Undertale

Kindness is a weapon. Mercy is a route. Determination is a bad idea you keep having.


“Echo flowers repeat what you say; the Underground repeats what you do.”
— field notes


The Royal Children

Chara and Asriel: two children, one kingdom’s hinge.

Arrival

A child climbs Mt Ebott and falls into a field of golden flowers. The Underground calls it fate. Asgore and Toriel bring the stranger home, give them a room with hand-carved toys and a wardrobe full of borrowed jumpers. Mercy is taught in cups of tea; safety arrives as a bedtime ritual.

Adoption & ordinary days

Adoption here is repetition. Dinners at the same table, lessons at the same desk, chores shared with a prince who never wanted to be lonely. Chara learns monster customs, jokes, and recipes; Asriel learns human games and the untranslatable tone of a child who has decided to appear older.

Chara is not a demon in a jumper, only a human with sharp edges and unspent fear. They test rules the way frightened children do: by pressing them. They like knives because knives are decisive, not because they are cruel. The mountain is chosen like a verdict: the one place the grown-ups never follow. Rumours say those who climb do not return; to a hurt child, that sounds less like doom than relief. Call it a dare against the world above, call it an attempt to become unfindable. They do not come seeking monsters; they stumble into a household that chooses them back, and they decide—quickly and absolutely—to love the ones who offered safety.

The prince

Asriel is the king and queen’s gentlest ambition—proof that kindness can be inherited. He knows every corridor of New Home, every creak of the chair by the fireplace, every page of storybooks where heroes win without killing. He collects daisies and wooden swords the way other children collect victories. He is the sort of prince who apologises to chairs when he bumps them.

The plan

The plan grows out of love, fury, and a kitchen mistake. Once, the children mixed buttercups into a pie and made the king sick; the lesson lingered. Everyone whispers that the human is the Underground’s hope, and Chara believes it with the blunt logic of a child who has done the maths: one human death for everyone else’s life. They will die on purpose, Asriel will take their SOUL, cross the Barrier, and do what the prophecy demands—kill six humans, gather six SOULs, and break the seal. Chara frames it as mercy, clean and final; Asriel hears it as a promise he can keep if he is brave enough. He nods because love is all he knows. The instructions are clear: take the soul, leave the Ruins, follow the plan.

Deaths in the garden

Chara dies first, by choice and with a plan stitched to the inside of their will. Asriel takes the soul and carries the body to the flowers above. The humans see a monster with a child and answer with violence. Asriel refuses to fight, walks home through the arrows, and collapses in the garden. Two children; one field; two endings that do not end.



The Best Friend

Flowey, your best friend — and the Underground’s worst save file.

Awakening

Experiments try to make determination behave. Something else wakes instead: a flower with a prince’s outline and none of his heart. Feelings are gone; curiosity remains. Flowey learns about SAVE and LOAD the way a child learns about light switches — flick, observe, repeat. Consequence becomes optional; people become puzzles. Laughter is a stand-in where empathy used to live.

“Your best friend”

The greeting is sugar over a blade. Flowey presents kindness first because kindness is the most efficient test: will the newcomer accept help without question? If yes, the pellets arrive; if no, the smile widens. He is tutorial and trap in the same frame, a mascot for a world where do-overs are cheap and lessons are priced in reloads.

On SAVE, LOAD, and the hunger to be first

Power in this story is not strength but precedence. Whoever saves last writes the reality next. Flowey thrives while no one else remembers. When another being gathers more determination — a player who refuses, a child who persists — his monopoly cracks. Fear enters where emptiness had been. He responds the only way he knows how: by trying to own the file again.

Neutral route — the screen that bites back

In the middle paths, Flowey watches, mocks, and harvests. When the story reaches the throne room he cuts the power from its rails, steals the human SOULs, and becomes something too big for the borders. The fight feels wrong on purpose: menus break, windows lie, mercy is disabled by design. The captured SOULs revolt, the abomination shreds, and a small flower begs for life in a voice that sounds almost like a boy who remembers being good. Mercy here is a fork in the code: spare him and he runs; finish him and he comes back later with a different smile.

True Pacifist — the prince inside the thorn bush

When enough kindness has been done, Flowey hijacks the finale and gathers every soul he can reach. The result is not a flower but the boy he used to be. Asriel returns as a god made of grief and light; he tries to keep the fight inside a loop where the player cannot win and therefore cannot leave. The answer is not damage but memory. Saved friends are called back one by one until the shape of love outweighs the mechanics. Asriel lets go, breaks the Barrier, and dissolves into a flower again. What remains of Flowey asks for no resets and no visits — a frightened wish from someone who knows he will forget it the moment the screen goes dark.

Genocide — when the world chooses violence

In the no-mercy route, Flowey recognises a predator and tries to stay useful. He narrates LOVE like a lab note, stages betrayals to please the stronger monster, and still ends up discarded. There is a point at which even a flower understands fear; there is a point at which fear is not enough to live through. After the king falls, he moves to flatter the victor and is erased in a heartbeat by the thing inside the name. The world follows him soon after.

Aftercare for bad timelines

Flowey remembers and then he does not; that is his tragedy. The player remembers and then pretends not to; that is theirs. On good days he is a warning about shortcuts. On the worst days he is proof that the ability to retry can dull the ability to care. The Underground survives, or it doesn’t, and either way a flower in a garden waits to be watered by the next decision.



The Demon You Named

Chara during the game — the voice, the knife, the bill that comes due.

Who speaks

Most of the journey is narrated by a voice that sounds close—dry jokes, item descriptions with too much personality, a mirror that says, “Despite everything, it’s still you.” Call it the first child in the margins, call it the game’s conscience with a sharp tongue. Chara colours this flavour text across routes; at minimum, the voice becomes unmistakably theirs when the path turns red.

Neutral / Pacifist — the ghost

In routes that refuse dust as a shortcut, the voice behaves kindly: cataloguing rooms, nudging puzzles, making jokes that sound older than the protagonist. It notices beds and bandages and old diaries and keeps choosing the word “you,” as if trying to keep distance—observer, not driver. The line in the mirror lands like a diagnostic: whatever happened before, whatever paths remain, the person in the glass is still accountable and still themselves.

There are moments when the mask slips—harsher phrasing if needless harm is done, little satisfactions when EXP rises—but on these timelines the voice is more archivist than instigator. The knife can stay in the inventory forever and the story will still move. The world rewards patience with memory, and the narrator treats memory like a way home.

Genocide — the name answers back

Choose murder as a method, and “you” becomes “me.” The text shifts, the jokes curdle, and the first child stops pretending to be merely descriptive. By the end, the thing that was only a voice steps fully onto the stage and introduces itself as the demon that comes when people call its name. The last acts are not guided but taken: the slash that ends the trial, the execution that empties a throne room, the decision to erase everything because the player asked for an ending that suited it.

What comes after

Erasure is not a credit roll; it is a transaction. To rebuild the world, a price is named. The deal is simple: give up the SOUL, receive a reset. Accept, and the save file returns with a hairline crack running through it. Decline, and the void does what voids do—waits without changing.

Pacifist after Genocide — the bill

Earn the good ending after selling the SOUL, and the picture does not stay wholesome. The surface is bright, the family is whole, and then the lights go out long enough for red to open. The implication is ugly and tidy at once: the body is borrowed, the happy world is rented, and the collector remembers appointments even when the player pretends to forget. The file can be clean; the ledger is not.



The Child from the Prophecy

Frisk: the story’s driver and its brakes.

  • Frisk
    The miracle of this route is how often “spare” means “stay,” “listen,” “try again,” and “put the knife down even when it would be faster.”
    — refusal as a legitimate strategy
  • SAVE
    Neutral is the museum audio guide. You press buttons, learn something, leave smudges on the glass, swear you’ll come back one day and do it right.
    — endings, plural; responsibility, singular
  • A red-tinged knife icon
    Genocide isn’t difficulty mode; it’s confession. The world keeps stepping out of your way until someone refuses—and calls you by the name you earned.
    — consequences that remember you


  • The Judge

    A comedian who keeps the receipts.

  • Sans
    The jokes are a screen test. The laziness is a lie. Sans looks directly at the save file and asks whether you’ve been a person or a problem.
    — bad puns, worse verdicts
  • Sans
    The corridor is a mirror: what walks in is history, what walks out is a verdict. He offers a joke as a last rite; laughter is cheaper than forgiveness.
    — the hallway trial
  • Skull-shaped blaster icon
    If you insist on being the worst version of yourself, he becomes the best version of gravity. The punchline is that you can’t move.
    — a certain time you will not enjoy


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