This is a sub-page of Undertale/Unused Text.
Inventory#
Name Hack#
This text appears at the top right of the stat menu if your name is 7 or more characters long. This can only be the case if you have edited your save file, as the name you input at the start of the game is limited to 6 characters or less.
English |
Japanese |
|---|---|
|
|
(Source: Original TCRF research)
Item Menu Error#
The message that shows if you try to get info for a slot that's empty in your inventory.
English |
Japanese ( |
Japanese ( |
|---|---|---|
|
|
|
Item Use#
Generic error message, meant for when you try to use the item 0. However, in 1.08, even by editing the game, nothing happens at all if you use 0.
English |
Japanese |
|---|---|
|
|
This text used to appear when using the Hush Puppy during a serious battle, but in version 1.001-4 (1.05 on PC), it was mistakenly removed from the item's use code. It still exists in the game's textdata script, however.
English |
Japanese |
|---|---|
|
|
Torn Notebook Description#
Text that's intended to appear as the second line of the Torn Notebook's info, but the first line is mistakenly set to end the dialogue. It is identical to the second line of the Cloudy Glasses' info.
English |
Japanese |
|---|---|
|
|
(Source: Original TCRF research)
Unused Items#
Text for various unused items.
Croquet Roll#
* "Croquet Roll" - Heals 15 HP
* Fried dough traditionally
served with a mallet.
(item description)
* You hit the Croquet Roll into
your mouth.
(use text)
* You ate the Croquet Roll.
(use text in a serious battle)
Rock Candy#
* "Rock Candy" - Heals 1 HP
* Here is a recipe to make
this at home:
* 1. Find a rock
(item description)
* You ate the Rock Candy.
(use text)
Pumpkin Rings#
* "Pumpkin Rings" - Heals 8 HP
* A small pumpkin cooked
like onion rings.
(item description)
* You ate the Pumpkin Rings.
(use text)
Stoic Onion#
* "Stoic Onion" - Heals 5 HP
* Even eating it raw, the
tears just won't come.
(item description)
* You ate the Stoic Onion.
* You didn't cry...
(use text)
* You ate the Stoic Onion.
(use text in a serious battle)
Ghost Fruit#
* "Ghost Fruit" - Heals 16 HP
* If eaten, it will never
pass to the other side.
(item description)
* You ate the Ghost Fruit.
(use text)
Puppydough Icecream#
* "Puppydough Icecream"
* Heals 28 HP.
* Made by young pups.
(item description)
* Mmm! Tastes like puppies.
(use text)
(Source: Original TCRF research)
Interaction with obtained items#
The message that appears if you somehow try to pick up a weapon or armor you've already picked up.
English |
Japanese |
|---|---|
|
! |
(Source: Original TCRF research)
SAVE Point Dialogue#
Watch on YouTubeA handful of rooms in the game have save point dialogue defined for them, despite lacking save points to display them.
room_tundra1
English |
Japanese |
|---|---|
|
|
This room also has a display room name.
English |
Japanese |
|---|---|
|
|
room_water_trashzone2
English |
Japanese |
|---|---|
|
|
room_fire_hotelfront_1
English |
Japanese |
|---|---|
|
|
(Source: Original TCRF research)
Box#
Unused dialogue for putting items in and taking items out of the box. These are remnants from an earlier version of the box system found in the June 8th, 2013 demo of Undertale, in which putting in and taking out items was handled through dialogue instead of a special UI.
English |
Japanese |
|---|---|
|
|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
|
|
("[1]" is replaced with an item's name)
English |
Japanese |
|---|---|
|
|
English |
Japanese |
|---|---|
|
|
(Source: Original TCRF research)
Nice Cream Guy Error#
An error message for the Nice Cream guy.
English |
Japanese |
|---|---|
|
|
(Source: Original TCRF research)
Phone Calls#
Papyrus#
Among Papyrus's lines for when he talks about the spaghetti trap room, with what he says depending upon if you say you ate it or left it, is this error. This probably would have appeared if your choice couldn't be determined by the game.
English |
Japanese |
|---|---|
|
|
Unused dialogue intended to appear when calling Papyrus in the room before the cooking show; however, it mistakenly gets replaced by the line after it.
English |
Japanese |
|---|---|
|
|
Text that's coded to replace any of Papyrus's phone call dialogue if the variable tired is set to 1, however that variable is never changed.
English |
Japanese |
|---|---|
|
|
Papyrus&Undyne#
Dialogue intended to appear when calling Undyne in the Snowdin Inn, but the line before it is set to end the conversation.
English |
Japanese |
|---|---|
|
|
Among Undyne's lines when she talks about Monster Kid depending on whether you saved them, ran away and had Undyne save them, or otherwise ran away is this error. This probably would have appeared if your choice couldn't be determined by the game.
English |
Japanese |
|---|---|
|
|
River Person#
An unused single "Tra la la" that is intended to be used as a second line of dialogue when the River Person says that the waters being wild today are good luck, but doesn't appear as the first line is set to end the dialogue.
English |
Japanese |
|---|---|
|
|
(Source: Original TCRF research)
A trip to errorland#
A developer's hell.
Placeholder for the choice of wherever to go when you interact with the River Person. Can be activated by talking to the River Person during the transition by using debug mode to move, as the transition is a separate room and you are not supposed to interact with the River Person in it.
English |
Japanese |
|---|---|
|
|
Weekday Error#
One of the possible messages from the River Person contains the current day of the week. If the weekday number is invalid, the day will display as "Error".
English |
Japanese |
|---|---|
|
|
(Source: Original TCRF research)
Battle#
TestFroggit#
obj_testmonster, named "TestFroggit" in-game, is an early version of Froggit. It shares many of its battle dialogues with Froggit, but it has a number of extra lines buried in its code.
Text that appears at the start of the battle. Here it refers to the enemy as "TestMonster" instead of "TestFroggit".
* TestMonster and its cohorts
draw near!
Flavor text that appears when no special conditions are met.
* You feel intimidated by the
strength of this adversary.
* Just kidding.
* The enemy cooks a small
bowl of flies.
* You can't concentrate
over the sound of croaking.
* The battlefield is filled with the smell of mustard seed.
* You think hard about words
that rhyme with frog.
* Log. Dog. Snog. Pog?
* A frog can't lick its
wounds because its tongue is
just too stretchy.
Text that appears when using the Check ACT.
* What's your favorite color?
* Red * Orange
Text that appears when selecting "Red" on the favorite color question.
* Do robots dream of
electric sex?
Text that appears when selecting "Orange" on the favorite color question.
* I hate programming this.
Text that appears when using the Threat ACT.
* You say some raunchy
things to those frogs.
Jeeeez!
* There's definitely some
sort of reaction.
Most of TestFroggit's battle quotes are the same as Froggit's with the exception of the quote for when you threaten Froggit. In the code for TestFroggit, the IDs for the Compliment and Threat ACTs are swapped when deciding which quote to use, meaning this would show up when using Compliment.
Early |
Final |
|---|---|
|
|
Doge Fight#
All of these were meant for an unused fight against an enemy named Doge. Unlike RG 03 and RG 04, the battlegroup for this fight and the monster entry for Doge was removed from the game; however, its sprite and enemy object is still in the game, and the fight is intact in the demo.
Flavor text that appears when no special conditions are met.
* Doge is pacing anxiously.
* Doge paws at an imaginary
door.
* Doge is looking at you and
whining.
* Doge is wondering where she
put her leash.
Flavor text that appears when Doge is between 20% to 99% mercy.
* Doge is now primed for petting.
Flavor text that appears when Doge is at 100% mercy.
* Doge looks satisfied.
Flavor text that appears when Doge's HP is less than a third of her max HP.
* Doge needs a vet.
Text that appears when checking Doge.
* DOGE - ATK 7 DEF 5
* Pronounced "dohj." Soft j.
* Seems like she wants a walk.
Text that appears when using the Bathe ACT.
* You tried to bathe Doge,
but she's perfectly clean...
Text that appears when using the Walk ACT.
* You go on a short walk with
the Doge.
Text that appears when using the Walk ACT a second time.
* The Doge seems all tuckered
out.
Text that appears when using the Beckon ACT.
* You called Doge over.
* Doge came close.
Text that appears when using the Dry ACT.
* Dry a dry doge?
* Your mind boggles at this
impossibility.
Text that appears when using the Pet ACT successfully.
* You pet the Doge.
* What a good Doge.
Text that appears when using the Pet ACT before using the Walk ACT.
* Doge seems too dangerous
to pet...
* For now.
Dialogue from Doge that appear when no special conditions are met.
You're
rather
slow.
Come on,
let's go.
Hurry
up...
Dialogue from Doge that appears on turn 3 when no other conditions are met.
Want to
go on
a walk?
Dialogue from Doge that appears when using the Walk ACT.
Oh boy!
Oh boy!
Oh boy!
Oh boy!
Dialogue from Doge that appears when using the Walk ACT a second time.
Pet...
me...
Dialogue from Doge that appears when using the Pet ACT and making her spareable.
Ahhhh,
humans
are
nice.
Dialogue from Doge likely intended to appear when using the Stick.
Hey!!
That
was
fun!!
RG 03 and RG 04#
In the game's files with battle ID 76, there is a fully complete battle set up for two more Royal Guards, RG 03 and RG 04. RG 03 and RG 04 are mentioned by Undyne during a phone conversation as switching off with RG 01 and RG 02 on certain days. Despite this, they were actually cut simply because there wasn't any place they could naturally be put in, according to the artbook.
Their battle revolves around them being old friends who had a falling out, and the Pacifist solution is to get them to make up. The guards themselves are slightly incomplete, both using Aaron's defeated sprite as a placeholder, along with not having unique bullet graphics and unique bullet patterns for ACTing, unlike 01 and 02.
Text that appears at the start of the battle, which is the exact same as RG 01 and RG 02.
* Royal Guard attacks!
ACT menu options for both enemies.
* Check * Whisper
* Touch Glove
Flavor text that appears when no special conditions are met.
* 03 rubs her glove quietly.
* 04 hums and looks the other
way.
* 03 stands guard.
* 04's twitches her tail.
* Smells like a military zoo.
Flavor text that appears when RG 03's HP is below 30.
* 03's breathing intensifies.
Flavor text that appears when RG 04's HP is below 30.
* 04's breathing intensifies.
RG 03#
Text that appears when checking RG 03.
* RG 03 8 ATK 4 DEF
* Royal Guard member with
stuffy armor.
Text that appears when using the Whisper ACT on RG 03.
* You tell RG 03 that she
should stand up for herself.
Text that appears when using the Touch Glove ACT on RG 03.
* You touch RG 03's glove.
* It starts to come loose.
Text that appears when using the Touch Glove ACT on RG 03 with her glove already off.
* You shake RG 03's claw.
Flavor text that appears when RG 04 is dead.
* 03 is trembling.
* 03 is holding her face in
her hands.
* 03 stands still.
* 03 seems sick.
Dialogue from RG 03 that appear when no special conditions are met. The second has a 25% chance of appearing, while the first has a 75% chance.
...
...
...
Dialogue from RG 03 that appears when using the Whisper ACT.
I know,
but...
Dialogue from RG 03 that appears when using the Touch Glove ACT.
Glove...
getting
looser.
Dialogue from RG 03 that appears when using the Touch Glove ACT with her glove already off.
Nice
to meet
you???
Dialogue from RG 03 that appears after killing RG 04.
04...!!
Why
didn't
I...
Dialogue from RG 03 that appears after killing RG 04 after they became spareable.
04!?
You...
YOU...!
Dialogue from RG 03 that appears when RG 04 is dead.
...
RG 04#
Text that appears when checking RG 04.
* RG 04 8 ATK 4 DEF
* Royal Guard member.
* Protective of her armor.
Text that appears when using the Whisper ACT on RG 04.
* You tell RG 04 to remember
what being friends is about.
Text that appears when using the Touch Glove ACT on RG 04.
* You attempt to touch RG 04's
glove.
* She bats your hand away.
Text that appears when using the Touch Glove ACT on RG 04 after taking off RG 03's glove.
* You touch RG 04's glove softly.
* She nods and begins to
take it off.
Flavor text that appears when RG 03 is dead.
* 04 holds her head in her
hands.
*Sad mews emerge from
04's armor.
[sic]
* 04 is thunderstruck.
* 04 does nothing.
* 04's breathing intensifies.
Dialogue from RG 04 that appear when no special conditions are met.
Hmph,
try not
to mess
this up.
I'll
take you
down alone!
Sigh...
team
attack,
I guess.
I'm a
one
woman
army.
Dialogue from RG 04 that appears when using the Whisper ACT.
What
are you
talking
about?
Dialogue from RG 04 that appears when using the Whisper ACT after taking off RG 03's glove.
My...
glove...
Dialogue from RG 04 that appears when using the Touch Glove ACT.
Don't
touch
that!!
Dialogue from RG 04 that appears when using the Touch Glove ACT after taking off RG 03's glove.
,..
Dialogue from RG 04 that appears after taking off 03's glove and not using the Whisper or Touch Glove ACTs.
D...
Dude...
Dialogue from RG 04 intended to appear when using the Touch Glove ACT on RG 03 with her glove already off, but the code mistakenly looks for RG 01's object instead of RG 04 as a result of the code being copied over.
H-HEY,
STOP
THAT!!
Dialogue from RG 04 that appears after killing RG 03.
03!
I never
said
sorry...
Dialogue from RG 04 that appears after killing RG 03 after they became spareable.
03...!?
Why,
you...
Dialogue from RG 04 that appears when RG 03 is dead.
03!
I didn't
want
this...
03...
03...
03...
answer me...
...
Battle Progression#
Dialogue that plays out after successfully taking off 03's glove.
|
|
|
|
|
Flavor text that appears when RG 03's glove is off.
* RG 04 is looking at her own
glove.
Dialogue that plays out after successfully taking off 04's glove.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Flavor text that appears RG 04's glove is off and the two of them are spareable.
* 03 and 04 are planning all
sorts of things to do
together.
Monster#
The game contains a basic monster object template named obj_basicmonster, appearing to be a slightly modified copy of Vulkin's.
Flavor text that appears when no special conditions are met. The first has a 90% chance of appearing, while the second has a 10% chance.
English |
Japanese |
|---|---|
|
N/A |
|
|
Flavor text that appears when Monster is at 100% mercy. Prior to version 1.001-4 (1.05 on PC), this text existed in the code for Mettaton EX, where it was unused.
English |
Japanese |
|---|---|
|
|
Flavor text that appears when Monster's HP is less than a fourth of its max HP. This text exists in the code for the Amalgamates, even in the latest version. For most Amalgamates, it can't be seen as they can't be damaged, but Snowdrake's mother is able to be damaged, with this text appearing if you can do enough damage in a single hit.
English |
Japanese |
|---|---|
|
|
Text that appears when checking Monster.
* MONSTER - ATK [1] DEF [2]
* Mistakenly believes its lava
is a monster.
Text that appears when you ACT. Prior to version 1.001-4 (1.05 on PC), this text existed in the code for Astigmatism, So Sorry, and Asriel, where it was unused.
* You execute some action.
Dialogue from Monster that appear when no special conditions are met. These exist in the code for Asgore, Mettaton NEO, and the Lost Souls from Asriel's battle (though the Lost Souls only have "Default") where they are unused. They were removed from Asgore and Mettaton NEO's code in version 1.001-4 (1.05 on PC).
Default
No 1
No 2
No 3
Dialogue from Monster that appears when using the middle left ACT (ACT ID 1). Prior to version 1.001-4 (1.05 on PC), this existed in Asgore and Mettaton NEO's code.
Action1
Dialogue from Monster that appears when using the top right ACT (ACT ID 3). Prior to version 1.001-4 (1.05 on PC), this existed in Asgore and Mettaton NEO's code.
Action2
Dialogue from Monster that appears when using the middle right ACT (ACT ID 4). Prior to version 1.001-4 (1.05 on PC), this existed in Asgore and Mettaton NEO's code.
Action3
Unused Game Over Messages#
These would be used after you have died at least once if you haven't killed anybody, but are always overwritten by the used set of dialogue. These messages use Asriel's voice, which gives the intention of these messages being Asriel's final words to the fallen human shortly after their death. The dialogue saying "This is all just a bad dream" did end up getting somewhat used when dying to Photoshop Flowey.
All instances of "[C]" in the dialogue are replaced with the fallen human's name.
English |
Japanese |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
(Source: Original TCRF research)