the cutting room mirror

Waterfall

This is a sub-page of Undertale/Unused Text.

Monster Kid#

Unused dialogue for Monster Kid in the second room of Waterfall. They seem to be tied to an unused object named obj_monsterkidtrigger1 that would've made Monster Kid follow you around in this room, with the first set of dialogue showing when talking to them to the left while in this state and the second set of dialogue showing when talking to them to the right.

English

Japanese

 * Yo!
* Where were you going...?

 * オッス!
* どこへ いくつもりだったんだ…?

 * My parents didn't tell you
  to come here, did they?

 * まさか うちのおやに
  いわれてきたんじゃ ないよな…?

English

Japanese

 * You know where you're
  you're going, right...?

 * みちは しってるよな…?

 * I was just gonna follow
  you...
* Ha ha.

 * オレは オマエに ついてくつもり
  だったからさ ハハハ。

(Source: Original TCRF research)

Sans Sentry#

Dialogue that's set to show if you killed Papyrus, but Sans doesn't appear if you did.

English

Japanese

 * ...

 * …

An early version of Sans's dialogue when you spare Papyrus on a Genocide run.

English

Japanese

 * hey, looks like you're
  really turning yourself
  around.

 * アンタ こころを
  いれかえた みたいだな。

 * how about i treat you
  to lunch at grillby's?

 * グリルビーズで
  ひるめしでも おごるぜ?

 * ... when everyone you
  scared away comes
  back, i mean.

 * アンタが こわがらせて
  いなくなっちまったヤツらが
  もどってきたらな…

(Source: Original TCRF research)

Unused Echo Flower Dialogue#

Rushing Water#

If an Echo Flower is placed in room_water7 or on the left side of room_water3, this message appears. Since room_water7 initially contained an Echo Flower and waterfall (as seen in room_water7_older), it can be inferred this text was meant for the Echo Flower in this room, similar to the Echo Flower in room_water3.

English

Japanese (water3)

Japanese (water7)

 * Sitting behind rushing water...
* It makes me feel relaxed.

 * たきの うしろに すわってると…
* こころがおちつくな。

 * ながれるみずの うらにいると…
* こころがおちつく。

(Source: Original TCRF research)

Ballet Shoes Backstory#

Another unused Echo Flower message, this time for room_water_shoe. As room_water3 employs similar dialogue to lure the protagonist into finding the dusty tutu, this message was likely made to inform the player of the fate of the ballet shoes' previous owner.

English

Japanese

 * I can't run any longer...
* Somebody, anybody...

 * もう はしれない…
* だれか… おねがい…

(Source: Original TCRF research)

Room 9999's Unused Dialogue#

The following strings can be found pertaining to room 9999, including a duplicate of Flowey's Echo Flower dialogue from room_water19 (not shown), which can rarely be seen when backtracking.

[If no is set to 0, caused by the flower's Y position being greater than 400]

 * I'm gonna run around in a
  huge field of flowers.

[If no is set to 4]

 * Maybe I could jump without
  hitting my head.

[If no is set to 3]

 * ... I wanna...
* I wanna...

[If no is set to 2]

 * You wanna ride a train, right,
  honey?

[If no is set to 1]

 * I'll climb this mountain
  and...

[If no is set to 5, caused by the flower's X position being greater than 162]

 * I just want everyone to be
  happy...

[If inspected on the Genocide route (scr_murderlv() >= 8), takes precedence over above dialogue]

 * (It's strangely silent.)

Given the duplicate dialogue and similar subject matter (and that there was likely never going to be ten thousand rooms in the game!), it can be assumed that these strings are an early version of room_water19's dialogue.

Removed by version 1.001-4 (1.05 on PC).

(Source: Original TCRF research)

First meeting with Undyne#

An early version of Papyrus's dialogue at the end of his speech when you first meet Undyne. It's mostly the same as how it plays out in the final, however the "Click" at the end implies that this scene was originally going to be a phone call.

English

Japanese

 ...
...

 …
…

 ... I UNDERSTAND.

 …はい

 I'LL HELP YOU IN
ANY WAY I CAN.

 ぜんりょく
で、
てつだい
ます…

 * Click...

 * ツー…

(Source: Original TCRF research)

First Undyne Encounter Sign#

If a sign was placed in room_water4, the room where you first encounter Undyne, it would use this text.

 * (This sign is written in
  very neat cursive.)

 * Do not destroy the
  science grass.

 * It is used for science.

(Source: Original TCRF research)

First Undyne Encounter NPCs#

Dialogue for two NPCs found in the unused room room_meetundyne_old, which is an early version of the room where you first meet Undyne. The NPCs use sprites of the rabbit kid and red demon NPCs from Snowdin Town likely as placeholders, and their dialogues change once you finish the cutscene where Undyne looks for you.

 * 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)

 * 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)

Bridge Seed Failure#

Found within the code for obj_waterboardpuzzle1, the object used to control the Bridge Seed puzzle. It is part of a function disabled by the object's won value being forced to be 9999 for it to occur, where if won is set to 2, the background music's volume would lower, snd_dumbvictory would play, and this dialogue would appear before the music returns to normal afterwards.

 * (You hear a small voice.)

 * Congratulations!

 * What's wrong with you!

Quiche Guilt#

Text for a scrapped quiche guilt mechanic where after dropping the Abandoned Quiche and going to another room, a timer called qtimer would start ticking up for 90 frames (equivalent to 3 seconds), and then another timer called check would count up for 80 frames (around 2.6 seconds) to make sure you aren't currently in a cutscene or interacting with something. Once the check timer reached 80 frames, the first line of dialogue would be shown. This mechanic was present in the v0.99 pre-release build of Undertale, and if timed so that the dialogue appears on the same frame you interact with something, a similar glitch to the Punch Card could be produced, allowing you to move around during that interaction or cutscene. The second line of dialogue would appear if guilt is set to 6, which never happens, though based on the context it may have been intended to appear if you dropped the quiche and then reset your save.

 * Somewhere, a quiche's worst
  fear becomes reality.

 * A quiche in another timeline.

(Source: Original TCRF research)

Crying NPC#

Dialogue for a removed NPC that would've appeared in room_water7. The NPC is coded to be deleted if the plot value of your save file is less than 110. Removed by version 1.001-4 (1.05 on PC).

 * Boo-hoo, boo-hoo.

(normal dialogue)

 * Boo-hoo, boo-hoo,
  umbrella boo-hoo.

(when you are holding an umbrella)

 * Boo-hoo, triumphant
  boo-hoo.

(during the True Pacifist epilogue)

(Source: Original TCRF research)

Goner Kid#

Dialogue from Goner Kid that shows if the type variable is set to 0, which normally never happens as that variable is set to 1 when your fun value is greater than or equal to 90, along with the gox variable, which makes them not disappear. This dialogue can be seen if debug mode is enabled and your fun value isn't greater than 90, as debug mode sets the gox variable to 1 but not type.

 * Yo!
* You're a ??? too, right?

(Source: Original TCRF research)

Nice Cream Guy#

An unused line of dialogue from the Nice Cream Guy that doesn't appear, as the previous line is set to end the dialogue.

English

Japanese

 * Anyway...

 * ってことで…

(Source: Original TCRF research)

Prebird NPCs#

Dialogue for various NPCs hidden in grass in the unused room_water_prebird room.

English

Japanese

 * Excuse me...
* Yes, you with the striped
  shirt.

 * すみません…
* はい あなたです…
  シマシマのシャツの…

 * Can you do something about
  your friend...?

 * その おともだち…なんとかして
  もらえませんか…?

 * Yes, your friend...
* The one behind you, with the
  creepy smile.

 * だから… あなたの うしろにいる
  ひとですよ… ブキミな
  えがおを うかべた…

(Speaking to the NPC on the far left end of the grass)

English

Japanese

 * Hmmm?
* Where'd your friend go?

 * あれ…?
* どこへ きえたんだろう…

(Speaking to the far left NPC again)

English

Japanese

 * (Whenever the girl moves her
  net, this bug scurries straight
  into it.)

 * (おんなのこが ムシとりあみを
  ふるたびに このムシが
  あみに とびこんでいく…)

(Inspecting the NPC second to the left end of the grass)

English

Japanese

 * I'm catching bugs.
* But the underground doesn't
  have many...

 * ムシとりを してるんだけど…
  ちていの せかいには あんまり
  ムシが いなくて…

 * I keep catching the same
  one.

 * だから つかまるのは
  おなじムシ ばっかり。

(Speaking to the NPC second to the right end of the grass)

English

Japanese

 * Achoo!
* Tried to catch a bug, but
  I just caught a cold...

 * ハックション!
* ムシを つかまえたかったのに
  カゼのウイルス つかまえちゃった…

(Speaking to the far right NPC)

Mushroom NPC Room#

Dialogue from the unused room room_water_mushroom for interacting with the crystal and mushroom NPC in it.

English

Japanese

 * It's a crystal.
* You've never seen one
  like this before.

 * クリスタルだ…
* こんなのは はじめて みた…

(Interacting with the crystal)

English

Japanese

 * You...
* You came from outside,
  didn't you?

 * あなたは…
* そとのせかいから きたのですね?
  そうなのですね!?

 * People like you are so
  rare...

 * そとから きたひとに
  であえるなんて
  めったにないことだ…

 * Please!* Stranger!

 * どうか おねがいです!

 * Tell me about outside...?

         Yes         No

 * そとのせかいのこと おしえて!

     はい     いいえ

(Talking to the 'mushroom')

English

Japanese

 * Is everyone out there
  like you?
* How terrible.

 * そとの ひとたちは みんな
  あなたのように つめたいの
  ですか…? ひどいな…

(If you don't tell them)

English

Japanese

 * Huh?
* "SURFACE"?
* What do you mean?

 * え?
* 「ちじょう」?
* なんですか それは?

 * I just meant outside this
  room.

 * わたしが ききたいのは
  このへやの そとのことです。

 * If you haven't noticed, my
  mycelium have bound me
  to the ground.

 * ごらんのとおり わたしの
  “じく”は じめんに くっついて
  はなれないので…

 * Please!
* Stranger!

 * だから! どうか おねがいです!

 * I'll make this simple.

 * ちょっと かくにんしてきて
  もらえませんか?

 * I've spent my whole life
  in the same spot,
  in the same room.

 * わたしは ずっと このへやの
  このばしょから うごけずに
  いきてきました。

 * But I've long wondered
  what lies inside the
  room to the right.

 * でも ずっと きになって
  いたんです。みぎのへやには
  なにがあるのか…

 * Long I've fantasized
  about entering, and
  changing my scenery...

 * ずっと ゆめみてきたんです。
  あのへやに はいって けしきを
  かえることを…

 * No...
* Changing my LIFE!

 * いや… けしきだけ じゃない…
* わがじんせいを かえることを…!

 * Please.
* Go and tell me what's
  inside.

 * おねがいです! なかを みてきて
  ください。そして どんなだったか
  おしえてください。

(If you do tell them)

English

Japanese

 * Well, what are you
  waiting for?

 * さあ はやく みてきてください!

(Speaking to them again, without leaving the room)

English

Japanese

 * Oh!
* You're back!

 * ああ!
* もどってきましたね!

 * How's the room?

         Different   Same

 * なかは ここと ちがいましたか?

     ちがう     おなじ

(Upon returning from the room to the right)

English

Japanese

 * Oh, that's a relief!

 * そうか! それは よかった!

 * That's all I need to
  continue my fantasies.
* Thank you, stranger.

 * それなら わたしは これからも
  ゆめを みつづけられます。
* あなたの おかげですよ。

(If you say it's different)

English

Japanese

 * My mind is running wild!
* I haven't felt like this
  in a long time...

 * くうそうの つばさが どんどん
  ひろがる… こんなきぶんは
  ほんとうに ひさしぶりです…

(Talking again after saying it's different)

English

Japanese

 * So it's the same.

 * おなじ…なんですか…

 * The same...

 * そうですか…

 * Same...

 * おなじか…

 * ...

 * …

 * OK.

 * わかりました。

(If you say it's the same)

English

Japanese

 * Please leave.

 * もう かえってください。

(Talking again after saying it's the same)

Shyren Concert Leftovers#

Dialogue for interacting with an unused object named obj_shyrenstrewn. This is likely related to the event that happens during Shyren's battle where if you continue to sing after she becomes sparable, a crowd will form and start throwing socks while Sans sells concert tickets made of toilet paper.

English

Japanese

 * It's a mixture of socks,
  fanmail, and toilet paper.

 * くつしたと ファンレターと
  トイレットペーパーが
  ごちゃまぜになっている。

(if you had continued to sing if Shyren was sparable)

English

Japanese

 * There's a conspicuous
  lack of anything on the
  ground.

 * どこからどうみても
  じめんには なにもない。

(if you hadn't continued to sing)

(Source: Original TCRF research)

Cavern too narrow for umbrella#

Unused dialogue from the trash can that gives you an umbrella. It is set to appear if con is set to 99999, which never happens. It was likely meant to prevent you from backtracking with the umbrella, as it also sets your X position to 66.

English

Japanese

 * (The cavern is too narrow
  for an umbrella.)

 * (どうくつの なかは せますぎて
  かさを させない)

(Source: Original TCRF research)

Rusty Fridge#

Dialogue for an unused fridge named obj_garbagefridge that was intended to appear in the garbage dump.

English

Japanese

 * (It's a rusty old
  fridge.)

 * (サビだらけの
  ふるい れいぞうこだ)

 * (Look inside?)

         Yes         No

 * (なかをみる?)

  はい いいえ

English

Japanese

 * (You open the fridge.)
* (The air fills with a
  rotten stench.)

 * (れいぞうこを あけた)
* (くさったような においが
  ひろがる…)

 * (All the food inside here
  spoiled long ago.)

 * (なかの たべものは
  ずいぶんまえに
  くさってしまったようだ)

(Source: Original TCRF research)

Napstablook's Sandwich#

Unused dialogue for opening Napstablook's fridge while the ghost sandwich is inside. Normally when you interact with the fridge, Napstablook gets the sandwich for you, making this go unseen.

English

Japanese

 * (There's a lonely sandwich
  inside.)

 * (さみしげな サンドイッチが
  はいっている)

(Source: Original TCRF research)

Undyne's Tree#

Unused dialogue meant for a tree that would be located outside of Undyne's house. The first line of dialogue is from obj_readable_room3, while the second is from the tree that appears outside Toriel's house in the Ruins, though only the top half, which you can't even interact with. The first line of dialogue was removed by version 1.001-4 (1.05 on PC).

 * (Seems like a nice tree.)

English

Japanese

 * It's a neat-looking tree.

 * おもむきのある 木だ

(Source: Original TCRF research)

Blook Acres#

Trashcan#

Text for a trashcan that was intended to appear outside Napstablook's house. Interacting with this sets the open variable of the unused Stable object to 1 and shows the first set of text. Afterwards, interacting with the trashcan will say that it's empty. The broken spears text is the default string for the object.

English

Japanese

 * (You found a trashcan.)

 * (ゴミばこを みつけた)

 * (Inside the trashcan
  was a key, barely visible
  to the naked eye...)

 * (にくがんでは ほとんど
  みえないが なかに
  カギが ある…)

 * (You take it.)

 * (カギをひろった)

English

Japanese

 * (The trashcan is empty.)

 * (ゴミばこは からっぽだ)

English

Japanese

 * (The trashcan is full
  of broken spears.)

 * (ゴミばこの なかに
  おれたヤリが
  たくさんはいっている)

(Source: Original TCRF research)

Horse Stable#

Text for an unused horse stable object called obj_stable meant for the snail farm.

 * (It's a horse stable.)

 * (Do you want to go
  inside?)
         Yes         No

 * (You jostle the door.)
* (It's locked.)

 * (Suddenly, from inside
  the [redacted], you hear a

After interacting with the previously mentioned trash can in Napstablook's yard and getting the key, the otherwise unused flag 92 is set to 3, and this causes the open variable of the stable to be set to 1 and the same figure from the unused room_water_redacted room to appear inside the stable when approached. Interacting with the stable in this state causes this dialogue to appear, spoken in wing dings and using the voice heard in room_gaster.

 * x

This message exists 7 separate times in SCR_TEXT, taking text IDs 595 to 601, and was likely originally unique dialogue before being completely replaced. The instance of this text that ends up appearing is chosen based on the state of flag 92; if the flag is set to 1, text 595 is shown, if it is set to 2, text 596 is shown, and if it is set to 3, text 597 is shown. There are no conditions for the other 4 instances of this text to appear. Any of these texts showing will set flag 92 to be 2, and the only time the flag is ever set to 1 is if gml_Object_obj_stable_Other_11 is called, which there is no code to do so.

The stable object also has these 2 placeholder strings.

 error

 * test

It should be noted that the object also has unused code for if flag 92 is anything higher than 3, causing the redacted NPC to disappear, changing the stable's sprite to its opened variant, removing its hitbox most likely with the intention of allowing the player to enter, and for some reason setting an unused variable named "bibblybeebly" to 349382 when the object is interacted with. It's possible that the value this variable gets set to is a color value, translating to a hex code of #C65405.

The script gml_Object_obj_stable_Other_12 does this, setting the flag to 4 and the con variable of the stable to 3, which is then updated to 4 as long as no dialogue box exists, alongside the open variable being set to 2 and the sound snd_noise being played.

(Source: Original TCRF research)

Snail Stable#

Unused dialogue for a sign object in the snail farm that gets turned into the stable sprite when placed in the farm, likely an earlier version of the previous stable object. Removed by version 1.001-4 (1.05 on PC).

 * (It's a stable for snails.)
* (A snable.)

Orange Attack NPC#

Dialogue from an unused NPC named obj_orangeattackNPC. This was intended to be part of the snail farm, as its object is listed next to the other objects for that area. The skeleton that this NPC is referring to is probably Papyrus due to the spiel's similarity to his colored tile puzzle explanation, although the proximity to the stable has given way to other, more unusual theories.

 * That skeleton over there
  just told me how to dodge
  "orange attacks."

 * What did he say...?
* Something like...

 * "Traffic lights have three
  lights on them."

 * "The third light, the green
  one, means GO."

 * "The first light, the red
  one, means STOP."

 * "The second light, the yellow
  one, means YIELD."

 * "In order to dodge an
  orange attack, you must
  be moving."

 * "So, just think of it
  this way..."

 * "Red and yellow lights together
  make orange."

 * "Then you obey the rule
  of the leftover green
  light, which means GO."

 * "Easy, huh?"

 * "Just think of a red and yellow
  traffic light which is
  actually green."

 * Yeah...

 * Then he started talking about
  plaid attacks...

(Source: Original TCRF research)

Snail#

Dialogue for an unused snail NPC called obj_snail2 that would've appeared at the snail farm. The first dialogue also appears in the object used when Undyne passes out in Hotland (obj_undynefall) and an early version of the Watercooler from that same room (obj_watercooler_old), implying those two objects were directly copied from this NPC.

English

Japanese

 * (Someone has meticulously
  cleaned all the slime off of
  this snail.)

 * (カタツムリだ。だれかが
  きちょうめんに ヌルヌルを
  あらいおとした ようだ)

(normal dialogue)

English

Japanese

 * (The snail has covered
  itself in slime again...)
* (Happy ending...)

 * (カタツムリは ふたたび
  じぶんのからだを ヌルヌルで
  おおった。めでたしめでたし)

(during the True Pacifist epilogue)

(Source: Original TCRF research)

room_water_redacted#

Dialogue for interacting with the unused redacted NPC in the unused room room_water_redacted. Given how the stable object meant for the snail farm displays this NPC when opened and the fact that Napstablook's music is coded to continue playing when entering this room, it can be assumed that the room would've been found inside the stable.

Text

Translation

 * [redacted]

* [redacted]

Gerson#

Leftover dialogue from the Snowdin shopkeeper for when you try to sell something.

English

Japanese

 * I hear people will pay for
  ANYTHING nowadays.

 * すぐに おかねが あつまるらしいよ。

(Source: Original TCRF research)

Temmie Village#

Ragel#

An early version of the first line of dialogue from Ragel, the mushroom NPC from Temmie Village, after dancing. This is overwritten by the final line right after being set.

Early

Final

 * It symbolizes my inner
  pain.

 * それは わたしの
  うちなる いたみ。

 * It symbolizes my inner
  torment, trapped here
  by my hyphae.

 * それは わたしの
  ナイヒマクに とらわれた
  うちなる いたみ。

(Source: Original TCRF research)

Ninechara#

Placeholder text in Tem Shop for the selling prompt. The name "Ninechara" may be referring to the 9-character limit of item names.

G - Ninechara

(9999 G)

Really sell Ninechara for [AMT] G?

("[AMT]" is replaced by the amount of Gold)

Undyne#

It appears you would've been able to respond to Undyne's monologue before the echo flower. Removed by version 1.001-4 (1.05 on PC).

Choice 1:

 * That spark in your eyes...

 * You're really eager to
  die, aren't you?

Choice 2:

 * ...

(Source: Original TCRF research)

Last Chance to Wish#

Text for a sign in room_water19, the last Echo Flower room in Waterfall before the Undyne fight. Removed by version 1.001-4 (1.05 on PC).

 * (Last chance to wish
  before Hotland.)
* (Careful of pollen.)

Undyne Battle#

Various generic battle messages from Undyne that end up getting replaced by other dialogue.

English

Japanese

Ngahhh!

ぬあああ!

Bring
it on!

かかって
こい!

C'mon!

こいッ!

Fuhuhu!

ククク
クク…

Ngahh!!

ぬああ!

These are supposed to appear when Undyne's HP is below 75% in under 5 turns and below 20% in under 20 turns respectively, but end up getting overwritten by other dialogue.

English

Japanese

Undertale-spr_undyneb_face_1.png

  You're strong...
  But not strong
  enough!

Undertale-spr_undyneb_face_1.png

すこしは
できるようだが…
しょせんは
そのていどか!

Undertale-spr_undyneb_face_5.png

  DIE ALREADY, YOU
  LITTLE BRAT!

Undertale-spr_undyneb_face_5.png

しね!
さっさと しねぇぇ!

These are supposed to appear when attempting to spare Undyne on the first turn, but end up getting overwritten by other dialogue. Strangely, the second line of dialogue is not under the "if (mercied > 0)" section of the code, meaning it would be set as the second message even if you didn't attempt to spare Undyne, though it doesn't show up as the first message that is shown is set to end Undyne's dialogue.

English

Japanese

Undertale-spr_undyneb_face_0.png

  You?
  Sparing ME?
  Fuhuhuhu!

Undertale-spr_undyneb_face_0.png

おまえが わたしを
にがすだと? わらわせるな…

Undertale-spr_undyneb_face_0.png

  How insulting!
  I'd NEVER
  surrender to the
  likes of you!

Undertale-spr_undyneb_face_0.png

わたしが こうさんする
とでも!? ありえん!

(Source: Original TCRF research)

Hangout with Undyne#

An alternate ending to Undyne's story about her and Asgore, suggesting that it was told before she got your tea.

English

Japanese

 * ... oh!

 * …あ!

 * I almost forgot
  about your tea!

 * おちゃ いれてる
  とちゅうだったね!

 * Just a moment!

 * ちょっと まってて!

Unused dialogue intended to appear before making spaghetti, however it goes unused as it mistakenly gets overwritten by the dialogue saying to start with the sauce.

English

Japanese

 * Ready!?
* It's spaghetti time!

 * いざ!
* スパゲティせいさく…
  かいしッ!

Unused key mapping text for the left arrow, which is never used.

English

Japanese

 [LEFT]

 [←]

Unused dialogue for interacting with the bone drawer presumably while it's opened, which is something you can't do. Removed by version 1.001-4 (1.05 on PC).

 * I love how, um,
  thoughtful Papyrus
  is...

 * But what the hell
  am I supposed to do
  with all these bones?

(Source: Original TCRF research)

Test/Error Messages#

Grievous Error#

Placeholder text for the dialogue where Sans asks to hang out, in two places: obj_sans_prefinaldate and obj_sans_sentry2. This can show if you talk to Sans here while you're supposed to be in the middle of the hang out, which can be done using glitches.

English

Japanese

 * grievous error

 * ゆゆしき エラーだぜ。

Echo Flower Error#

Interacting with any of the numerous inaccessible Echo Flowers in Waterfall will give this generic error message.

English

Japanese

 * Error!

 * エラー!

Aaron error ;)#

Flagrant error message found in Aaron's strings, for when you flex. The use of the phrase "flagrant error" is a reference to sbemail #50 - 50 Emails.

English

Japanese

Flagrant
error
; )

エラーだよ
(^0_–)☆

Moldbygg Error#

Yet another generic error message, but this time it's Moldbygg-flavored. Used when you try to unhug Moldbygg, but shouldn't be able to do that right now.

English

Japanese

 * Wrong message!

 * まちがいメッセージです!

This flavor text appears when the Moldsmal form of Moldbygg is under 15 HP and still alive, which as it says, is quite impossible.

English

Japanese

 * Quite impossible.

 * ありえない。

Bepis Clothing#

Placeholder for Papyrus's dialogue when he calls to ask what you're wearing and when he calls to tell you what he told Undyne. In the event he can't tell what armor you're wearing for some reason, the item's name will default to "BEPIS." This can actually be seen if you hack the game to give yourself armor that isn't accessible at that point, or if you aren't wearing any armor.

First phone call:

English

Japanese

 SHE THOUGHT SHE
SAW YOU WEARING A
BEPIS..

 きさまが
ベピスを
みにつけて
るのを
みたって、
その
ともだちが
いうんだ

 IS THAT TRUE?
ARE YOU WEARING A
BEPIS.?

 それ、
ホント?
きさまは
いま、
ベピスを
みにつけて
るの?

 SO YOU ARE WEARING
A BEPIS....

 そうか、
ベピスを
みにつけて
るんだな…

 SO YOU AREN'T
WEARING A
BEPIS....

 そうか、
ベピス
は、
みにつけて
ないんだ
な…

Second phone call:

English

Japanese

 I TOLD HER WHAT
YOU TOLD ME
YOU WERE WEARING!

 かのじょ
には、
ちゃーんと
つたえて
おいたよ!

 A BEPIS.!

 きさまは、
ベピスを
みにつけて
るって!

(if you said yes and didn't change armor)

English

Japanese

 I TOLD HER YOU
WERE NOT WEARING
A BEPIS.!

 きさまは
ベピスを
みにつけて
いないと、
ともだちに
つたえて
おいた!

 EVEN THOUGH YOU
TOLD ME YOU
WERE

 INSTEAD, I MADE
SOMETHING UP!

 でも、
オレさまが
テキトーに
ごまかし
て…

 I TOLD HER YOU
WERE WEARING...

 きさまは
いま…

 A BEPIS..

 ベピスを
みに
つけてると
つたえ
といたよ!

 IT PAINED ME TO
TELL SUCH A
BOLDFACED LIE.

 あからさま
な
ウソをつく
のは、
こころが
いたんだ…

 I KNOW YOU WOULD
NEVER EVER WEAR
A BEPIS..

 きさまが
ベピス
なんか
みにつける
わけがない
からなッ!

(if you said yes and changed armor)

English

Japanese

 YOU SAID YOU WERE
NOT WEARING A
BEPIS.
.

 きさまは、
ベピスを
みにつけて
いない

と
いったな?

 SO OF COURSE
I ACTUALLY
TOLD HER...

 だから、
ともだち
には…

 YOU WERE
INDEED WEARING
A BEPIS.!

 きさまが
ベピスを
みにつけて
いると
つたえて
おいた!

 IT PAINED ME TO
TELL SUCH A
BOLDFACED LIE.

 あからさま
な
ウソをつく
のは、
こころが
いたんだ…

 BUT SINCE YOU
AREN'T WEARING
A BEPIS..

 だが、
きさまは
ベピスを
みにつけて
いないの
だから…

 SHE SURELY
WON'T ATTACK
YOU!

 これで
かのじょに
おそわれる
しんぱいは
ないぞッ!

(if you said no and didn't change armor)

English

Japanese

 I KNEW WHEN
YOU SAID:

 さっき、
きさまが…

 "I AM NOT
WEARING A
BEPIS.."

 「ベピスを
みにつけて
いない」と
いった
とき…

 IT WAS REALLY
A SECRET CODE!

 これは、
ヒミツの
あんごうに
ちがい
ないと、
おもった!

 YOU REALLY
MEANT...

 ホントは…

 "I ACTUALLY AM
WEARING
A BEPIS.!"

 「ベピスを
みにつけ
てるよ!」
ってイミ
だったん
だよねッ?

 YOU WERE TRYING
TO PROTECT
YOURSELF...

 きさまは
じぶんの
みを
まもろうと
した…

 WHILE MAKING IT
SO I DIDN'T
HAVE TO LIE!

 どうじに、
オレさまが
ウソをつく
ひつようも
ないように
して
くれた!

 I PICKED UP ON
THIS, AND FOLLOWED
YOUR PLAN.

 オレさまは
それを
しゅんじに
さっちし、
きさまの
さくせんに
のった
のだッ!

 I TOLD HER YOU
WERE NOT WEARING
A BEPIS.!

 だから
ともだち
には、
きさまが
ベピスを
みにつけて
いないと
つたえた!

 IN FACT I TOOK
IT ONE STEP
FURTHER!

 しかも、
さらに
くうきを
よんで…

 I TOLD HER YOU
WERE PROBABLY...

 きさまは
いま…

 WEARING A
BEPIS.!

 ベピスを
みにつけて
いる
はずだと、
つたえて
おいた
ぞッ!

 OF COURSE, YOU
WOULD NEVER
WEAR THAT.

 もちろん、
きさまが
そんな
ものを
みにつける
わけがない

(if you said no and changed armor)

Telescope Rage#

An error message for the telescope. It seems like Toby was having a very hard time coding it... This message can also be found in obj_purpledude, which is the NPC that lets you travel from room_water7 and room_water9, and obj_piano, which is the piano used for the piano puzzle, suggesting that those two objects had code taken from the telescope.

English

Japanese

 * Come on! What are you doing!

 * おいッ! なにしてんだ!

(Source: Original TCRF research)

HER OPINION OF YOU IS VERY... ERROR-Y.#

Placeholder text for the "I told her" dialogues when Papyrus calls you about your clothing and Undyne's murderous intentions towards you.

English

Japanese

 ERROR

!
SEE YOU LATER!

Umbrella Error Message#

An error message for the trash can containing umbrellas and the statue that you can give an umbrella to.

English

Japanese

 * NO!

 * ダメ!

Legendary Artifact Failsafe#

Normally, attempting to obtain the Legendary Artifact will cause a dog to appear in your inventory, which will then steal the Artifact when used or dropped. However, if you remove the dog from your inventory via debug mode or other means and interact with the Artifact again, you'll get the placeholder dialogue above and the artifact will disappear.

English

Japanese

 * (This will never happen.)

 * (ありえないエラーです)

Astronaut Food Cooler Error#

Placeholder text for the cooler containing Astronaut Food in the garbage dump.

English

Japanese

 * error

 * エラー

Mad Dummy Error#

A piece of flavor text for Mad Dummy, used if you somehow get its internal HP below 30.

English

Japanese

 * This message will NEVER
  happen.

 * このメッセージは ぜったいに
  ひょうじ されない。

Napstablook Music Encounter Error#

The encounter message for the Aaron and Woshua encounter where they get freaked out by Napstablook's music, which isn't normally seen.

English

Japanese

 * You shouldn't read this.

 * これは よまないで。

Undyne Face Test#

A message testing Undyne's faces that would appear when interacting with a sign in room_water18. Removed by version 1.001-4 (1.05 on PC)

 * This is a damned test!

When each "1." appears (except for the second 1., as that just reuses Undyne's ID 1 expression), Undyne's facial expression will change.

 * 0.  1.  1. 1. 1. 1. 1. 1
.  1. 1.

Triggered Undyne Test#

Pressing Space during Undyne's pre-battle cutscene with Debug Mode on causes this text to appear and makes the game zoom in on Undyne, meant to test the part of the cutscene where the camera zooms in on her after saying her monologue.

English

Japanese

 *TEST

!

Undyne Error Messages#

This message would appear if you tried using the Challenge or Plead ACTs after killing Undyne, which is impossible for obvious reasons.

English

Japanese

 * Didn't work.

 * こうかがない。

Placeholder flavor text for Undyne's Plead ACT that ends up getting replaced by actual flavor text.

English

Japanese

 * Hamburger Helpers.

 * インスタントしょくひん。

Papyrus talking about Undyne hangout error#

Placeholder text for the dialogue where Papyrus talks about hanging out with Undyne.

 Error, Pepibs.