This is a sub-page of Undertale Yellow.
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Battle text#
General#
Crispy Scroll has spareable text that never appears in favor of "You have made Crispy Scroll's# day."
* Crispy Mode 2k!!
Meant to be used when Decibat flees after Clover is too loud, right before the "YOU WON!" message. Interestingly, this line did appear correctly in the demo.
* Decibat flaps away to find
someplace quieter.
Unused generic flavor text from Dalv's battle. These are flavor texts #5 and #6, but the random number used to generate flavor text is set to only generate numbers 1 through 4.
* Electricity crackles and
whirrs around you.
* Echoes of conflict ring
throughout Dalv's desolate
estate.
Unused duo Insomnitot quote for when the other tot falls asleep.
So much for all night.
Martlet quote for the fourth time apologizing to her on Snowdin Genocide. She is automatically spared after the third apology, so this is unused.
I understand. No need
to keep apologizing.
Dunebud duo dialogue that just never shows up.
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Used after El Bailador's finale dialogue if the battle continues, which is impossible without hacking.
Error: Variable Out Of
Range
Default encounter flavor text for the Flower Girls if the battle started without rolling which girl to encounter, which is impossible without hacking.
* ...
Starlo flavor text - varies depending on phase.
Neutral, Tied in lasso |
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Neutral, Free from lasso |
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Neutral, Either time |
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Unused ACT #4 |
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Ceroba Genocide flavor text.
Neutral |
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Encounter |
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Several of Jandroid's quotes do not appear.
With Goosic |
puMP IT UP |
! |
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Question, Low HP |
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Clean, Low HP |
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Analyze, Low HP |
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Goosic has unused quotes for ACTing after Needle is selected.
Vibe |
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Ignore |
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Needle |
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It also has unused flavor text for this.
* Goosic is liking the new tune.
Telly-Vis have some quotes for ACTing when they have low HP that don't appear.
Watch, Telly |
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Signal, Telly |
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Watch, Vis |
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Guardener has flavor text for unused acts. These acts have no name.
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Default text for Axis's Criticize act. Always overridden by his normal text.
* AXIS ACTION MESSAGE 2
Unused generic flavor text from Axis' Genocide battle.
* Axis geno flavor 9.
Macro Froggit text. "Frog!" is an unused third ACT. I'm, uh, not sure what's up with the rest.
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Unused Pacifist Ceroba flavor text for all 4 phases.
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If phase 1 of the Ceroba Pacifist battle went on one more turn, she'd say this.
DIE!!!!!
Unused Trihecta acts#
Tri, Hec, and Ta have two unused acts for when they are separate. These acts have no name.
Unused ACT #2 flavor text:
Regular
Tri |
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Hec |
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Ta |
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Low HP
Tri |
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Hec |
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Ta |
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Unused ACT #3 flavor text:
Tri/Hec |
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Ta |
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Low HP |
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Unused ACT #3 quotes:
Tri |
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Hec |
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Ta |
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Unused second ACT lines#
The game cannot handle two messages for one ACT. The battles that are meant to have multiple messages just use the first one.
Starlo
Spin |
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Glare (trapped) |
'''
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Glare (freed) |
'''
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El Bailador, Genocide
Stare |
'''
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Axis, Genocide
Taunt |
'''
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Toughen |
'''
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Zenith Martlet, phases 1 and 2
Remind |
'''
'''
'''
'''
'''
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Focus |
'''
''' |
Unused But Fully Functioning Battles#
Unused Penilla/Crispy Scroll battle#
Flavor text
- "* A powerful lone warrior and his# pencil companion encounter you!" (Encounter)
- "* Penilla tries to draw in an anime artstyle to make Crispy Scroll calm down." (Neutral)
- "* Crispy Scroll is talking# Penilla's ears off." (Neutral)
- "* Crispy Scroll attempts to speak another language.#* Penilla winces." (Neutral)
- "* Crispy Scroll now has a tragic# backstory." (Penilla killed)
- "* Penilla finishes her anime# drawing in honor of Crispy." (Crispy killed)
Penilla
- "Sorry, I don't#draw requests." (Neutral)
- "Can we talk#about something#else?" (Neutral)
- "He didn't#deserve to die!" (Crispy killed)
Crispy
- "Can you draw#manga?" (Neutral)
- "You remind me of#this one anime I#saw." (Neutral)
- "I can't do it with monsters watching..." (Transform)
- "YOU BAKA~" (Penilla killed)
Unused Insomnitot/Know Cone battle#
Flavor text
- Insomnitot appears!#* Know Cone wanders in, chasing a# butterfly. (Encounter)
- Insomnitot kicks a rock.#* Know Cone retrieves it with his mouth. (Neutral)
- Know Cone is chasing Insomintot's sheep. (Neutral)
- Know Cone showcases his stick# collection to Insomnitot. (Neutral)
- Know Cone raves about his passion for fire to Insomnitot. (Neutral)
- Insomnitot wants to leave, but doesn't want to move. (Neutral)
- Know Cone stomps the ground in# a fit of rage. (Insomnitot killed)
- Insomnitot thinks it was a# dream. (Know Cone killed)
Insomnitot
- I can't sleep#even if I wanted#to. (Neutral)
- *YAWN* (Neutral)
- Huh. The noise#stopped. (Know Cone killed)
Know Cone
- KNOW CONE SING HIS#FAMOUS LULLABY! (Neutral)
- KNOW CONE WILL LET#TOT SLEEP AT ALL COSTS! (Neutral)
- KNOW CONE SHOW TOT#FLAME! TOT WILL LIKE! (Neutral)
- WHERE TOT GO!?#THEY FUN!! (Insomnitot killed)
- TOT SLEEP. KNOW CONE WISHES GOOD DREAM. (Unused)
Cutscenes#
Martlet#
There's an unused choice that is set to appear after a number of Martlet's lines, in the Aborted Genocide Dunes meetup. Martlet does not say this number of lines; this was presumably copied over from her attacked-not-Genocide Dunes meetup.
Clover |
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An unused Martlet line in the script obj_dunes_36_collider_Step_0, indicating it is meant for the room before the Wild East.
* It's awfully quiet...
let's be cautious.
Steamworks#
An unused line for turning on the Steamworks generator.
* The generator has started
working.
Watch on YouTubeCeroba is meant to have more dialogue reacting to the first Jandroid she and Clover encounter after the battle finishes. Due to an error in a variable being set, this never goes used.
Ceroba, after the Jandroid is spared:
* They're gone.
* Sigh... This is so
confusing...
* I thought Axis said he
was the last of his
kind?
* Wait... he introduced
himself as "Model 014".
* There must have been 13
other guard-bot
prototypes.
* Guess we're lucky only
one still functions,
huh.
* Still, this thing
definitely wasn't a
guard-bot...
* We don't know how many
other robot types are
out there.
* We'll figure it out in
due time, I'm sure.
* Just... be extremely
careful.
If the Jandroid was killed, Ceroba begins with her regular "random robot killed" dialogue before continuing into new dialogue.
Beginning (used):
* What are you thinking!?
* I know they started the
fight but we don't know
the situation!
* What if it was a glitch
in their programming?
* ...
* These bots are
antiques.
* We have no right to
destroy them, got that?
* ...Sigh.
Ending (unused):
* Why are we in this
situation to begin with?
* I thought Axis said he
was the last of his
kind...
* Wait...
* He introduced himself
as "Model 014".
* There must have been 13
other guard-bot
prototypes.
* I suppose only one is
still functioning.
* Still, this thing
definitely wasn't a
guard-bot...
* We don't know how many
other robot types are
out there.
* We'll figure it out in
due time, I'm sure.
* Just... don't do
anything stupid.
When exiting the Macro Froggit room, Ceroba has an unused variant to her normal confused dialogue.
* I'll wait outside.
Flowey's Friendliness Pellets cutscene on the Neutral Route- before the Furnace- has an unused variant for if Clover already picked up the Pellets. Since Clover would have to finish Dunes on Genocide to do get the Pellets before this, and Geno is not set to Neutral in the Steamworks until after defeating Axis without the kill count completed, this variant never appears.
* Howdy!
* Looks like things are
heating up!
* Literally, that is.
* Since you shut the bots
down, it should be an
easy stroll to the exit.
* Good luck, Clover.
Endgame#
The argument in the True Pacifist Ending continues on for a couple more lines after the whiteout.
Martlet |
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Starlo |
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Unused sign text from the Neutral Route flashback cutscene/room.
Please press this switch
too.
-Toriel
Unused Toriel text from there as well.
* Splendid!
* I am proud of you,
little one.
Environment#
Snowdin Genocide#
Some flavor text in Snowdin has broken Genocide Route text. Only its normal Neutral/Pacifist text displays.
Shack remnants:
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Used, Neutral/Pacifist |
Unused, Genocide |
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Old tree (after picking up Ice Pellets):
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Used, Neutral/Pacifist |
Unused, Genocide |
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Martlet station:
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Used, Neutral/Pacifist |
Unused, Genocide |
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Wild East#
The Clinic windows, from the outside, have flavor text that changes every break. Their last interaction does not appear.
* (You peer through the window...)
* (You see several monsters on
their way to full health.)
An unused interaction for the poker table in the Saloon. Its creation script is broken, so it goes unused.
Normal |
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Genocide |
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Steamworks#
An unused Neutral and Geno interaction for the Factory entrance.
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Genocide |
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Interacting with the Chem Lab roboceptionist corpse on the Genocide Route.
* (A familiar display.)
Unused text for melting through the Chem Lab door.
* (The door melted away.)
The robot control station only ever uses its Neutral/Pacifist dialogue after the bridge is extended, though it has Genocide text implying Axis used it. This is unused because it is overridden by the dialogue for when the bridge flag is set to extended.
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Unused, Genocide |
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NPC text#
Flowey Saves#
In the Dark Ruins - Atrium SAVE, Flowey only reads the latter two lines because the second line overwrites the first one. '''
* Again?
'''
* Really?
* How many saves do you
need?
In any of the Dark Ruins SAVEs, the Flowey dialogue meant to be shown for having killed more than 9 monsters but less than 15 is intended to display red-colored text on Asgore's name like most dialogues in the game, but due to bad indexing and targetting the wrong line of dialogue the red color goes unused.
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At the Snowdin - Delta Rock save, he just repeats the first section. The second section is unused because nothing is set to move it .
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General Dunes#
Fan Fan is meant to say this when the fan is on. Their dialogue is set to not exist when the fan is on, though, so it doesn't appear.
* Aa-aa-aa-hh-hh-hh!
obj_miner_red_Step_0 has unused Red Miner dialogue..?
* ...
* ...
* ...
* Bruh...
Red has dialogue that gets overwritten.
Red |
'''
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Martlet |
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When talking to Ceroba while she is in the Feisty Five's house by the movie tapes in the Wild East, one of her interactions is broken, beginning with the first line from the next interaction instead of the correct line.
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Intended |
Bugged |
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Marlyn, the bug NPC in the Wild East clinic, has an unused interaction. This dialogue immediately gets overridden by the next.
* Haha... I'm a bed bug. Get it?
Cause I'm in bed.
* I can see you holding back a
smile, hah...
Wild East, Starlo killed#
The same NPCs that appear if Starlo was spared have alternate dialogue for if he was killed. However, if he was killed, the only NPC that appears is Mooch, so this alternate dialogue is never shown.
Gamer, interaction 1:
* Yo, exciting news.
* I just built myself a new
computer and guess what?
* You can play GAMES on it!
* Isn't that awesome???
* Why don't you look excited?
* ...Alright then, sorry I
brought it up.
Gamer, interaction 2:
* Forget about the game stuff.
* I'm more of a single-player
type anyway.
Cowcat, interaction 1:
* Howdy, Deputy.
* I'm real worried! Worried
sick!
* No one can find the Sheriff!
Nyo one at all!
* He's gonna return soon, right?
He's gotta!
Cowcat, interaction 2:
* Nyohoho.
Happy Cactus, interaction 1:
* Why if it isn't the Deputy!
* Do you think the Feisty Five
will ever get back together!
* I hope-hope-hope they do!
* It isn't any fun being apart,
no ho!
Happy Cactus, interaction 2:
* You're Star's right-hand man,
correct?
* If you see him, tell him we
all miss his leadership!
* That we do!
Talks#
Martlet lines from rm_dunes_35, an unused early variant of Café Dune.
* I have no clue where
we're headed.
* I'm so unfamiliar with
this place, it might as
well be the Surface.
* Doing a great job of
helping you, I know.
A Ceroba line from rm_steamworks_07, an unused earlier version of the first vent puzzle.
* Let's move.
Both of Ceroba's talk dialogues in the room immediately after meeting Axis is bugged. This is due to a break instruction being placed in the wrong spot, resulting in dialogue for the next room being pulled.
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(Source: Undertale Yellow Wiki)
Clover's second line in the second TALK in rm_steamworks_factory_01 doesn't appear, the text goes on as normal.
Ceroba |
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Clover |
'''
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Ceroba |
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Ceroba also has TALK dialogue for the Furnace before encountering Axis. Since she is shut off from Clover as soon as they enter, and the dialogue changes after defeating Axis, this is unable to be seen.
Talk 1:
* Was the only purpose of
this furnace to dispose
of garbage?
* Why would they make it
mandatory to walk
through?
* If you entered from
Hotland...
* The first thing you
would smell is burning
trash.
* "Welcome to the
Steamworks! It sucks
here!"
Talk 2:
* This is way too hot,
even for me.
* Let's leave please.
(Source: Undertale Yellow Wiki)
Duplicates#
Dark Ruins#
obj_quote_battle_decibat_Create_0 has this text, but this line is actually handled by obj_quote_battle_decibat_sparing_Create_0.
Sweet silence...
obj_genoflowey_Step_0 is an unused duplicate of obj_quote_battle_flowey_genocide_yellow_Create_0 with different line breaks.
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Snowdin#
scr_battle_core_directory_flavor_text_enemy_1_default_5 contains this flavor text for a case in which a solo-battle Frostermit is still in its igloo. This goes unused. This makes sense since it's not out of its shell yet, but interestingly enough, this line can appear for a Frostermit duo-battle with Know Cone that is still inside its igloo.
* Frostermit is considering a
renovation.
Frostermit's sparable line has four copies of itself: one each for solo vs duo with Know Cone, one each for if it's in its shell or out of its shell. The two "in its shell" variants are unused, since it can't be sparable without Clover making it leave.
* Frostermit is ready to scuttle
on its way.
obj_water_meter__Step_0 has a duplicate of obj_delta_rune_Step_0, and also has text from some of Lesser Dog's snowdogs from the original Undertale.
* Seems like the base of a
snowdog.
* Touch it?
"Yes"
* It was just some dirt in the
snow.
* You wipe off your hand on a
suspicious carving in the rock
face.
"No"
* It takes considerable
self-discipline, but you ignore
the interesting rock.
obj_npc_template_Step_0, an unused duplicate of obj_santa_npc_Step_0. The only difference is that this text uses "X" instead of "global.cancel_key" for referring to the cancel button.
npc_template Interaction 1 (Other interactions are identical):
* I read something in a book once.
* It said, "If life comes at you
too fast, press X and take it
slow.
* Whatever that means.
obj_quote_battle_martlet_pacifist_confused_1_Create_0 and obj_quote_battle_martlet_pacifist_confused_2_Create_0 are unused duplicates of obj_quote_battle_martlet_pacifist_confused_end_Create_0.
Confused 1:
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(The rest of the text is identical.) (Not formatted so it's clear where the difference is.)
Dunes#
scr_battle_core_directory_flavor_text_enemy_2_dead contains an unused duplicate of flavor text handled by scr_battle_core_directory_flavor_text_enemy_1_dead.
* The remaining Dunebud glances
around, looking for their
partner.
This line, in scr_battle_core_directory_flavor_text_enemy_2_default_5, can appear in a Cactony-Sir Slither duo battle. There is an unused copy of it for a Sir Slither solo battle in scr_battle_core_directory_flavor_text_enemy_1_default_5.
* Sir Slither is going through a
divorce.
obj_big_boss_backtrack_Step_0 contains a duplicate of obj_dunes_25b_gilbert_Step_0, but its second interaction is replaced with a copy of the first interaction.
Interaction 1:
* I figured out where
those boulders were
coming from.
* Turns out North Star
set the machines up for
"Feisty Missions."
* Had a friendly chat
with him about it all.
* He immediately
apologized so... I
forgave him.
* How could I say no to
his overwhelming charm?
* I'm only monster.
Interaction 2:
* I figured out where
those boulders were
coming from.
* Turns out North Star
set the machines up for
"Feisty Missions."
* Had a friendly chat
with him about it all.
* He immediately
apologized so... I
forgave him.
* How could I say no to
his overwhelming charm?
* I'm only monster.
Interaction 3:
* As my old man used to
say: mine on, kid!
* ...
* Okay, he uh... he never
said that. I said that.
Just now.
obj_dunes_37_couch_interact_Step_0 is an unused object with text identical to obj_swing_interact_Step_0, the swing on the Dunes playground. rm_dunes_37 is the Wild East, so this may related to the couch in the Feisty Five's house.
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obj_quote_defeat_Create_0 has an unused duplicate of Starlo's Neutral Route death dialogue, which is handled by obj_quote_battle_starlo_death_Create_0.
Unused |
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Old Oasis Valley#
rm_dunes_30_old contains an early, unfinished version of Oasis Valley. It contains some flavor text identical to that in the final game.
Frostermit 1:
* Pinch-Pinch~ hehe.
* Beware of my pincers,
traveler!
Frostermit 2:
* I do not have any treasure
hidden within my shell.
* Why do monsters keep asking me
that?
Frostermit 3:
* We are not caged within these
fences, traveler.
* It is a choice.
* It is nice to live in a
familiar place with the pack.
* It is also nice to be fed and
taken pictures of.
Oasis:
* (Your reflection sparkles and
distorts in the pool of water.)
* (You notice a high-tech
filtration system keeping it
drinkable.)
Unlike the final game, the oasis water has no separate Genocide Route dialogue.
Steamworks#
scr_battle_core_directory_flavor_text_enemy_2_dead contains an unused duplicate of the dead Jandroid in duo-Jandroid flavor text handled by scr_battle_core_directory_flavor_text_enemy_1_dead.
* The Jandroid begins mopping
the wreckage.
scr_battle_core_directory_flavor_text_enemy_1_low_hp and scr_battle_core_directory_flavor_text_enemy_2_low_hp both contain this line. Only enemy_1_low_hp's line is used.
* Jandroid doesn't seem to know
what they're doing anymore.
scr_battle_core_directory_flavor_text_enemy_2_default_1 has this flavor text for a duo Jandroid battle. This instance is unused, but the same line is present and correctly used in scr_battle_core_directory_flavor_text_enemy_1_default_5.
* The Jandroid's are trying to
harmonize.
This line, in scr_battle_core_directory_flavor_text_enemy_2_default_5, can appear in a duo Jandroid-Goosic battle. It, again, has a variant for a solo Goosic battle in scr_battle_core_directory_flavor_text_enemy_1_default_5 that doesn't go used.
* Goosic does a little two-step
like it's nothing.
This Jandroid-Goosic duo random flavor text handled by scr_battle_core_directory_flavor_text_enemy_1_default_6 has an unused duplicate in scr_battle_core_directory_flavor_text_enemy_1_default_8.
* Goosic amps up the tunes as
Jandroid lays down their mop!
Sousborg's special flavor text (only visible after selecting Crack but before Fry in the ACT menu) is found in scr_battle_core_directory_flavor_text_enemy_1_default_5, and it has an unused duplicate in scr_battle_core_directory_flavor_text_enemy_1_default_6.
* Sousborg preheats his next
attack.
Jandroid duo's sparable line in scr_battle_core_directory_flavor_text_enemy_1_sparing_1 has an unused duplicate in scr_battle_core_directory_flavor_text_enemy_2_sparing_1.
* Jandroid finds you too
hygienic.
obj_steamworks_14_vent_Step_0 is an unused copy of obj_steamworks_13_vent_Step_0. rn_steamworks_13 is Axis's first detainment; rn_steamworks_14, the room directly after it, has a vent as well, but it cannot be interacted with.
Before building Daisy:
* (The vent has a few loose
screws.)
After building Daisy:
* (The vent has a few loose
screws.)
* (You finagle it open.)
obj_steamworks_07_controller_old_Step_0 is an unused duplicate of obj_steamworks_07_controller_Step_0 for the unused Steamworks vent puzzle. It is identical to the final version.
Initial cutscene:
* What luck.
* Turn the power on and
the whole facility goes
insane!
* Since you're now the
leader and all...
* How'bout you run ahead
and turn this steam off?
* I think I see a switch
over there so no
problem, right?
* Don't worry, I'll catch
up.
After disabling vents:
* See? No sweat.
Not exactly a duplicate - obj_chem_05_cutscene_geno_Step_0 has an unused variant of this cutscene for if Clover's on a Neutral Route.
Axis |
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[Clover appproaches door] |
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[Flowey appears behind them] |
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Flowey |
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[Clover quickly looks east, then back to Flowey] |
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Flowey |
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[Flowey looks around] |
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Flowey |
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obj_quote_battle_axis_attack_end_Create_0 is a mostly unused duplicate of obj_quote_battle_axis_neutral_post_attacks_Create_0.
Used, unique to axis_attack_end:
ZzzzzBBZzzzz
AooaaaA- _- . .
Unused, unique to axis_attack_end:
* . . .
Unused, duplicate of neutral_post_attacks:
AH.
WHAT DID YOU
DO TO ME?
I DON'T FEEL AN
UTTER MURDEROUS
RAGE ANYMORE.
I... DO NOT
KNOW WHAT TO
DO WITH MYSELF.
SUPPOSE I WILL
STARE AT YOU
BLANKLY UNTIL
YOU DO SOMETHING.
Build-A-Bot#
An unused variant of the Pacifist cutscene where Clover and Ceroba build Daisy. (Clover's dialogue/choicers included in quotes.)
obj_steamworks_13_controller_old_Step_0 is the old one, obvious by how it says "old," and obj_steamworks_13_controller_Step_0 is the current.
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This dialogue is only present in the used version.
* Find anything that looks
like a makeshift body
part.
* I don't know, be
creative.
Endgame#
obj_hotland_roof_cutscene_neutral_2_Step_0 contains a perfect copy of a cutscene handled by obj_hotland_roof_cutscene_neutral_Step_0 (the under 3 LV Martlet rooftop meetup.)
obj_withered_flowey_1_Step_0 has an unused duplicate of text handled by obj_battle_flashback_final_2_controller_Step_0.
* h-hello?
* where am i?
gml_RoomCC_rm_castle_05_1_Create looks like it creates Geno text for the coffins, but that's actually handled by obj_interactable_Step_0.
* (...)
Shops#
The icewater from Dina's shop doesn't display her quote, only the amount healed.
Heals 15HP
Straight from
the tap!
Vendy is meant to have one more line in their "Creator" dialogue, but it ends prematurely.
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Bugged |
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'''
''' |
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Vendy also has unused dialogue for purchasing an item without Steamworks ID. This goes unused, and buying item an without ID will use the same dialogue as with ID due to a missing else condition.
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Bugged |
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Undertale Customs leftover text#
Mart-2-Go#
An unused shop. Its enter text for when the gamemode is set to "Customs" is included in both obj_dialogue_main_screen_shop_geno_Create_0 and obj_dialogue_main_screen_shop_Create_0
Enter (Customs) |
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Enter (Yellow) |
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Sell |
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Sell again |
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Exit |
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Battles#
Two battles, against Ms. Mettaton and Craniex (two Undertale Customs battles), are partially left in the game files. Various dialogue is included as well.
Craniex#
- Craniex steps toward the class,# ready to give another boring# lecture." (Encounter)
- CRANIEX -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Gifted logically, stubborn# emotionally. (Check)
- Smells like freshly opened# textbooks! (Neutral)
- When will this semester end?! (Neutral)
- You are nervous about the next# midterm. (Neutral)
- So much information overload! (Neutral)
- It seems talking to Craniex# makes him more friendly towards# you. (ACT #1)
- Craniex doesn't seem too fond# of your insults. (ACT #2)
- Craniex seems to be getting# tired of your jokes. (ACT #3)
- Craniex is sparing you. (Spareable)
Kill Craniex:
- I thought that the#pen was mightier#than the sword...
Betrayal kill Craniex:
- And after I thought#you were the perfect#student...
- You turn around and#trick me.
- You may not have#failed class...
- ...but you've failed#at life.
Ms. Mettaton#
- Ms. Mettaton strikes! (Encounter)
- Ms. Mettaton EX makes her grand# debut! (Encounter)
- MS. METTATON -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Her speed renders her# invulnerable to attack. (Check)
- MS. METTATON EX ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The ultimate, yet imperfect,# killer robot! (Check)
- Ms. Mettaton. (Neutral)
- Like, totally! (Neutral)
- Glitz and glamour. (Neutral)
- You know what I'm saying?! (Neutral)
- Ms. Mettaton is totally sparing you! (Spareable)
- It seems that Ms. Mettaton is# getting bored of you. (?)
Kill Ms. Mettaton:
- Like, totally not#cool!
- Now Alphys will never#appreciate me...
Hot Dog......#
Two scripts reference eating a "Hot Dog..?" with identical text.
* You eat the " + string(item_slot)
* Your HP was maxed out.
Item text#
Default check text for an item.
* Info message
Dialogue for equipping both the Toy Gun and the Worn Hat that cannot be obtained.
* (You equipped the " + string(item_slot) + ".)
This text could appear if it was possible to max out protection or speed points, which it isn't. (Restoration points actually can be maxed out with a glitch.)
* (Your PP was maxed out.)
* (Your SP was maxed out.)
gml_GlobalScript_scr_item_info_text_yellow contains inaccurate, if not outright missing, check text for the game's items. The check text is actually handled by gml_GlobalScript_scr_item_info.
Unused |
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The Homemade Cookie is unused and has no functioning check text. |
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The duplicate script also contains the exact same dialogue (barring formatting changes) for the:
- Snowdin Map
- Soggy Mittin
- Pickaxe
- Lemonade
- Candy Corn
- The three Pops
- Honeydew Coffee
- Honeydew Pancake
- Packing Peanuts
- Ice Tea
- Green Tea
- Fruitcake
- Spider Donut
- Oasis Latte
- Cinnamon Cookie
- Root Beer
- Gunpowder
- Golden Pear
- Rubber Ammo
- Pebble Ammo
- Ice Pellets
- Coffee Bean Ammo
- Flint
- Super Ammo
- Honeydew Pin
- Golden Scarf
- Fancy Holster
- Hydrochloric Acid
It also contains text for checking the Toy Gun, Wild Revolver, and Worn Hat.
Armor DF " + string(item_value) + "
* (No description.)
No other items are included.
Miscellaneous#
Meant to appear in the corner when Flowey loads after Clover climbs the Dark Ruins rope. Doesn't.
File 1 Loaded
There is an unused letter from the Honeydew Resort.
Hello, appreciated guest!
We greatly enjoyed your company
at The Honeydew Resort (Snowdin
Establishment)! You can always
count on us for quality time
with the whole family! From our
relaxing hot spring, to our
live music, there's a little
something for everyone!
We hope to see you again,
anonymous citizen of the
Underground!
-The Honeydew Family
Unused Ceroba dialogue during the Axis battle. Given the number in its name, obj_steamworks_35_in_battle_cutscene_3, it was presumably meant to be placed inbetween cutscene 2 (Ceroba entering the Furnace) and cutscene 4 (Ceroba showing Axis Daisy).
* What now? His SOUL
gauge is pulsing...
* You have any ideas?
There is an unused silver compound in the Chemistry Lab. It has a sprite and dialogue for tossing in into the Compound Computer on the Neutral Route left in the files.
* The element of disappointment.
obj_dialogue_battle_move_select_any_Create_0 contains the line
* This object can handle any flavor text.