This is a sub-page of Undertale.
Undertale has a number of unused rooms, ranging from simple testing rooms, to just plain creepy stuff. Most of these rooms require Debug Mode or disabling Dogcheck, otherwise the player will always be redirected to the Annoying Dog error screen. More information on Dogcheck can be seen below.
Room 123 (room_water_prebird)#
A room found between room_water_farm and room_water_shop. Its name suggests that it may have been planned to be between room_water_friendlyhub and room_water_bird. The room has a thin stretch of land surrounded by water on two sides. Grass covers the path, and the protagonist can talk to four NPCs hidden within it. Most of them talk about catching bugs, but one of them asks the protagonist to do something about their friend, who the NPC says has a creepy smile. If the protagonist speaks to them again, the NPC asks them where their friend went. Exiting the area on the left crashes the game, as the entrance marker used on the right side of the final bird room is different from the one the game is looking for, and exiting to the right softlocks the game with a black screen as there is no exit defined for it. If the object obj_door_ruins13 is placed in the bird room, it will lead to the left side of this room. Given the frequent mention of catching bugs, this could be the bug catching spot Toriel mentions when talking to her in her home.
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(Speaking to the NPC on the far left end of the grass)
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(Speaking to the far left NPC again)
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(Inspecting the NPC second to the left end of the grass)
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(Speaking to the NPC second to the right end of the grass)
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(Speaking to the far right NPC)
(Source: Multiplo on YouTube & The Undertale Wiki)
Room 264 (room_gaster)#
The room displays a message in the Wingdings font, while the sound "mus_smile" (a chopped and screwed variant of Muffet's laugh, slowed down to resemble a dial-up modem) is played; the text's associated typing sound consists of random snippets from abc_123_a.ogg. The game closes (crashes on console versions) after the end of the message is reached. Watch on YouTube
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Room 267 (room2)#
An entirely red room that contains the only usage of the object59 object; three are placed in this room. These are just Froggit sprites that instantly vaporize upon creation, but they only flash briefly unless the obj_vaporized in the Create event of the object is replaced with obj_vaporized_old. When this is done, the sprites are properly vaporized. It was probably used to test vaporization scripts during the game's development.
This room is present at room 2 in the Undertale Demo, where the Froggit sprites vaporize properly without modification. This explains the name of the room itself, and signify that the vaporization object was revamped during the game's development.
(Source: Mir Rawrs on YouTube, Daanyaal A, game scripts)
Room 271 (TESTROOM)#
A grey room most likely used to test out the dialogue boxes in the game. Along with the three battle dialogue boxes, some text appears 'in' the left dialogue box that reads:
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In at least some earlier versions of the game, the first line can occasionally appear elsewhere due to a glitch.
Additionally, it would be quoted almost verbatim in the 'Check' text for Spamton NEO's regular fight in the later released Deltarune Chapter 2, only with "smell" being replaced with "taste" and the red coloring being given to the word "pain".
In the middle dialogue box, another message appears:
* TestMonster and its cohorts
draw near!
It should be noted that the text is not correctly formatted for the boxes, as the left text goes out of the right side of the box, and the middle text goes straight down out of the box. This room is present at room 0 in the Undertale Demo, although the left dialogue box's font is more pixelated. This likely means that this was the first room ever developed for the game.
(Source: Mir Rawrs on YouTube, The Undertale Wiki, & The Deltarune Wiki)
Room 272 (room_water_redacted)#
An empty, black room with nothing but an NPC in the center, who only appears when you get close. Speaking to the NPC shows the following dialogue, with the aforementioned abc_123_a.ogg dialogue sound:
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The track "Premonition" plays in this room, which is known in the game files as "mus_mysteriousroom2". The south exit of the room leads two rooms backward, ending up at the "Sound Test" room due to where its ID is placed in the final game's data. The name implies that this room was going to be used in Waterfall, likely intended to be inside the otherwise-unused horse stable object meant for the Blook Acres snail farm that shows the redacted NPC when opened, as the code for Napstablook's music is set to keep playing in this room.
(Source: Mir Rawrs on YouTube & The Undertale Wiki)
Room 273 (room_water13)#
A room that uses many of Waterfall's overworld assets, presumably for testing. It has a long narrow pathway that leads to a large area of land covered in tall grass, with bridge seeds hidden inside. The exit on the right side of the room leads 1 room forward, ending up in room_overworld due to where its ID is placed in the final game's data, whereas the bottom exit crashes the game, attempting to send you to room_water12 but failing due to no exit marker for this door object (obj_markeru) existing there. Based on its name and layout, it may have been intended to connect room_water12 and room_water14, before the role was delegated to Onionsan's room. An otherwise-unused Bridge Seed type named obi_runaway appears in this room and was supposed to run away from the player until they catch it. Watch on YouTube
(Source: Original TCRF research)
Room 274 (room_overworld) and Room 275 (room_overworld3)#
A black room with strange NPCs that move around the room. The NPCs appear to be falling lava streams with faces. This room also has collision boxes, a Flowey dialogue trigger, and a door to room_overworld3. The Game Over theme, "Determination", plays in the background, but triggering the Flowey dialogue will cause extra music to overlap with it, often many times over. Entering the room via room_water13 places the protagonist directly on the dialogue trigger.
Upon activating Flowey's dialogue, the game attempts to play Flowey's opening dialogue, resulting in a glitched 'battle' that ends immediately, leading to a strange state in which the SOUL can be moved, but with reversed controls. If Flowey was killed in a previous Neutral Route, it skips to Toriel's following dialogue.
The NPCs are programmed to speak dialogue written in testlines.txt when you interact with them. If that file doesn't exist, the game crashes.

A very early screenshot of Undertale reveals that this room once had very blurry grass and dirt textures, as well as visible collision objects that used spr_solidobj, a sprite not used by any objects in the final game. A line from Toriel likely coming from the testlines.txt text file is shown while the player is talking to the test NPCs, with the text saying "* If you're kawaii and you know it clap your hands."
room_overworld is present at room 5 in the Undertale Demo.
room_overworld3, on the other hand, is a very interesting room with... nothing in it, except for a door back to room_overworld. It is present at room 11 in the Undertale Demo.
(Source: Original TCRF research)
(Source: Mir Rawrs on YouTube, Josh M on YouTube, & The Undertale Wiki)
Room 276 (bullettest)#
A battle against a Froggit that seems to be used to test the bullets sent by enemies in the game. A strange red and green laser effect is also placed near the SOUL. Many pellets will spawn at the bottom of the screen, before rising up to the top.
Despite appearances, the menu options can still be selected, and the Froggit can be fought, spared, or fled from, with varying effects. If the Froggit is killed or the screen is not exited fast enough, the game crashes, as it tries to load the bullet board object which isn't present in the room. If the Froggit is spared or otherwise not attacked or fled from, then Toriel appears and scares the Froggit away. The game then returns to the previous room (if the SAVE file is edited then launched, there is no previous room, so it restarts).
This room is present at room 1 in the Undertale Demo.
(Source: Multiplo on YouTube & The Undertale Wiki)
Room 277 (room_water16A)#
Another empty room. Probably meant to appear in Waterfall as an alternate path to the first mushroom maze.
(Source: Josh M on YouTube)
Room 287 (room_spritecheck)#
A grey room that was, obviously, used to check the sprites used in-game. The game will display every single sprite in the game in rapid succession, with several copies layered atop of each other shifted down and right. Strangely, a sprite for the head of Undyne the Undying (specifically the one used when she is hit by an attack) is placed near the center of the screen, but never changes, moves, or disappears. A lone, blue zero is present near the bottom of the screen, which begins counting up once all of the sprites have been checked. Pressing Space while in Debug Mode allows the player to change to the next room, the Joystick Config room.
(Source: Mir Rawrs on YouTube & Alireza on YouTube)
Room 296 (room_fire4)#
A room that was presumably meant to be used as an area for Hotland. The room even plays the Hotland overworld theme, "Another Medium". The room seems to use floor tiles from Waterfall as a placeholder. The room contains a path lined with directional vents that carry the player to the right. Attempting to leave the room via the right exit sends you one room forward, ending up at room_fire10_old due to where its ID is placed in the final game's data, which crashes the game as that room doesn't have the proper entrance marker (obj_markerA), while going below sends you two rooms backward, ending up at Photoshop Flowey's battle due to where its ID is placed, which also crashes the game.
The most interesting thing about this room, however, is the presence of a very strange trigger, located directly above the entrance to the room. If flag 367 (the flag which determines if Alphys calls Frisk throughout Hotland and disables her calls if the player is on a genocide route) is enabled, it will cause the game to crash, but if the flag is disabled, then it will result in a phone call with the intro dialogue, culminating in a battle with Mettaton.
Room 297 (room_fire10_old) and Room 298 (room_fire10A_old)#
Another room that tests assets exclusive to Hotland, while still using some of Waterfall's assets. The room contains a wave-shaped conveyor belt path that leads to another section of floor. Falling off the conveyer or entering the doorway on the right side will take the player to room_fire10A_old. Aside from falling, the leftmost exit attempts to send you two rooms forward, ending up at room_tundra_placeholder due to where its ID is placed in the final game, crashing the game, and the rightmost exit results in a black screen as it has no exit defined, though it was likely intended to send you to the room located before the final version of this room, as both versions use the same door object (obj_door_t).
This room contains a wide, straight conveyor belt path leading to the right and a bowl of dry dog food. Along with these are an Echo Flower next to the conveyor path, and a door on the other side that takes the player back up to room_fire10_old. The Echo Flower may have been intended to be the cactus found in room_fire_conveyorlaser in the final game, as that cactus for some reason uses an Echo Flower to handle interacting with it.
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(Interacting with the dog food bowl, displaying the same text shown when interacting with the dog food bowl in Sans and Papyrus's garage)
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(Interacting with the Echo Flower, displaying an error message for when an Echo Flower has no assigned text)
(Source: Josh M on YouTube & The Undertale Wiki)
Room 299 (room_tundra_placeholder)#
A room that appears to be used to test assets in Snowdin. The room is filled with tiles of ice and snow. Some tiles do nothing, others are slippery, and some slide the protagonist upwards. There is nothing of particular note here, and there are no exits.
(Source: Mir Rawrs on YouTube)
Room 300 (room_ruins12B_old)#
A simple, non-detailed purple room with a bowl on a pedestal that dispenses Rock Candy, an item which can't be obtained anywhere else. Given the room's layout and name, it's likely this room was replaced with the Spider Bake Sale. Unlike the Monster Candy bowl, the amount of 'candies' taken does not seem to affect anything.
* It says 'Take them all.'
* Take a candy?
Yes No
(Interacting with the bowl)
* You decided not to take some.
(If you don't take a candy)
* You took a piece.
* Boy, that's heavy.
(If you do take a candy)
* You can't carry more.
* It's just too heavy.
(Attempting to take a candy while already carrying one)
Attempting to leave the room sends the player two rooms backward, ending up at room_fire10A_old due to where its ID is placed in the final game, which crashes the game.
This room is present at room 36 in the Undertale Demo. Exiting the room doesn't crash the game this time, but instead sends you to room 1, which in the demo is the bullettest room.
(Source: Mir Rawrs on YouTube)
Room 301 (room_tundra_rollsnow)#
A room that uses Snowdin's assets and contains a unique snowball object that can be made larger by rolling it, unlike the one that is used in-game. Presumably used for testing the snowball physics.
(Source: Mir Rawrs on YouTube)
Room 302 (room_water7_older)#
An old(er?) version of room_water7. If entered without editing or removing the object obj_waterpushrockgen - the object responsible for rocks falling down from the top of the waterfall - the game crashes (this is because the object is set to only have its variables defined when in room_water3 or room_water7). This room appears to use many assets from Waterfall such as lanterns, an Echo Flower, and... well... water. Among these though, are a few poorly-drawn torches that can light up and make a sound effect when interacted with, similar to the mushrooms found in Waterfall. Lighting all the torches triggers an invisible path with poorly-drawn guiding lights. Judging by the low quality of these entities, it's likely that these were either used as placeholders, or for testing purposes.
The sign on the north wall has no dialogue assigned to it, so it will do nothing except create a text box that immediately closes. Leaving the room through the bottom exit sends you one room backward, attempting to send you to room_tundra_rollsnow due to where its ID is placed in the final game, and leaving the room through the right exit sends you one room forward, attempting to send you to room_meetundyne_old for the same reason. Both of these crash the game when entered this way due to missing entrance markers.
(Source: Mir Rawrs on YouTube & The Undertale Wiki)
Room 303 (room_meetundyne_old)#
An older version of the room where the player is introduced to Undyne for the first time. There are various Waterfall assets scattered around, as well as the rabbit kid and red demon NPCs from Snowdin (designs likely used as placeholders). The right exit sends you one room forward, ending up at room_water_mushroom due to where its ID is placed in the final game, while the left exit sends you two rooms backward, attempting to send you to room_tundra_rollsnow for the same reason, which crashes the game. The player can talk to the two NPCs, and their dialogue is as follows:
* We're about to visit Snowdin
for the first time.
* You just came from there,
right?
* How is it...?
(Talking to the rabbit)
* Hey, I haven't seen you
around before.
* It's nice to meet new
people, isn't it?
(Talking to the demon)
Reading the sign repeats the last thing that was said (including cutscene dialogue), as it has no dialogue set for it. Walking further right into the boards triggers the final version of the cutscene where the player first meets Undyne, which looks pretty weird, as the layout is entirely different. Monster Kid's dialogue can be triggered, too, and the dialogue of the two NPCs will change after the whole scene is finished.
* You should go back to
Snowdin.
(Talking to the rabbit after Undyne leaves)
* I...
* I don't know you.
(Talking to the demon after Undyne leaves)
An early version of said cutscene (named obj_undyne1_old) exists, which fits in this room, as shown below. Watch on YouTube
Room 304 (room_water_mushroom)#
A small room that uses Waterfall's assets. The bottom exit sends you one room backward, ending up at room_meetundyne_old due to where its ID is placed in the final game, and the right exit sends to one room forward, ending up at room_monsteralign_test for the same reason. The only entities in the room are a crystal and an NPC that uses unique dialogue. The dialogue in the room is as follows:
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(Interacting with the crystal)
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(Talking to the 'mushroom')
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(If you don't tell them)
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(If you do tell them)
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(Speaking to them again, without leaving the room)
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(Upon returning from the room to the right)
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(If you say it's different)
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(Talking again after saying it's different)
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(If you say it's the same)
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(Talking again after saying it's the same)
Presumably, the dancing mushroom in Temmie Village was originally planned to be used here. The room layout also implies that it is connected to room_water12 and room_water14 after room_water13 was scrapped and before Onionsan was implemented.
(Source: The Undertale Wiki)
Room 305 (room_monsteralign_test)#
A black room with a Memoryhead enemy that disappears. Likely used to test the alignment for the distortion used for that enemy.
(Source: The Undertale Wiki)
Room 321 (room_empty)#
Another empty, black room. It is present at room 9 in the Undertale Demo.
(Source: Original TCRF research)
Room 326 (room_of_dog)#
This is the Annoying Dog error screen (commonly known as Dogcheck). This room is used as an "error handler" in case something goes wrong, such as loading a corrupted save file or entering a room the player is not supposed to enter with an edited save; the scr_dogcheck is primarily responsible for this, which will forcefully send the player to this room under the following conditions:
- If a room less than 4 is loaded. This represents rooms 0-3 which are the game's intro and main menu screens.
- If rooms 78, 79, or 80 are loaded, which is Sans' room and the secret lab in Snowdin.
- If rooms 239, 240, or 241 are loaded, which are parts of the credits sequences used for the neutral and true pacifist routes.
- If a room greater than 265 is loaded. The first room in this range is the developer room in Snowdin.
The Annoying Dog simply runs forever, although there is a 1/8 chance that the dog sleeps instead. The song "mus_dance_of_dog" plays if the dog is running, at a random pitch from 95% to 105%. If the dog sleeps, "mus_sigh_of_dog" plays instead at a random pitch from 80% to 100%.
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(Source: The Undertale Wiki)
Room 327 (room_quizholder)#
A black screen with Mettaton and Alphys, as seen in Mettaton's quiz show. The player can't do anything here.
(Source: Original TCRF research)
Room 328 (room_friendtest) and Room 329 (room_bringitinguys)#
room_friendtest is a test of the scene in the True Pacifist route in which Toriel and friends interrupt the protagonist's battle with Asgore. The background is a pure gray color. The game crashes when Flowey attempts to bring up the protagonist's SOUL.
room_bringitinguys is a test of a part of the same scene, where various monsters come to the protagonist's aid. Unlike the previous, this room's background color is the regular black color, and the main cast is absent. The scene does not progress past the leftmost monsters' dialogue.
(Source: Original TCRF research)
Room 333 (room_asrieltest) and Room 334 (room_afinaltest)#
room_asrieltest is black and was likely used to test Asriel's idle animation in his fight. The SOUL is a placeholder sprite and there is no bullet board; the SOUL can move freely around and behind Asriel's battle sprite.
Asriel floats up and down for roughly 20 seconds (corresponding to the length of the opening segment before the drop in "Hopes and Dreams"), before beginning to move from side to side in an arc pattern as his rainbow sprites display. This is identical to what happens in the final version of the fight. This fight's debug commands work fairly normally, but attempting to make him attack crashes the game.
room_afinaltest is pretty much the same; the SOUL is the same placeholder sprite seen in room 333, and can move freely. The main difference is that Asriel is in his final form. Nothing of note happens here.
(Source: Original TCRF research)
Room 335 (room_dogshrine, since v1.05)#
Since v1.05, room 335 exists in PC versions as a broken version of the Dog Shrine, which is PlayStation 4 exclusive content.
(Source: The Undertale Wiki)
Room 339 (room_of_bog, v1.09-v1.10 & v1.11X+)#
A completely empty room that was removed in v1.11, then brought back by the Xbox One update for some reason. Considering this is added in the Nintendo Switch update which added the ruined version of the Dog Shrine, as well as the room's name appearing to be just room_of_dog misspelled, it's possible there was going to be a special Dogcheck screen for trying to access a Dog Shrine you're not supposed to be in.
(Source: Yokim, luigiutmc)