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 |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
(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 |
|---|---|
|
|
|
|
|
|
(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) |
|---|---|---|
|
|
|
(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 |
|---|---|
|
|
(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
|
[If
|
[If
|
[If
|
[If
|
[If
|
[If inspected on the Genocide route (scr_murderlv() >= 8), takes precedence over above dialogue]
|
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 |
|---|---|
|
|
|
|
|
|
|
|
(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 |
|---|---|
|
|
(Source: Original TCRF research)
Prebird NPCs#
Dialogue for various NPCs hidden in grass in the unused room_water_prebird room.
English |
Japanese |
|---|---|
|
|
|
|
|
|
(Speaking to the NPC on the far left end of the grass)
English |
Japanese |
|---|---|
|
|
(Speaking to the far left NPC again)
English |
Japanese |
|---|---|
|
|
(Inspecting the NPC second to the left end of the grass)
English |
Japanese |
|---|---|
|
|
|
|
(Speaking to the NPC second to the right end of the grass)
English |
Japanese |
|---|---|
|
|
(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 |
|---|---|
|
|
(Interacting with the crystal)
English |
Japanese |
|---|---|
|
|
|
|
|
|
|
|
(Talking to the 'mushroom')
English |
Japanese |
|---|---|
|
|
(If you don't tell them)
English |
Japanese |
|---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(If you do tell them)
English |
Japanese |
|---|---|
|
|
(Speaking to them again, without leaving the room)
English |
Japanese |
|---|---|
|
|
|
|
(Upon returning from the room to the right)
English |
Japanese |
|---|---|
|
|
|
|
(If you say it's different)
English |
Japanese |
|---|---|
|
|
(Talking again after saying it's different)
English |
Japanese |
|---|---|
|
|
|
|
|
|
|
|
|
|
(If you say it's the same)
English |
Japanese |
|---|---|
|
|
(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 |
|---|---|
|
|
(if you had continued to sing if Shyren was sparable)
English |
Japanese |
|---|---|
|
|
(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 |
|---|---|
|
|
(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 |
|---|---|
|
|
|
|
English |
Japanese |
|---|---|
|
|
|
|
(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 |
|---|---|
|
|
(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 |
|---|---|
|
|
(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 |
|---|---|
|
|
|
|
|
|
English |
Japanese |
|---|---|
|
|
English |
Japanese |
|---|---|
|
|
(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 |
|---|---|
|
|
(normal dialogue)
English |
Japanese |
|---|---|
|
|
(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 |
|---|---|
|
|
Gerson#
Leftover dialogue from the Snowdin shopkeeper for when you try to sell something.
English |
Japanese |
|---|---|
|
|
(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 |
|---|---|
|
|
(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 |
|---|---|
|
|
|
|
|
|
|
|
|
|
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 |
|---|---|
|
|
|
|
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 |
|---|---|
|
|
|
|
(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 |
|---|---|
|
|
|
|
|
|
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 |
|---|---|
|
|
Unused key mapping text for the left arrow, which is never used.
English |
Japanese |
|---|---|
|
|
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 |
|---|---|
|
|
Echo Flower Error#
Interacting with any of the numerous inaccessible Echo Flowers in Waterfall will give this generic error message.
English |
Japanese |
|---|---|
|
|
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 |
|---|---|
|
|
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 |
|---|---|
|
|
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 |
|---|---|
|
|
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 |
|---|---|
|
|
|
|
|
|
|
|
Second phone call:
English |
Japanese |
|---|---|
|
|
|
|
(if you said yes and didn't change armor)
English |
Japanese |
|---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(if you said yes and changed armor)
English |
Japanese |
|---|---|
|
|
|
|
|
|
|
|
|
|
|
|
(if you said no and didn't change armor)
English |
Japanese |
|---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(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 |
|---|---|
|
|
(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 |
|---|---|
|
! |
Umbrella Error Message#
An error message for the trash can containing umbrellas and the statue that you can give an umbrella to.
English |
Japanese |
|---|---|
|
|
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 |
|---|---|
|
|
Astronaut Food Cooler Error#
Placeholder text for the cooler containing Astronaut Food in the garbage dump.
English |
Japanese |
|---|---|
|
|
Mad Dummy Error#
A piece of flavor text for Mad Dummy, used if you somehow get its internal HP below 30.
English |
Japanese |
|---|---|
|
|
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 |
|---|---|
|
|
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 |
|---|---|
|
! |
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 |
|---|---|
|
|
Placeholder flavor text for Undyne's Plead ACT that ends up getting replaced by actual flavor text.
English |
Japanese |
|---|---|
|
|
Papyrus talking about Undyne hangout error#
Placeholder text for the dialogue where Papyrus talks about hanging out with Undyne.
Error, Pepibs.