Core Gameplay

Core Gameplay Guide



Undertale is a story-driven RPG where your choices determine not just the outcome, but how you experience the entire journey. The core gameplay loop revolves around exploration, puzzle-solving, and a unique combat system that blends bullet hell with non-violence options. There are no traditional experience points or level-ups in the normal sense—instead, LV (LOVE) and EXP (Execution Points) scale with the number of monsters you kill. Because of this, progress is measured by your moral alignment as much as by your stats.

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Main Gameplay Loop



1. Explore areas: The Ruins, Snowdin Town, Waterfall, Hotland, The Core, New Home.
2. Interact with NPCs and solve environmental puzzles (e.g., shifting colors on bridges, pushing rock barriers).
3. Encounter monsters in random encounters (or scripted bosses).
4. Combat Phase:
- FIGHT: Attack with a timed button press (higher damage if you strike the soul target).
- ACT: Show mercy (Spare, Talk, Threaten, etc.) or use special actions unique to each monster.
- ITEM: Use healing items or equipment.
- MERCY: Attempt to spare after weakening or pacifying, OR flee.
5. Dodge during the enemy’s attack (soul moves in a small box; avoid projectiles).
6. After the encounter, gain or lose G (gold), items, and potentially LV/EXP.
7. Save at save points (yellow stars) to restore HP and store progress.
8. Return to save points to rest and re-enter areas.

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Progression Tiers Overview



Undertale’s progression is non-linear in terms of choice but linear in geography. The game is short (6-8 hours for a first playthrough) and the “tiers” correspond to the main zones plus the branching endings.

TierMain Location(s)Key Events
Early GameThe RuinsTutorial, meeting Flowey and Toriel, learning Spare mechanic.
Mid GameSnowdin + WaterfallEncounter Papyrus, Undyne, solving puzzles, shops open.
Late GameHotland + The CoreMettaton, Alphys’s lab, final puzzles, preparing for the final area.
EndgameNew Home + Judgement HallFinal bosses, True Lab (if Pacifist), various route endings.
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Early Game (The Ruins)



Timeframe: First 30-60 minutes.

Exploration & Puzzles


  • Flowey’s introduction forces you to learn the bullet hell dodging by trapping you in a circle of seeds.

  • Toriel’s pie puzzle: Step on specific tiles to open the door.

  • Moldbygg puzzle: Push a rock onto a switch to open a door.

  • Toriel’s hallway: A mini-boss fight with a dummy (this is a safe place to test attacks).


  • Combat & Interaction


  • Moldsmal, Whimsun, Froggit, Napstablook (ghost monster that cannot be killed normally).

  • Only FIGHT and ACT are fully available; you have no ITEM yet until Toriel gives you the Pyrope and Butterscotch Pie.

  • Key lesson: Using ACT > Check reveals monster info; ACT > Compliment or ACT > Flirt with certain monsters reduces health, allowing a Spare option.

  • Toriel fights you—defeat her by Spare options after several turns (she will eventually let you go if you are merciful). If you kill her, it locks you into a darker route.


  • Character/Build Growth


  • LV (LOVE) starts at 1. Killing any monster raises it (e.g., killing a Froggit gives 1 LV).

  • HP starts at 20. Killing a monster adds +2 HP per LV. Mercy gains no HP increase.

  • Equipment: Toriel gives you a Stick (weapon, ATK +0) and a Bandage (armor, DEF +0).

  • Items: Butterscotch Pie (full restore) is a key healing item.


  • Economy


  • G (Gold): Earned by defeating monsters (killing or sparing). G is scarce early game. You can find coins in the Ruins.

  • No shops in the Ruins. Save your G for later shops in Snowdin.


  • Progression Milestones


  • Learn to Save Saves (Flowey forces a save, then Toriel shows you how to save manually).

  • Escape the Ruins by passing through the door to Snowdin.


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    Mid Game (Snowdin + Waterfall)



    Timeframe: 1-3 hours.

    Exploration & Puzzles


  • Snowdin Town: Interact with all NPCs—shopkeeper, inn, library, grillby’s.

  • Puzzle bridge: Use the dog key to change bridge colors or solve the color-matching puzzle.

  • Papyrus’s traps: Slide puzzles, spiked floors, and a giant cannon.

  • Waterfall: Dark area with echo flowers, hidden pathways, and small platforming via temporary bridges.

  • Undyne’s chase: A running segment where you must avoid contact; hit checkpoints by examining glowing panels.


  • Combat & Interaction


  • Papyrus: A challenging but merciful fight. Use ACT > Spare or ACT > Threaten to lower his HP without kills. He can be spared after a few turns of “coolness” check.

  • Greater Dog, Lesser Dog, Ice Cap, Snowdrake, Tempera (papyrus fight).

  • Undyne (first meeting): She chases you; if caught, you fight her but she retreats quickly. Killing her is possible but locks out True Pacifist.

  • Mad Dummy: Bullet hell boss in Waterfall. He can be spared by using ACT > Talk and then Mercy after some turns.


  • Shops & Economy


  • Snowdin Shop: Sells items like Bisicle (heals 11 HP), Temmie Flakes (later unlocked with Temmie money), Glamburger (heals 7 HP).

  • Grillby’s: Sells Steak (heals 25 HP) for 30G—expensive but valuable.

  • G runs: You can grind for G by walking back and forth in long hallways to trigger encounters.


  • Character/Build Growth


  • Best early weapon: Tough Glove (ATK +5) from the Snowdin shop (80G) or the Ballet Shoes (ATK +7) from the Waterfall vendor.

  • Armor: Old Tutu (DEF +3) in Snowdin (found in a bush near the inn).

  • LV stays low if you spare. Killing monsters here can push you to LV 5-6 by the end of Waterfall.

  • HP caps at 20 without kills; killing a few might give more HP but lower your chances of true pacifist ending.


  • Progression Milestones


  • Defeat Papyrus without killing him (he becomes a friend).

  • Survive Undyne’s chase and reach the cooking show (Hotland entrance).


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    Late Game (Hotland + The Core)



    Timeframe: 3-5 hours.

    Exploration & Puzzles


  • Hotland: Lava puzzles, conveyor belts, and timing-based obstacles (e.g., moving platforms).

  • Mettaton’s gauntlet of deadly traps: You must solve puzzles while being watched by Alphys.

  • Lab: Alphys’s True Lab (secret area discovered only in the True Pacifist route after the game).

  • The Core: Final dungeon with teleporters, laser puzzles, and rotating rooms.


  • Combat & Interaction


  • Mettaton: Multiple forms. The first fight is a quiz show where you answer questions correctly to reduce his HP; do not fight directly.

  • Mettaton EX: A dance fight where you must ACT > Show and then dodge his attacks. Spare by using ACT > Boast several times.

  • Hotland enemies: Vulkin, Laser, Final Froggit, Scarf dragon—many can be spared with specific ACTs.

  • The Core enemies: Madjick, Knight, Whimsalot—more complex bullet patterns.


  • Economy


  • Mettaton’s gift shop sells Mettaton Box heals (30 HP) and Mettaton Burger (heals 40 HP) for high G.

  • Temmie Village: Unlock by buying a Temmie Flake from the Snowdin shop and then showing it to the Temmie in Snowdin’s hidden part. After that, Temmie shop in Waterfall sells Temmie Armor (DEF +20) for 9999G (but gradually cheaper if you “convince” Temmie). Also sells Temmie Flakes (heals 10 HP).

  • G is abundant if you fight encounters; you can easily have 2000-3000G by the Core.


  • Character/Build Growth


  • Best weapons: Burnt Pan (ATK +10) from Hotland shop (hidden after Mettaton fight), Real Knife (ATK +15) for Genocide route only.

  • Armor: Temmie Armor (DEF +20, heal 1 HP per step) is top-tier for Pacifist. Also Cowboy Hat (DEF +12) from a side quest in the Core.

  • LV stays capped at 6 if you spare all; killing any major boss raises it quickly (e.g., Mettaton EX yields 5 LV).

  • HP can reach 92 if you max out kills (Genocide).


  • Progression Milestones


  • Defeat Mettaton EX (heal with items; dodge well).

  • Enter the Core and confront Dr. Alphys after solving the final puzzle.

  • Trigger the Queen’s monologue in the Core—this sets up the endgame.


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    Endgame (New Home + Judgement Hall + Routes)



    Timeframe: 5-8 hours (depending on route).

    Exploration & Puzzles


  • New Home: Walk through the silent hall, examine the mirror, read the “notices” on the walls. There is a final save point before the Judgement Hall.

  • Judgement Hall: A corridor with a giant door. Sans waits here if you have killed anyone; if you are a true pacifist, he is not present.


  • Combat & Interaction (Route-dependent)



    #### 1. True Pacifist Route
  • Unlocked by completing the game without killing any monster and having a certain friendship level (must be friends with Papyrus, Undyne, Alphys; do the “date” with Papyrus, deliver Undyne’s letter to Alphys).

  • Final Boss: Asriel Dreemurr. A multi-phase fight with ACT> Hope and Act> Dream. You must survive his massive attacks (hope fills a meter). The fight is emotional; you cannot die; it’s symbolic. Spare him at the end.

  • True Lab: Optional but essential for Pacifist. Hidden in Hotland’s lab—find the hidden panel with a bat, solve the puzzle to open the door. Inside: monster hybrids, story about Amalgamates. This content adds depth but not combat.

  • Ending: All monsters return to the surface; you are friends with everyone.


  • #### 2. Neutral Route (any mixed kills)
  • Final Boss: Photoshop Flowey (Omega Flowey). A bullet hell where you have to survive six patterns and then shoot him with the yellow soul. After his defeat, the game ends with a phone call detailing consequences.

  • Ending Varies based on kills. Some characters may become kings, etc.


  • #### 3. Genocide Route (kill every possible encounter)
  • Prerequisite: Exhaust all killable enemies in each zone until “Nobody came.”

  • Final Boss: Sans. Extremely hard—Sans’s attacks are unpredictable and do 1 damage, but you cannot heal. You must survive 15+ consecutive turns while landing perfect attacks. Each hit heals you? No, you have to use Act> ??? and dodge. The fight is a memorization of patterns. After killing Sans, Chara takes over and you erase the world.

  • Ending: Game over; world is destroyed.


  • Character/Build Growth


  • Endgame LV: Pacifist max LV 2? Actually, if you killed Toriel you’ll have LV 2. If you kill no one, LV stays at 1 throughout. True Pacifist ending has LV 1.

  • Neutral Route: LV can be anywhere from 2 to 19 depending on kills.

  • Genocide: LV 20 cap (maximum). HP 92, ATK 99, DEF 99.

  • Best equipment for each route:

  • - Pacifist: Temmie Armor + Burnt Pan or Stick (for low ATK).
    - Genocide: Real Knife (ATK +99) and The Locket (DEF +99).
  • Healing items: Butterscotch Pie (best for final fights), Legendary Hero (heals all HP) found in True Lab, Bisicle (11 HP) for cheap heals.


  • Economy


  • G becomes irrelevant in endgame; you likely have 9999G if you played normally.

  • Last shop: Gerson’s shop in Waterfall (sells Tough Glove and Sea Tea—Sea Tea speeds up soul movement in next battle).

  • Mettaton Resort: Heal for free before the Core.


Endgame Structure Summary


RouteFinal BossRequirementsOutcome
True PacifistAsriel Dreemurr0 kills, all friends, True Lab clearedHappy ending, everyone freed
NeutralPhotoshop FloweyAt least 1 kill (or no friendship)Phone call epilogue, monsters stay underground
GenocideSansKill every possible monster in all zonesWorld erased, Chara takes over
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Additional Core Systems



#### Save/Load System
  • Save points are yellow stars. You can save anywhere by interacting with them. They restore HP and store progress.

  • Flowey can overwrite saves; Sans checks your save file for kills.

  • True Reset (after any ending) resets the world entirely; Hard Mode (name yourself “Frisk” and delete the file? Actually Hard Mode is a specific name “Frisk” — not recommended for first playthrough).


  • #### Quest/Mission Structure
  • No formal quest log. All progression is story-driven.

  • Side tasks:

  • - Papyrus’s adventure (Snowdin).
    - Undyne’s cooking lesson (after giving her the letter).
    - Temmie Village (collecting items for Temmie).
    - Gerson’s shop (buy his wares).
    - Mettaton’s resort (skip if you don’t participate).

    #### Combat Mechanics Deep Dive
  • Soul Colors:

  • - Red: Normal movement (dodge).
    - Blue: Gravity pulls you down (jump to avoid).
    - Orange: Must not move (stay still to avoid damage).
    - Yellow: Gain a gun to shoot (only in certain fights like Mettaton EX).
  • Bullet Patterns: Every boss has unique patterns; some are memorization (Papyrus’s attacks), others are random (Asgore).

  • Mercy System: Use ACT > Check to see what action reduces the monster’s “HP” (often just your turn count). Then use Spare after enough turns.


  • #### Tips for New Players
  • Always choose Mercy first in early game to learn the mechanics without guilt.

  • Talk to everyone—NPCs give hints and lore.

  • Save often after major events, but don’t rely on load scumming for moral decisions (the game remembers).

  • Don’t bother grinding G until Hotland; Snowdin shop is sufficient.

  • If you want True Pacifist, never press the Fight button in combat—use ACT to spare all monsters. Defeating bosses via ACT still counts as merciful.


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    Post-Endgame Options


  • True Reset: After any ending, you can reset from the main menu. The game tracks your previous choices (Flowey may reference them).

  • Speedrunning: Undertale has a vibrant speedrun community for all routes.

  • Challenge Runs: No items, no healing, LV 1 Pacifist (hard), etc.

  • Secret Boss: The Dog in Snowdin can be fought if you examine the statue with the “legendary artifact.”


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Conclusion: Undertale’s core gameplay is about the journey, not stat growth. Every mechanic—combat, puzzles, decisions—feeds into the moral narrative. Understanding the tiers helps you anticipate difficulty spikes (e.g., Papyrus vs. Undyne vs. Sans) and plan your route accordingly. Whether you choose the path of mercy or destruction, the game adapts to your playstyle, making each playthrough unique.