]
[[You have no questions for him.]]He squeezes you and kisses the top of your head. “Sweet little angel.”
Wingding suddenly laughs quietly.
“When I created this device, I never imagined it would attract my ''SOULMATE'',” he says, deeply amused. “Fate has a funny sense of humor.”
You glance at the device behind him.
This is your chance to get answers!
[[How does it work?]]
[[Why did he make it?]]
[[Who else knows about it?]]
[[Is he why you woke up down here?]]
[[What are the dragon skulls?]]
[[You have no questions for him.]]“It’s an amplification of a basic aura,” he says. At your puzzled expression, he continues, “I was friends with a monster whose voice could be used to enthrall others. When she passed, she gave me permission to take her dust and use in my experiments. The magic is a mimic of hers, amplified by. . . ''SOULs'' previously collected.
“Unfortunately, the only way to control it is through ''SOUL'' power. I don’t trust anyone else to safely–and correctly–use it, so I split my ''SOUL'' and kept a portion of it in there,” he explains. “The other half is with my body.”
<<return>>“The barrier cannot be broken without a very specific power provided by a unique ''SOUL''. I made this device to try and find that ''SOUL.''”
<<return>>“Not many,” he admits. “Her Majesty is the only other one who knows the full details. My brothers are aware that I’ve split my ''SOUL'', but I haven’t fully explained everything to them.” He pauses. He beams with pride. “Although I’m sure Papyrus has figured it out. He’s always been clever that way.”
<<return>>“Whatever do you mean, my heart?”
You explain that you passed out at the lab entrance, but when you woke up you were on this floor.
He frowns. “Certainly not. I had no intentions of you finding this place–not that I’m not happy that you’re here! I simply expected my other half to find you first. I have no way of communicating with others outside this room, unless they’re under my. . . influence.” He shrugs. “Even that is limited.”
Your brow furrows.
“Can you tell me anything more about how you ended up here?” he asks.
You explain the notes.
His eyesockets narrow. “Hmm. . . I have. . . an idea. When you’re ready to leave, there’s a room you should go to. We’ll get our answers there, I bet.” He glances at the floating dragon skulls. “Be sure to tell those fellas to go with you. Keep them outside the room.”
You nod.
<<return>> “My blasters,” he explains. “I summoned them to protect this room.” He smiles at you. “Now they’ll protect //you.//”
<<return>>"Then let us be on our way, my heart," he says.
Together, the two of you enter the hallway. The blasters slowly float behind you.
There are five doors in this hallway. One is at the very far end, you think it leads the way out, but it's locked. Wingding wants you to visit the fourth door last, when you're ready to leave.
<<if $rooma1 eq 0>>
[[Enter the first door.]]
<</if>> <<if $rooma3 eq 0>>
[[Enter the third door.]]
<</if>> <<if $rooma4 eq 0>>
[[Enter the fourth door.]]<</if>>You look around the room. There are several levers on the opposite wall.
The cages open up with each lever pulled.
Archmage Dion's cage swings open.
The amalgmation rolls out, its flesh sticking to the tiled floor. It starts to shake and then laugh. "FREED. FREED. FREED AT LAST. MOVEMENT. MAGIC. MAGIC IS RETURNING TO ME."
A reddish-black aura starts to surround the amalgamation, increasing its size two-fold.
"THANK YOU," Dion bellows. "FOR YOUR SACRIFICE."
A bright light envelops your vision, momentarily blinding you.
You blink, your vision clears away to see a pile of ash in front of you.
One of the skulls has entered the room. It closes its mouth.
“Pity to end the experiment prematurely, but your safety and wellbeing takes priority,” says Wingding. “Are you okay, dearest?”
The skull floats over and starts to nudge you worryingly. You pet it.
You tell Wingding you're okay as you continue to pat the skull like you would a pet dog.
“Good. I hope you weren’t too startled by the blast.”
[[. . . A little.]]
[[Nope. You're fine.]]“You’re positively precious,” says Wingding. “Let’s leave then. I’ll deal with this silly mage later.”
You turn and leave the room. Archmage Dion cries out to please not abandon him.
You can't hear him anymore when you shut the door. Wingding rubs his hand up and down your back.
"With that taken care of, why don’t we head out now?” he asks. “I sense my other half approaching. He’ll be so delighted to see you!”
Oh! He knows about you?
“No!” Wingding laughs. “We’ve operated as separate entities for decades. We’ll refuse for you, don’t worry.”
Wait so–half of his ''SOUL'' doesn’t even know about you?
“Correct. I’m so eager to see his–my–expression when he finds you,” Wingding says with great delight.
Huh.
That. . . should be interesting.
You and Wingding exchange smiles.
"Want to tell my blaters to knock down the door?" Wingding cooes.
We-ell. . .
[[Order the blasters to destroy the door.]]
[[You'll politely wait for the other Wingding to open the door.]]Wingding cooes. “Oh, I’m sorry dear.”
It’s. . . okay?
“With that taken care of, why don’t we head out now?” he asks. “I sense my other half approaching. He’ll be so delighted to see you!”
Oh! He knows about you?
“No!” Wingding laughs. “We’ve operated as separate entities for decades. We’ll re-fuse for you, don’t worry.”
Wait so–half of his ''SOUL'' doesn’t even know about you?
“Correct. I’m so eager to see his–my–expression when he finds you,” Wingding says with great delight.
Huh.
That. . . should be interesting.
You and Wingding exchange smiles.
"Want to tell my blaters to knock down the door?" Wingding cooes.
We-ell. . .
[[Order the blasters to destroy the door.]]
[[You'll politely wait for the other Wingding to open the door.]]“Glad to hear it. With that taken care of, why don’t we head out now?” he asks. “I sense my other half approaching. He’ll be so delighted to see you!”
Oh! He knows about you?
“No!” Wingding laughs. “We’ve operated as separate entities for decades. We’ll refuse for you, don’t worry.”
Wait so–half of his ''SOUL'' doesn’t even know about you?
“Correct. I’m so eager to see his–my–expression when he finds you,” Wingding says with great delight.
Huh.
That. . . should be interesting.
You and Wingding exchange smiles.
"Want to tell my blaters to knock down the door?" Wingding cooes.
We-ell. . .
[[Order the blasters to destroy the door.]]
[[You'll politely wait for the other Wingding to open the door.]]You move to stand in front of the door. The dragon skulls float behind you.
You point to the door.
Unfortunately for you, the door swung open before you could give the order.
Dr. Wingding Gaster enters the hallway.
The other half of your ''SOULMATE'' is a mirror image of the one clinging to you, albeit this one has color. He has one blue, and one orange eyelight in each socket. He wears long black pants and a $sweatercolor undershirt–it is the exact same shade as your sweater–with a mint green sweatervest–exact same shade as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>–over top.
He balks as soon as he sees you, visibly cringing in surprise.
You respond by. . .
[[“Surprise! I’m your SOULMATE!”]]
[["Hello," you say.]]
[["That’s rather rude," you point out.]]
[[No words. You sprint and hug tackle-him.]]
[[No words. You body-tackle into him and proceed to kiss his face all over.]]You move to stand in front of the door. The dragon skulls float behind you.
Fortunately, you don't have to wait long. The door swings open.
Dr. Wingding Gaster enters the hallway.
The other half of your ''SOULMATE'' is a mirror image of the one clinging to you, albeit this one has color. He has one blue, and one orange eyelight in each socket. He wears long black pants and a $sweatercolor undershirt–it is the exact same shade as your sweater–with a mint green sweatervest–exact same shade as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>–over top.
He balks as soon as he sees you, visibly cringing in surprise.
You respond by. . .
[[“Surprise! I’m your SOULMATE!”]]
[["Hello," you say.]]
[["That’s rather rude," you point out.]]
[[No words. You sprint and hug tackle-him.]]
[[No words. You body-tackle into him and proceed to kiss his face all over.]]He stares at you with comically wide eyes, his mouth agape. “You’re my //what?//”
The Wingding clinging to you starts to laugh. “Oh look at that face! I’m hardly ever surprised by anything, so getting to see this is. . . oddly satisfying.”
You repeat yourself.
“I heard you the first time,” he says. “I’m simply–you’re–//what?//”
Does he not feel the connection?
“I–” Dr. Wingding Gaster squints at you. “--I //do//. What are you doing here. . . ?”
It’s a long story.
“I assure you, I can make time to listen.”
“Better suggestion,” says Wingding clinging to you. “Let’s simply re-fuse and and he’ll have my memories. No explanation needed.”
You repeat the suggestion.
“. . . You removed the other half of my ''SOUL'' from downstairs?”
Yes.
“. . . I’ll take it back, thank you.”
You smile and present your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, alongside Wingding’s ''SOUL''. Dr. Wingding Gaster warily plucks the other half of his ''SOUL'' from you–
–you instantly feel colder. The air is knocked out of you, leaving you winded and empty. The comfort and joy you previously felt has been forcibly removed.
The wind has been knocked out of your sails. The high has ended and left you hollow.
Your shoulders sag.
Wingding’s ''SOULs'' re-fuse together with a sharp //snap// and //crack//.
“. . . Oh,” he goes after a long moment.
Oh indeed.
“This changes things,” he says. “Hmm. //Hmm.//”
For the good?
“For the best,” he assures you with a smile. He offers you his hand. “You must be exhausted, my heart. We have beds in the medical wing. Let’s get you settled in, and I’ll start revising my original plans to accommodate you.”
Accommodate you?
“You’re strangely attached to your body–”
It is not strange to not want to lose your body–
“--so things should be adjusted as a precaution,” he says. “Rest here for some time. When ready, we can go to the barrier together.”
[[You smile and take his hand.]]“OOOF,” he goes, struggling to catch you. “What–//What//–”
“I wish I had a camera,” sighs the other Wingding.
You tell him you're his ''SOULMATE'' as you happily nuzzle into his chest.
"PARDON?!" You can't see his face, but from the tone and the way the other Wingding starts to laugh, it must be quite the expression.
You repeat yourself.
“I heard you the first time,” he says. “I’m simply–you’re–//what?//”
Does he not feel the connection?
“I–” Dr. Wingding Gaster pulls you away from him so he can look at you. He squints at you. “--I //do//. What are you doing here. . . ?”
It’s a long story.
“I assure you, I can make time to listen.”
“Better suggestion,” says Wingding clinging to you. “Let’s simply re-fuse and and he’ll have my memories. No explanation needed.”
You repeat the suggestion.
“. . . You removed the other half of my ''SOUL'' from downstairs?”
Yes.
“. . . I’ll take it back, thank you.”
You smile and present your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, alongside Wingding’s ''SOUL''. Dr. Wingding Gaster warily plucks the other half of his ''SOUL'' from you–
–you instantly feel colder. The air is knocked out of you, leaving you winded and empty. The comfort and joy you previously felt has been forcibly removed.
The wind has been knocked out of your sails. The high has ended and left you hollow.
Your shoulders sag.
Wingding’s ''SOULs'' re-fuse together with a sharp //snap// and //crack//.
“. . . Oh,” he goes after a long moment.
Oh indeed.
“This changes things,” he says. “Hmm. //Hmm.//”
For the good?
“For the best,” he assures you with a smile. He offers you his hand. “You must be exhausted, my heart. We have beds in the medical wing. Let’s get you settled in, and I’ll start revising my original plans to accommodate you.”
Accommodate you?
“You’re strangely attached to your body–”
It is not strange to not want to lose your body–
“--so things should be adjusted as a precaution,” he says. “Rest here for some time. When ready, we can go to the barrier together.”
[[You smile and take his hand.]]You barrel into him with enough force to knock him to the ground.
“OOF.”
You then grip both sides of his face while he’s still dazed and in shock, and proceed to plant kisses all over him.
“I never thought I’d be jealous of myself,” muses the other Wingding. “What an interesting sensation.”
Dr. Wingding Gaster splutters beneath you. He manages to grip both sides of your head and pull you away. His eyesockets are wide as his eyelights have shrunk to near nothing. “What–WHO ARE YOU?!”
His ''SOULMATE''.
“I can tell that much!” Wingding says tersely. “Introductions would be nice though!”
Oh. You introduce yourself.
He relaxes. “Hello, dear. I am Dr. Wingding Gaster.”
You know.
“. . . You do?”
You’ve already met his other half.
“You have?”
You have.
"How?"
It’s a long story.
“I assure you, I can make time to listen.”
“Better suggestion,” says Wingding as he moves to cling to you again. “Let’s simply re-fuse and and he’ll have my memories. No explanation needed.”
You repeat the suggestion.
“. . . You removed the other half of my ''SOUL'' from downstairs?”
Yes.
“. . . I’ll take it back, thank you.”
You smile. You sit up, moving to straddle his lap instead so he can sit up as well. You present your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, alongside Wingding’s ''SOUL''. Dr. Wingding Gaster warily plucks the other half of his ''SOUL'' from you–
–you instantly feel colder. The air is knocked out of you, leaving you winded and empty. The comfort and joy you previously felt has been forcibly removed.
The wind has been knocked out of your sails. The high has ended and left you hollow.
Your shoulders sag.
Wingding’s ''SOULs'' re-fuse together with a sharp //snap// and //crack//.
“. . . Oh,” he goes after a long moment.
Oh indeed.
“This changes things,” he says. “Hmm. //Hmm.//”
For the good?
“For the best,” he assures you with a smile. He places his hands on your waist. “You must be exhausted, my heart. We have beds in the medical wing. Let’s get you settled in, and I’ll start revising my original plans to accommodate you.”
Accommodate you?
“You’re strangely attached to your body–”
It is not strange to not want to lose your body–
“--so things should be adjusted as a precaution,” he says. “Rest here for some time. When ready, we can go to the barrier together.”
You smile at him.
You get off him to let him stand back up. He does, and brushes off bits of dust from his labcoat. He then offers his hand to you.
[[You smile and take his hand.]]''SAVE ON THE PREVIOUS PASSAGE''<<masteraudio stop>> <<audio "startmenu" loop play>>
''SAVE ON THE PREVIOUS PASSAGE''
''SAVE ON THE PREVIOUS PASSAGE''
----
''This part will be deleted in the next update: ''
Getting closer to the end! Only a couple more chapters to go. :)
Players romancing WD will have a much different experience this chapter than the rest, but not to worry! The rest of the fellas will be back in the next chapter, each of them with their own scenes.
Re the password. . . the password will be given to the player on WD's route in the ''next'' chapter. You will need to access the computer & WD's project logs to progress Flowey's romance. I advise Flowey-mancers to keep a save at the start of Hotlands until you get the password. :P
Special shout out of love & appreciation for @DateMe!VN & @TwinklePhoenix for their wonderful support & kindness while I was making this chapter. Both have made me very happy!!
----
''This part will remain in the next update: ''
<<if $wingdingromance eq 7>>
He already loves you.
Just, uh. . . don't leave him.
He's not the type to take that well.
==Your legs are in genuine danger.==
<<elseif $papyrusromance eq 7>>
You have a good feeling you'll get to see Papyrus again soon.
You've finally met the voice.
Or. . . have you?
<<elseif $sansromance eq 9>>
You have a good feeling you'll get to see Sans again soon.
You've finally met the voice.
Or. . . have you?
<<elseif $floweyromance eq 2>>
You gave him an idea.
Hopefully it's a good one.
You've finally met the voice.
Or. . . have you?
<<elseif $floweyromance eq 1>>
If only you had that password.
You've finally met the voice.
Or. . . have you?
<<else>>
Who needs romance when you have friendship?
You've finally met the voice.
Or. . . have you? <</if>>It is a long flight down.
At the bottom of the stairs the room empties out into a massive area. There are dozens of empty cages, and the floor is covered in tiles with drains.
Most of the cages are empty.
//Most.//
You see one large cage in the center of the room and inside is a fleshy, pulsating, sack of something. Dozens of eyes look at you, each a different color and hazy as if mostly blind. Arms and legs jut out from odd angles from the thing. It produces a sickenly sweet foul odor, like rotten meat.
Or corpses.
"Hello," the thing whispers to you, three mouths forming sideways on it. "You--that <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>--?"
Its eyes are glued to your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
What happened to the Archmage?
"Misssstake," it moans. "The magic backfired. Tried. Tried to mass teleport home. Ssstupid ssskeleton ssstopped it. Everything came undone. We were dying. Thisss wasss the only way."
Can he--can they be restored?
"Yesss," they go. "One day. Not now, but one day."
Several hands grip the bar.
"Metal that hides our magic," they say. "We cannot ussse much of it in here."
. . .
The notes. . .
Did Archmage Dion hear a voice?
"Yesss. You do too. . . ?"
You think so.
"That'sss one of the monstersss," says Archmage Dion. "He sssummoned my child. Took my child frrrom me. Came to rescue. Came to get back but." The form quivers. Tears leak from their eyes. "Gone. Gone, gone, gone. He laughed. //He laughed.// My child. My baby."
The amalgmation of mages start to weep.
You're--You're sorry for their loss.
"Yearsss ago now," they whimper. "Yearsss ago. Ssso long. Been here sssso long."
Does--Does the Archmage know why the monster summoned them?
"Yesss. Horrible experimentsss. He violatesss ''SOULs''."
<<if $room3 eq 1>>
You recall the ''SOULTHREAD.''
<</if>>
You ask the mage--er, or is it mage//s//?--to explain what they have seen.
“With only a touch. . . he pulls ''SOULsss'' apart. . . a magic most foul.”
Why? For what reason?
“Sssomething evil,” says Dion. “How could humansss understand barbaric monstersss?”
Not all monsters are bad.
"It doesssn't matter," snaps the mages. The fleshy amalgamation shrinks in on itself, their dozens of eyes watering. "Nothing mattersss."
. . .
What can you do to help. . . ?
"Pleassse free me," they say. "Please."
You look around the room. There are several levers on the opposite wall. You rub your hands anxiously together, uncomfortable from this situation.
You don't want anyone to get hurt. You don't want the monsters, nor the mages to attack one another.
You know. . . You //know// you weren't brought here with good intentions. The voice means to hurt you. Maybe turn your own <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> into thread or something worse.
It's not hard to believe Dion's story. //You// were called here. Dion's child likely was as well.
<<if $room3 eq 1>>
And judging from the collection you saw earlier, //many// more were called.
<</if>>
You can only begin to guess what kind of things were done to Dion while imprisoned. Looking at the cages all around, none of them look well-cared for.
It's certain that Dion didn't have a pleasant experience here.
But. . .
Some part of you feels reluctant to trust the mages. You feel as though you're only getting a glimpse of a picture through someone else's eyes.
All you know for certain is that both sides have hurt each other.
If there's ever going to be peace between humans and monsters--if monsters are ever going to be freed--
Someone has to take the step forward.
Someone has to forgive.
. . .
The voice that called you here. . .
Can you forgive it?
Can Dion forgive it?
You move to the levers.
You don't know.
Regardless, something has to change.
It'll either come from Dion. . . or from you.
Whatever comes, you'll handle it.
You always do.
You don't need fancy magic, or a monster ''SOUL''.
You only need you.
[[You pull the levers one by one.]]The cages open up with each lever pulled.
Archmage Dion's cage swings open.
The amalgmation rolls out, its flesh sticking to the tiled floor. It starts to shake and then laugh. "FREED. FREED. FREED AT LAST. MOVEMENT. MAGIC. MAGIC IS RETURNING TO ME."
A reddish-black aura starts to surround the amalgamation, increasing its size two-fold.
"THANK YOU," Dion bellows. "FOR YOUR SACRIFICCCE."
<<if $optimistic gt $realistic>>
Uh, what?
<<else>>
Disappointed, but not surprised.
<</if>>
"THAT SSSOUL OF YOURSSS--IT'S A PERFECT MATCH TO THE BARRIER'SSS KEY," the mages turn to you. "THAT IS THE SSSOUL THEY'VE BEEN WAITING FOR. //I'VE// BEEN WAITING FOR. WITH YOUR SSSOUL AT THE CENTER OF THE RITUAL, I CAN TURN THE BARRIER INTO A BOMB AND OBLITERATE THESE HORRID BEINGSSS."
Your eyes widen.
You don't have even a moment to respond because you are suddenly sliced in half.
''You have died.''
[[But that won't stop you.]]Your world shifts back to mere moments before you are sliced in half.
You leap to the side in time to see a crescent of magic shoot through the air and slam into the wall behind you. Your heart and <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> pound in sync.
"WE NEED IT. WE NED IT. YOUR EVERYTHING. GIVE IT TO US."
[[Begin Encounter with Archmage Dion.]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">THEY WANT IT THEY WANT IT THEY WANT IT</p>
<<masteraudio stop>> <<audio "dionfight" loop play>>
[[ACT: Try to talk them down.]]
[[ACT: Try to run for the stairs.]]They won't listen to you.
Archmage Dion pounds the floor with their many meaty hands and feet. It cracks and shakes the entire room. You struggle to stay standing.
It opens three mouths and shoots out a barrage of brightly colored bullets.
[[ACT: Duck.]]
[[ACT Run to the side.]]
[[ACT: Dive forward.]]Archmage Dion pounds the floor with their many meaty hands and feet. It cracks and shakes the entire room. You trip and fall.
It opens three mouths and shoots out a barrage of brightly colored bullets.
You cannot dodge and they obliterate your head.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You cannot dodge and they obliterate your head.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> Archmage Dion pounds the floor with their many meaty hands and feet. It cracks and shakes the entire room. You trip and fall.
It opens three mouths and shoots out a barrage of brightly colored bullets.
You cannot dodge and they obliterate your head.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> The bullets sore over your head and explode into hundreds of sparklers.
Archmage Dion continues to pound the ground, making it near impossible to stand back up.
A red light builds in the air above Dion.
[[ACT: Crawl behind one of the cages.]]
[[ACT: Roll to one of the cages.]]
[[ACT: Try to run away.]]The entire room is enveloped in a red light as soon as you duck behind one of the cages.
//BA-BOOOM.//
Your ears ring, you are forced to close your eyes from the intense bright light. You squint when you re-open them. There are now cracks in the walls, and an ear-piercing alarm goes off.
"DESTROY EVERYTHING. OBLITERATE EVERYTHING. THEY DESSSERVE NOTHING."
You peek from behind the cage and see the hazy eyes roaming around everywhere.
It looks like their vision is poor.
The cages are at the perfect height to hide you from sight if you hug them close from behind.
Your hands clench into fists.
The cages are spread throughout the room. There are three cages between you and the stairs on your left. The stairway is too narrow for the abonimation to fit through. If you can sneak through it without them noticing you, you can escape.
[[ACT: Run to the cage on your left.]]
[[ACT: Run to the cage on your right.]]
[[ACT: Stay put for now.]]You don't make it. The amalgamation of mages blasts you as soon as they spot you.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> Archmage Dion pounds the floor with their many meaty hands and feet. It cracks and shakes the entire room. You trip and fall.
It opens three mouths and shoots out a barrage of brightly colored bullets.
You cannot dodge and they obliterate your head.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You keep low as you run to the cage, your heart pounding with each step.
Archmage Dion begins to pound the ground again.
[[ACT: Run to the cage on your left again.]]
[[ACT: Run back to the first cage.]]
[[ACT Stay put for the moment.]]You don't make it. The amalgamation of mages blasts you as soon as they spot you.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> It sees you.
You are blown to pieces.
//GIVE IT TO US. GIVE IT TO US. GIVE IT TO US.//
''You have died.''
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You don't make it. The amalgamation of mages blasts you as soon as they spot you.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You don't make it. The amalgamation of mages blasts you as soon as they spot you.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You linger behind the cage, waiting for Dion to stop pounding the ground.
[[ACT: Run to the cage to your left.]]
[[ACT: Run back to the first cage.]]
[[ACT: Stay put for now.]]You keep low as you run to the cage, your heart pounding with each step.
Archmage Dion begins to pound the ground again.
[[ACT: Run to the cage on your left again.]]
[[ACT: Run back to the first cage.]]
[[ACT Stay put for now.]]You linger behind the cage, waiting for Dion to stop pounding the ground.
[[ACT: Run to the last cage on your left.]]
[[ACT: Run back to the first cage.]]
[[ACT: Stay put for now.]]You keep low as you run to the cage, your heart pounding with each step.
Archmage Dion begins to pound the ground again.
[[ACT: Make a break for the stairs.]]
[[ACT Stay put.]]You linger behind the cage, waiting for Dion to stop pounding the ground.
[[ACT: Run for the stairs.]]
[[ACT: Stay.]]You don't make it. The amalgamation of mages blasts you as soon as they spot you.
''You have died.''
//DON'T RESET, JUST GIVE IN.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You sprint for the stairs, scarcely making it to the first step.
[[Something grabs your ankle.]]It sees you.
You are blown to pieces.
//GIVE IT TO US. GIVE IT TO US. GIVE IT TO US.//
''You have died.''
<<link "Reload">><<script>>UI.saves()<</script>><</link>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">THEY WANT IT THEY WANT IT THEY WANT IT</p>
Archmage Dion dangles you by the ankle, one of their numerous arms has elongated out to catch you.
"WE NEED IT. WE NEED IT.. GIVE IT TO US."
It stretches its mouths. You can see straight inside of it. The being is completely hollow except for something small that glows a sickly red and blue.
"WE NEED IT BEFORE HE TAKESSS IT. YOU MUSSST GIVE IT TO USSS. FOR THE GOOD OF HUMANITY, WE NEED TO WIPE OUT THE MONSTERSSS."
The Archmage dangles you above them, opening their mouths even wider.
"WE WILL TAKE IT, IF YOU WILL NOT GIVE IT."
[[ACT: Thrash, try to escape.]]
[[ACT: Fight with all your might.]]
[[ACT: Resit, resist, resist!]]
[[ACT: Summon the stick.]]You are swallowed whole.
You see it.
Not one, not two, but seven SOULS fused together at the center of this creation.
You feel the magic pulls at your own ''SOUL''. It yanks violently, trying to rip your ''SOUL'' from your being and pull it in to the others.
You try to resist, but it's useless.
Your ''SOUL'' is pulled out of you and assimilated with the rest.
''You have died.''
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You pull it out on command just as you are lowered into the bowels of the abonimation.
You see it.
Not one, not two, but seven ''SOULS'' fused together at the center of this creation. They each glow a different color, and there's a dark dullness to them.
You feel magic pulling at your own <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>. It yanks violently, trying to rip your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> from your being and pull it in to the others.
[[FIGHT: Stab the SOULS with the stick.]]You are swallowed whole.
You see it.
Not one, not two, but seven SOULS fused together at the center of this creation.
You feel the magic pulls at your own ''SOUL''. It yanks violently, trying to rip your ''SOUL'' from your being and pull it in to the others.
You try to resist, but it's useless.
Your ''SOUL'' is pulled out of you and assimilated with the rest.
''You have died.''
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You are swallowed whole.
You see it.
Not one, not two, but seven SOULS fused together at the center of this creation.
You feel the magic pulls at your own ''SOUL''. It yanks violently, trying to rip your ''SOUL'' from your being and pull it in to the others.
You try to resist, but it's useless.
Your ''SOUL'' is pulled out of you and assimilated with the rest.
''You have died.''
<<link "Reload">><<script>>UI.saves()<</script>><</link>> You jam the stick straight into the ''SOULS''.
There is a high-pitched scream all around you. Blindingly bright light fills your vision and the whole world trembles.
You are dropped and you fall [[into nothing.]]Your head spins.<<masteraudio stop>> <<audio "lab" loop play>>
Blearily, you open your eyes to see you are laying on your back on the tiled floor. The alarms have stopped blaring.
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> illuminates the darkness around you.
You sit up slowly and clutch at your aching head. Your brow furrows as your vision doubles. Each throb makes you woozier than a drunk on their twelth bottle. It's a struggle to not lay back down.
<<if $floweyencounter eq 7>>
[["Wow," goes a familiar voice.]]
<<else>>
[[It takes you a long time to scrounge up the energy to stand back up.]]<</if>>There's a lot of jargan in this project. It takes you several read throughs to understand the notes.
It looks like Dr. Gaster weaved SOULs together to create artificial SOULs in an attempt to find the correct ''SOUL'' that would unlock the barrier. None have worked so far. He's not sure what to do with the artificial SOULs, so he's been keeping them locked up for now.
. . . ?
Strangely. . . it looks like one of the SOULS might be compatible with a monster body. Or so he theorized.
<<if $floweyromance eq 1>>
. . .
<<set $artificialsoul = 1>>
You think. . .
You think this information is important. You don't know why or how yet, though.
<</if>>
It's being kept in the basement in a safe with the password: JuKsR5681Qc.
You make a mental note of this information.
[[You return to the hallway.]]Flowey?!
To your disbelief, you see a familiar flower monster poke out from one of the drains. You try to move cloesr to him, but your legs don't cooperate. Pins and needles prick inside them. Wiggling your barefeet sends sharp pain up to your hips.
"That was intense," says Flowey. "You killed it."
You. . . what? Your foggy mind takes several seconds to process what Flowey said. You stare blankly at him.
"But you didn't get any ''LV''," Flowey continues. "Huh! Must mean it was already dead. Makes sense, it sure did stink. . ."
What. . . What is Flowey doing here?
"Golly gee, can't a friend stop by for a visit?" Flowey asks.
You're--You're very happy to see him, of course.
"Yeah," goes Flowey. Flowey looks around the room. "Ugh. I hate being here."
Does Flowey visit often?
"Can't exactly walk across tile," Flowey sneers. "This drain connects out, which is why I'm here."
You close your eyes and let out a sigh. Probably for the best that Flowey can't visit the lab. You've seen. . . unfortunate things.
"Like what?"
Human ''SOULs''.
"Poor, poor, saint," says Flowey with a roll of his eyes. "Y'know humans used to keep monster dust as a prize."
That was centuries ago.
"And if the barrier was down, it'd still be a continued practice," he says.
He doesn't know that.
"Neither do you," he retorts.
<<if $artificialsoul eq 1>>
You tell Flowey that the monsters even made artificial ''SOULs'' with human ''SOULs''.
"What?" he asks quietly, his expression shifts to something odd. "Where did you read that?"
You explain it to him.
"Is that. . . so. . . ?"
Flowey goes quiet.
Is he okay?
"Yeah. . . yeah. . ." he mumbles. "I'm leaving. I'll. . . see you around. Maybe."
Flowey pops back into the drain and disappears.
<<else>>
You huff.
Flowey smirks. "All right. I didn't get to see you die, so I'm leaving."
Rude!
Flowey cackles as he pops back into the drain and disappears. <</if>>
[[It takes you a long time to scrounge up the energy to stand back up.]]You walk back up the stairs and out the room.
<<if $gender eq "woman">> <<set $her = "her">> <<set $she = "she">> <</if>><<if $gender eq "man">> <<set $her = "him">> <<set $she = "he">><</if>><<if $gender eq "person">> <<set $her = "them">> <<set $she = "they">><</if>>
Just as you step into the hallway, the door at the far end swings open.
<<if $floweyromance eq 1 and $artificialsoul eq 1>> <<set $floweyromance +=1>> <</if>>
"$Name!" cries a familiar voice.
It's Dr. Undyne. She rushes to you, clearly panicked. She grips both of your hands and holds them close to her chest. Her golden eyes are glistening with unshed tears.
"You're okay!" she cries out in relief. "Wh-When you disappeared I--I--"
"That's enough, Dr. Undyne. You're crowding $her."
A chill goes down your spine.
This is a familiar voice.
It's //the// voice.
The owner of the voice steps into the hallway from behind Dr. Undyne.
He is a lean skeleton monster with a long head and cracks in his skull. He wears a blue sweatervest over an orange turtleneck and a long white labcoat. He has one blue, and one orange eyelight in each socket.
"Hello," he says in a voice too cold to be considered polite, "I am Dr. Wingding Gaster. My colleague has told me much about you."
You politely greet him.
"What happened?" Dr. Undyne asks you.
You tell them it's a long story.
"I think we can make the time," says Dr. Gaster with a cordial smile. "You look exhausted."
"Yes, you must be hungry too," says Dr. Undyne. "C-Come on. Y-You can tell us what happened in my office."
"Dr. Undyne, perhaps $she should rest under my care instead--?"
"No," says Dr. Undyne, her voice surprisingly curt. "$Name saved Alphys' life. I owe $her."
Dr. Gaster's smile looks more forced. "Are you sure about this, Dr. Undyne?"
Dr. Undyne's grip on your arm tightens. "Y-Yes."
"Very well then. Come along, human. Let us hear your tale."
<<if $sansromance eq 9>>
[[You follow both of them up to the first floor of the laboratory.]]
<<elseif $papyrusromance eq 7>>
[[You follow the both of them up to the first floor of the laboratory.]]
<<else>>
[[You follow both of them back up to the first floor of the laboratory.]]<</if>><<masteraudio stop>> <<audio "hushwd" loop play>> @@.delayed;He starts to hum. @@
@@.delayed;Your efforts are in vain.@@
@@.delayed;You cannot move.@@
@@.delayed;You cannot speak.@@
@@.delayed;You cannot make any decisions. @@
@@.delayed;Forever, and ever. . . you are a marionette. @@
@@.delayed;''BAD ENDING - //AND HE IS YOUR PUPPETEER//
YOU WISH YOU HAD DIED.''@@@@.delayed;You lose your breath.@@
@@.delayed;Your body goes limp.@@
@@.delayed;Everything stops.@@
@@.delayed;You@@@@.delayed; are@@@@.delayed; no@@@@.delayed; more.@@
@@.delayed;//The voice continues to hum.//
<<link "Reload">><<script>>UI.saves()<</script>><</link>> @@<section class="paper">\
<article class="paperheader"></article>\
<div class="papertext">Hello, World!
Here's some text that looks like handwriting on lined paper.
This is a really, really, really, really long line to demonstrate that the text wraps properly when the line length is wider than the page.
</div>\
</section> The top note has a lot of hearts drawn on it.
<section class="paper"><article class="paperheader"></article><div class="papertext"><span class="sansnote"> ❤︎ ❤︎ ❤︎-`♡´-❤︎ ❤︎ ❤︎
IF YOU AREN’T HOME IN TIME FOR DINNER I WILL DRAG YOU HOME.
With love,
Sans.</span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="papsnote"> Muffet is hosting a family eating competition next weekend. Winner gets the wildclover mead. Either convince Sans to join with me, or I’m signing you up.</span>
<span class="wdnote"> I will talk to Sans. </span>
<span class="papsnote">I already signed you up.</span>
<span class="wdnote">˙◠˙I get indigestion easily.</span>
<span class="papsnote">I know.</span>
<span class="wdnote">I’ll be out of work while I recover, Pappy. Please remove me.</span>
<span class="papsnote">I am aware of your issue. It is too late. Sorry. •ᴗ• </span>
<span class="wdnote">The sorry would feel more genuine without the smiley.</span>
<span class="papsnote">Sorry. •ᴗ• </span>
<span class="wdnote">You’re a brat.</span>
<span class="papsnote">Love you. ♡ </span>
<span class="wdnote"> I love you too. Brat.</span>
</div>\
</section>
<<return>>
<section class="paper"><article class="paperheader"></article><div class="papertext"><span class="sansnote"> CAN WE SPAR? </span>
<span class="wdnote">When? </span>
<span class="sansnote">THIS WEEKEND?</span>
<span class="wdnote">No cracks?</span>
<span class="sansnote">ALL HEALED UP! ˆᗜˆ </span>
<span class="wdnote">Okay, we can spar again.</span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="sansnote">WHY ARE YOU NOT PICKING UP YOUR PHONE?</span>
<span class="wdnote">I broke it.</span>
<span class="sansnote">THEN FIX IT.</span>
<span class="wdnote">Too busy.</span>
<span class="sansnote">THEN GIVE IT TO ME AND I WILL GET IT FIXED.</span>
<span class="wdnote">Too busy.</span>
<span class="sansnote">YOU ARE NOT. JUST LEAVE IT BESIDE THE NOTE, I WILL GRAB IT WHEN I BRING YOU LUNCH AGAIN. </span>
<span class="wdnote">Too busy. </span>
//The rest of the note is a doodle of a frowning Sans with comically large eyebrows pointed to make him look mad.//
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="papsnote">Sans said your phone is broken.</span>
<span class="wdnote"> It is.</span>
<span class="papsnote">Where is it?</span>
<span class="wdnote">I don’t know.</span>
<span class="papsnote">Then we’ll get you a new one.</span>
<span class="wdnote"> Thank you, but not necessary.</span>
<span class="papsnote">Why?</span>
<span class="wdnote"> I find them irritating. </span>
<span class="papsnote">Correction: you find being interrupted irritating. </span>
<span class="wdnote"> This is true.</span>
<span class="papsnote">The only reason you’re being interrupted is because you hyperfixate and forget to eat and sleep</span>
<span class="wdnote">˙◠˙ but science.</span>
<span class="papsnote">I know bro.</span>
<span class="wdnote">˙◠˙I don’t want another phone ˙◠˙.</span>
<span class="papsnote">It’s either a new phone, or we hide alarms throughout the lab.</span>
<span class="wdnote">I don’t like either of these options.</span>
//Papyrus drew a thumbs up.//
<span class="papsnote">Sucks for you huh.</span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="wdnote">REMOVE THEM. </span>
<span class="papsnote">Remove what? </span>
<span class="wdnote"> REMOVE THE ALARMS.</span>
<span class="sansnote">WHAT ALARMS?</span>
<span class="wdnote">''R E M O V E T H E A L A R M S''</span>
<span class="papsnote">No clue what you’re talking about bro.</span>
<span class="sansnote"> YEAH. MAYBE YOU’RE EXPERIENCING AN AUDITORY HALLUCINATION. YOU SHOULD COME HOME AND REST.</span>
<span class="wdnote">GET RID OF EVERY ALARM IN MY LAB OR BY THE STARS I WILL MAKE YOU BOTH __RUE__ THE DAY YOU CROSSED ME.</span>
<span class="papsnote">rue seems kinda rude</span>
<span class="sansnote"> YES, I THINK SOMEONE IS GRUMPY.</span>
<span class="wdnote">MAKE THE RINGING STOP. </span>
//Sans drew a picture of his head frowning with question marks around it. Papyrus drew the same thing beside it.//
<span class="wdnote">I DESPISE YOU BOTH.</span>
//Sans and Papyrus drew broken hearts beneath this.//
<span class="wdnote">please make the alarms go away i promise i will come home promise pinky promise super promise.</span>
<span class="sansnote">YOU COULD JUST COME HOME INSTEAD OF HIDING IN THE LAB WHEN WE COME VISIT? ᵔ ᵕ ᵔ </span>
<span class="papsnote">Yes, if you insist you’re going to come home anyway, might as well come home now, right? •ᴗ• </span>
<span class="wdnote">please stop being clever. Get rid of the alarms. Please. </span>
//Papyrus drew a thumbs up.//
<span class="wdnote">You did not get rid of the alarms. </span>
<span class="papsnote">It was a thumbs up of acknowledgement, not agreement. </span>
<span class="wdnote">can we have carbonara for dinner tonight? </span>
<span class="sansnote">YES. </span>
<span class="sansnote"> ❤︎ </span><span class="wdnote"> ꨄ︎ </span> <span class="papsnote"> ♡ </span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext">//This is a doodle of the three of them building snowmen. It looks like each of them added on to the picture bit by bit. The finished result is surprisingly good.//
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="wdnote">If someone brings me the new muffins that Grillby made I will come home. </span>
<span class="sansnote">DEAL. </span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="sansnote">FOOD FAIR IS NEXT WEEK IN THE CITY. </span>
<span class="wdnote">That time of year already? Okay, I’ll try to keep an open day in my schedule. </span>
<span class="sansnote">SAW A FLIER FOR SPECIAL HONEY.</span>
<span class="wdnote"> Special honey?</span>
<span class="sansnote">THE BEES POLLINATED ON EXCLUSIVE FLOWERS.</span>
<span class="wdnote">Oh. </span>
<span class="sansnote">ONLY A DOZEN JARS.</span>
<span class="wdnote"> OH. What time / day does the stand open?</span>
<span class="sansnote">FIRST DAY. START OF THE FAIR.</span>
<span class="wdnote">Camp out?</span>
<span class="sansnote">I THINK WE’LL NEED TO. </span>
<span class="wdnote">Pap know?</span>
<span class="sansnote">NO, THE FLIERS WERE ONLY AVAILABLE IN THE CITY AND HE’S BEEN BINGE-WATCHING THE NEW DRAMA FOR THE PAST WEEK. </span>
<span class="wdnote">K. ❛ ֊ ❛ Anything you want to watch while we wait?</span>
<span class="sansnote">COOKING SHOWS OK?</span>
<span class="wdnote">Whatever you want.</span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="wdnote"> Whoever changed my password better change it back. </span>
<span class="papsnote"> Get some rest.</span>
<span class="wdnote"> I have a deadline to submit my report to Queen Toriel. Change it back now. I will rest once done.</span>
<span class="papsnote"> It’s back. </span>
<span class="wdnote"> Thank you. ꨄ︎ </span>
<span class="papsnote"> Thank me by being asleep when I get home or I’ll change every sound effect on your computer to a fart noise. ♡ </span>
<span class="wdnote"> I will be home tomorrow night. ˙◠˙</span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="papsnote"> ♡</span>
<span class="wdnote"> ꨄ︎ </span>
<span class="papsnote"> ♡? </span>
<span class="wdnote">ꨄ︎! ! ! </span>
<span class="papsnote"> ᶻ 𝗓 𐰁?</span>
<span class="wdnote"> ⛌</span>
<span class="papsnote">💔</span>
<span class="wdnote"> ⛌</span>
<span class="sansnote"> ❤︎? </span>
<span class="wdnote"> ꨄ︎ ! ! !</span>
<span class="sansnote"> ✖</span>
<span class="papsnote"> ✗</span>
<span class="wdnote"> ˙◠˙ ꨄ︎ ! ! ! </span>
<span class="sansnote"> ✖</span>
<span class="papsnote">✗ </span>
<span class="wdnote"> Z? </span>
<span class="papsnote"> ♡ </span>
<span class="wdnote"> ✔ </span>
<span class="sansnote"> ❤︎ ! ! ! </span>
<span class="papsnote">♡ ! ! ! </span>
<span class="sansnote"> ᶻ 𝗓 𐰁 ⋆。 ゚☁︎。 ⋆。 ゚☾ ゚。 ⋆ 💤 </span>
</div>\
</section>
<<return>> <section class="paper"><article class="paperheader"></article><div class="papertext"><span class="sansnote">PAPYRUS HAS BEEN SLEEPING A LOT.</span>
<span class="wdnote">More than usual?</span>
<span class="sansnote">A LOT MORE. HE SLEPT TWENTY HOURS YESTERDAY. </span>
<span class="wdnote">Any other symptom of HOPELESSNESS? </span>
<span class="sansnote">NO COLOR CHANGE ON HIS ''SOUL'' YET. </span>
<span class="wdnote">I’ll clear my schedule for a week. Start packing his bags. We’ll go camping once I get home. </span>
//Sans doodled him smiling and giving two thumbs up.//
</div>\
</section>
<<return>> This isn't a note.
It's a picture.
It's of the three of them in the Snowdin Forest around a campfire roasting marshmallows. They’re all smiling into the camera.
<<return>> “Hello?” he squints at you. “Do I–Have we met?”
You’re his ''SOULMATE''.
“Pardon?” His voice squeaks out. He stares at you with comically wide eyes.
The Wingding clinging to you starts to laugh. “Oh look at that face! I’m hardly ever surprised by anything, so getting to see this is. . . oddly satisfying.”
You repeat yourself.
“I heard you the first time,” he says. “I’m simply–you’re–//what?//”
Does he not feel the connection?
“I–” Dr. Wingding Gaster squints at you. “--I //do//. What are you doing here. . . ?”
It’s a long story.
“I assure you, I can make time to listen.”
“Better suggestion,” says Wingding clinging to you. “Let’s simply re-fuse and and he’ll have my memories. No explanation needed.”
You repeat the suggestion.
“. . . You removed the other half of my ''SOUL'' from downstairs?”
Yes.
“. . . I’ll take it back, thank you.”
You smile and present your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, alongside Wingding’s ''SOUL''. Dr. Wingding Gaster warily plucks the other half of his ''SOUL'' from you–
–you instantly feel colder. The air is knocked out of you, leaving you winded and empty. The comfort and joy you previously felt has been forcibly removed.
The wind has been knocked out of your sails. The high has ended and left you hollow.
Your shoulders sag.
Wingding’s ''SOULs'' re-fuse together with a sharp //snap// and //crack//.
“. . . Oh,” he goes after a long moment.
Oh indeed.
“This changes things,” he says. “Hmm. //Hmm.//”
For the good?
“For the best,” he assures you with a smile. He offers you his hand. “You must be exhausted, my heart. We have beds in the medical wing. Let’s get you settled in, and I’ll start revising my original plans to accommodate you.”
Accommodate you?
“You’re strangely attached to your body–”
It is not strange to not want to lose your body–
“--so things should be adjusted as a precaution,” he says. “Rest here for some time. When ready, we can go to the barrier together.”
[[You smile and take his hand.]]“I–What?” He squints at you.
You //are// his ''SOULMATE'', he could stand to be happier to see you.
“Pardon?” squeaks the colorful Dr. Wingding Gaster. His eyes widen to a comically large size.
“//I’m// happy to see you, my heart,” the other Wingding quickly adds. You can feel him squeezing you from behind. “Delighted, really.”
You’re his ''SOULMATE''.
“What?” asks the colorfulful one, looking very lost.
The Wingding clinging to you starts to laugh. “Oh look at that face! I’m hardly ever surprised by anything, so getting to see this is. . . oddly satisfying.”
You repeat yourself.
“I heard you,,” he says. “I’m simply–you’re–//what?//”
Does he not feel the connection?
“I–” Dr. Wingding Gaster squints at you. “--I //do//. What are you doing here. . . ?”
It’s a long story.
“I assure you, I can make time to listen.”
“Better suggestion,” says Wingding clinging to you. “Let’s simply re-fuse and and he’ll have my memories. No explanation needed.”
You repeat the suggestion.
“. . . You removed the other half of my ''SOUL'' from downstairs?”
Yes.
“. . . I’ll take it back, thank you.”
You smile and present your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, alongside Wingding’s ''SOUL''. Dr. Wingding Gaster warily plucks the other half of his ''SOUL'' from you–
–you instantly feel colder. The air is knocked out of you, leaving you winded and empty. The comfort and joy you previously felt has been forcibly removed.
The wind has been knocked out of your sails. The high has ended and left you hollow.
Your shoulders sag.
Wingding’s SOULs re-fuse together with a sharp //snap// and //crack//.
“. . . Oh,” he goes after a long moment.
Oh indeed.
“This changes things,” he says. “Hmm. //Hmm.//”
For the good?
“For the best,” he assures you with a smile. He offers you his hand. “You must be exhausted, my heart. We have beds in the medical wing. Let’s get you settled in, and I’ll start revising my original plans to accommodate you.”
Accommodate you?
“You’re strangely attached to your body–”
It is not strange to not want to lose your body–
“--so things should be adjusted as a precaution,” he says. “Rest here for some time. When ready, we can go to the barrier together.”
[[You smile and take his hand.]]<<masteraudio stop>> <<audio "hotlands" loop play>>You're taken to an office filled with clutter and paperwork. You see several anime action figures--all heroic warriors with bulging muscles--lined up on the desk. The office has two couches that face each other with a coffee table placed between.
You tiredly take a seat on one couch while Dr. Undyne and Dr. Gaster sit opposite of you.
Where to even begin. . . ?
"Wh-Why not at the start?" suggests Dr. Undyne.
The beginning. Right.
And so you speak. You recount your journey to the middle of the lake, and your fall into the water. You talk about exploring the crystal caverns, and meeting Asgore. Dr. Undyne looks uncomfortable when you mention Asgore, but Dr. Gaster is unphased. You then speak about Snowdin.
If either notice your silly smile when you talk about Sans, neither comment on it.
You tell them about exploring the waterfall. . . your "fight" with Captain Alphys.
Hotlands. //The voice.//
Waking up in the lab. . . Dion.
You try not to leave a single detail out.
"You've certainly seen much," sayd Dr. Gaster calmly. "Too much."
"//Dr. Gaster,//" gasps Dr. Undyne.
Dr. Gaster opens his mouth to say something else, but falls silent when someone enters the room.
It's Papyrus.
The lanky skeleton enters the room with his hands in the pocket of his orange hoodie, and a smoking cigarette between his teeth. "<span class="paps">Yo.</span>"
"Put that out," snaps Dr. Gaster.
Papyrus takes the cigarette out and crushes it in his hand. "<span class="paps">I forgot. I'll //ash// you to forgive me.</span>"
Dr. Gaster makes an annoyed noise.
"Wh-What are you doing here, Papyrus?" Dr. Undyne asks.
Papyrus pulls out his other hand from his hoodie. He points one finger up in the air. There's a distortion in the space above his finger, then suddenly you see one of your $shoes appears and falls into his hand. "<span class="paps">I Found this.</span>"
That's one of your shoes!
"<span class="paps">I figured,</span>" he says. "<span class="paps">'Course it's not much good now. //Shoe// do think you'll need a new pair.</span>"
Dr. Gaster audibly groans and rubs his forehead. "Irrelevant at this point in time. The human--"
"<span class="paps">--I'll take $Name into the city to get new shoes,</span>" says Papyrus.
[[There's a shift in the air.]]
You're taken to an office filled with clutter and paperwork. You see several anime action figures--all heroic warriors with bulging muscles--lined up on the desk. The office has two couches that face each other with a coffee table placed between.
You tiredly take a seat on one couch while Dr. Undyne and Dr. Gaster sit opposite of you.
Where to even begin. . . ?
"Wh-Why not at the start?" suggests Dr. Undyne.
The beginning. Right.
And so you speak. You recount your journey to the middle of the lake, and your fall into the water. You talk about exploring the crystal caverns, and meeting Asgore. Dr. Undyne looks uncomfortable when you mention Asgore, but Dr. Gaster is unphased. You then speak about Snowdin.
If either notice your smile when you talk about Papyrus, neither comment on it.
You tell them about exploring the waterfall. . . your "fight" with Captain Alphys.
Hotlands. //The voice.//
Waking up in the lab. . . Dion.
You try not to leave a single detail out.
"You've certainly seen much," sayd Dr. Gaster calmly. "Too much."
"//Dr. Gaster,//" gasps Dr. Undyne.
Dr. Gaster opens his mouth to say something else, but falls silent when someone enters the room.
It's Papyrus. You can't fight back your smile when you see him.
The lanky skeleton enters the room with his hands in the pocket of his orange hoodie, and a smoking cigarette between his teeth. "Yo."
"Put that out," snaps Dr. Gaster.
Papyrus takes the cigarette out and crushes it in his hand. "I forgot. I'll //ash// you to forgive me."
Dr. Gaster makes an annoyed noise.
"Wh-What are you doing here, Papyrus?" Dr. Undyne asks.
Papyrus pulls out his other hand from his hoodie. He points one finger up in the air. There's a distortion in the space above his finger, then suddenly you see one of your $shoes appears and falls into his hand. "Found this."
That's one of your shoes!
"<span class="paps">I figured,</span>" he says. "<span class="paps">'Course it's not much good now. //Shoe// do think you'll need a new pair.</span>"
Dr. Gaster audibly groans and rubs his forehead. "Irrelevant at this point in time. The human--"
"<span class="paps">--I'll take $Name into the city to get new shoes,</span>" says Papyrus.
[[There's a change in the air.]]
You're taken to an office filled with clutter and paperwork. You see several anime action figures--all heroic warriors with bulging muscles--lined up on the desk. The office has two couches that face each other with a coffee table placed between.
You tiredly take a seat on one couch while Dr. Undyne and Dr. Gaster sit opposite of you.
Where to even begin. . . ?
"Wh-Why not at the start?" suggests Dr. Undyne.
The beginning. Right.
And so you speak. You recount your journey to the middle of the lake, and your fall into the water. You talk about exploring the crystal caverns, and meeting Asgore. Dr. Undyne looks uncomfortable when you mention Asgore, but Dr. Gaster is unphased. You then speak about Snowdin.
You tell them about exploring the waterfall. . . your "fight" with Captain Alphys.
Hotlands. //The voice.//
Waking up in the lab. . . Dion.
You try not to leave a single detail out.
"You've certainly seen much," sayd Dr. Gaster calmly. "Too much."
"//Dr. Gaster,//" gasps Dr. Undyne.
Dr. Gaster opens his mouth to say something else, but falls silent when someone enters the room.
It's Papyrus.
The lanky skeleton enters the room with his hands in the pocket of his orange hoodie, and a smoking cigarette between his teeth. "Yo."
"Put that out," snaps Dr. Gaster.
Papyrus takes the cigarette out and crushes it in his hand. "I forgot. I'll //ash// you to forgive me."
Dr. Gaster makes an annoyed noise.
"Wh-What are you doing here, Papyrus?" Dr. Undyne asks.
Papyrus pulls out his other hand from his hoodie. He points one finger up in the air. There's a distortion in the space above his finger, then suddenly you see one of your $shoes appears and falls into his hand. "Found this."
That's one of your shoes!
"<span class="paps">I figured,</span>" he says. "<span class="paps">'Course it's not much good now. //Shoe// do think you'll need a new pair.</span>"
Dr. Gaster audibly groans and rubs his forehead. "Irrelevant at this point in time. The human--"
"<span class="paps">--I'll take $Name into the city to get new shoes,</span>" says Papyrus.
[[There's a sharp change in the air.]]
The hairs on the back of your neck stand up. Dr. Gaster's entire demeanor turns stiff. His smile drops abruptly, his orange and blue eyelights freeze over as he coldly stares at Papyrus.
Dr. Undyne anxiously shifts away from Dr. Gaster, her expresson conveying a clear sense of discomfort.
Dr. Gaster leans forward on the couch, staring at Papyrus. "What?"
Papyrus isn't phased. He repeats himself, "<span class="paps">I'm taking $Name into the city to get new shoes. Now.</span>"
Dr. Gaster's eyesockets narrow. Behind that cold glare, you see the curdles of anger. He speaks in a low, quiet voice, "If you think that human is leaving this lab alive--"
"<span class="paps">Not about thinking,</span>" says Papyrus. "<span class="paps">I'm taking the human with me. Now.</span>"
Your $eyecolor eyes widen.
If looks could kill, you're certain Papyrus would have combusted then and there. The dark glower on Dr. Gaster's face is more than enough to make //you// flinch, and it's not directed at you.
"Is that your call, Papyrus?" Dr. Gaster's question drips in venomous disdain.
"<span class="paps">You have your job,</span>" says Papyrus. "<span class="paps">And I have mine.</span>"
Dr. Gaster sits back at that. ". . . Is that so? You've Judged it?"
"<span class="paps">I've Judged //<<if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>>//,</span>" Papyrus says flatly.
Dr. Gaster scoffs and looks away. "Take it and leave."
"<span class="paps">Really should think about switching tunes,</span>" Papyrus says in a lighter voice. "<span class="paps"><<if $gender eq "woman">>She<<elseif $gender eq "man">>He<<else>>They<</if>> turned Sansy blue.</span>"
"What?" Dr. Gaster turns his head back to look at Papyrus.
"<span class="paps">Whole face,"</span> says Papyrus. "<span class="paps">Bright blue.</span>"
The frigidness in the air eases. You hadn't realized how tense you became. You relax your shoulders. Dr. Undyne lets out relieved sigh.
"Really? Our Sansy?" inquires Dr. Gaster. He looks back at you with renewed interest.
"<span class="paps">Oh yeah. Even caught them holdin' hands in the echo field,</span>" says Papyrus.
Your cheeks flood with heat at that reminder.
Dr. Gaster chuckles. "I'll have to look for that footage. Heh. . . very well. If you both feel that strongly for <<if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>> I won't say anything more on the matter."
Papyrus cocks his head. "<span class="paps">I figured. C'mon $Name. Let me take you to the city.</span>"
[[LEAVE HOTLANDS]]You have finished hotlands! <<masteraudio stop>> <<audio "startmenu" loop play>>
<<if $wingdingromance eq 7>>
He already loves you.
Just, uh. . . don't leave him.
He's not the type to take that well.
==Your legs are in genuine danger.==
<<elseif $papyrusromance eq 7>>
You have a good feeling you'll get to see Papyrus again soon.
<<elseif $sansromance eq 9>>
You have a good feeling you'll get to see Sans again soon.
You've finally met the voice.
Or. . . have you?
<<elseif $floweyromance eq 2>>
You gave him an idea.
Hopefully it's a good one.
<<elseif $floweyromance eq 1>>
If only you had that password.
<<else>>
Who needs romance when you have friendship?
<</if>>
<<if $sansromance eq 9>>
[[LOAD THE CITY]]
<<elseif $papyrusromance eq 7>>
[[LOAD THE CITY.|LOAD THE CITYpap]]
<<elseif $wingdingromance eq 7>>
[[LOAD THE CITY.|LOAD THE CITYwd]]
<<elseif $floweyromance eq 2>>
[[LOAD THE CITY.|LOAD THE CITYflowey]]
<<else>>
[[LOAD THE CITY.|LOAD THE CITYfriendship]]<</if>><p class="box"> $Name LV 1
THE CITY
<a data-passage="SANS CITY" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p>
The hairs on the back of your neck stand up. Dr. Gaster's entire demeanor turns stiff. His smile drops abruptly, his orange and blue eyelights freeze over as he coldly stares at Papyrus.
Dr. Undyne anxiously shifts away from Dr. Gaster, her expresson conveying a clear sense of discomfort.
Dr. Gaster leans forward on the couch, staring at Papyrus. "What?"
Papyrus isn't phased. He repeats himself, "<span class="paps">I'm taking $Name into the city to get new shoes. Now.</span>"
Dr. Gaster's eyesockets narrow. Behind that cold glare, you see the curdles of anger. He speaks in a low, quiet voice, "If you think that human is leaving this lab alive--"
"<span class="paps">Not about thinking,</span>" says Papyrus. "<span class="paps">I'm taking the human with me. Now.</span>"
Your $eyecolor eyes widen.
If looks could kill, you're certain Papyrus would have combusted then and there. The dark glower on Dr. Gaster's face is more than enough to make //you// flinch, and it's not directed at you.
"Is that your call, Papyrus?" Dr. Gaster's question drips in venomous disdain.
"<span class="paps">You have your job,</span>" says Papyrus. "<span class="paps">And I have mine.</span>"
Dr. Gaster sits back at that. ". . . Is that so? You've Judged it?"
"<span class="paps">I've Judged //<<if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>>//,</span>" Papyrus says flatly.
Dr. Gaster scoffs and looks away. "Take it and leave."
"<span class="paps">Really should think about switching tunes,</span>" Papyrus says in a lighter voice.
"Why?" Dr. Gaster snidely asks. "Planning to have it move to Snowdin after shopping?"
"<span class="paps">Just might.</span>"
"What?" Dr. Gaster snaps his head back around to look at Papyrus.
"<span class="paps">Who knows?</span>" says Papyrus with a shrug. He looks to you with a wink.
"//You just winked at it,//" hisses Dr. Gaster.
"<span class="paps"><<if $gender eq "woman">>Her<<elseif $gender eq "man">>Him<<else>>Them<</if>>,</span>" corrects Papyrus.
Dr. Gaster stares at Papyrus as if the skeleton has grown a second head.
". . . Has your. . . has your Judgment been clouded?"
"<span class="paps">Eh,</span>" goes Papyrus.
"Oh," goes Dr. Gaster. He looks back at you with renewed interest. "//Really?//"
The frigidness in the air eases. You hadn't realized how tense you became. You relax your shoulders. Dr. Undyne lets out relieved sigh.
"<span class="paps">Yep,</span>" says Papyrus. "<span class="paps">Ease up now, 'kay?</span>"
Dr. Gaster frowns. "What does Sans think?"
"<span class="paps">Sans gave <<if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>> a pass.</span>"
Dr. Gaster shakes his head. "Heh. . . very well. If you both feel that strongly for <<if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>> I won't say anything more on the matter."
Papyrus cocks his head. "<span class="paps">I figured. C'mon $Name. Let me take you to the city.</span>"
[[LEAVE HOTLANDS]]
The hairs on the back of your neck stand up. Dr. Gaster's entire demeanor turns stiff. His smile drops abruptly, his orange and blue eyelights freeze over as he coldly stares at Papyrus.
Dr. Undyne anxiously shifts away from Dr. Gaster, her expresson conveying a clear sense of discomfort.
Dr. Gaster leans forward on the couch, staring at Papyrus. "What?"
Papyrus isn't phased. He repeats himself, "<span class="paps">I'm taking $Name into the city to get new shoes. Now.</span>"
Dr. Gaster's eyesockets narrow. Behind that cold glare, you see the curdles of anger. He speaks in a low, quiet voice, "If you think that human is leaving this lab alive--"
"<span class="paps">Not about thinking,</span>" says Papyrus. "I<span class="paps">'m taking the human with me. Now.</span>"
Your $eyecolor eyes widen.
If looks could kill, you're certain Papyrus would have combusted then and there. The dark glower on Dr. Gaster's face is more than enough to make //you// flinch, and it's not directed at you.
"Is that your call, Papyrus?" Dr. Gaster's question drips in venomous disdain.
"<span class="paps">You have your job,</span>" says Papyrus. "<span class="paps">And I have mine.</span>"
Dr. Gaster sits back at that. ". . . Is that so? You've Judged it?"
"<span class="paps">I've Judged //<<if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>>//,</span>" Papyrus says flatly.
Dr. Gaster scoffs and looks away. "Take it and leave."
Papyrus cocks his head. "<span class="paps">C'mon $Name. Let me take you to the city.</span>"
[[LEAVE HOTLANDS]]Papyrus walks you through hotlands and to an elevator. There are guards in silver armor posted on either side of the elevator, but neither react to yours nor Papyrus' presence. <<masteraudio stop>> <<audio "city" loop play>>
You both get into the elevator.
You go up.
You're let out. . . and you enter the city.
It's bigger than you anticipated. Stone buildings climb into the cave ceiling and completely cover the horizon. The streets are paved with a pale blue stonework and are lined with soft white lampposts. A variety of monsters fill the street: some moving in groups and others standing around and chatting.
Even at a distance, you can see many shop windows brightly decorated. There are dozens of signs marked with NTT.
$wowreaction
It's amazing. To see so many monsters living together--to see them have their own city--!
To think. . . all of this just under the lake.
. . .
That's right. . .
Under the lake. . . away from the skies. . .
How many of them were alive before they were sealed? How many of them have ever seen the sun?
Their imprinsonment. . .
Isn't it time it came to an end?
<<if $optimistic gt $realistic>>
Yes. Yes it is. You're certain--you're //positive//--that humans and monsters can get along. You've met so many wonderful monsters already. They deserve to be free.
You want to help them. There must be a way!
<<else>>
You're not certain if all humans and monsters will get along--the mages may not be as forgiving as you, and the same could be said for certain monsters--but you do know one thing.
This banishment, //this imprisonment// shouldn't go on. They have a right to see the sun just as any human.
You want to help them.
<</if>>
Dion said your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> would work as a key for the barrier.
You'll have to test it out yourself.
"<span class="paps">See that elevator shaft in the far back?</span>" Papyrus asks you.
You nod.
"<span class="paps">That leads up to the castle. Barrier's in the back of it,</span>" he says.
The barrier--?
"<span class="sans">HELLO!</span>" shouts a friendly voice that makes your heart skip a beat.
Sans appears in a blurry flash of blue light in front of you and Papyrus. His blue eyelights brighten the moment they meet your gaze. Cotton sprouts in your stomach, ticklish and warm
"<span class="sans">$Name!</span>" he says with genial cheer. A blue hue appears under his sockets. "<span class="sans">It's Good To See You Again</span>." He holds out a box. "<span class="sans">This Is For You!</span>"
You smile shyly as you accept the box. You tell him you're happy to see him.
When you open the box, you see a pair of $eyecolor shoes.
"<span class="sans">Papyrus Told Me You Lost Yours--</span>" Sans starts to say. "<span class="sans">I, um. . . I'm sorry I didn't notice earlier. . .</span>"
It's okay! You're very grateful for the shoes. You take them out and quickly put them on.
A perfect fit.
Papyrus tosses one of your original $shoes up in the air. "<span class="paps">Cool. Glad they fit. See ya.</span>"
Oh! He's leaving?
"<span class="paps">I try not to third wheel,</span>" says Papyrus.
Both you and Sans look at each other and smile. Papyrus chuckles. He casually throws your old shoe into a nearby trashcan.
He walks away, waving goodbye and says, "<span class="paps">Enjoy the city, lovers.</span>"
[[You are left alone with Sans in the city.]]Wingding carefully holds your hand as he guides you up the stairs.
<<if $tattoo eq "moth">>
He notices your insignia. His smile twitches. "Did you choose that design yourself?"
You nod.
"Fitting," he says.
Oh?
"Like a moth to the flame, don't you think?" he teases you.
You $happyreaction. Maybe.
<<elseif $tatto eq "butterfly">>
He notices your insignia. His smile twitches. "Did you choose that design yourself?"
You nod.
"Fitting," he says.
Oh?
"You're something like a butterfly caught in a web," he teases.
You $happyreaction. Maybe.
<<else>>
He notices your insignia. "Did you choose that design yourself?"
You nod.
"It's endearing."
You $happyreaction.
<</if>>
His grip is loose around your hand, as if afraid to squeeze you too tightly. "The beds aren't the best, but they should be leagues better than what you're used to."
Used to?
"I imagine human beds must not use any magic," he says.
True. They're simply ordinary beds.
"These are woven with magic," says Wingding. "They're meant to encourage regeneration in monsters. For //you//, It will feel rejuvinating."
Oh.
At the top of the stairs, there's an elevator. Wingding swipes a card across a keypad and hits 1.
The elevator hums and whisks you both away. The tall monster gives your hand a squeeze as you both wait for the elevator to stop. When the doors re-open, you are taken to a white tiled hallway. You both step out, and he guides you down the hallway, past several doors, and into a long rectangular room. The room has several beds with what looks like hospital equipment set up all over.
"Settle in," he encourages you. You pick a bed and climb into it. As you rest in the bed, you feel an immediate surge of energy. Refreshing coolness sinks into your skin.
Wingding smiles at you. "Rest well, my heart. I'll be back shortly."
He's leaving?
"Only momentarily," he promises. "I need to grab a few things from my office so I can work in here with you."
You $happyreaction at the thought.
He leans down and briefly kisses the top of your head. He hurries out of the room, his lab coat fluttering behind him as he speed-walks away. You stretch your arms and legs out in the bed.
It's nice to have a moment to relax. You try to take advantage of it.
Try being the optimal word.
The longer you lay in bed, the more energy you rapidly regain. It's makes you jittery, your legs begin to bounce in place, and you fidget with the excess energy.
There is a flash of orange light at the foot of your bed.
It's Papyrus.
The lanky skeleton has teleported into the room with his hands in the pocket of his orange hoodie, and a smoking cigarette between his teeth. "<span class="paps">Yo.</span>"
You sit up in the bed and greet Papyrus with a wide grin.
Papyrus lazily approaches you. Papyrus pulls out his other hand from his hoodie. He points one finger up in the air. There's a distortion in the space above his finger, then suddenly you see one of your $shoes appears and falls into his hand. "<span class="paps">Found this.</span>"
That's one of your shoes!
"<span class="paps">I figured,</span>" he says. "<span class="paps">'Course it's not much good now. //Shoe// do think you'll need a new pair.</span>"
You stare your feet and wiggle your toes. Yes, you think that'd be good.
He winks. "How about we go to the city, then?"
What?
It is then that Wingding returns, carrying a laptop. He squints at Papyrus. "What are you doing here?"
"<span class="paps">Oh you know. . . </span>" Papyrus takes a drag of cigerette. "<span class="paps">I--</span>"
"Put that out," snaps Wingding. "You're in the medical wing, there are oxygen tanks here."
Papyrus sighs but does as asked. He crushes his cigerette in his hand.
"Now what brings you here?" asks Wingding. "I'm very busy, I don't have time to deal with another forced intervention--and don't think I haven't noticed what you did to my office, you brat. I need to work, undo it //now.//"
Papyrus grins. "<span class="paps">One: no. Two: not why I'm here. I'm here for $Name.</span>"
"What do you want with my ''SOULMATE''?" Wingding warily asks.
"<span class="paps">Shoe shopping,</span>" says Papyrus. He nods to your barefeet. You wiggle your toes. "<span class="paps">Unless you have foot fe--</span>"
Wingding makes an annoyed noise. "Babybones, I will throw you into the magma pools."
"<span class="paps">You //lava// me too much to do that.</span>"
"$Name is resting."
You feel obligated to interject at that point. You don't need to rest anymore.
"Oh? Are you certain?" Wingding asks with concern.
You nod firmly. If you stay in that bed any longer, you might start to shake like a caffeine injected chihuahua.
"I see," he says. He holds his laptop with one arm. He digs through his pocket and pulls out a wallet. He tosses it to you. You catch it and tuck it into your sweater pocket. "Here. Go buy yourself some shoes with Papyrus--don't leave his sight."
"<span class="paps">Good call,</span>" says Papyrus. "<span class="paps">Always knew you didn't have a foot fe--</span>"
Wingding's eyelights brighten as he glares furiously at Papyrus.
"<span class="paps">--okay, time to go,</span>" says Papyrus. He grabs your shoulder and at once you're whisked away.
[[LEAVE HOTLANDS]]<p class="box"> $Name LV 1
THE CITY
<a data-passage="PAPS CITY" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p>
<p class="box"> $Name LV 1
THE CITY
<a data-passage="WD CITY" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p><p class="box"> $Name LV 1
THE CITY
<a data-passage="FRIEND CITY" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p><p class="box"> $Name LV 1
THE CITY
<a data-passage="FRIEND CITY" class="link-internal link-image">
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
</a>
</p>
Sans holds out his hand to you. You immediately take it, your heart fills with sweet warmth at the action.
"<span class="sans">S-So! Welcome To The City,</span>" says Sans. "<span class="sans">Is There Anywhere You Want To Visit? I'll Be Your Guide!</span>"
Hmm. . .
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter.]]
<</if>><<if $riverperson eq 3>>
[[Oh! You see Persona. You ask Sans if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Sans about the NTT branding.]]
<</if>>
[[You'd like to take a walk with him.]]“<span class="sans">Okay,</span>” says Sans as he guides you through the streets.
You notice that the monsters part way for him. As soon as any of them notice him, they politely step aside. A few bob their heads in greeting to him, and Sans will nod back in return.
You examine the city as you walk beside him. It reminds you so much of Ebott City: all these monsters go about their day to day lives. You see some bickering in a corner; some laughing as a group; younger ones playing with skateboards and jumpropes; parents carrying their children; vendors advertising their shops.
They all go about their daily lives, just as you do.
The only difference is that //you// have grown up with the sky. . . and they haven't.
You're reminded of the illusioned sky in Snowdin. They must have spent a lot of time and energy to replicate a sky, but it falls short of the real thing.
There is no sunlight; there is no wind; there is no rain.
It is stagnant, stale, and suffocating.
Yet they carry on because that's all they can do.
. . .
But that's not all //you// can do, is it?
If you are the key. . . you can change this. You can save them.
“<span class="sans">It’s Impressive You Already Have An Invitation,</span>” remarks Sans as he guides you through the streets. <<set $cinletter = 2>>
Invitation? Does he mean Cinnamon’s letter?
“<span class="sans">No,</span>” he answers. “<span class="sans">You Have Something Else In Your Sweater Pocket, Don’t You?</span>”
You dig inside the pocket and pull out a small candle. Does he mean this?
“<span class="sans">Yes!</span>” Sans happily says. “<span class="sans">Grillby’s Teashop Is VERY Exclusive. You Can Only Enter With An Invitation, And They’re Hard To Come By. My Big Brother Is The Only Person I Know Who Always Has An Invite.</span>”
You look down at the candle. You’re glad you purchased it.
Sans takes you in a quieter part of the city. There aren't as many monsters mingling on the streets, and the lights are dimmer here.
You both stop outside a building that–unlikely the vast majority–does not reach the top of the cave ceiling. It’s two stories, max, in a cute cottage-tudor style. The homey, cutesy feel to it is a sharp contrast to the stone buildings that flank it.
Sans takes the candle from your hand and holds it up to the door. A small flame appears on the wic.
//Click.//
The door swings open.
“<span class="sans">As Long As The Candle Is Burning, You Can Spend Time Here,</span>” says Sans. “<span class="sans">It’ll Blow Out When You Leave. The Invitation Lasts As Long As The Candle.</span>”
You and Sans walk into the teashop.
Entering it hits you with the smell of fresh tea and milk. White wire tables are set up around the room. A floral-printed table cloth is draped over the tables. Pink and blue flowers are intertwined around the chairs, placed as center pieces on the table, and strung up over the ceiling. All of the tables have guests seated at.
Numerous small flame monsters bustle around the teashop. The flames are no bigger than your hand, and work together to carry trays of food and tea. They hop up onto the tables to serve.
There are two other waiters. One waiter works with the flames: a lanky brown-furred cat monster. He has an energetic step and twinkle in his eyes.
The other is a tall flame monster in a pink and blue suit with spiral glasses. There's something strangely soothing about him.
Cinnamon told you to deliver the letter to the cutest person.
[[Deliver the letter to the fire monster.]]
[[Deliver the letter to the cat monster.]]
[[Ask Sans which one is Cinnamon’s datemate.]]"<span class="sans">OH! I'm Sorry But You Won't Be Able To,</span>" apologizes Sans. "<span class="sans">I Can Deliver It For Her Though.</span>"
Why can't you?
"<span class="sans">I Don't Feel Any Invintations From You,</span>" he says. "<span class="sans">You Need To Be Invited To Visit Grillby's Shop.</span>"
Oh.
You give Sans the letter to deliver. <<set $cinletter = 2>>
<<if $riverperson gt 1>>
[[Oh! You see Persona. You ask Sans if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Sans about the NTT branding.]]
<</if>>
[[You'd like to take a walk with him.]]"<span class="sans">SURE!</span>"
You and Sans walk over to Persona. The dark cloaked monster turns their head to look at you.
You happily greet Persona. Their sleeve reaches up and you feel pressure on top of your head.
<<if (($hairlength eq "long")) or ($hair eq "very long")>>
Persona absently plays with your hair.
<<else>>
Persona pets the top of your head.
<</if>>
"<span class="sans">U-UM,</span>" goes Sans, his eyelights shrinking. "<span class="sans">WHAT ARE YOU DOING TO MY--ER--Er--Um--What Are You Doing To $Name?</span>"
You explain to Sans that you promised Persona to let them do this.
"<span class="sans">WHY?</span>" Sans' voice cracks.
"Soothing," whispers Persona. They withdraw their hand. "This. . . was nice. . . thank you, my friend. . ."
<<set $riverperson +=1>>
You're happy to oblige!
Persona dips their head forward. "Take. . . care."
"<span class="sans">//WE// Will,</span>" sharply cuts in Sans. "<span class="sans">C'mon, $Name.</span>"
. . . You think Sans is pouting.
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter.]]
<</if>><<if $blook gt 4>>
[[You ask Sans about the NTT branding.]]
<</if>>
[[You'd like to take a walk with him.]]"<span class="sans">It Stands For Napstaton,</span>" he explains as you two walk around. "<span class="sans">I'll Show You Their Main Building.</span>"
As you walk, you breathe in the city. It smells like wet stone and street food. The two of you walk by many food stands that make your stomach rumble.
“<span class="sans">This Is The Main Studio,</span>” says Sans. “<span class="sans">But Not Just ANYONE Is Allowed In–</span>”
There’s a squeaky gasp.
You and Sans turn your heads to see Mettablook. The pink ghost smiles shyly at you. “$Name! I-It’s g-good to see you again.”
Oh! You <<if $optimistic gt $realistic>>cheerfully <</if>> greet Mettablook.
“<span class="sans">Friend Of Yours?</span>” Sans asks.
Yes!
Mettablook’s form darkens in color, their wiggly smiles stretches further. “Ehe. A-Are you here to see Napstaton?”
“<span class="sans">$Name Was Curious,</span>” explains Sans.
“In that case, why don’t you come inside with me?” offers Mettablook. “Napstaton is m-my cousin.”
<<set $blook = 4>>
[[You’d love to come inside.]]
[[Thank you, but no!]]<<set $sansquestion1 = 0>><<set $sansquestion2 = 0>><<set $sansquestion3 = 0>><<set $sansquestion4 = 0>>Sans' hand around yours tightens. "<span class="sans">Okay.</span>"
The two of you start to walk along the sidewalk. As you do, Sans points out different buildings. He tells you which spot is his favorite to shop out; where he takes his soldiers out for meals when they do well; what restaurants he likes to eat at.
This is your chance to get to know him better.
<<if $sansquestion1 eq 0>>
[[Why did he want to become a Royal Guard?]]
<</if>><<if $sansquestion2 eq 0>>
[[What are his favorite things?]]
<</if>><<if $sansquestion3 eq 0>>
[[What's his family like?]]
<</if>><<if $sansquestion4 eq 0>>
[[. . . Did he return to the Echo Flower Field?]]
<</if>>
[[The two of you stop outside an elevator in the back of the city.]]Sans looks down at the hand he's been holding. "<span class="sans">It Fits Perfectly In Mine.</span>"
You agree.
Sans' smile softens around the edges. His eyelights are fuzzy as he looks up at you. "<span class="sans">$Name. . . The Tour Is Over, But I Don't Want To Say Goodbye To You Yet.</span>"
It doesn't have to be goodbye.
He turns his head to the right. He points to a restaurant in one of the buildings. "<span class="sans">Are You Hungry? Do You Want To Have Dinner With Me?</span>"
You nod.
"<span class="sans">Good! I--</span>" He jolts, his eyelights shrink for a moment. "<span class="sans">OH! Will You Get Us A Table? I Need To Get Yo--ER--I Want To Grab Something Very Quickly!</span>"
Okay!
Sans gives your hand a squeeze, and then disappears in a flash of blue.
Your $eyecolor eyes move in the direction of the restaurant.
//"THAT SSSOUL OF YOURSSS--IT'S A PERFECT MATCH TO THE BARRIER'SSS KEY."//
Your hands clench into fists.
//"See that elevator shaft in the far back?" Papyrus asks you.
You nod.
"That leads up to the castle. Barrier's in the back of it," he says. //
You turn to the elevator.
//If there's ever going to be peace between humans and monsters--if monsters are ever going to be freed--
Someone has to take the step forward.//
You take a step forward.
<span class="sans">//I LOVE THE STARS! I LOVE THE NIGHT! I've NEVER Seen Them In Person, BUT I KNOW I WILL ONE DAY!//</span>
[[You look behind you once. . . and then you step into the elevator.]]<<set $sansquestion2 = 1>>Sans swings your hands back and forth. "<span class="sans">I'll Tell You What I Like, If You Do the Same.</span>"
You agree.
"<span class="sans">Tacos Are My Favorite Foods,</span>" he says. "<span class="sans">I Like The Color White Best, But BLUE Looks Best On Me. I Train Every Day. I Do Have An Exercise Routine To Hone My Magic, BUT I Like Sparring Best. Sparring With My Big Brother Is AWESOME. I LOVE THE STARS! I LOVE THE NIGHT! I've NEVER Seen Them In Person, BUT I KNOW I WILL ONE DAY! I've Always Wanted To Camp Out Under A Meteor Shower! What About You?</span>"
You tell him about yourself. He listens with rapt attention.
You ask him if he //dislikes// anything.
"<span class="sans">HMMM. I Don't Like Staying Still For Very Long,</span>" he admits. "<span class="sans">Reading Is Hard, BUT I Do Like To Listen To Stories!</span>" He tilts his head to the side as he ponders. "<span class="sans">I Do Not Like It When My Brothers Tease Me About Being Cute. I Do NOT Like Liars. HMMM. OH! I HATE Finishing A Puzzle And Then Realizing I'm Missing A Piece. But The Feeling Of Finding The Piece After Looking For //SO// Long Is Exhilirating.</span>"
His blue eyelights brighten when he looks at you.
"<span class="sans">You Must Be The Piece I've Been Looking For In My Life.</span>"
Your cheeks flood with heat. You $happyreaction.
<<if $sansquestion1 eq 0>>
[[Why did he want to become a Royal Guard?]]
<</if>><<if $sansquestion3 eq 0>>
[[What's his family like?]]
<</if>><<if $sansquestion4 eq 0>>
[[. . . Did he return to the Echo Flower Field?]]
<</if>>
[[The two of you stop outside an elevator in the back of the city.]]<<set $sansquestion3 = 1>>"<span class="sans">I Have TWO Brothers,</span>" says Sans. "<span class="sans">One Older And One Younger. You've Met The Youngest One--Papyrus! My Big Brother Is The Royal Scientist. His Name Is Wingding.</span>" Sans looks up at the cave ceiling that twinkles with blue magic crystals. "<span class="sans">Papyrus Is Very Kind, He Always Likes To Make People Laugh With His Awful Jokes. He Loves Honey--LIKE A //LOT//! He Can Be Lazy, But We're Working On That!</span>
"<span class="sans">Now My Older Brother Is A Lot Like Me! We Both Enjoy Our Jobs. HOWEVER. Unlike Me, HE Doesn't Know How To Balance A Healthy Schedule. IT'S OKAY THOUGH! I'm an AMAZING Brother Who Can Look Out For Him--Along With Papyrus.</span>"
Sans squeezes your hand.
"<span class="sans">I Love My Brothers. I Hope You'll Love Them Too.</span>"
<<if $sansquestion1 eq 0>>
[[Why did he want to become a Royal Guard?]]
<</if>><<if $sansquestion2 eq 0>>
[[What are his favorite things?]]
<</if>><<if $sansquestion4 eq 0>>
[[. . . Did he return to the Echo Flower Field?]]
<</if>>
[[The two of you stop outside an elevator in the back of the city.]]<<set $sansquestion1 = 1>>He looks uncomfortable at the question. "<span class="sans">. . . Because I Want To Keep Everyone Safe. Being A Guard Is The Best Way To Do That.</span>"
<<if $sansquestion2 eq 0>>
[[What are his favorite things?]]
<</if>><<if $sansquestion3 eq 0>>
[[What's his family like?]]
<</if>><<if $sansquestion4 eq 0>>
[[. . . Did he return to the Echo Flower Field?]]
<</if>>
[[The two of you stop outside an elevator in the back of the city.]]<<set $sansquestion4 = 1>>His skull turns bright blue. He snaps his head around to look at you, his eyelights shrinking to pinpoint dots. He stammers out, "<span class="sans">A-AH! U-UM! Y-YES.</span>"
Your heart skips a beat. Butterflies swarm and dance in your stomach.
"<span class="sans">I--I'm--</span>" Sans struggles to speak. He holds his free hand up to his mouth and clenches it into a fist. He makes a sound as if clearing his throat. "<span class="sans">Ah-AHEM."</span>
So. . . If he likes you, and you like him. . .
"<span class="sans">Th-There's No Rules Against A Royal Guard Dating A Human,</span>" says Sans. "<span class="sans">I Have The ENTIRE Book Memorized. Are There Laws Against It For Humans?</span>"
You shake your head.
His eyelights return to their normal size. "<span class="sans">Then! We Should Date.</span>"
You beam brightly at that. Yes! You agree.
"<span class="sans">EXCELLENT! WE ARE DATING NOW. YOU ARE--YOU ARE MY DATEMATE! AND I AM YOURS!</span>"
Elation bubbles inside you. The sweetest of warmth fills your heart and <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>. The tantalizingly delightful joy you felt when you first met Sans pales in comparison to this moment.
He steps ahead of you and spins on his heel. He pulls on your arm to yank you forward where he catches you in his other arm. He hugs you tightly. <<if $height eq "short">>His head rests comfortably into your neck: a perfect fit. <<elseif $height eq "average">> His head presses into your chest. <<else>> His head tucks in slightly below your chest. <</if>> You wrap your own arms around him as your heart skips every other beat.
He laughs quietly into you, his breath tickles you. "<span class="sans">Your Heart Is Pounding.</span>"
Your face burns. //Well--//
"<span class="sans">My <span class="integrity">''SOUL''</span> Is Too.</span>"
. . .
You rest your cheek on top of his skull, your smile so wide it hurts your cheeks.
You both stay like that for many minutes before you resume walking while holding hands.
<<if $sansquestion1 eq 0>>
[[Why did he want to become a Royal Guard?]]
<</if>><<if $sansquestion2 eq 0>>
[[What are his favorite things?]]
<</if>><<if $sansquestion3 eq 0>>
[[What's his family like?]]
<</if>>
[[The two of you stop outside an elevator in the back of the city.]]
He tilts his head and points to himself.
“<span class="sans">Uh,</span>” goes Sans. “<span class="sans">That’s–That’s Not Cinnamon’s Datemate.</span>”
Is he sure? Cinnamon told you to give it to the cutest monster in the shop.
Sans dramatically gasps. The flame monster’s colors take on a pinkish tint.
“<span class="sans">You Think GRILLBY Is The Cutest Monster In This ENTIRE Teashop?</span>” Sans' raised voice draws attention to the patrons in the tea shop. Grillby's flames flicker between pink and red as he nervously fidgets with the tea pot in his hands.
[[You reassure Sans that Sans is the cutest monster, but you already know Sans isn’t Cinnamon’s datemate.]]
[[Yeah. Sans is too cool to be the cutest.]]You and Sans approach the cat. You hold out the letter to the cat monster.
“Huh? For me?” the brown furred cat blinks in surprise at you. He takes the letter. When he recognizes the handwriting, his eyes widen and he smiles goofily. His tail waves side to side. “This is from my Cinny-winny.
He holds the letter close to his chest.
“Thanks,” he says. “I’ve really missed her.”
You’re happy to help.
You’ve delivered the letter now! You and Sans leave the teashop and go back to walking around the city.
<<if $riverperson gt 1>>
[[Oh! You see Persona. You ask Sans if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Sans about the NTT branding.]]
<</if>>
[[You'd like to take a walk with him.]]Sans points to the cat monster. “<span class="sans">Milkyboo.</span>”
Oh o–wait, //Milkyboo?//
Sans sheepishly grins up at you. “That’s The Only Way Cinnamon’s Referred To Him As, And It’s All He Goes By Now.”
. . . That implies it’s not his real name.
“<span class="sans">It’s Not.</span>”
How did Cinnamon come up with //Milkyboo?//
Sans shrugs. “<span class="sans">I Don’t Know. I Never Asked.</span>”
Fair enough.
You and Sans approach Milkyboo. You hold out the letter to the cat monster.
“Huh? For me?” the brown furred cat blinks in surprise at you. He takes the letter. When he recognizes the handwriting, his eyes widen and he smiles goofily. His tail waves side to side. “This is from my Cinny-winny.
He holds the letter close to his chest.
“Thanks,” he says. “I’ve really missed her.”
You’re happy to help.
You’ve delivered the letter now! You and Sans leave the teashop and go back to walking around the city.
<<if $riverperson eq 2>>
[[Oh! You see Persona. You ask Sans if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Sans about the NTT branding.]]
<</if>>
[[You'd like to take a walk with him.]]“<span class="sans">I AM NOT!</span>” Blue colors his skull. “<span class="sans">I Am MANLY, //NOT// CUTE.</span>”
Why can’t he be both?
“<span class="sans">NOT YOU TOO! It’s Bad Enough When My Brothers Tease Me,</span>” he gripes.
You fight to hide back your smile.
So. . . does he want you to think //he’s// the cutest monster in the tea shop, or not?
Sans’ eyesockets narrow into a glare.
“<span class="sans">I Do Not Have To Answer That,</span>” he says in a huff. “<span class="sans">ANYWAY! That is NOT Cinnamon’s Datemate.</span>”
Oh.
[[Ask Sans which one is Cinnamon’s datemate.]]“<span class="sans">OH,</span>” he goes. Then he beams. “<span class="sans">That’s Right! ANYWAY! That is NOT Cinnamon’s Datemate.</span>”
Oh.
[[Ask Sans which one is Cinnamon’s datemate.]]"O-Oh! Okay!" squeaks out Mettablook.
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter.]]
<</if>><<if $riverperson eq 2>>
[[Oh! You see Persona. You ask Sans if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Sans about the NTT branding.]]
<</if>>
[[You'd like to take a walk with him.]]Mettablook takes the lead. The small ghost hovers in front of you and Sans and meanders to the front doors. They’re guarded by large cat monsters who open the door when they see the three of you approaching.
You and Sans enter the building after Mettablook.
You’re greeted by blaring music at a steady tempo. The bass hits so low it shakes you, you can feel the vibrations in your bones. Lights, cameras, and other movie-style equipment is placed all around the edge. You see robots, cats, dogs, and bunnies hurrying around the set.
In the center of it all is a blue and white dance floor that lights up. Grooving in the middle of the floor is a tall robot with with black pants, a cropped electric blue puffy jacket, and a blue cap worn backwards.
"Thanks again for the new jams, this'll conclude our beat-down report," the robot exclaims. "We'll be right back after this message from our sponsors--//me!//"
The dancefloor lights switch off.
The robot turns to the front door and grins. "Blookie!"
Mettablook flies over. "Hey!"
"Got the new music ready?" asks the robot.
"Y-Yeah! Um! I want--I want to introduce to someone."
The robot monster turns to look at you. He smirks. "Aren't you precious."
"<span class="sans">AH-HEM,</span>" goes Sans.
"Lieutenant," cooes the robot. "What a surprise to see you here. I thought you didn't like dancing."
"<span class="sans">I Never Said That,</span>" says Sans.
"Then why haven't you accepted my invite?"
"<span class="sans">I Am VERY Busy,</span>" Sans retorts.
"Not so busy //now//," the robot slyly points out, gesturing to you and Sans holding hands. "Enjoying a date, Lieutenant?"
Sans raises his chin. "<span class="sans">YES.</span>"
"Then who might the lucky ''SOUL'' be?" asks the robot.
You introduce yourself.
"$Name is my friend," adds Mettablook. "$Name th-this is my cousin, Napstaton."
Napstaton holds out a hand to you, his smirk curls. "Charmed, I'm certain."
You take his hand to shake.
"Say," says Napstaton, a devious look in his eyes, "I'm getting ready for my next segmant. How well can you dance?"
"<span class="sans">NO!</span>" says Sans, his eyelights shrink and he pulls you behind him. "<span class="sans">You Are NOT Dancing With $Name.</span>"
"Oh, c'mon," Napstaton drawls out. "It's just small little dance. You wanna dance with me, $Name?"
Judging from Sans' glower at the robot, you don't think that'd be a good call.
You politely refuse, but thank the monster for the offer.
Napstaton sighs. "Pity. If you change your mind, you know where to find me."
"<span class="sans">Let's Leave,</span>" says Sans with a huff.
Okay!"
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter.]]
<</if>><<if $riverperson eq 2>>
[[Oh! You see Persona. You ask Sans if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Sans about the NTT branding.]]
<</if>>
[[You'd like to take a walk with him.]]The elevator hums as it takes you up.
When you step off, you enter a long corridor filled with golden light.
There are stone pillars of creamy gold with chiseled designs lining up the corridor. The tiled flooring is mosaic with a beautiful swirling motif. All along the walls are windows that filter in a golden light. It reminds you of the golden hour on the surface with how softly warm it is.
It has a tall ceiling–tall enough that with each step you take, it makes an echo.
You cross the hall and exit at the far end.
You're lead out onto a stone bridge. You can see the castle ahead of you.
The castle is built into the cave walls. Faded gold-white stone is built beside pale stone and sparkling blue crystals. There are intricate designs and murals carved into its side. You see large stained glass windows depicting the dawn.
It is immaculate, beautiful, and feels terribly lonely.
Your footsteps echo on the bridge. The castle is high above the City. You cross the bridge, you can look down and oversee the entire city as it slows down into the evening.
There are no guards at the wide castle doors.
The doors open easily when you push them, although they loudly creak.
You step inside.
The front room reminds you a lot of Asgore's home in the Crystal Caverns, although a touch more upperscale. There are numerous candles that cast a warm glow around the front room, and the flooring is a gold mosaic with a blue outline. The walls are a gray-white which only makes the golden floor pop out more.
When the front doors shut behind you, you are enveloped in silence.
There is another set of wide doors in front of you.
. . .
You take a deep breath.
[[You push through the wide doors.]]You push open the doors and are greeted by a long corridor with gold and blue tiles. You walk down it, your $eyecolor shoes making a quiet //click// sound with each step. You look around as you continue.
At the far end of this corridor you see a throne, and in that throne sits the Queen of Monsters.
She looks up at your entrance. A goat-like monster in purple and gold armor. Her gaze feels heavy upon you.
When she speaks, there is a wariness to her voice, "Hello, human."
The doors swing shut behind you.
You fold your hands together. You greet Her Majesty.
"And what brings you here?" she asks softly. "Wanting to cross the barrier?"
You shake your head.
You want to destroy the barrier.
You tell her. . . you tell her you think you can.
She stares at you with an unreadable expression for several long minutes. She slowly stands up from her throne and takes a step closer to you.
"No," she says.
No?
"What good will that do now?" she asks, her voice barely above a whisper. "Contact with humans has never ended well for my people. We are not ready for the barrier to broken. We will never be ready."
That's not true. Peace is possible. If both sides are willing to take that first step--
Queen Toriel reaches out with her right hand and summons a golden trident.
"No," she says softly. "Peace will never be possible."
[[Begin Encounter.|ToriEnc1]]<<masteraudio stop>> <<audio "toriel" loop play>>
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen must fight you.</p>
"Why did you come here alone?" she asks. "I've been updated on your progress. You could have come with your. . . //friends.//"
Because--
Because you didn't want anyone to get hurt because of you. You don't want--You don't want anyone to //fight// because of you.
Her laughter is breezy and mirthless. "Your sacrifice is admirable, if foolish."
It's not a scarifice.
No one will die here today!
She spreads her arms out. "Won't we?"
//We?//
Her hands are enveloped in golden flames. The ceiling flashes in light and waves of fire begin to descend.
[[ACT: Weave left.|WeaveL1]]
[[ACT: Weave right.|WeaveR1]]
[[ACT: Weave back.|WeaveB1]]
[[ACT: Weave forward.|WeaveF1]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen must. . .</p>
You weave through them as best as you can manage.
The second wave starts.
[[ACT: Weave left.|WeaveL2]]
[[ACT: Weave right.|WeaveR2]]
[[ACT: Weave back.|WeaveB2]]
[[ACT: Weave forward.|WeaveF2]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen wants to rest. </p>
You weave through them as best as you can manage.
The third wave starts.
[[ACT: Weave left.|WeaveL3]]
[[ACT: Weave right.|WeaveR3]]
[[ACT: Weave back.|WeaveB3]]
[[ACT: Weave forward.|WeaveF3]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen is tired.</p>
You weave through them as best as you can manage.
Toriel slices her trident through the air. A ribbon of fire cuts through the air, it hurtles straight to you.
[[ACT: Duck.|Duck4]]
[[ACT: Jump Over.|Jump4]]You are hit in the side by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Nothing matters anymore.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen does not want to hurt anyone.</p>
You duck underneath it as quick as you can!
As soon as the the fire passes over you, she is upon you with a raised trident.
[[ACT: Roll left.|RollL5]]
[[ACT: Roll right.|RollR5]]You are burnt to ashes within seconds.
''You have died.''
//I want this to end.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen wants you to leave.</p>
You roll to the left. Her trident slams into the ground with a large crackling noise. The ground reddens and heats up.
[[ACT: Jump Away.|Jump6]]
[[ACT: Roll away.|Roll6]]You are burnt to ashes within seconds.
''You have died.''
//I want this to end.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen wants to be left alone.</p>
You scramble to stand up and move away. Lava plumes shoot from the ground and slam into the ceiling. The fountain of lava gushes out.
Toriel calmly steps away from the lava, her tired eyes stare listlessly at you. She raises her right hand.
Another volley of fire begins to fall upon you.
[[ACT: Weave left.|WeaveL7]]
[[ACT: Weave right.|WeaveR7]]
[[ACT: Weave back.|WeaveB7]]
[[ACT: Weave forward.|WeaveF7]]You are burnt to ashes within seconds.
''You have died.''
//I want this to end.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen misses her family.</p>
You weave through them as best as you can manage. Lava continues to fill the room.
The second wave starts.
[[ACT: Weave left.|WeaveL8]]
[[ACT: Weave right.|WeaveR8]]
[[ACT: Weave back.|WeaveB8]]
[[ACT: Weave forward.|WeaveF8]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen is ready to rest.</p>
You weave through them as best as you can manage. Lava has filled half the room.
The third wave starts.
[[ACT: Weave left.|WeaveL9]]
[[ACT: Weave right.|WeaveR9]]
[[ACT: Weave back.|WeaveB9]]
[[ACT: Weave forward.|WeaveF9]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]You are hit by a fireball and catch aflame.
You are burnt to ashes within seconds.
''You have died.''
//Let me rest.//
[[Begin Encounter.|ToriEnc1]]
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">The Queen is ready to rest.</p>
You weave through them as best as you can manage. The throne room is mostly destroyed by this point. The magma eats away at everything. It creeps closer and closer to the edges of the room and you know it's only a matter of time before the walls catch aflame.
This is madness.
She'll get you //both// killed at this rate.
You plead with her stop. This fight is not necessary.
"Necessary," she echoes, her voice barely above a whisper and strained by exhaustion. "Nothing is necessary. Not your life. Not my life."
. . .
The magma has reached the walls and begins to melt and eat away the stone. Her red eyes are focused solely on you. She cares not for the crumbling castle behind her, nor the heat that devours everything around her.
You ask her to please stop.
"Everything will stop, human," she says softly. "You and I will both be stopped. If you are the key. . . then you are the only thing left I need to take care of. . ."
[[She means to kill you both, then.]]Your hands clench tightly into fists.
She raises her hands.
Fire rains down you again, but this time you don't have much room to manuever. One wrong step and you'll be in magma.
You have to stop her.
But how?
[[The Queen is ready to rest.]]<<type 60ms>>//"A monster's magic intuitively reacts to their emotions, as does a human's ''SOUL''," he says. "When both have a strong reaction near each other, an encounter happens." <<masteraudio stop>>
Is it always dangerous?
Asgore shakes his head. "No. Long, long ago it could be used to share strong positive feelings. Humans and monsters who were very close to one another could start an encounter from their joy."
That sounds lovely.
Asgore smiles. "Doesn't it?"//
[[You know what you have to do.]]<</type>><<set $finalact1 = 0>> <<set $finalact2 = 0>><<set $finalact3 = 0>> <<set $finalact = 0>>If she cannot feel the joy in her life anymore. . .<<masteraudio stop>> <<audio "ending" loop play>>
Then you will give her //yours.//
This encounter started in malice--but you will end it with <span class="yellowtext">HOPE</span>!
<<if $finalact1 eq 0>>
[[ACT: Think of wonder.]]
<</if>><<if $finalact2 eq 0>>
[[ACT: Think of forgiveness.]]
<</if>><<if $finalact3 eq 0>>
[[ACT: Think of the ones you've met.]]
<</if>><<if $finalact eq 3>>
[[ACT: You think of HOPE.]]<</if>><<set $finalact1 = 1>><<set $finalact +=1>>
//You've awoken in a bed of large flowers: a vivid variety of yellow, blue, and white. Tall grass stretches up to your knees. It's unlike flowers or grass you've seen before. These flowers are comically large and too symmetrical to not be magical. The grass looks more like seaweed with its wavy structure and blue-green tint.
Had you not noticed the stone walls surrounding you, you would have thought you were in a field.
Cave walls have you boxed in. They stretch high up and are bumpy with many rocks and glittery crystals sticking out.
You glance up.
$wowreaction
The ceiling is filled with holes, and in each hole you can see water sloshing. It's held up by an invisible barrier, its dark waters churn and lap against it. The cave's ceiling, like its walls, have many rocks and crystals jutting out from it. They glitter and glisten, each projecting their own light.//
That moment at the start of your journey--when you first came into the Underground.
You had no idea what you had walked into, what you had started, but thinking back on it now you are filled with <span class="yellowtext">WONDER</span>.
//Snowdin is a picturesque fairytail snowy town. There are cottages lined up along the roads with sparkling lampposts. Snow covers each buildings' roof, and many monsters are out and about the streets.
Laughter and merry chatter fill the air. You can smell an assortment of food from several shops lined up along the main path.
It's beautiful.
You love it instantly. //
<<if $finalact eq 1>>
"What are you doing?" Toriel's voice cracks. "What are you. . . ?"
<<elseif $finalact eq 2>>
"Stop. Stop this!" Toriel begs. "I don't--I don't want to feel this way again--"
<<elseif $torielact eq 3>>
"PLEASE! ENOUGH! //I can't do this anymore!//"
<</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> brightens and swells.
The encounter is filled with your <span class="yellowtext">WONDER</span>.
<<if $finalact2 eq 0>>
[[ACT: Think of forgiveness.]]
<</if>><<if $finalact3 eq 0>>
[[ACT: Think of the ones you've met.]]
<</if>><<if $finalact eq 3>>
[[ACT: You think of HOPE.]]<</if>><<set $finalact3 = 1>><<set $finalact +=1>>
//The monster gives you a pitiful look. You notice he's carrying a watering can. "What a terrible creature, torturing such a poor, innocent youth."
//Youth?//
"Ah, do not be a afraid, dear child. I am Asgore, caretaker of the Crystal Caverns. I water the plants around here," says Asgore.
//Child?//
He thinks you are a child?
You are not a child.
$youthful
"My home is not far from here. You may rest there if you wish," he kindly offers. He extends a hand out to you.
You accept his hand.//
You grip on the scarf that Asgore so kindly gave you. You feel its magic thrumming and humming as it protects you against the intense heat in the throne room. You would not have made it so far without him.
<<if $papyrusromance eq 7>>
//The skeleton gives you a half-smile. "<span class="paps">Name's Papyrus.</span>"
You $happyreaction. You introduce yourself.
"<span class="paps">Interestin' name,</span>" he says slowly. You note he has a deep drawl to his voice.
You could say the same about him.
"<span class="paps">Nah,</span>" he says. He winks. "<span class="paps">Nothing like yours.</span>"//
You think of Papyrus, of that tall sly skeleton who makes you $happyreaction every time you see him.
You would have never met him without this journey, and you're so, so grateful you have.
<<elseif $sansromance eq 9>>
//His eyelights expand as a blue hue appears underneath his sockets. You can't look away from him. You feel your heart skip a beat. You can't bring yourself to look away.
The skeleton comes to a stumbling halt and stares at you with an increasingly bluer skull. "<span class="paps">Huh,</span>" goes Papyrus.
Your shoulders tense at hearing his voice. You look back up to see the shorter skeleton clearing his throat.
"<span class="sans">AH-HEM,</span>" he goes. "<span class="sans">Human! Y-You--er--You will not tempt me!</span>"
. . . ?
What?
"<span class="sans">I</span>," says the skeleton with an air of forced bravado. His eyelights are firmly looking away from you, and there is a consistent blue hue under his eyesockets, "<span class="sans">am the MAGNIFICENT Sans, lieutenant of the Royal Guard.</span>"
$nervousfidget
You shyly introduce yourself.
"<span class="sans">$Name,</span>" he says, finally looking at you again.//
You think of Sans; of your lieutenant; of the one who wants to see the stars.
You want to see them with him, too.
You have to make that happen.
For both of you.
<<elseif $wingdingromance eq 7>>
//You remark to Wingding that he really loves his brothers.
“Of course I do,” he says. “I raised them after our father dusted. There is nothing in the world more important to me than their well-being.” He wraps his arms around you as he hugs you from behind. “That’s a special privilege you now share with them.”
Does that mean you can bully him into getting rest too?
“. . . Yes.”
You $happyreaction. You’re excited to leave notes too!
“Stars above, I can only imagine how persuasive my own ''SOULMATE'' will be,” sighs Wingding.
Wouldn’t he //want// to come home to you?
“You drive a hard bargain, my dear. Alternative proposition: I put a bed in my office and you can sleep here–”
Absolutely not.
“--Damn.”//
You think of Wingding: your ''SOULMATE'' who works tirelessly.
You want him to find peace, and finally rest.
As he will care for you, you will care for him.
You will do whatever it takes to give him that solace.
<</if>>
You think of every monster you've met along the way.
You think of their kindess.
You think of their smiles.
You think of their dreams.
They don't deserve to be here indefinitely.
Freedom is in reach--you'll be certain to grab it for them!
<<if $finalact eq 1>>
"What are you doing?" Toriel's voice cracks. "What are you. . . ?"
<<elseif $finalact eq 2>>
"Stop. Stop this!" Toriel begs. "I don't--I don't want to feel this way again--"
<<elseif $torielact eq 3>>
"PLEASE! ENOUGH! //I can't do this anymore!//"
<</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> sparkles.
The encounter is filled with your <span class="yellowtext">LOVE</span>.
<<if $finalact2 eq 0>>
[[ACT: Think of forgiveness.]]
<</if>><<if $finalact1 eq 0>>
[[ACT: Think of wonder.]]
<</if>><<if $finalact eq 3>>
[[ACT: You think of HOPE.]]<</if>><<set $finalact2 = 1>><<set $finalact +=1>><<if $$lmespared eq 1>>
You think of the first monsters you showed <span class="yellowtext">MERCY</span> to.
//Both monsters relax.
They step away from the entrance and allow you to pass.
You $happyreaction.
Migosp bows at you.//
<</if>><<if $cinbunspared eq 1>>
You remember the bubbly bunny next.
//Cinnamon giggles. "Okay, human! You're totally cute. And since you're cute, you mu-u-u-st be, like, good, too! We'll ''SPARE'' you, if you want."
"Yay, hooray for us," Cinnamon says with great cheer.
Hooray for everyone.//
<</if>><<if $sansfriendship eq 1>>
You remember the lieutenant who chose to show //you// <span class="yellowtext">MERCY</span>.
//"<span class="sans">I like your resolve, human!</span>" he says as he pulls his axe away. "<span class="sans">I can clearly see I pushed you near your limit, but you never used magic on me, NOR did you attack me. I Believe Your Claims.</span>"
He tosses his axe up into the air. It disappears.
"<span class="sans">I, the GREAT SANS, give you permission to go into Snowdin,</span>" he says. He raises his right hand. A glass bottle filled with pale green liquid appears in his hand.
He tosses it to you. You catch it.
"<span class="sans">That is a healing potion,</span>" he says. "<span class="sans">Drink.</span>"
You drink it.
At once, all your injuries are healed. You can breathe easily again.
"<span class="sans">GOOD,</span>" he says. "<span class="sans">Enjoy your visit, human!</span>"//
<</if>>
You think of the voice.
You think of Dion.
//All you know for certain is that both sides have hurt each other.
If there's ever going to be peace between humans and monsters--if monsters are ever going to be freed--
Someone has to take the step forward.
Someone has to forgive.
Someone has to show <span class="yellowtext">MERCY.</span>//
And that someone can be ''you''.
<<if $finalact eq 1>>
"What are you doing?" Toriel's voice cracks. "What are you. . . ?"
<<elseif $finalact eq 2>>
"Stop. Stop this!" Toriel begs. "I don't--I don't want to feel this way again--"
<<elseif $torielact eq 3>>
"PLEASE! ENOUGH! //I can't do this anymore!//"
<</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> doubles in size.
The encounter is filled with your <span class="yellowtext">MERCY</span>.
<<if $finalact1 eq 0>>
[[ACT: Think of wonder.]]
<</if>><<if $finalact3 eq 0>>
[[ACT: Think of the ones you've met.]]
<</if>><<if $finalact eq 3>>
[[ACT: You think of HOPE.]]<</if>>
Not only for you, but for the monsters as well.
The years of isolation and solitude comes to an end here and now.
If the Queen cannot <span class="yellowtext">HOPE</span> on her own--that's fine.
You will give her //your// <span class="yellowtext">HOPE</span>.
You stretch out your arms and you bear your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> in its entirety.
It's okay, you tell her.
Everything will be okay, you promise her.
She's not alone, you offer her.
The two of you can share this <span class="yellowtext">HOPE</span> together.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
<p class="box">She feels your <span class="yellowtext">HOPE</span>.</p>
[[The ceiling collapses.]]
The tiles crumble above you.
You flinch and brace for death, but all of it is swept away in a blazing firestorm of magic. Queen Toriel has leapt across the magma and pulls you into her arms. Her flames brighten to a brilliant gold that overtakes everything.
She squeezes you once then swings to pick you up.
Marble and stone crack and fall apart. The castle shakes and trembles from the loss of foundation.
Queen Toriel jumps away, deftly dodging the falling debris. She kicks down the front doors and the two of you make it out the front.
Dozens of monsters are swarming to the castle, shouting and preparing magic spells of water.
<<if $sansromance eq 9>>
[[Shoving his way to the front is Sans.]]
<<elseif $papyrusromance eq 7>>
[[Teleporting to the front is Papyrus.]]
<<elseif $wingdingromance eq 7>>
[[Shoving his way to the front is Wingding.]]
<<else>>
[[The Queen of Monsters does not let you go.]]<</if>>Sans appears at the front of the crowd, his blue eyelights fill up his skull. You see in his right hand he holds a bouquet filled with $soulcolor flowers.
"<span class="sans">$Name!</span>" he shouts out, running to you and Toriel. "<span class="sans">Q-Queen Toriel</span>!"
"Lieutenant," quietly says Queen Toriel as she continues to hold you. She looks at the castle behind her. "Apologies for the trouble. . . would you please assist with putting out the fire, first?"
"<span class="sans">I--YES, YOUR MAJESTY!</span>"
Sans gives you a concerned look, but you $happyreaction and assure him you're fine.
Queen Toriel sets you down. She brushes the soot off herself, then you.
More and more monsters flock to the scene. A variety of spells are used to rapidly put out the fire. You want to help, but all you can do is stay out of the way and watch them work.
Sans guides the soldiers in herding the crowds. Captain Alphys arrives to coordinate water spells. Papyrus moves to stand beside you and the Queen. Dr. Gaster arrives with Dr. Undyne, each carrying strange devices that splurt out an intense geysers.
Queen Toriel watches her castle burn in somber silence. The smell of burning stone, charcoal, and fill the air as the smoke collects against the cave ceiling.
"You have <span class="yellowtext">HOPE</span>, even after this?" she asks you.
Of course.
"I wanted to kill you."
You look up at her and smile.
//And you want to give her <span class="yellowtext">HOPE</span>.//
She lets out a barely audible sigh.
[[When the fire is put out, Sans returns to you both.]]He is flanked by his brothers. "<span class="sans">$Name! Are You Okay?</span>"
"$Name is fine," answers Queen Toriel. "$Name is //more// than fine, I would argue."
"Your Majesty?" inquires Dr. Gaster.
". . . Dr. Gaster," she says after a moment of silence. "$Name's <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> might be the key to unlocking the barrier."
"<span class="sans">WHAT?!</span>" echoes Sans. He gapes at you. "<span class="sans">//WHAT?!//</span>"
"That is--That is excellent news, Your Majesty," says Dr. Gaster. His orange and blue eyelights focus on you.
"It is time," continues the queen, "for the barrier to be dissolved." She looks to you. "Are you ready, $Name?"
Yes.
Queen Toriel offers you her hand.
You accept her hand.
Her fur is surprisingly soft.
She takes your hand and starts to tug you along.
She guides you behind the castle. There's a small pathway that looks like it once lead through a garden.
It's only ashes now.
The path winds around the castle and is built further into the cave.
Noise hums all around you as you approach it.
When you are close enough to get a proper look you see a wall of white.
[[You have reached the barrier.]]"Do you know what to do?" Queen Toriel asks you.
As you stare at the barrier. . . you think you do.
This white wall of magic feels familair to you.
The same way you recognized your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, you know the magic in this barrier.
Somehow, someway. . .
This magic is the same as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
Yes.
You are the key.
You take a step forward--
"<span class="sans">WAIT!</span>" calls out Sans. "<span class="sans">WAIT! IS THIS DANGEROUS? WILL IT HURT YOU?</span>"
Perhaps.
But you don't say that outloud.
You give Sans a big smile.
Because even if it does--it will be okay!
You can handle it.
"<span class="sans">Promise?</span>" he hesitantly asks.
You hold out your $right hand, your pinky extended. You promise.
Sans hooks his pinky through yours. "<span class="sans">OKAY. I, THE MAGNIFICANT SANS, WILL LEAVE IT UP TO YOU! I BELIEVE IN YOU.</span>"
You turn back to the barrier.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
[[And you offer it your everything.]]Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell.
And then one day a certain HUMAN fell into their world.
This HUMAN went on a magical journey.
<<if $gender eq "woman">>
She met so many monsters, and saw so many lovely things. She was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, she did not give up. She showed the MONSTERS her <span class="yellowtext">MERCY</span> and they showed her their KINDNESS.
She came to <span class="yellowtext">LOVE</span> the MONSTERS.
She offered them <span class="yellowtext"> HOPE</span>.
She wanted to free them.
But how could she, without magic?
She only had herself.
Yes. . .
But that was enough.
[[She has always been more than enough.]]
<<elseif $gender eq "man">>
He met so many monsters, and saw so many lovely things. He was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, he did not give up. He showed the MONSTERS his <span class="yellowtext">MERCY</span> and they showed him their KINDNESS.
He came to <span class="yellowtext">LOVE</span> the MONSTERS.
He offered them <span class="yellowtext"> HOPE</span>.
Hee wanted to free them.
But how could he, without magic?
He only had himself.
Yes. . .
But that was enough.
[[He has always been more than enough.]]
<<else>>
They met so many monsters, and saw so many lovely things. They were filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, they did not give up. They showed the MONSTERS their <span class="yellowtext">MERCY</span> and they showed them their KINDNESS.
They came to <span class="yellowtext">LOVE</span> the MONSTERS.
They offered them <span class="yellowtext"> HOPE</span>.
They wanted to free them.
But how could they, without magic?
They only had themselves.
Yes. . .
But that was enough.
[[They have always been more than enough.]]<</if>>The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Then suddenly arms wrapped around you. Sans holds you close as he exclaims, "<span class="sans">YOU DID IT! YOU BROKE THE BARRIER!</span>"
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod.
Sans pulls away from you, his blue eyelights in the shape of hearts. "<span class="sans">TOGETHER?</span>"
You take his hand. Together.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Sans' hand to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - SANS ROUTE]]With the re-entry of monsters into society, there is a moment of concern from the Mage Tower.
But it is quickly cast aside when the mages welcome the monsters with open arms.
Forgiveness is needed on both sides, and under your encouragement peace is found.
You are hailed as a hero and receive a neat little award.
You'd think your time helping the monsters would end there, but no.
It is almost unamiously decided by the monsters (and the mages after they hear your story) that you are to be their ambassador.
You don't really have a chance to say no.
<span id="cycle"><<cycle "$ambassador" autoselect>>\
<<option "Not that you'd want to.">>
<<option "You'd rather not, but they really need you.">>
<<option "You'll see if you can find a substitute in a few years. You know they need you now.">>
<</cycle>></span>
While it is a happy transition, it is not easy. There are many cultural nuances that both sides have to adjust to.
But!
You're happy to find that all sides are sincere in desiring peace.
It really seems like everything is working out for the best.
Your journey. . . your effort. . .
None of it was in vain.
You saved them.
All of them.
To make this even sweeter, you and Sans are together. He and his brothers move in across the street from you, and he has appointed himself as your personal guard while you are Ambassador.
He's sworn to always stay at your side and to protect you from anything.
But you have to promise him not to run off into dangerous situations ever again.
You agree that's a fair trade.
On your free days, the two of you will go on dates, spend time with his brothers, or have fun with your friends. You're always welcomed at any monster gathering.
Papyrus treats you to Muffets at least once a month.
Dr. Gaster--who has started to insist you call him Wingding--knitted you and Sans matching sweaters and scarves.
You, Cinnamon, Sans, and Milkyboo go on delightful double dates.
Queen Toriel invites you over for tea after work every other day. Recently, she's been joined by Asgore who kindly offers you more scarves to keep you safe.
This is the end of your story.
----
Thank you, $Name.
Thank you for falling into the Underground.
Thank you for showing them kindness.
Thank you for giving them <span class="yellowtext">HOPE</span>.
Thank you for being ''you.''
//''THE END''//
----
[[Sans Bonus Scene - Brotherly Love.]]
[[Sans Bonus Scene - Surface Date.]]
[[Author's Notes]]Thank you all so much for coming along this journey! Like Underfell, making this game has been a learning process and I've experienced so much!
I'm excited to keep making more games, and I hope you all enjoy them!
''COMPLETED GAMES''
Underfell
Dusttale
Siren Call
Underswap
''IN PROGRESS''
Mafiafell
Slumbertale
<<masteraudio stop>> <<audio "city" loop play>> Playing the city music.
<<return>><<masteraudio stop>> <<audio "toriel" loop play>> Playing Toriel Boss Fight music.
<<return>><<masteraudio stop>> <<audio "ending" loop play>> Playing the ending music.
<<return>>The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Then suddenly arms wrapped around you. Sans holds you close as he exclaims, "<span class="sans">YOU DID IT! YOU BROKE THE BARRIER!</span>"
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod.
Sans pulls away from you, his blue eyelights in the shape of hearts. "<span class="sans">TOGETHER?</span>"
You take his hand. Together.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Sans' hand to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - SANS ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Then suddenly arms wrapped around you. Sans holds you close as he exclaims, "<span class="sans">YOU DID IT! YOU BROKE THE BARRIER!</span>"
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod.
Sans pulls away from you, his blue eyelights in the shape of hearts. "<span class="sans">TOGETHER?</span>"
You take his hand. Together.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Sans' hand to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - SANS ROUTE]]Papyrus walks you through hotlands and to an elevator. There are guards in silver armor posted on either side of the elevator, but neither react to yours nor Papyrus' presence. <<masteraudio stop>> <<audio "city" loop play>>
You both get into the elevator.
You go up.
You're let out. . . and you enter the city.
It's bigger than you anticipated. Stone buildings climb into the cave ceiling and completely cover the horizon. The streets are paved with a pale blue stonework and are lined with soft white lampposts. A variety of monsters fill the street: some moving in groups and others standing around and chatting.
Even at a distance, you can see many shop windows brightly decorated. There are dozens of signs marked with NTT.
$wowreaction
It's amazing. To see so many monsters living together--to see them have their own city--!
To think. . . all of this just under the lake.
. . .
That's right. . .
Under the lake. . . away from the skies. . .
How many of them were alive before they were sealed? How many of them have ever seen the sun?
Their imprinsonment. . .
Isn't it time it came to an end?
<<if $optimistic gt $realistic>>
Yes. Yes it is. You're certain--you're //positive//--that humans and monsters can get along. You've met so many wonderful monsters already. They deserve to be free.
You want to help them. There must be a way!
<<else>>
You're not certain if all humans and monsters will get along--the mages may not be as forgiving as you, and the same could be said for certain monsters--but you do know one thing.
This banishment, //this imprisonment// shouldn't go on. They have a right to see the sun just as any human.
You want to help them.
<</if>>
Dion said your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> would work as a key for the barrier.
You'll have to test it out yourself.
"<span class="sans">HELLO!</span>" shouts a friendly voice.
Sans appears in a blurry flash of blue light in front of you and Papyrus.
"<span class="sans">$Name!</span>" he says with genial cheer. "<span class="sans">It's Good To See You Again</span>." He holds out a box. "<span class="sans">This Is For You!</span>"
You smile as you accept the box.
When you open the box, you see a pair of $eyecolor shoes.
"<span class="sans">Papyrus Told Me You Lost Yours--</span>" Sans starts to say. "<span class="sans">He Told Me To Grab These!</span>"
You take them out and quickly put them on.
A perfect fit. You thank both skeletons.
Papyrus tosses one of your original $shoes up in the air. "<span class="paps">Cool. Glad they fit.</span>"
"<span class="sans">WELL</span>" Sans says. "<span class="sans">I Won't Intterupt You Two! HAVE FUN!</span>"
Is he leaving?
"<span class="sans">I Can Read The Mood,</span>" Sans says with a roll of his eyelights. <span class="sans">I AM Magnificant, A-A-AND I Know My Brother's Pouty Look When I See It.</span>
"<span class="paps">Pouty--?</span>"
"<span class="sans">SO! Goodbye For Now Human!</span>" says Sans as he turns on his heel and heads away
[[You are left alone with Papyrus in the city.]]
Papyrus holds out his hand to you. "<span class="paps">For the record, I'm not pouting.</span>"
You slyly smile at him. No, no, of course not. You take his hand.
"<span class="paps">Anywhere ya wanna go first?</span>" he asks.
Hmm. . .
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter for her.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter for her.]]
<</if>><<if $riverperson eq 3>>
[[Oh! You see Persona. You ask Papyrus if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Papyrus about the NTT branding.]]
<</if>>
[[You'd like to take a walk with Papyrus.]]<<masteraudio stop>> <<audio "city" loop play>>Papyrus has teleported both you to the city.
It's bigger than you anticipated. Stone buildings climb into the cave ceiling and completely cover the horizon. The streets are paved with a pale blue stonework and are lined with soft white lampposts. A variety of monsters fill the street: some moving in groups and others standing around and chatting.
Even at a distance, you can see many shop windows brightly decorated. There are dozens of signs marked with NTT.
$wowreaction
It's amazing. To see so many monsters living together--to see them have their own city--!
To think. . . all of this just under the lake.
. . .
That's right. . .
Under the lake. . . away from the skies. . .
How many of them were alive before they were sealed? How many of them have ever seen the sun?
Their imprinsonment. . .
Isn't it time it came to an end?
<<if $optimistic gt $realistic>>
Yes. Yes it is. You're certain--you're //positive//--that humans and monsters can get along. You've met so many wonderful monsters already. They deserve to be free.
You want to help them. There must be a way!
<<else>>
You're not certain if all humans and monsters will get along--the mages may not be as forgiving as you, and the same could be said for certain monsters--but you do know one thing.
This banishment, //this imprisonment// shouldn't go on. They have a right to see the sun just as any human.
You want to help them.
<</if>>
Wingding said your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> would work as a key for the barrier.
You're determined to do what you can to help.
"<span class="sans">HELLO!</span>" shouts a friendly voice.
Sans appears in a blurry flash of blue light in front of you and Papyrus.
"<span class="sans">$Name!</span>" he says with genial cheer. "<span class="sans">It's Good To See You Again</span>." He holds out a box. "<span class="sans">This Is For You!</span>"
You smile as you accept the box.
When you open the box, you see a pair of $eyecolor shoes.
"<span class="sans">Papyrus Told Me You Lost Yours--</span>" Sans starts to say. "<span class="sans">He Told Me To Grab These!</span>"
You take them out and quickly put them on.
A perfect fit. You thank both skeletons.
Papyrus tosses one of your original $shoes up in the air. "<span class="paps">Cool. Glad they fit.</span>"
Huh!
Guess you don't need to go shopping now.
"<span class="paps">Why not?</span>" asks Papyrus. "<span class="paps">You're here. He gave you his wallet. Promise he's //not// hurting for gold. Might as well enjoy yourself.</span>"
Sans beams at you. "<span class="sans">YOU SHOULD! The City Is Very Nice! AND DON'T WORRY! No One Will Attack You! Alphys And I Told ALL The Guards About You.</span>"
That's very nice of them.
In that case. . .
You $happyreaction.
<span id="cycle"><<cycle "$wdcity" autoselect>>\
<<option "You want to explore!">>
<<option "Maybe you can get him something?">>
<<option "Maybe you can try out some of the food here?">>
<<option "Maybe you can get a souvenior to help remember your time here.">>
<</cycle>></span>
"<span class="paps">Enjoy yourself,</span>" says Papyrus.
"<span class="sans">Yes! Have Fun, Human! I Must Leave, But I'm Sure We Will Meet Again,</span>" says Sans. He takes off running and is soon out of your sight.
You look to Papyrus. He watches his brother leave. He turns to look back at you, then moves his gaze to the far end of the city. He points. "<span class="paps">See that elevator shaft at the back?</span>"
You nod.
"<span class="paps">I'll wait for you there,</span>" he says. "<span class="paps">Come to me when you're ready to leave.</span>"
He's not going to stay with you?
"<span class="paps">The only monsters that would give you trouble are the guards, and Sans already talked to them. You're safe here. Enjoy yourself.</span>"
You give him two thumbs up.
[[He walks off. You are left alone city.]]Hmm. . . What do you want to do?
You pull out Wingding's wallet, curious about what to see.
. . .
You see no gold. There are cards, but you're not certain what does what. You open one of the folds and see a slip of paper.
On it reads: xY07BB13Zf16
Hmm. It looks like a password. But for what?
Oh well. Nothing you can do it about it now.
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $riverperson eq 2>>
[[Oh! You see Persona. You quickly rush to greet them.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>>
[[You go to meet Papyrus.]]You walk over to Persona. The dark cloaked monster turns their head to look at you.
You happily greet Persona. Their sleeve reaches up and you feel pressure on top of your head.
<<if (($hairlength eq "long")) or ($hair eq "very long")>>
Persona absently plays with your hair.
<<else>>
Persona pets the top of your head.
<</if>>
"Soothing," whispers Persona. They withdraw their hand. "This. . . was nice. . . thank you, my friend. . ."
<<set $riverperson +=1>>
You're happy to oblige!
Persona dips their head forward. "Take. . . care."
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>><<if $wingdingromance eq 7>>
[[You go to meet Papyrus.]]
<<else>>
[[You go to the elevator in the back.]]<</if>>The monster explains it's a popular brand. They point you in a direction and tell you to follow the signs to see the main building.
Curious, you decide to check it out. You follow their instructions.
As you walk, you breathe in the city. It smells like wet stone and street food. You walk by many food stands that make your stomach rumble. You eventually reach a big, electric blue building with the biggest NTT sign around. You admire the sign for several seconds until your thoughts are interrupted.
There’s a squeaky gasp.
You turn your head to see Mettablook. The pink ghost smiles shyly at you. “$Name! I-It’s g-good to see you again.”
Oh! You <<if $optimistic gt $realistic>>cheerfully <</if>> greet Mettablook.
Mettablook’s form darkens in color, their wiggly smiles stretches further. “Ehe. A-Are you here to see Napstaton?”
You explain you were intrigued by all the signs.
“In that case, why don’t you come inside with me?” offers Mettablook. “Napstaton is m-my cousin.”
<<set $blook = 4>>
[[You’d love to come inside!]]
[[Thank you, but no thank you!]]The lanky skeleton casually leans against a wall beside the elevator. He nods at you. "<span class="paps">Are you ready to leave?</span>"
You nod.
He flatly asks, "<span class="paps">Are you really?</span>"
You frown at his question.
"<span class="paps">See this elevator?</span>" Papyrus asks you.
You nod.
"<span class="paps">This leads up to the castle. Barrier's in the back of it,</span>" he says.
Your eyes widen. Wait. When he means //leave//, does he mean for you to leave the Underground? Without Wingding?
Papyrus gives you a long, silent look. "<span class="paps">That's not my call.</span>"
Then what is his call?
"<span class="paps">I'm the Judge,</span>" he says. "<span class="paps">I see your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> for what it is--the key to the barrier. But what good is a key to the door, when the monster who rules won't let it open?</span>"
Your brow furrows.
"<span class="paps">You have two choices,</span>" he says. "<span class="paps">I take you back to my brother. You sit, and you do nothing. . . and he might do something you'll both regret.</span>"
Your hands curl into fists. You uncomfortably shift your weight.
"<span class="paps">I know my brother. I know what he values. You know it too, don't you? You feel it in your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.</span>"
. . .
"<span class="paps">Queen Toriel's orders stand,</span>" he says. "<span class="paps">I Judge one way, and he can agree with me, but at the end of the day. . . it is her call.</span>"
You purse your lips, wanting to disagree with him. . . but being unable to. Does he really think she can't be reasoned with?
"<span class="paps">Not by //us//,</span>" he says. "<span class="paps">We don't have anything to give her.</span>"
What does he think you can do?
He smiles faintly at that.
"<span class="paps">Don't worry about it. You'll be fine. You've got plenty of it to spare.</span>"
It?
He pokes your forehead, but doesn't elaborate.
. . .
//If there's ever going to be peace between humans and monsters--if monsters are ever going to be freed--
Someone has to take the step forward.//
You take a step forward.
//He smiles at you. “Now I do believe proper introductions are in order. How do you do, my dear? I am Dr. Wingding Gaster, the lead Royal Scientist. . . and evidently, your ''SOULMATE''.”//
You aren't sure what Papyrus sees in you--sees in your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, but that doesn't matter.
You can do this.
You're more than enough to handle what comes.
"<span class="paps">I knew you'd choose that,</span>" says Papyrus. "<span class="paps">I'd say good luck. . . but you don't need it.</span>"
He walks off, leaving you. . . and the elevator.
[[You look behind you once. . . and then you step into the elevator.]]You're given directions to a quieter part of the city. There aren't as many monsters mingling on the streets, and the lights are dimmer here. Monsters that pass you by will give you a curious look, but ultimately leave you alone.
<<set $cinletter = 2>>
A few of them even smile at you.
You keep your eyes peeled as you exmaine the city. It reminds you so much of Ebott City: all these monsters go about their day to day lives. You see some bickering in a corner; some laughing as a group; younger ones playing with skateboards and jumpropes; parents carrying their children; vendors advertising their shops.
They all go about their daily lives, just as you do.
The only difference is that //you// have grown up with the sky. . . and they haven't.
You're reminded of the illusioned sky in Snowdin. They must have spent a lot of time and energy to replicate a sky, but it falls short of the real thing.
There is no sunlight; there is no wind; there is no rain.
It is stagnant, stale, and suffocating.
Yet they carry on because that's all they can do.
. . .
But that's not all //you// can do, is it?
If you are the key. . . you can change this. You can save them.
You stop outside a building that–unlikely the vast majority–does not reach the top of the cave ceiling. It’s two stories, max, in a cute cottage-tudor style. The homey, cutesy feel to it is a sharp contrast to the stone buildings that flank it.
Suddenly, you feel warmth in your sweater pocket. You pull out the candle you purchased from the flames. A small flame appears on the wic.
//Click.//
The door swings open.
Oh!
You walk into the teashop.
Entering it hits you with the smell of fresh tea and milk. White wire tables are set up around the room. A floral-printed table cloth is draped over the tables. Pink and blue flowers are intertwined around the chairs, placed as center pieces on the table, and strung up over the ceiling. All of the tables have guests seated at.
Numerous small flame monsters bustle around the teashop. The flames are no bigger than your hand, and work together to carry trays of food and tea. They hop up onto the tables to serve.
There are two other waiters. One waiter works with the flames: a lanky brown-furred cat monster. He has an energetic step and twinkle in his eyes.
The other is a tall flame monster in a pink and blue suit with spiral glasses. There's something strangely soothing about him.
Cinnamon told you to deliver the letter to the cutest person.
[[Deliver the letter to the fire monster!]]
[[Deliver the letter to the cat monster!]]He is flanked by his brothers, two of his blasters at the ready.
"$Name!" he shouts, sprinting to you.
Sans is close behind him, rushing to Toriel. "<span class="sans">Q-Queen Toriel</span>!"
"Dr. Gaster. . . Lieutenant," quietly says Queen Toriel as she continues to hold you. She looks at the castle behind her. "Apologies for the trouble. . . would you please assist with putting out the fire, first?"
"<span class="sans">YES, YOUR MAJESTY!</span>"
"I would see my ''SOULMATE'' returned to me first, Your Majesty," Wingding says in a thin, cold voice.
Queen Toriel sets you down. She brushes the soot off herself, then you. The moment she steps back, Wingding pulls you into his embrace. He holds you tightly, tucking your head against his his chest. He sternly scolds you, "You foolish human."
You smile sheepishly into him.
More and more monsters flock to the scene. A variety of spells are used to rapidly put out the fire. You want to help, but all you can do is stay out of the way and watch them work.
Sans guides the soldiers in herding the crowds. Captain Alphys arrives to coordinate water spells. Papyrus moves to stand beside you and the Queen. Dr. Undyne arrives, carrying strange devices that splurt out an intense geysers.
Queen Toriel watches her castle burn in somber silence. The smell of burning stone, charcoal, and fill the air as the smoke collects against the cave ceiling.
"You have <span class="yellowtext">HOPE</span>, even after this?" she asks you.
Of course.
"I wanted to kill you."
Wingding's eyesockest narrow as he glares balefully at the queen. He pointedly pulls you to the side and holds you out of her sight. You give him a comforting pat on the arm as you lean around him to look up at the queen and smile.
//And you want to give her <span class="yellowtext">HOPE</span>.//
She lets out a barely audible sigh.
[[At long last, the fire is put out.]]The monsters loosely gather around Toriel once the final embers have cooled.
"It is time," continues the queen, "for the barrier to be dissolved." She looks to you. "Are you ready, $Name?"
Yes.
Queen Toriel offers you her hand. You move to take it, but Wingding hasn't let you go. You give him a //look.// His face pinches like he bit into a sour lemon, but he does let you go.
You accept her hand.
Her fur is surprisingly soft.
She takes your hand and starts to tug you along.
She guides you behind the castle. There's a small pathway that looks like it once lead through a garden.
It's only ashes now.
The path winds around the castle and is built further into the cave.
Noise hums all around you as you approach it.
When you are close enough to get a proper look you see a wall of white.
[[You have arrived at the barrier.]]"Do you know what to do?" Queen Toriel asks you.
As you stare at the barrier. . . you think you do.
This white wall of magic feels familair to you.
The same way you recognized your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, you know the magic in this barrier.
Somehow, someway. . .
This magic is the same as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
Yes.
You are the key.
You take a step forward--
"My dear," says Wingding in a plainly worried voice. "I have not finished my prepartions. There is a chance this could go wrong."
Perhaps.
But you don't say that outloud.
You give Wingding a big smile.
Because even if it does--it will be okay!
You can handle it.
"My dear--" Wingding falls silent at your look. His brow furrows. "--I can't win this argument, can I?"
You shake your head.
". . . Promise, you'll be okay."
You promise. You turn back to the barrier.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
[[And you offer it everything.]]Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell.
And then one day a certain HUMAN fell into their world.
This HUMAN went on a magical journey.
<<if $gender eq "woman">>
She met so many monsters, and saw so many lovely things. She was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, she did not give up. She showed the MONSTERS her <span class="yellowtext">MERCY</span> and they showed her their KINDNESS.
She came to <span class="yellowtext">LOVE</span> the MONSTERS.
She offered them <span class="yellowtext"> HOPE</span>.
She wanted to free them.
But how could she, without magic?
She only had herself.
Yes. . .
But that was enough.
[[She will always be enough.]]
<<elseif $gender eq "man">>
He met so many monsters, and saw so many lovely things. He was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, he did not give up. He showed the MONSTERS his <span class="yellowtext">MERCY</span> and they showed him their KINDNESS.
He came to <span class="yellowtext">LOVE</span> the MONSTERS.
He offered them <span class="yellowtext"> HOPE</span>.
Hee wanted to free them.
But how could he, without magic?
He only had himself.
Yes. . .
But that was enough.
[[He will always be enough.]]
<<else>>
They met so many monsters, and saw so many lovely things. They were filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, they did not give up. They showed the MONSTERS their <span class="yellowtext">MERCY</span> and they showed them their KINDNESS.
They came to <span class="yellowtext">LOVE</span> the MONSTERS.
They offered them <span class="yellowtext"> HOPE</span>.
They wanted to free them.
But how could they, without magic?
They only had themselves.
Yes. . .
But that was enough.
[[They will always be enough.]]<</if>>The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Then suddenly arms wrapped around you. Wingding firmly holds you against him, "Well done, my darling. Well done."
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod.
Wingding pulls away to sweetly kiss your forehead, then your nose, then your cheeks. "Together, my dearest?"
You beam, giddy from his affection. Yes. Together.
He offers you his arm. You take it.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Wingding's arm to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - WINGDING ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Then suddenly arms wrapped around you. Wingding firmly holds you against him, "Well done, my darling. Well done."
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod.
Wingding pulls away to sweetly kiss your forehead, then your nose, then your cheeks. "Together, my dearest?"
You beam, giddy from his affection. Yes. Together.
He offers you his arm. You take it.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Wingding's arm to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - WINGDING ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Then suddenly arms wrapped around you. Wingding firmly holds you against him, "Well done, my darling. Well done."
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod.
Wingding pulls away to sweetly kiss your forehead, then your nose, then your cheeks. "Together, my dearest?"
You beam, giddy from his affection. Yes. Together.
He offers you his arm. You take it.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Wingding's arm to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - WINGDING ROUTE]]With the re-entry of monsters into society, there is a moment of concern from the Mage Tower.
But it is quickly cast aside when the mages welcome the monsters with open arms.
Forgiveness is needed on both sides, and under your encouragement peace is found.
You are hailed as a hero and receive a neat little award.
You'd think your time helping the monsters would end there, but no.
It is almost unamiously decided by the monsters (and the mages after they hear your story) that you are to be their ambassador.
You don't really have a chance to say no.
<span id="cycle"><<cycle "$ambassador" autoselect>>\
<<option "Not that you'd want to.">>
<<option "You'd rather not, but they really need you.">>
<<option "You'll see if you can find a substitute in a few years. You know they need you now.">>
<</cycle>></span>
While it is a happy transition, it is not easy. There are many cultural nuances that both sides have to adjust to.
But!
You're happy to find that all sides are sincere in desiring peace.
It really seems like everything is working out for the best.
Your journey. . . your effort. . .
None of it was in vain.
You saved them.
All of them.
To make this even sweeter, you and Wingding are together. He and his brothers move in across the street from you, although he does his absolute best to convince you to stay with him every night. The two of you are eager to plan your official union together as ''SOULMATES''. Sans has enthusiastically volunteered to help with all the plans, while Papyrus does his best to reign in Sans from putting glitter on everything.
On your free days, the two of you will go on dates, spend time with his brothers, or have fun with your friends. You're always welcomed at any monster gathering.
Papyrus treats you to Muffets at least once a month. Sans likes to go swimming in the lake with you.
Queen Toriel invites you over for tea after work every other day. Recently, she's been joined by Asgore who kindly offers you more scarves to keep you safe.
This is the end of your story.
----
Thank you, $Name.
Thank you for falling into the Underground.
Thank you for showing them kindness.
Thank you for giving them <span class="yellowtext">HOPE</span>.
Thank you for being ''you.''
//''THE END''//
[[Author's Notes]]Mettablook takes the lead. The small ghost hovers in front of you and meanders to the front doors. They’re guarded by large cat monsters who open the door when they see the two of you approaching.
You enter the building after Mettablook.
You’re greeted by blaring music at a steady tempo. The bass hits so low it shakes you, you can feel the vibrations in your bones. Lights, cameras, and other movie-style equipment is placed all around the edge. You see robots, cats, dogs, and bunnies hurrying around the set.
In the center of it all is a blue and white dance floor that lights up. Grooving in the middle of the floor is a tall robot with with black pants, a cropped electric blue puffy jacket, and a blue cap worn backwards.
"Thanks again for the new jams, this'll conclude our beat-down report," the robot exclaims. "We'll be right back after this message from our sponsors--//me!//"
The dancefloor lights switch off.
The robot turns to the front door and grins. "Blookie!"
Mettablook flies over. "Hey!"
"Got the new music ready?" asks the robot.
"Y-Yeah! Um! I want--I want to introduce to someone."
The robot monster turns to look at you. He smirks. "Aren't you precious. Who might you be?" asks the robot.
You introduce yourself.
"$Name is my friend," adds Mettablook. "$Name th-this is my cousin, Napstaton."
Napstaton holds out a hand to you, his smirk curls. "Charmed, I'm certain."
You take his hand to shake.
"Say," says Napstaton, a devious look in his eyes, "I'm getting ready for my next segmant. How well can you dance?"
[[. . . Sure! You accept to dance.]]
[[Better not. You decline to dance.]]"O-Oh! Okay!" squeaks out Mettablook.
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>><<if $wingdingromance eq 7>>
[[You go to meet Papyrus.]]
<<else>>
[[You go to the elevator in the back.]]<</if>>Napstaton's smile stretches. He offers you a hand that you accept. His metalic grip tightens around you and he tugs you to the dance floor. "Get ready to roll, everyone. Blookie, why don't you set up that new groove you've been workin' on?"
<<masteraudio stop>> <<audio "mettablook" loop play>>
"Ah--Okay!" Mettablook says.
The dancefloor lights up in blue and white as a familiar song comes on. It's the song you and Mettablook sang to at their house!
The peppy beat pounds through the studio. Spotlights shine down on the both of you.
<span id="cycle"><<cycle "$dance" autoselect>>\
<<option "You're an excellent dancer.">>
<<option "You're an okay dancer.">>
<<option "You are a terribad dancer.">>
<</cycle>></span>
You don't have a moment to do anything on your own. Napstaton's got one hand around yours, and the other one around your waist.
He spins you on your heel at such a sudden and dizzying speed, you wonder if your head might fall off.
Around and around you go, and you can feel his hands quickly grab back onto your arms and waist. He ducks you, he twirls you, he lifts you up to spin around. You're barely more than a ragdoll as he has complete control over you and the dancefloor.
It's a lot like being on a roller coaster. You can only watch and feel as your body is jerked this way and that. It's never done in a painful, or malicious manner. Like the rides at the amusement park, this is every bit as fun.
The two of you (courtesy of Napstaton) move to the perky love song.
At the end of it, he ends it in a dazzling dip and wink.
"Great moves there, $Name," he praises. "Got time for another one?"
[[Absolutely!]]
[[Appreciated, but no.]]You politely refuse, but thank the monster for the offer.
Napstaton sighs. "Pity. If you change your mind, you know where to find me."
Okay!"
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>><<if $wingdingromance eq 7>>
[[You go to meet Papyrus.]]
<<else>>
[[You go to the elevator in the back.]]<</if>>You hold out the letter to him.
He tilts his head and points to himself.
You nod and explain it's from Cinnamon.
He only appears more confused by this.
You explain you were told to deliver it to the //cutest// monster in the shop.
The monster's flames flicker between pink and red as he nervously fidgets with the tea pot in his hands. He rapidly shakes his head back and forth.
Oh. Is he certain?
He nods quickly.
//Really certain?//
His flames are bright pink now as he nods.
You sigh, and then turn to deliver the letter to the cat monster instead.
“Huh? For me?” the brown furred cat blinks in surprise at you. He takes the letter. When he recognizes the handwriting, his eyes widen and he smiles goofily. His tail waves side to side. “This is from my Cinny-winny.
He holds the letter close to his chest.
“Thanks,” he says. “I’ve really missed her.”
You’re happy to help.
You’ve delivered the letter now!
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>><<if $wingdingromance eq 7>>
[[You go to meet Papyrus.]]
<<else>>
[[You go to the elevator in the back.]]<</if>>“Huh? For me?” the brown furred cat blinks in surprise at you. He takes the letter. When he recognizes the handwriting, his eyes widen and he smiles goofily. His tail waves side to side. “This is from my Cinny-winny.
He holds the letter close to his chest.
“Thanks,” he says. “I’ve really missed her.”
You’re happy to help.
You’ve delivered the letter now!
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>><<if $wingdingromance eq 7>>
[[You go to meet Papyrus.]]
<<else>>
[[You go to the elevator in the back.]]<</if>>Papyrus walks you through hotlands and to an elevator. There are guards in silver armor posted on either side of the elevator, but neither react to yours nor Papyrus' presence. <<masteraudio stop>> <<audio "city" loop play>>
You both get into the elevator.
You go up.
You're let out. . . and you enter the city.
It's bigger than you anticipated. Stone buildings climb into the cave ceiling and completely cover the horizon. The streets are paved with a pale blue stonework and are lined with soft white lampposts. A variety of monsters fill the street: some moving in groups and others standing around and chatting.
Even at a distance, you can see many shop windows brightly decorated. There are dozens of signs marked with NTT.
$wowreaction
It's amazing. To see so many monsters living together--to see them have their own city--!
To think. . . all of this just under the lake.
. . .
That's right. . .
Under the lake. . . away from the skies. . .
How many of them were alive before they were sealed? How many of them have ever seen the sun?
Their imprinsonment. . .
Isn't it time it came to an end?
<<if $optimistic gt $realistic>>
Yes. Yes it is. You're certain--you're //positive//--that humans and monsters can get along. You've met so many wonderful monsters already. They deserve to be free.
You want to help them. There must be a way!
<<else>>
You're not certain if all humans and monsters will get along--the mages may not be as forgiving as you, and the same could be said for certain monsters--but you do know one thing.
This banishment, //this imprisonment// shouldn't go on. They have a right to see the sun just as any human.
You want to help them.
<</if>>
Dion said your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> would work as a key for the barrier.
You'll have to test it out yourself.
"<span class="paps">See that elevator shaft in the far back?</span>" Papyrus asks you.
You nod.
"<span class="paps">That leads up to the castle. Barrier's in the back of it,</span>" he says.
The barrier--?
"<span class="sans">HELLO!</span>" shouts a friendly voice.
Sans appears in a blurry flash of blue light in front of you and Papyrus.
"<span class="sans">$Name!</span>" he says with genial cheer. "<span class="sans">It's Good To See You Again</span>." He holds out a box. "<span class="sans">This Is For You!</span>"
You smile as you accept the box.
When you open the box, you see a pair of $eyecolor shoes.
"<span class="sans">Papyrus Told Me You Lost Yours--</span>" Sans starts to say. "<span class="sans">He Told Me To Grab These!</span>"
You take them out and quickly put them on.
A perfect fit. You thank both skeletons.
Papyrus tosses one of your original $shoes up in the air. "<span class="paps">Cool. Glad they fit.</span>"
Huh!
"<span class="paps">While you're here, you might as well enjoy yourself. Explore the city.</span>"
Sans beams at you. "<span class="sans">YOU SHOULD! The City Is Very Nice! AND DON'T WORRY! No One Will Attack You! I Told ALL The Guards About You.</span>"
. . .
In that case. . .
You $happyreaction.
<span id="cycle"><<cycle "$wdcity" autoselect>>\
<<option "You want to explore!">>
<<option "Maybe you can try out some of the food here?">>
<<option "Maybe you can get a souvenior to help remember your time here.">>
<</cycle>></span>
"<span class="paps">Enjoy yourself,</span>" says Papyrus.
"<span class="sans">Yes! Have Fun, Human! I Must Leave, But I'm Sure We Will Meet Again,</span>" says Sans. He takes off running and is soon out of your sight.
You look to Papyrus. He watches his brother leave. He turns to look back at you. "<span class="paps">See you around.</span>"
You wave goodbye.
[[You are left alone city.]]You stare at the elevator for a long moment.
//"THAT SSSOUL OF YOURSSS--IT'S A PERFECT MATCH TO THE BARRIER'SSS KEY."//
Your hands clench into fists.
//"See that elevator shaft in the far back?" Papyrus asks you.
You nod.
"That leads up to the castle. Barrier's in the back of it," he says. //
You turn to the elevator.
//If there's ever going to be peace between humans and monsters--if monsters are ever going to be freed--
Someone has to take the step forward.//
You take a step forward.
<<if $floweyromance eq 2>>
[[You step into the elevator.]]
<<else>>
[[You look behind you once. . . and then you step into the elevator.]]<</if>>Napstaton and you dance to many more songs. From fast to slow, he shows you a variety of the music played on his show. Sometimes the two of you are joined by other monsters, but a lot of the time it's only the two of you.<<masteraudio stop>> <<audio "city" loop play>>
He always leads you around in a playful way.
It's a great deal of fun for both of you. You're rather sad for the show to end.
"You're always welcome back any time, darling," he says. "You're were an amazing dance partner."
You $happyreaction.
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>><<if $wingdingromance eq 7>>
[[You go to meet Papyrus.]]
<<else>>
[[You go to the elevator in the back.]]<</if>>You politely refuse, but thank the monster for the offer.<<masteraudio stop>> <<audio "city" loop play>>
Napstaton sighs. "Pity. If you change your mind, you know where to find me."
Okay!"
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>><<if $wingdingromance eq 7>>
[[You go to meet Papyrus.]]
<<else>>
[[You go to the elevator in the back.]]<</if>>The elevator hums as it takes you up.
When you step off, you enter a long corridor filled with golden light.
There are stone pillars of creamy gold with chiseled designs lining up the corridor. The tiled flooring is mosaic with a beautiful swirling motif. All along the walls are windows that filter in a golden light. It reminds you of the golden hour on the surface with how softly warm it is.
It has a tall ceiling–tall enough that with each step you take, it makes an echo.
You are not alone in this hallway.
Midway through the hallway, you see a tall monster. For a moment, you think it's Asgore.
This monster has white fur, a goat-like appearance, and curled horns. He's dressed in dark turtle neck, dark pants, and a labcoat. All of it looks two sizes too small for him, as if the clothes aren't his but were all he had.
"I knew you'd come," says the monster in a soft voice.
. . . ?
He smiles faintly at you. "Howdy. I'm Asriel. . . previously, Flowey."
You gasp. You rush forward to the monster. Really?!
Fl--//Asriel//--offers you a hand as you approach. You grip his hand tightly with both of yours.
You $happyreaction.
"It's nice to meet you properly," he says.
How is this possible?
"Do you remember telling me about the artificial ''SOULs''?"
You nod.
"A long time ago. . . I lost my ''SOUL''," says Asriel. "As Flowey, I was ''SOULLESS''. I couldn't feel anything. Not joy, not sadness. . . nothing. I couldn't even rest." Asriel holds his free hand to his chest. "When you told me about the arificial ''SOULs''. . . I knew I had to try."
Asriel's expression turns self-deprecating. "I know it's not //mine//, and to steal is wrong. . . But at least now I can. . . Heh. . ."
[[You squeeze his hand.]]
[[You let go of his hand, but offer him a smile.]]
[[You move to hug him.]]"Thank you."
You squeeze him again.
"Really. . . thank you," he says quietly. "$Name, I appreciate what you've done for me. You were always kind to me, even when I wasn't nice to you. I want to repay that kindness."
You tell him that's not necessary--
"It is," he says quietly, his dark eyes warm. "I'll join you when talking to the Queen."
Your $eyecolor eyes widen.
"That's what you were planning to do, wasn't it?" he asks. "I can tell. You want to help forge a bridge between MONSTERS and HUMANS. I understand."
You hesitantly nod.
"That's good," he says. "I'll help you."
But--
"It's okay," he assures you. "I think I have a good chance of reaching her."
Why does he say that?
"Because. . . she's my mom."
. . . !
Asriel's smile turns sheepish at your surprised expression. "D-Don't give me that look. It's not //that// surprising, is it?"
<span id="cycle"><<cycle "$ars" autoselect>>\
<<option "You give him a flat look.">>
<<option "You raise an eyebrow at him.">>
<<option "You look at him in amusement.">>
<</cycle>></span>
"A-Anyway! We should go." Asriel offers his hand to you.
You take it and hold it loosely. He stares at your hands for a moment, a strange look in his eyes before he shakes his head as if to clear his thoughts.
You and Asriel cross the hall and exit at the far end.
He leads lead out onto a stone bridge. You can see the castle ahead of you.
The castle is built into the cave walls. Faded gold-white stone is built beside pale stone and sparkling blue crystals. There are intricate designs and murals carved into its side. You see large stained glass windows depicting the dawn.
It is immaculate, beautiful, and feels terribly lonely.
Your footsteps echo on the bridge. The castle is high above the City. The two of you cross the bridge, you can look down and oversee the entire city as it slows down into the evening.
There are no guards at the wide castle doors.
The doors open easily when Asriel pushes them, although they loudly creak.
You both step inside.
The front room reminds you a lot of Asgore's home in the Crystal Caverns, although a touch more upperscale. There are numerous candles that cast a warm glow around the front room, and the flooring is a gold mosaic with a blue outline. The walls are a gray-white which only makes the golden floor pop out more.
When the front doors shut behind you, you are enveloped in silence.
There is another set of wide doors in front of you.
. . .
You take a deep breath. Asriel gives your hand a squeeze.
[[You both open the door together.]]
"Thank you."
You squeeze him again.
"Really. . . thank you," he says quietly, letting go of your hand. "$Name, I appreciate what you've done for me. You were always kind to me, even when I wasn't nice to you. I want to repay that kindness."
You tell him that's not necessary--
"It is," he says quietly, his dark eyes warm. "I'll join you when talking to the Queen."
Your $eyecolor eyes widen.
"That's what you were planning to do, wasn't it?" he asks. "I can tell. You want to help forge a bridge between MONSTERS and HUMANS. I understand."
You hesitantly nod.
"That's good," he says. "I'll help you."
But--
"It's okay," he assures you. "I think I have a good chance of reaching her."
Why does he say that?
"Because. . . she's my mom."
. . . !
Asriel's smile turns sheepish at your surprised expression. "D-Don't give me that look. It's not //that// surprising, is it?"
<span id="cycle"><<cycle "$ars" autoselect>>\
<<option "You give him a flat look.">>
<<option "You raise an eyebrow at him.">>
<<option "You look at him in amusement.">>
<</cycle>></span>
"A-Anyway! We should go." Asriel offers his hand to you.
You take it and hold it close. He stares at your hands for a moment, a strange look in his eyes before he shakes his head as if to clear his thoughts.
You and Asriel cross the hall and exit at the far end.
He leads lead out onto a stone bridge. You can see the castle ahead of you.
The castle is built into the cave walls. Faded gold-white stone is built beside pale stone and sparkling blue crystals. There are intricate designs and murals carved into its side. You see large stained glass windows depicting the dawn.
It is immaculate, beautiful, and feels terribly lonely.
Your footsteps echo on the bridge. The castle is high above the City. The two of you cross the bridge, you can look down and oversee the entire city as it slows down into the evening.
There are no guards at the wide castle doors.
The doors open easily when Asriel pushes them, although they loudly creak.
You both step inside.
The front room reminds you a lot of Asgore's home in the Crystal Caverns, although a touch more upperscale. There are numerous candles that cast a warm glow around the front room, and the flooring is a gold mosaic with a blue outline. The walls are a gray-white which only makes the golden floor pop out more.
When the front doors shut behind you, you are enveloped in silence.
There is another set of wide doors in front of you.
. . .
You take a deep breath. Asriel gives your hand a squeeze.
[[You both open the door together.]]
"Oh," he goes as you do. He wraps his big arms around you to pull you into a tight hug. "Thank you."
You squeeze him tight.
"Really. . . thank you," he says quietly, resting his head on top of yours. "$Name, I appreciate what you've done for me. You were always kind to me, even when I wasn't nice to you. I want to repay that kindness."
You tell him that's not necessary--
"It is," he says quietly, his dark eyes warm. "I'll join you when talking to the Queen."
Your $eyecolor eyes widen.
"That's what you were planning to do, wasn't it?" he asks. "I can tell. You want to help forge a bridge between MONSTERS and HUMANS. I understand."
You hesitantly nod.
"That's good," he says. "I'll help you."
But--
"It's okay," he assures you. "I think I have a good chance of reaching her."
Why does he say that?
"Because. . . she's my mom."
. . . !
Asriel's smile turns sheepish at your surprised expression. "D-Don't give me that look. It's not //that// surprising, is it?"
<span id="cycle"><<cycle "$ars" autoselect>>\
<<option "You give him a flat look.">>
<<option "You raise an eyebrow at him.">>
<<option "You look at him in amusement.">>
<</cycle>></span>
"A-Anyway! We should go." Asriel offers his hand to you.
You take it and hold it close. He stares at your hands for a moment, a strange look in his eyes before he shakes his head as if to clear his thoughts.
You and Asriel cross the hall and exit at the far end.
He leads lead out onto a stone bridge. You can see the castle ahead of you.
The castle is built into the cave walls. Faded gold-white stone is built beside pale stone and sparkling blue crystals. There are intricate designs and murals carved into its side. You see large stained glass windows depicting the dawn.
It is immaculate, beautiful, and feels terribly lonely.
Your footsteps echo on the bridge. The castle is high above the City. The two of you cross the bridge, you can look down and oversee the entire city as it slows down into the evening.
There are no guards at the wide castle doors.
The doors open easily when Asriel pushes them, although they loudly creak.
You both step inside.
The front room reminds you a lot of Asgore's home in the Crystal Caverns, although a touch more upperscale. There are numerous candles that cast a warm glow around the front room, and the flooring is a gold mosaic with a blue outline. The walls are a gray-white which only makes the golden floor pop out more.
When the front doors shut behind you, you are enveloped in silence.
There is another set of wide doors in front of you.
. . .
You take a deep breath. Asriel gives your hand a squeeze.
[[You both open the door together.]]
You push open the doors and are greeted by a long corridor with gold and blue tiles. You walk down it, your $eyecolor shoes making a quiet //click// sound with each step. You look around as you continue.
At the far end of this corridor you see a throne, and in that throne sits the Queen of Monsters.
She looks up at your entrance. A goat-like monster in purple and gold armor. Her gaze feels heavy upon you.
Then her eyes notice Asriel.
Her eyes widen. She stands up abruptly, her mouth falling open as tears gather in her eyes. "Asriel? //Asriel?//"
"Um, hi," meekly goes Asriel.
The queen runs forward, her arms outstretched. You scarcely have time to let go of Asriel's hand and move out of the way before she has slammed into him and pulled him into a tight hug. Asriel lets out a faint //oof// at the embrace.
"My child, my boy," cries the queen as tears fall free from her eyes. "My sweet boy, are you realy here? Or have I finally found peace?"
Asriel looks deeply uncomfortable as he tentatively hugs his mother. "I'm here. . . Mom."
The queen sobs loudly. You poliltely look away.
[[It takes some time for the Queen of Monsters to recompose herself.]]"What are you doing here?" she asks in a hoarse voice. She pulls away to cup his head and begin to examine him.
"$Name. . . saved me," he says. His dark gaze flickers over to yours.
The queen turns to you, plain gratitude in her voice. "Thank you, $Name. Truly. //Truly.//"
"Don't thank <<if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>> yet," says Asriel. "At least. . . not with words."
"What do you mean, my child?" asks the queen.
"Mom. . . $Name is the key to the barrier," he says. He looks to you. "Aren't you?"
You think so. There's always a chance Dion was wrong, but. . . well, it won't hurt to try.
Her expression becomes conflicted. ". . . My child, things are different from before. Humans--"
"Monsters can be bad too," he says in a quiet voice. "I'm not ignorant to what you've allowed to happen in the kingdom. To //Dr. Gaster's// exerpiments."
She has the grace to grimace. "I see."
You tell her that it doesn't have to be that way. That both sides can find peace.
Her eyes focus on you, as if she were staring into your ''SOUL''. Eventually, she turns to look back at Asriel, and her gaze softens.
"Perhaps it is time," she says with a faint smile. "Very well. I will show you to the barrier."
Asriel and you exchange excited looks.
[[You and Asriel hold hands as you follow behind her.]]Sans appears at the front of the crowd, he rushes to you and Toriel. "<span class="sans">Q-Queen Toriel</span>!"
"Lieutenant," quietly says Queen Toriel as she continues to hold you. She looks at the castle behind her. "Apologies for the trouble. . . would you please assist with putting out the fire, first?"
"<span class="sans">YES, YOUR MAJESTY!</span>" The lieutenant salutes and then hurries away.
Queen Toriel sets you down. She brushes the soot off herself, then you.
More and more monsters flock to the scene. A variety of spells are used to rapidly put out the fire. You want to help, but all you can do is stay out of the way and watch them work.
Sans guides the soldiers in herding the crowds. Captain Alphys arrives to coordinate water spells. Papyrus moves to stand beside you and the Queen. Dr. Gaster arrives with Dr. Undyne, each carrying strange devices that splurt out an intense geysers.
Queen Toriel watches her castle burn in somber silence. The smell of burning stone, charcoal, and fill the air as the smoke collects against the cave ceiling.
"You have <span class="yellowtext">HOPE</span>, even after this?" she asks you.
Of course.
"I wanted to kill you."
You look up at her and smile.
//And you want to give her <span class="yellowtext">HOPE</span>.//
She lets out a barely audible sigh.
[[When the fire is put out, the monsters look to you.]]The monsters gather around. Dr. Gaster steps forward first, giving you a wary look before he addresses Toriel. "Your Majesty?"
". . . Dr. Gaster," she says after a moment of silence. "$Name's <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> might be the key to unlocking the barrier."
"<span class="sans">WHAT?!</span>" echoes Sans.
This is echoed by Captain Alphys', "DAMN. Really?"
"That is--That is excellent news, Your Majesty," says Dr. Gaster. His orange and blue eyelights focus on you.
"It is time," continues the queen, "for the barrier to be dissolved." She looks to you. "Are you ready, $Name?"
Yes.
Queen Toriel offers you her hand.
You accept her hand.
Her fur is surprisingly soft.
She takes your hand and starts to tug you along.
She guides you behind the castle. There's a small pathway that looks like it once lead through a garden.
It's only ashes now.
The path winds around the castle and is built further into the cave.
Noise hums all around you as you approach it.
When you are close enough to get a proper look you see a wall of white.
[[You've arrived at the barrier.]]"Do you know what to do?" Queen Toriel asks you.
As you stare at the barrier. . . you think you do.
This white wall of magic feels familair to you.
The same way you recognized your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, you know the magic in this barrier.
Somehow, someway. . .
This magic is the same as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
Yes.
You are the key.
You take a step forward--
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
[[And you offer it everything you have.]]Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell.
And then one day a certain HUMAN fell into their world.
This HUMAN went on a magical journey.
<<if $gender eq "woman">>
She met so many monsters, and saw so many lovely things. She was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, she did not give up. She showed the MONSTERS her <span class="yellowtext">MERCY</span> and they showed her their KINDNESS.
She came to <span class="yellowtext">LOVE</span> the MONSTERS.
She offered them <span class="yellowtext"> HOPE</span>.
She wanted to free them.
But how could she, without magic?
She only had herself.
Yes. . .
But that was enough.
[[She has always been enough.]]
<<elseif $gender eq "man">>
He met so many monsters, and saw so many lovely things. He was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, he did not give up. He showed the MONSTERS his <span class="yellowtext">MERCY</span> and they showed him their KINDNESS.
He came to <span class="yellowtext">LOVE</span> the MONSTERS.
He offered them <span class="yellowtext"> HOPE</span>.
Hee wanted to free them.
But how could he, without magic?
He only had himself.
Yes. . .
But that was enough.
[[He has always been enough.]]
<<else>>
They met so many monsters, and saw so many lovely things. They were filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, they did not give up. They showed the MONSTERS their <span class="yellowtext">MERCY</span> and they showed them their KINDNESS.
They came to <span class="yellowtext">LOVE</span> the MONSTERS.
They offered them <span class="yellowtext"> HOPE</span>.
They wanted to free them.
But how could they, without magic?
They only had themselves.
Yes. . .
But that was enough.
[[They have always been enough.]]<</if>>The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
Her Majesty gazes softly forward. "Then. . . let us lead the way out."
She steps beside you, and together the two of you walk forward.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You step forward, ahead of the Queen.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - FRIENDSHIP ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
Her Majesty gazes softly forward. "Then. . . let us lead the way out."
She steps beside you, and together the two of you walk forward.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You step forward, ahead of the Queen.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - FRIENDSHIP ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
Her Majesty gazes softly forward. "Then. . . let us lead the way out."
She steps beside you, and together the two of you walk forward.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You step forward, ahead of the Queen.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - FRIENDSHIP ROUTE]]With the re-entry of monsters into society, there is a moment of concern from the Mage Tower.
But it is quickly cast aside when the mages welcome the monsters with open arms.
Forgiveness is needed on both sides, and under your encouragement peace is found.
You are hailed as a hero and receive a neat little award.
You'd think your time helping the monsters would end there, but no.
It is almost unamiously decided by the monsters (and the mages after they hear your story) that you are to be their ambassador.
You don't really have a chance to say no.
<span id="cycle"><<cycle "$ambassador" autoselect>>\
<<option "Not that you'd want to.">>
<<option "You'd rather not, but they really need you.">>
<<option "You'll see if you can find a substitute in a few years. You know they need you now.">>
<</cycle>></span>
While it is a happy transition, it is not easy. There are many cultural nuances that both sides have to adjust to.
But!
You're happy to find that all sides are sincere in desiring peace.
It really seems like everything is working out for the best.
Your journey. . . your effort. . .
None of it was in vain.
You saved them.
All of them.
Papyrus treats you to Muffets at least once a month. Sans likes to go swimming in the lake with you. Alphys drags you to the gym to try and train with her.
Queen Toriel invites you over for tea after work every other day. Recently, she's been joined by Asgore who kindly offers you more scarves to keep you safe.
This is the end of your story.
----
Thank you, $Name.
Thank you for falling into the Underground.
Thank you for showing them kindness.
Thank you for giving them <span class="yellowtext">HOPE</span>.
Thank you for being ''you.''
//''THE END''//
[[Author's Notes]]The Queen of Monsters leads you out the back.
"I am Queen Toriel, by the way," she says. She notices you and Asriel holding hands and she smiles strangely at that. "You do not need to address me as Queen, if you wish."
You are pleasantly surprised to find a magical garden outside. Beautiful yellow, white, and blue flowers blossom around a brick path. There are tall trees with golden leaves, and blue-colored rose bushes.
There are lampposts with yellow-tinted magic crystals, their light mimicking that of the sun; although it is without warmth.
You thank her.
"How long have you two known each other?" she inquires.
"Not long," Asriel admits.
[[But you're very open to learning more about him!]]
[[You give him a shy smile and squeeze his hand.]]The Queen chuckles at that while Asriel looks away and coughs into his hand.
"I. . . I would like that too," he shyly mumbles. "A-After this."
After this, you agree.
The three of you arrive at a strange white barrier in the back of the castle garden. It hums with magic.
"Do you know what to do?" Queen Toriel asks you.
As you stare at the barrier. . . you think you do.
This white wall of magic feels familair to you.
The same way you recognized your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, you know the magic in this barrier.
Somehow, someway. . .
This magic is the same as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
Yes.
You are the key.
You take a step forward--
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
[[And you offer it. . . everything.]]The Queen chuckles at that while Asriel mumbles, "I'd like to get to <if $gender eq "woman">>her<<elseif $gender eq "man">>him<<else>>them<</if>> better though. A-After this, though."
The thought makes you $happyreaction.
The three of you arrive at a strange white barrier in the back of the castle garden. It hums with magic.
"Do you know what to do?" Queen Toriel asks you.
As you stare at the barrier. . . you think you do.
This white wall of magic feels familair to you.
The same way you recognized your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, you know the magic in this barrier.
Somehow, someway. . .
This magic is the same as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
Yes.
You are the key.
You take a step forward--
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
[[And you offer it. . . everything.]]Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell. <<masteraudio stop>> <<audio "ending" loop play>>
And then one day a certain HUMAN fell into their world.
This HUMAN went on a magical journey.
<<if $gender eq "woman">>
She met so many monsters, and saw so many lovely things. She was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, she did not give up. She showed the MONSTERS her <span class="yellowtext">MERCY</span> and they showed her their KINDNESS.
She came to <span class="yellowtext">LOVE</span> the MONSTERS.
She offered them <span class="yellowtext"> HOPE</span>.
She wanted to free them.
But how could she, without magic?
She only had herself.
Yes. . .
But that was enough.
[[She will always be more than enough.]]
<<elseif $gender eq "man">>
He met so many monsters, and saw so many lovely things. He was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, he did not give up. He showed the MONSTERS his <span class="yellowtext">MERCY</span> and they showed him their KINDNESS.
He came to <span class="yellowtext">LOVE</span> the MONSTERS.
He offered them <span class="yellowtext"> HOPE</span>.
Hee wanted to free them.
But how could he, without magic?
He only had himself.
Yes. . .
But that was enough.
[[He will always be more than enough.]]
<<else>>
They met so many monsters, and saw so many lovely things. They were filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, they did not give up. They showed the MONSTERS their <span class="yellowtext">MERCY</span> and they showed them their KINDNESS.
They came to <span class="yellowtext">LOVE</span> the MONSTERS.
They offered them <span class="yellowtext"> HOPE</span>.
They wanted to free them.
But how could they, without magic?
They only had themselves.
Yes. . .
But that was enough.
[[They will always be more than enough.]]<</if>>The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Queen Toriel smiles at you. "Well done."
"You did it," breathes out Asriel. He moves to pull you into a tight hug that lifts you off the ground. He spins you around. "You really did it!"
You $happyreaction.
Queen Toriel watches the two of you fondly. "I will retrieve the monsters. . . why don't the two of you move ahead?"
"What? Really?" asks Asriel.
"I would never keep you trapped a second longer if I can help it," she demures.
Asriel sets you down. He places a hand on your shoulder. "Are you ready, $Name?"
You nod firmly.
Together, the two of you walk forward. . . and leave the Underground.
It's dark outside. Asriel casts a small light spell to illuminate your path. It's a short trip up for the both of you.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
Asriel sucks in a sharp breath. He stares wide eye at the descending magic.
You step forward, ahead of him.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you, Asriel," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - ASRIEL ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Queen Toriel smiles at you. "Well done."
"You did it," breathes out Asriel. He moves to pull you into a tight hug that lifts you off the ground. He spins you around. "You really did it!"
You $happyreaction.
Queen Toriel watches the two of you fondly. "I will retrieve the monsters. . . why don't the two of you move ahead?"
"What? Really?" asks Asriel.
"I would never keep you trapped a second longer if I can help it," she demures.
Asriel sets you down. He places a hand on your shoulder. "Are you ready, $Name?"
You nod firmly.
Together, the two of you walk forward. . . and leave the Underground.
It's dark outside. Asriel casts a small light spell to illuminate your path. It's a short trip up for the both of you.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
Asriel sucks in a sharp breath. He stares wide eye at the descending magic.
You step forward, ahead of him.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you, Asriel," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - ASRIEL ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Queen Toriel smiles at you. "Well done."
"You did it," breathes out Asriel. He moves to pull you into a tight hug that lifts you off the ground. He spins you around. "You really did it!"
You $happyreaction.
Queen Toriel watches the two of you fondly. "I will retrieve the monsters. . . why don't the two of you move ahead?"
"What? Really?" asks Asriel.
"I would never keep you trapped a second longer if I can help it," she demures.
Asriel sets you down. He places a hand on your shoulder. "Are you ready, $Name?"
You nod firmly.
Together, the two of you walk forward. . . and leave the Underground.
It's dark outside. Asriel casts a small light spell to illuminate your path. It's a short trip up for the both of you.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
Asriel sucks in a sharp breath. He stares wide eye at the descending magic.
You step forward, ahead of him.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you, Asriel," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - ASRIEL ROUTE]]With the re-entry of monsters into society, there is a moment of concern from the Mage Tower.
But it is quickly cast aside when the mages welcome the monsters with open arms.
Forgiveness is needed on both sides, and under your encouragement peace is found.
You are hailed as a hero and receive a neat little award.
You'd think your time helping the monsters would end there, but no.
It is almost unamiously decided by the monsters (and the mages after they hear your story) that you are to be their ambassador.
You don't really have a chance to say no.
<span id="cycle"><<cycle "$ambassador" autoselect>>\
<<option "Not that you'd want to.">>
<<option "You'd rather not, but they really need you.">>
<<option "You'll see if you can find a substitute in a few years. You know they need you now.">>
<</cycle>></span>
While it is a happy transition, it is not easy. There are many cultural nuances that both sides have to adjust to.
But!
You're happy to find that all sides are sincere in desiring peace.
It really seems like everything is working out for the best.
Your journey. . . your effort. . .
None of it was in vain.
You saved them.
All of them.
Papyrus treats you to Muffets at least once a month. Sans likes to go swimming in the lake with you. Alphys drags you to the gym to try and train with her.
And to make your ending even sweeter, you and Asriel officially start to date on the surface. He's a far cry from the aggressive, callous flower monster. With an artificial ''SOUL'', he's sensitive, sweet, and deeply caring. He cries over sappy movies, hugs you every chance he gets, and always does his best to support everything you do. He's an attentive, warm, and affectionate datemate.
Queen Toriel invites you over for tea after work every other day. Recently, she's been joined by Asgore who kindly offers you more scarves to keep you safe.
This is the end of your story.
----
Thank you, $Name.
Thank you for falling into the Underground.
Thank you for showing them kindness.
Thank you for giving them <span class="yellowtext">HOPE</span>.
Thank you for being ''you.''
//''THE END''//
[[Author's Notes]]"<span class="paps">Oh that?</span>" Papyrus asks. "<span class="paps">Sure.</span>"
Papyrus takes you to a quieter part of the city. There aren't as many monsters mingling on the streets, and the lights are dimmer here. Monsters that pass you by will give you a curious look, but ultimately leave you alone.
<<set $cinletter = 2>>
A few of them even smile at you.
You keep your eyes peeled as you exmaine the city. It reminds you so much of Ebott City: all these monsters go about their day to day lives. You see some bickering in a corner; some laughing as a group; younger ones playing with skateboards and jumpropes; parents carrying their children; vendors advertising their shops.
They all go about their daily lives, just as you do.
The only difference is that //you// have grown up with the sky. . . and they haven't.
You're reminded of the illusioned sky in Snowdin. They must have spent a lot of time and energy to replicate a sky, but it falls short of the real thing.
There is no sunlight; there is no wind; there is no rain.
It is stagnant, stale, and suffocating.
Yet they carry on because that's all they can do.
. . .
But that's not all //you// can do, is it?
If you are the key. . . you can change this. You can save them.
He stops both of you outside a building that–unlikely the vast majority–does not reach the top of the cave ceiling. It’s two stories, max, in a cute cottage-tudor style. The homey, cutesy feel to it is a sharp contrast to the stone buildings that flank it.
"<span class="paps">Take out the candle,</span>" he says.
Candle. . .? Does he mean the one you got in the Crystal Cavern?
"<span class="paps">The candle in your pocket,</span>" he confirms. You take it out. As you do, a small flame appears on the wic.
//Click.//
The door swings open.
"<span class="paps">The tea shop is exclusive,</span>" explains Papyrus. "<span class="paps">Need a candle to get in.</span>"
That's cool!
Papyrus winks. "<span class="paps">Don't you mean //lit//?</span>"
That's right. You're pretty //stoked// to see what's inside.
"<span class="paps">It's a real //blazer.// Let me know if it gets too hot for you.</span>"
Too hot to //candle//?
He chuckles.
You walk into the teashop with Papyrus. The flame goes out and you put the candle back inside your pocket.
Entering it hits you with the smell of fresh tea and milk. White wire tables are set up around the room. A floral-printed table cloth is draped over the tables. Pink and blue flowers are intertwined around the chairs, placed as center pieces on the table, and strung up over the ceiling. All of the tables have guests seated at.
Numerous small flame monsters bustle around the teashop. The flames are no bigger than your hand, and work together to carry trays of food and tea. They hop up onto the tables to serve.
There are two other waiters. One waiter works with the flames: a lanky brown-furred cat monster. He has an energetic step and twinkle in his eyes.
The other is a tall flame monster in a pink and blue suit with spiral glasses. There's something strangely soothing about him.
Cinnamon told you to deliver the letter to the cutest person.
"<span class="paps">You deliver the letter. I'll be right back,</span>" says Papyrus. He lets go of your hand and approaches a group of small flames.
Hmm. . .
[[Deliver the letter to the monster made of flames.]]
[[Deliver the letter to the furry cat-like monster.]]"<span class="paps">You aren't able to,</span>" flatly says Papyrus.
Why can't you?
"<span class="paps">No invite. No entry. You can give it to Sans later, he has an open invite.</span>"
Oh.
<<set $cinletter = 2>>
<<if $riverperson eq 3>>
[[Oh! You see Persona. You ask Papyrus if you can go say hello.]]
<</if>><<if $blook gt 4>>
[[You ask Papyrus about the NTT branding.]]
<</if>>
[[You'd like to take a walk with Papyrus.]]"<span class="paps">Why not?</span>"
You and Papyrus walk over to Persona. The dark cloaked monster turns their head to look at you.
You happily greet Persona. Their sleeve reaches up and you feel pressure on top of your head.
<<if (($hairlength eq "long")) or ($hair eq "very long")>>
Persona absently plays with your hair.
<<else>>
Persona pets the top of your head.
<</if>>
"Soothing," whispers Persona. They withdraw their hand. "This. . . was nice. . . thank you, my friend. . ."
<<set $riverperson +=1>>
You're happy to oblige!
Persona dips their head forward. "Take. . . care."
"<span class="paps">See ya,</span>" says Papyrus.
Persona leaves. You watch them go, and then turn back to Papyrus.
<<if (($hairlength eq "long")) or ($hair eq "very long")>>
Papyrus reaches forward and takes strands of your hair. He curls it around his fingers.
"<span class="paps">Your hair has really //grown// on me,</span>" he says in a light voice.
<<else>>
Papyrus pets the top of your head. "<span class="paps">Persona got //ahead// of me there.</span>"
<</if>>
You $happyreaction.
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter for her.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter for her.]]
<</if>><<if $blook gt 4>>
[[You ask Papyrus about the NTT branding.]]
<</if>>
[[You'd like to take a walk with Papyrus.]]"<span class="paps">It's stands for Napsta-something,</span>" says Papyrus.
Napstasomething?
"<span class="paps">Yeah, Napsta-so-and-so.</span>"
. . . Napstasoandso?
"<span class="paps">Yep. Napsta-such-and-such.</span>"
You nod in understanding.
"<span class="paps">It's a T.V. show turned mega-conglomerate,</span>" says Papyrus. "<span class="paps">Lots of dancing involved. Way too high energy.</span>"
Dancing, huh?
"<span class="paps">Do you enjoy dancing?</span>" he asks you.
Dancing is good for the <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, although maybe not for your new //soles//, you point to your new shoes.
<<set $blook = 4>>
Papyrus's smile stretches. "<span class="paps">There's no evi-//dance// it's good for anything.</span>"
That's not true--the heart needs a good //beat// doesn't it?
"<span class="paps">For humans,</span>" he says. "<span class="paps">Napsta-something-or-other doesn't have that.</span>"
A heart? Or a beat?
He snickers, giving you a sly look. "<span class="paps">Both?</span>"
You $happyreaction. That's terrible of him.
"<span class="paps">Terribly correct. I'm something of a judge,</span>" he says.
Really? Does he sentence others for man's//laughter?//
He laughs briefly at that. "<span class="paps">I tried that with my brothers once. They didn't find it as funny.</span>"
Their loss. You think Papyrus is very punny.
"<span class="paps">Thanks,</span>" he says.
<<if $riverperson eq 3>>
[[Oh! You see Persona. You ask Papyrus if you can go say hello.]]
<</if>><<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter for her.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter for her.]]
<</if>><<if $blook gt 4>>
[[You ask Papyrus about the NTT branding.]]
<</if>>
[[You'd like to take a walk with Papyrus.]]<<set $papyrusquestion1 = 0>><<set $papyrusquestion2 = 0>><<set $papyrusquestion3 = 0>><<set $papyrusquestion4 = 0>>Papyrus' hand around yours tightens. "<span class="paps">Okay.</span>"
The two of you start to walk along the sidewalk, swapping jokes and laughter. The city feels calm and serene, a perfect backdrop to you.
This is your chance to get to know him better.
<<if $papyrusquestion1 eq 0>>
[[What does he do?]]
<</if>><<if $papyrusquestion2 eq 0>>
[[What does he like?]]
<</if>><<if $papyrusquestion3 eq 0>>
[[What does he think of his brothers?]]
<</if>><<if $papyrusquestion4 eq 0>>
[[Would he ever want to date a human?]]
<</if>>
[[He takes you to the elevator at the back of the city.]]For testing the ending.
<<set $gender = "woman">>
<<set $floweyromance = 1>>
<<set $Name = "Reneé">>
<<set $eyecolor = "green">>
<<set $soultrait = "kindness">>
<<set $soulcolor = "green">>
<<set $candle = 1>>
<<set $cinletter = 1>>
<<set $stick = 1>>
<<set $note1 =1>>
<<set $note2 =1>>
<<set $note3 =1>>
<<set $note4 =1>>
<<set $alphyssaved = 1>>
<<set $floweyencounter = 5>>
<<set $treat = "cookies">>
[[LEAVE WATERFALL]]
[[It takes you a long time to scrounge up the energy to stand back up.]]Hmm. . . What do you want to do?
<<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter. You ask a nearby monster for directions.]]
<</if>><<if $riverperson eq 2>>
[[Oh! You see Persona. You quickly rush to greet them.]]
<</if>><<if $blook gt 4>>
[[You ask a nearby monster about the NTT branding.]]
<</if>>
[[You go to the elevator in the back.]]
You are comfortably seated at a booth table in Muffets.
The bar is technically closed for the day--Muffet is on the surface with many of the monsters discussing real estate--but Papyrus was given special permission to host you.
You never got a chance to try her most famous drink, after all. It's a handcrafted soda pop Muffet makes and keeps in these shiny glass bottles. They can only be purchased at her bar.
Sans told you they are delicious and you mentioned wanting to try one.
Papyrus kindly offered to help you out.
And so now you are seated at a booth.
The wall is on your right. The table is high enough you can easily rest your elbows on it as you wait.
Papyrus slides into the booth. He sits beside you and drapes an arm over your shoulders.
As he sits down, Wingding slides into the booth opposite of you.
Wingding has a notebook and pen.
"Hello, $Miss $Name," says Wingding.
You happily greet Sans' oldest brother.
"I hope you don't mind I invited Wings too," says Papyrus with a half smile.
Not at all!
Papyrus gives your shoulder squeeze. "Perfect."
"I won't be long," says Wingding. "Merely wanted a human opinion. See, a lot of my. . . equipment was made before our alliance."
That would make sense. The alliance was made. . . two days ago?
"As a human," continues Wingding, "I would //love// your opinion on if any of these are dangerous."
Dangerous?
"Lethal," Papyrus clarifies.
To humans?
"To humans," they say.
Sure! You're so happy to help.
"The first one is a vaccuum ray," he says. "It creates a vaccuum in a large area where it is fired."
Vaccuum. . . so no air?
"Correct."
That is definitely dangerous.
"I'll be sure to keep it out of reach for most others then," he says with an odd smile.
"What about a flamethrower?" asks Papyrus. "We've got one of those, right?"
"Yes, I believe we do Pap."
You tell them that could likely kill a human.
"Good to know," Papyrus says.
"And what about a grenade?"
. . . Yes.
They continue this list for many items.
All of them are potentially lethal.
"Stars," Wingding sighs. "To think that so much of my creations are so. . . deadly. It's a good thing I don't have any reason to use them."
"That," says Papyrus, "would be a shame."
. . .
You look at Papyrus.
You look at Wingding.
Both are smiling at you.
. . .
If you didn't know any better you'd almost think they were threatening you.
. . .
Aw, but that's silly! You're not enemies with these two. You're even dating their brother.
You $happyreaction. You tell them you're happy they can put all that dangerous stuff away now.
"Yes. . . in storage. . . " Wingding says slowly. "Of course our storage is only a few seconds worth of a teleport away. . . "
Yep!
Papyrus pats your head. "Good talk, $Name."
You're glad you could help!
<<return>>
The air is hot and dry. The sun beats down on you, prickling your skin. Hardly a cloud in sight today, all you see above you is a big blue sky.
It’s a beautiful day.
It’s a *hot* day.
Each breeze you feel is a momentary reprieve from the heat. It’s morning, and already you know you’ll be sweaty by the end of the day.
That’s okay though.
It’ll be well worth it.
Sans stands beside you with his head tilted back and his blue eyelights expanded out to completely fill his eye sockets. He takes everything in with a sense of wonder and awe. He’s so taken in by the view that you can faintly see a blue outline around him; his magic is subtly leaking out.
It’s similar to how a dog will wag its tail. Monsters who can’t contain their emotions--too excited, too distraught, or too furious--will display an aura of their magic around them.
You’re happy to observe that Sans’ aura is one out of pure glee.
You’ve taken him to an amusement park, something that never existed in the Underground.
The two of you stand at the big purple front gates. Ahead of you are massive roller coasters, towering drops, a big Ferris Wheel, and an assortment of other rides that are tucked out of sight. Crowds of people move around you. Some as couples, some as families, and all of them with big smiles on their faces. The whole area is filled to the brim with excitable energy.
“It’s huge,” whispers Sans. His grin is stretched over his entire face. You can see him struggling to keep his voice down as he says, “All Of this? We Can Explore *ALL Of This?*”
You nod as you smile back at him.
Sans bounces on the back of his heels. He’s swapped out his Royal Guard uniform for denim shorts, a blue Galaxy t-shirt, and light-up sneakers *Because they sparkled like stars!* Of course, he could never get rid of his blue bandana scarf so it’s wrapped firmly around his neck.
You already pre-purchased the tickets. You fish them out of the back pocket of your shorts and hand one to Sans. Knowing you would be in for a long day of walking, hot pavement, and crazy rides, you made sure to dress in comfortable clothes.
. . . They are also nice, aethestically pleasing to look at, and ma-a-a-aybe Cinnamon picked out for you.
Comfort is important, but you have to admit that you also want to look good today.
He takes the offered ticket and holds it aloft. “WOW! It’s So Tiny!” Sans turns his head to look up at you. His blue eyelights transform into stars. He brightly says, “Thank You!”
You tell him he’s more than welcome.
The stars turn into hearts briefly before they shrink back down to their normal dots. He looks away from you, a familiar blue hue dusts over his cheekbones. With the ticket still in hand, he absently scratches the side of his face.
“When I Told MY BRO--er--My Brothers about this they said--They Said This Was a Date,” he says. He pauses. “Is it?”
You inhale sharply. Butterflies flutter in the pit of your stomach. Your face feels warmer than before, and you know it’s not from the sun.
You nervously tell him that you’d like it to be.
“OH. That’s GOOD!” Sans’ entire skull brightens to that sky blue you’ve come to adore. At once, your nerves from before melt into bubbly excitement. He holds out his free hand. “Then--Then We Should Do this, RIGHT?”
You accept his hand, your butterflies swarming in you and lifting your heart. It’s impossible not to grin at him, your joy reflects in your face. He gives your hand a squeeze.
[[The two of you enter the park.]]
Sans is immediately attracted to the rides that generate the loudest screams.
He looks starry-eyed at the biggest, baddest, twistiest roller coaster in the park. It’s a lime green metal coaster that has several loops, goes underground, and a pivoting cart that will dangle you.
“I Read Online That Roller Coasters Are A MUST,” says Sans excitedly. You nod along, your smile never slips. You had a feeling that Sans would want to try out any and everything he could. He’s been bursting with curiosity over the Surface ever since he and his brothers moved up.
He always wants to try new things and has enthusiastically asked you many questions.
Any time you mention something new to him, he’ll go off to learn more about it before coming back to you with even *more* questions.
You’ve not been one to visit amusement parks before your journey through the Underground. You never had someone you wanted to go with.
Now you do.
You and Sans wait in line for the coaster. Every time he hears the passengers scream, he bounces up and down. His eyelights waver side to side and his aura brightens. More than once he has to actively force his magic to calm down.
Thankfully, since you went to the park during a weekday, it’s not as busy as it normally is. The line to reach the coaster isn’t too long. In no time, you and Sans are strapped into a green cart at the front. The workers lower the safety bars down.
Sans holds out his hand again to you. He beams. “It’s Supposed to Be Scary, Right? Better To Keep A Hold!”
How can you say no?
You retake his hand.
The cart releases and immediately you are shot forward with enough force you hit the back of your head against the headrest. The cart rapidly climbs to the top of the first bump. It abruptly stops.
The bottom of the cart gives away, and your legs are left to dangle.
The coaster tips over the edge and everyone starts to scream as they plummet.
Your whole world brightens in color as your insides flip-flops. Your heart pounds wildly in your chest. The wind whips against your face and through your hair. As you fall, you turn slightly to look at Sans, hoping he’s enjoying himself.
The skeleton is completely ecstatic: his eyelights overtake his eyesockets, his grin is bright with cheer, and his whole expression radiates delight.
The ride swerves left and right and loops around. Most of the passengers scream, but a few--including Sans--laugh in glee.
[[When the coaster comes to an end, Sans is already itching to go on it again.]]
The two of you ride the coaster a few more times before Sans is inevitably drawn to a drop-down.
He holds your hand in each ride, his blush seemingly gone. He becomes more and more comfortable the longer he has your grip.
His hand in yours feels as natural and essential as the sunrise.
The ride takes you to the highest point in the entire amusement park. It’s an incredible view. You swing your legs back and forth as you admire the view.
Ebotty City is a beautiful city. Skyscrapers with creative designs, clean sidewalks, and a power system that runs on magic makes for a vibrant city. Even in the middle of the day, you see various bright colors pop out from the city. A lot of the skyscrapers and buildings have special enchantments to make them unique colors. One of them is even enchanted to reflect the sky. On a beautiful sunny blue day like today, it stands out with its bright sky blue and hundreds of glistening windows that look like they’re floating in the sky itself.
The amusement park has a lot of water-themed rides as well. The octopus splurts out colorful bubbles that float around the park. The rainforest coaster produces a constant fog that covers the guests’ legs in a thick, cooling mist that smells like rainfall. Sometimes the fog will be dyed in rainbow. The House of Mirages has projected illusions on all the surrounding walls. Mascots dance with the children below, a few even carrying the smaller ones on their shoulders while the parents watch with cameras.
“You Can See The WHOLE City From Here!” Sans exclaims. He points excitedly at different things. “There’s Ebott University! And CITY HALL! And The Lake! And The Mall! And--AND--”
The ride abruptly drops, along with your stomach. Sans laughs with great delight as you fall.
Up and down you go, and by the end of it, Sans has firmly decided he wants to replicate that himself.
[[At noon, it's time for lunch.]]
A lot of the food at the park are things Sans recognizes or has already tried his first week on the surface.
However, there is one thing that caught his attention.
“Cotton Candy?” he incredulously asks as he reads one of the food stands’ signs. “Cotton Is For Clothes!”
You tell him it’s not *actual* cotton.
He puts his hands on his hips and gives you an odd look. “Then Why Is It Called *COTTON* Candy?”
You teasingly tell him that he’ll have to try it and find out.
“VERY WELL!” Sans declares. “I Will Investigate This Thoroughly.”
[[You chuckle to yourself, endeared by him once again.]]
Alongside corndogs, funnel cakes, and blue slushies, the two of you grab big and fluffy mounds of cotton candy. They’re a swirl of pink and blue on paper cones.
Sans bites into his and makes a noise of surprise. “IT MELTED!”
You laugh at his shout. He takes another bite at the same time you do. The sweet fluff dissolves in your mouth, leaving a tingly sensation.
“Why Does It Melt?” Sans asks you in wonder. He pokes at it with one of his fingers. “It Feels Like Cotton! *BUT IT MELTS?!*”
You ask him if he likes how it tastes.
“It Is Very Sweet!” he says as he takes a third bite. “BUT! I Like How It Melts. It Feels Fuzzy.”
You tell him he could try making some at home.
“REALLY?”
Of course! There’s plenty of cotton candy machines that are cheap. It’s not hard to make.
“I Will!” he says. “Pappy and Wings Would Like This! Pappy LOVES Sweet Things.”
The cotton candy is devoured in a few more bites. The two of you eat as you walk. Sans continues to explore the amusement park. There are a couple of attractions you can calmly walk through together while eating, like the House of Mirages; a tent with an assortment of pretty illusions.
Once done eating, you both discard your trash in a nearby bin. You ask him what else he wants to se--
“YOUR TONGUE IS BLUE?!” Sans gasps as he points at you. His eyelights shrink as worry overtakes him. “Are You Okay?”
It takes you a moment to process.
You laugh.
Yes! You’re okay, you reassure him. You explain that it turned blue from the slushie and cotton candy.
You stick out your own tongue to point at and give him a wink. You playfully tell him *now you match.*
Your words were intended to comfort Sans, but instead, his skull turns a bright blue and he hurriedly grabs your hand. He looks away from you as he tugs you to another coaster. “L-LET’S KEEP RID--ER--RIDE--ER--NO--UH--LET’S GO ON ANOTHER ROLLER COASTER.”
[[A full day at the park nears its end.]]The last ride is the Ferris Wheel.
You had insisted it had to be done at night, so Sans refrained from dragging you to it until now.
Once the sun dipped below the horizon and all the lights turned on, the two of you made your way over to the Ferris Wheel. The line is short--most people have work tomorrow since it is the middle of the week--and you both are seated within minutes of waiting.
The Ferris Wheel is an open basket. The seats fit two, max, and there is no safety bar to hold you in like the coasters. The Ferris Wheels all have special enchantments around the baskets that act as an invisible barrier. Even if someone were to destroy the barrier, all amusement park rides have a fail-safe levitation enchantment near the bottom.
No one has ever fallen off a ride and gotten hurt at Ebott’s Park, so you feel completely at ease taking a seat.
Once situated, the ride slowly starts. It’s much longer to reach the top of the Ferris Wheel than it was to wait in line.
After a full day of walking around in the heat and going on dozens upon dozens of rides, you’re more than happy to take the moment to sit in silence and relax.
At the top of the Ferris Wheel, the two of you overlook the city at night. It’s every bit as lovely as it is in the day, only now you can see the colorful lights from the skyscrapers. The sharp blue of the streetlights illuminates everything below. In the far distance, you can see the glistening, churning, dark waters of the lake that started your entire journey.
Sans’ fingers move to intertwine with yours as he holds your hand. It sends a zing up your arm.
You’re suddenly aware of how quiet it is at the top of the Ferris Wheel. The noise of the park is muted below. All you hear is faint music caught in the wind.
“All of this was above us this whole time,” he murmurs.
You squeeze his hand.
He turns to look at you, his smile smaller than before. Your breath is caught in your throat. There’s a sense of unspoken *something* in the air that makes you nervous. It’s almost like the moment before a magic storm; unseen energy pleasantly pricks your skin.
With each second, you feel even more acutely aware of the situation.
Of how it’s only you and him. . . at night. . . on a date.
“This place Is Amazing,” Sans says. “But you’re Even More Amazing.”
A blush dusts over your cheeks. The butterflies return in full force as a kaleidoscope in your heart. When the wind blows against your skin, you shiver. You aren’t cold, but your skin feels oddly sensitive.
You shyly look away and down.
Gentle fingers turn your head back to him. You stare into his sky-blue eyelights as a matching blush goes over his skull.
“I’m happy to have met you,” he says quietly.
You try to swallow your nerves as you stumble to admit to him that you feel the same way.
The next wind makes you shudder as it tickles you. Your gaze doesn’t leave his, you both stare into each other. The tightness in the air between you is pulled to a taut.
You hold your breath.
Sans leans up the same moment you lean down and close your eyes.
Soft pressure pushes against your lips. A small shock of magic makes your mouth tingle. You lean into him, savoring the moment. Everything and everyone melts away as you feel Sans’ other hand move to cup the back of your neck and pull you closer.
That tingly ticklish energy turns warm and heavy. You sink into each other. You feel a prod at your lips and open your mouth--
The moment ends when the ride starts to move down.
He keeps his forehead pressed against yours as he pulls his mouth away.
“I like you a lot,” he whispers.
You like him a lot too.
“Good,” he says right before he kisses you again.
[[TRUE HAPPY ENDING - SANS ROUTE]]You hold out the letter to him.
He tilts his head and points to himself.
You nod and explain it's from Cinnamon.
He only appears more confused by this.
You explain you were told to deliver it to the //cutest// monster in the shop.
The monster's flames flicker between pink and red as he nervously fidgets with the tea pot in his hands. He rapidly shakes his head back and forth.
Oh. Is he certain?
He nods quickly.
//Really certain?//
His flames are bright pink now as he nods.
You sigh, and then turn to deliver the letter to the cat monster instead.
“Huh? For me?” the brown furred cat blinks in surprise at you. He takes the letter. When he recognizes the handwriting, his eyes widen and he smiles goofily. His tail waves side to side. “This is from my Cinny-winny."
He holds the letter close to his chest.
“Thanks,” he says. “I’ve really missed her.”
You’re happy to help.
You’ve delivered the letter now!
Papyrus returns to your side. He holds a neatly wrapped box out to you. You take it, and peer inside to see that it's: $treat.
"<span class="paps">No wind to blow it away down here,</span>" he says. "<span class="paps">Enjoy it later, 'kay?</span>"
You $happyreaction. You definitely will.
"<span class="paps">Box is enchanted, like that stick of yours was,</span>" he says. "<span class="paps">Go ahead and put it away.</span>"
You toss the box up in the air and it disappears.
<<if $riverperson eq 3>>
[[Oh! You see Persona. You ask Papyrus if you can go say hello.]]
<</if>><<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter for her.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter for her.]]
<</if>><<if $blook gt 4>>
[[You ask Papyrus about the NTT branding.]]
<</if>>
[[You'd like to take a walk with Papyrus.]]You deliver the letter to the cat monster.
“Huh? For me?” the brown furred cat blinks in surprise at you. He takes the letter. When he recognizes the handwriting, his eyes widen and he smiles goofily. His tail waves side to side. “This is from my Cinny-winny."
He holds the letter close to his chest.
“Thanks,” he says. “I’ve really missed her.”
You’re happy to help.
You’ve delivered the letter now!
Papyrus returns to your side. He holds a neatly wrapped box out to you. You take it, and peer inside to see that it's: $treat.
"<span class="paps">No wind to blow it away down here,</span>" he says. "<span class="paps">Enjoy it later, 'kay?</span>"
You $happyreaction. You definitely will.
"<span class="paps">Box is enchanted, like that stick of yours was,</span>" he says. "<span class="paps">Go ahead and put it away.</span>"
You toss the box up in the air and it disappears.
<<if $riverperson eq 3>>
[[Oh! You see Persona. You ask Papyrus if you can go say hello.]]
<</if>><<if $cinletter eq 1 and $candle eq 1>>
[[You need to deliver Cinnamon's letter for her.]]
<<elseif $cinletter eq 1>>
[[You'd like to deliver Cinnamons's letter for her.]]
<</if>><<if $blook gt 4>>
[[You ask Papyrus about the NTT branding.]]
<</if>>
[[You'd like to take a walk with Papyrus.]]"<span class="paps">Besides be an extremely handsome skeleton?</span>" he coyly asks.
<<set $papyrusquestion1 = 1>>
Besides that, yes.
"<span class="paps">Full time brother sitter, part time Judge.</span>"
<<if $papyrusquestion2 eq 0>>
[[What does he like?]]
<</if>><<if $papyrusquestion3 eq 0>>
[[What does he think of his brothers?]]
<</if>><<if $papyrusquestion4 eq 0>>
[[Would he ever want to date a human?]]<</if>>"<span class="paps">Good comedy. Classic stuff,</span>" he says. "<span class="paps">Puns and knock knock jokes are the foundation of my very being. Without them, I'd be dust.</span>"
<<set $papyrusquestion2 = 1>>
Dust, huh. . . ?
. . .
Should you . . . should you invest in a vacuum cleaner. . . ?
Papyrus stares at you for a moment then bursts into loud laughter. "That was the worst. Amazing. My brothers used to threaten to stuff me in a vacuum all the time."
They don't anymore?
"<span class="paps">They never had the //guts// to follow through.</span>"
Their //heart// wasn't into it, huh?
"<span class="paps">No. Even when they have a //bone// to pick with me, it's all empty threats,</span>" Papyrus chuckles.
Papyrus really sees right through his brothers.
"<span class="paps">'Course I do,</span>" he says. He gives you a sly look. "<span class="paps">See through you, too.</span>"
Oh?
He stops walking, tugging on your hand to make you stop as well. You turn to face him as he pokes your cheek with a one long, bony finger. "<span class="paps">Pretty $eyecolor eyes lead straight to your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.</span>"
Your heart skips a beat, and you $happyreaction.
And what does your SOUL say?
"<span class="paps">That. . .</span>" he withdraws his finger and puts it to his mouth in a //shh// motion. He winks. "<span class="paps">is for //me// to know.</span>"
That's no fun!
His sticks his long orange tongue out.
You retort by sticking out yours.
He pokes it, forcing you to tuck it back in in surprise. He tasted of cigarettes and honey.
. . . Wait, actually. . .
Your brow furrows. Did you taste honey?
"<span class="paps">Probably,</span>" he says nonchalantly. He pulls out a jar of honey from the pocket of his hoodie. The lid is partially open. Honey has been leaking out slowly. He offers the jar to you. "<span class="paps">Want some?</span>"
Does he have a spoon?
"<span class="paps">No, but I have fingers.</span>"
[[Uh. No thank you.]]
[[Uh. Yes please.]]"<span class="paps">Workaholics,</span>" he says. "<span class="paps">They hyperfixate to a dangerous degree, but. . . I love them. And I know they love me.</span>"
<<set $papyrusquestion3 = 1>>
<<if $papyrusquestion1 eq 0>>
[[What does he do?]]
<</if>><<if $papyrusquestion2 eq 0>>
[[What does he like?]]
<</if>><<if $papyrusquestion4 eq 0>>
[[Would he ever want to date a human?]]
<</if>>
[[He takes you to the elevator at the back of the city.]]"<span class="paps">//Ever?//</span>" he drawls. "<span class="paps">Why not?</span>"
You smile at that. What about. . . a human who's fallen into the Underground?
"<span class="paps">Ehh. I don't know. Those humans could be heartbreakers,</span>" he says.
Even the one who's made it //all// the way to the city?
"<span class="paps">Especially that one,</span>" he says. "<span class="paps">That one is downright dangerous.</span>"
You give his hand a squeeze. You promise not to hurt him.
"<span class="paps">That's a big promise to keep,</span>" he says.
Good thing you won't break it then.
He smiles at that.
<<if $papyrusquestion1 eq 0>>
[[What does he do?]]
<</if>><<if $papyrusquestion2 eq 0>>
[[What does he like?]]
<</if>><<if $papyrusquestion3 eq 0>>
[[What does he think of his brothers?]]
<</if>>
[[He takes you to the elevator at the back of the city.]]Papyrus takes you to the elevator.
"<span class="paps">This is where you have to make a choice now,</span>" says Papyrus.
A choice?
He nods to the elevator.
"<span class="paps">You can go up that elevator. . . meet our Queen. . . leave. Or. . .</span>" Papyrus shrugs. "<span class="paps">You'll stay down here with us.</span>"
Us? As in--?
"<span class="paps">You might have to crash on the couch for a few minutes,</span>" warns Papyrus. He winks. "<span class="paps">Unless you want to share a bed.</span>"
Your cheeks warm at the implication. Then your mind processes the rest of his words.
Meet the Queen.
You ask him. . . You ask him what it would mean to meet her.
"<span class="paps">Exactly what you think it will,</span>" he says. "<span class="paps">I am the Judge. I see your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> for what it is: the key to the barrier. You //can// free us.</span>"
Isn't that a good thing?
"<span class="paps">If Her Majesty wants us to be free, yes,</span>" he says.
//Oh.//
"<span class="paps">It's your choice,</span>" he says. "<span class="paps">You can take the elevator now, or we can return to Snowdin.</span>"
. . .
You stare at the elevator for a long moment.
//"THAT SSSOUL OF YOURSSS--IT'S A PERFECT MATCH TO THE BARRIER'SSS KEY."//
Your hands clench into fists.
//If there's ever going to be peace between humans and monsters--if monsters are ever going to be freed--
Someone has to take the step forward.//
You take a step forward.
"<span class="paps">Is that your choice?</span>" Papyrus softly asks.
You turn your head to look back at him. You $happyreaction.
"<span class="paps">Then. . . don't fail,</span>" he says. "<span class="paps">If //honey//-one can do it, it’s you.</span>"
That makes you $happyreaction.
Yeah.
You can do this.
[[You step into the elevator without looking back.]]The elevator hums as it takes you up.
When you step off, you enter a long corridor filled with golden light.
There are stone pillars of creamy gold with chiseled designs lining up the corridor. The tiled flooring is mosaic with a beautiful swirling motif. All along the walls are windows that filter in a golden light. It reminds you of the golden hour on the surface with how softly warm it is.
It has a tall ceiling–tall enough that with each step you take, it makes an echo.
You cross the hall and exit at the far end.
You're lead out onto a stone bridge. You can see the castle ahead of you.
The castle is built into the cave walls. Faded gold-white stone is built beside pale stone and sparkling blue crystals. There are intricate designs and murals carved into its side. You see large stained glass windows depicting the dawn.
It is immaculate, beautiful, and feels terribly lonely.
Your footsteps echo on the bridge. The castle is high above the City. You cross the bridge, you can look down and oversee the entire city as it slows down into the evening.
There are no guards at the wide castle doors.
The doors open easily when you push them, although they loudly creak.
You step inside.
The front room reminds you a lot of Asgore's home in the Crystal Caverns, although a touch more upperscale. There are numerous candles that cast a warm glow around the front room, and the flooring is a gold mosaic with a blue outline. The walls are a gray-white which only makes the golden floor pop out more.
When the front doors shut behind you, you are enveloped in silence.
There is another set of wide doors in front of you.
. . .
You take a deep breath.
[[You push through the wide doors.]]"<span class="paps">Suit yourself,</span>" he says, dipping his fingers in to eat some honey for himself. Once done, he puts the cap on, then he offers his hand again.
It is slightly sticky, but that's okay.
<<if $papyrusquestion1 eq 0>>
[[What does he do?]]
<</if>><<if $papyrusquestion2 eq 0>>
[[What does he like?]]
<</if>><<if $papyrusquestion3 eq 0>>
[[What does he think of his brothers?]]
<</if>><<if $papyrusquestion4 eq 0>>
[[Would he ever want to date a human?]]<</if>>He lets go of your hand to unscrew the honey jar. He dips his fingers in and offers the honey to you.
You wipe the honey clean from his fingers. It's actually very good. You lick your lips.
He goes back in for seconds and eats some for himself.
"<span class="paps">Good, right?</span>" he asks. "<span class="paps">This is how my brothers get me to do something. I'd do //honey//-thing for honey.</span>"
You can relate.
He tilts his head at that.
You enjoy his comp-//honey// and would do //honey//-thing to spend more time with him.
<span class="paps">//"Honey-lstly// that's the sweetest thing anyone's told me,</span>" he teases as he offers his hand again.
It is slightly sticky, but that's okay.
<<if $papyrusquestion1 eq 0>>
[[What does he do?]]
<</if>><<if $papyrusquestion2 eq 0>>
[[What does he like?]]
<</if>><<if $papyrusquestion3 eq 0>>
[[What does he think of his brothers?]]
<</if>><<if $papyrusquestion4 eq 0>>
[[Would he ever want to date a human?]]<</if>>He appears in a flash of light, his gaze moves toward you.
The two of you meet each other's gaze, and in that moment. . . he understand.
He gives you a sly smile. "<span class="paps">What do you know. Looks like you won't break my heart.</span>"
You give him a wink.
Sans appears at the front of the crowd, he rushes to you and Toriel. "<span class="sans">Q-Queen Toriel</span>!"
"Lieutenant," quietly says Queen Toriel as she continues to hold you. She looks at the castle behind her. "Apologies for the trouble. . . would you please assist with putting out the fire, first?"
"<span class="sans">YES, YOUR MAJESTY!</span>" The lieutenant salutes and then hurries away.
Queen Toriel sets you down. She brushes the soot off herself, then you. Papyrus moves to stand beside you and the Queen. He reaches out to grip your shoulder and give it a squeeze. You take his hand and hold it.
More and more monsters flock to the scene. A variety of spells are used to rapidly put out the fire. You want to help, but all you can do is stay out of the way and watch them work.
Sans guides the soldiers in herding the crowds. Captain Alphys arrives to coordinate water spells. . Dr. Gaster arrives with Dr. Undyne, each carrying strange devices that splurt out an intense geysers.
Queen Toriel watches her castle burn in somber silence. The smell of burning stone, charcoal, and fill the air as the smoke collects against the cave ceiling.
"You have <span class="yellowtext">HOPE</span>, even after this?" she asks you.
Of course.
"I wanted to kill you."
You look up at her and smile.
//And you want to give her <span class="yellowtext">HOPE</span>.//
She lets out a barely audible sigh.
[[When the fire is put out, the monsters look to you and Queen Toriel.]]The monsters gather around. Dr. Gaster steps forward first, giving you a wary look before he addresses Toriel. "Your Majesty?"
". . . Dr. Gaster," she says after a moment of silence. "$Name's <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> might be the key to unlocking the barrier."
"<span class="sans">WHAT?!</span>" echoes Sans.
This is echoed by Captain Alphys', "DAMN. Really?"
"That is--That is excellent news, Your Majesty," says Dr. Gaster. His orange and blue eyelights focus on you.
"It is time," continues the queen, "for the barrier to be dissolved." She looks to you. "Are you ready, $Name?"
Yes.
You look back to Papyrus and he gives you a nod and smile. He lets you go, but makes it a point to stay close.
Queen Toriel offers you her hand.
You accept her hand.
Her fur is surprisingly soft.
She takes your hand and starts to tug you along.
She guides you behind the castle. There's a small pathway that looks like it once lead through a garden.
It's only ashes now.
The path winds around the castle and is built further into the cave.
Noise hums all around you as you approach it.
When you are close enough to get a proper look you see a wall of white.
[[At long last, you've arrived at the barrier.]]"Do you know what to do?" Queen Toriel asks you.
As you stare at the barrier. . . you think you do.
This white wall of magic feels familair to you.
The same way you recognized your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>, you know the magic in this barrier.
Somehow, someway. . .
This magic is the same as your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>.
Yes.
You are the key.
You take a step forward--
Papyrus makes a coughing sound.
You pause and turn back around to give him a curious look.
"<span class="paps">. . . Yes,</span>" he says. "<span class="paps">To your question from earlier.</span>"
It takes you a moment to think, then you realize. You grin widely at him. His timing is impeccable.
"<span class="paps">I figured you needed the extra motivation,</span>" he drawls. "<span class="paps">Simply doing my civil duty.</span>"
Uh-huh. You thank him for his //honorable// sacrifice.
"<span class="paps">Ye-ep. Downright difficult. Spending time with a cute $gender with an incredible sense of humor is the cruelest punishment I can think of,</span>" says Papyrus.
Queen Toriel lets out a quiet noice that sounds suspiciously like a giggle.
"<span class="sans">That Is VERY MUCH Not Nice, Pappy!</span>" scolds Sans. "<span class="sans">You Owe $Name An Apology.</span>"
"I don't think $Name minds, Sansy," sighs Dr. Gaster.
"<span class="paps">I'll apologize later,</span>" says Papyrus. "<span class="paps">After <<if $gender eq "woman">>she's<<elseif $gender eq "man">>he's<<else>>they've<</if>> finished.</span>"
You'll hold him to that.
"<span class="paps">Didn't I already tell you that threats don't work on me?</span>" he says shrewdly.
You know where he keeps the honey.
"Oh <<if $gender eq "woman">>she<<elseif $gender eq "man">>he<<else>>they<</if>> catch on quick," chuckles Dr. Gaster.
He sticks his tongue out at you.
You stick your tongue back out at him.
Then you turn on your heel and face the barrier.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
[[You step inside and offer it everything you have.]]Long ago, two races ruled over Earth: HUMANS and MONSTERS. One day, war broke out between the two races. After a long battle, the humans were victorious. They sealed the monsters underground with a magic spell.
And then one day a certain HUMAN fell into their world.
This HUMAN went on a magical journey.
<<if $gender eq "woman">>
She met so many monsters, and saw so many lovely things. She was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, she did not give up. She showed the MONSTERS her <span class="yellowtext">MERCY</span> and they showed her their KINDNESS.
She came to <span class="yellowtext">LOVE</span> the MONSTERS.
She offered them <span class="yellowtext"> HOPE</span>.
She wanted to free them.
But how could she, without magic?
She only had herself.
Yes. . .
But that was enough.
[[She will always, always be enough.]]
<<elseif $gender eq "man">>
He met so many monsters, and saw so many lovely things. He was filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, he did not give up. He showed the MONSTERS his <span class="yellowtext">MERCY</span> and they showed him their KINDNESS.
He came to <span class="yellowtext">LOVE</span> the MONSTERS.
He offered them <span class="yellowtext"> HOPE</span>.
Hee wanted to free them.
But how could he, without magic?
He only had himself.
Yes. . .
But that was enough.
[[He will always, always be enough.]]
<<else>>
They met so many monsters, and saw so many lovely things. They were filled with <span class="yellowtext">WONDER</span>.
Even when things became scary, they did not give up. They showed the MONSTERS their <span class="yellowtext">MERCY</span> and they showed them their KINDNESS.
They came to <span class="yellowtext">LOVE</span> the MONSTERS.
They offered them <span class="yellowtext"> HOPE</span>.
They wanted to free them.
But how could they, without magic?
They only had themselves.
Yes. . .
But that was enough.
[[They will always, always be enough.]]<</if>>The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Hands grip your face and turn your head to face Papyrus. The tall skeleton bends over and presses a warm kiss on your forehead. He quietly whispers, "Never doubted you for an instant."
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod. Papyrus offers you his hand again. You take it, relieved it's not sticky again.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Papyrus' hand to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - PAPYRUS ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Hands grip your face and turn your head to face Papyrus. The tall skeleton bends over and presses a warm kiss on your forehead. He quietly whispers, "Never doubted you for an instant."
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod. Papyrus offers you his hand again. You take it, relieved it's not sticky again.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Papyrus' hand to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - PAPYRUS ROUTE]]The white light disappears.
You stand in the center of entrance, the barrier now gone.
A warm breezes brushes against your face.
Hands grip your face and turn your head to face Papyrus. The tall skeleton bends over and presses a warm kiss on your forehead. He quietly whispers, "Never doubted you for an instant."
Cheers erupt from the monsters who have gathered. Screams and hollers and chants and stomps overwhelm the air. Their magic thrums and hums with such sweet joy that you feel it in the depths of your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>>
Their intoxicating happiness pulls you into an encounter.
<<if $soulcolor eq "red">><div class="determinationheart" style="width:50px"></div><</if>><<if $soulcolor eq "orange">><div class="braveryheart" style="width:50px"></div><</if>><<if $soulcolor eq "yellow">><div class="justiceheart" style="width:50px"></div><</if>><<if $soulcolor eq "lime green">><div class="fairnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "green">><div class="kindnessheart" style="width:50px"></div><</if>><<if $soulcolor eq "mint green">><div class="wisdomheart" style="width:50px"></div><</if>><<if $soulcolor eq "bright blue">><div class="patienceheart" style="width:50px"></div><</if>><<if $soulcolor eq "sky blue">><div class="humilityheart" style="width:50px"></div><</if>><<if $soulcolor eq "blue">><div class="integrityheart" style="width:50px"></div><</if>><<if $soulcolor eq "purple">><div class="trustheart" style="width:50px"></div><</if>><<if $soulcolor eq "pink">><div class="creativityheart" style="width:50px"></div><</if>><<if $soulcolor eq "magenta">><div class="loyaltyheart" style="width:50px"></div><</if>>
Your <<if $soultrait eq "determination">><span class="determination">''SOUL''</span><<elseif $soultrait eq "bravery">><span class="bravery">''SOUL''</span><<elseif $soultrait eq "justice">><span class="justice">''SOUL''</span><<elseif $soultrait eq "fairness">><span class="fairness">''SOUL''</span><<elseif $soultrait eq "kindness">><span class="kindness">''SOUL''</span><<elseif $soultrait eq "wisdom">><span class="wisdom">''SOUL''</span><<elseif $soultrait eq "loyalty">><span class="loyalty">''SOUL''</span><<elseif $soultrait eq "patience">><span class="patience">''SOUL''</span><<elseif $soultrait eq "humility">><span class="humility">''SOUL''</span><<elseif $soultrait eq "integrity">><span class="integrity">''SOUL''</span><<elseif $soultrait eq "trust">><span class="trust">''SOUL''</span><<elseif $soultrait eq "creativity">><span class="creativity">''SOUL''</span><</if>> shines brightly as you share in their joy, and they share in yours.
Queen Toriel smiles at you. "Well done."
You $happyreaction.
"Are you ready to leave, $Name?" she asks you.
You nod. Papyrus offers you his hand again. You take it, relieved it's not sticky again.
As a group, the monsters leave the underground.
It's dark outside. Some of the monsters cast small spells of light to illuminate the way. It's a short trip up as you, Sans, and Queen Toriel lead the way.
The path exits to the small island in the center of the lake.
It's night, and at once the monsters have a full view of the true night sky. A midnight curtain above them sparkles with stars. The lights begin to brighten with magic and one by one they start to fall.
Star Fall continues.
You hear gasps from the monsters around you. You hear choked back sobs. You hear //ooohs// and //ahhhs// and whimpers and hiccups. You hear them whisper and speak to one another as they watch the magic descend,
You let go of Papyrus' hand to step forward.
You turn on your heel and you stretch your arms out in welcome.
"Let me be the first to welcome you all," you say.
The stardrops fall from the sky, each one hitting the water behind you bursts into a keleidescope of light. Their world of darkness is cast aside in favor of starlight.
"Welcome!"
[[TRUE HAPPY ENDING - PAPYRUS ROUTE]]With the re-entry of monsters into society, there is a moment of concern from the Mage Tower.
But it is quickly cast aside when the mages welcome the monsters with open arms.
Forgiveness is needed on both sides, and under your encouragement peace is found.
You are hailed as a hero and receive a neat little award.
You'd think your time helping the monsters would end there, but no.
It is almost unamiously decided by the monsters (and the mages after they hear your story) that you are to be their ambassador.
You don't really have a chance to say no.
<span id="cycle"><<cycle "$ambassador" autoselect>>\
<<option "Not that you'd want to.">>
<<option "You'd rather not, but they really need you.">>
<<option "You'll see if you can find a substitute in a few years. You know they need you now.">>
<</cycle>></span>
While it is a happy transition, it is not easy. There are many cultural nuances that both sides have to adjust to.
But!
You're happy to find that all sides are sincere in desiring peace.
It really seems like everything is working out for the best.
Your journey. . . your effort. . .
None of it was in vain.
You saved them.
All of them.
To make this even sweeter, you and Papyrus start dating. He's the perfect stress relief and spot of joy in your day to day life. He always makes sure you're never overworking as an ambassador, and he'll brighten your evenings with jokes. The two of you love to go out for long picnics in the hills where Papyrus can enjoy the blue skies and fresh breeze.
On your free days, the two of you will go on dates, spend time with his brothers, or have fun with your friends. You're always welcomed at any monster gathering.
Sans likes to go swimming in the lake with you. Wingding has insisted you call him Wingding instead of Dr. Gaster, and he's been a go-to for monster questions (etiquette and biology) since Papyrus can be evasive.
Queen Toriel invites you over for tea after work every other day. Recently, she's been joined by Asgore who kindly offers you more scarves to keep you safe.
This is the end of your story.
----
Thank you, $Name.
Thank you for falling into the Underground.
Thank you for showing them kindness.
Thank you for giving them <span class="yellowtext">HOPE</span>.
Thank you for being ''you.''
//''THE END''//
[[Author's Notes]]