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This game assumes you have played Undertale, and due to the amount of spoilers pertaining to the several hours of content in the game, all spoilers before the game's final act(s) and the events of Undertale are UNMARKED. Spoiler warning is in effect — You Have Been Warned.

Much like its inspiration, Undertale Yellow has a vast assortment of characters that Clover can run into over the course of their adventure. For characters as they appear in Undertale, see here.

WARNING: Due to the nature of many of the main and major characters and their importance to the story, many of them have the potential to be a Walking Spoiler. Read at your own risk!

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Main Characters

    Clover 

Clover

https://static.tvtropes.org/pmwiki/pub/images/img_4296.png

The Protagonist. A justice soul, and the sixth (seventh, including Chara) human to fall into the Underground, they jumped into Mt. Ebbot in search of the missing humans.


  • 11th-Hour Superpower:
    • In all final battles (bar Asgore in the Flawed Pacifist ending), Clover gets access to "Dash", which allows them to move their soul around at lightning speed for a fraction of a second every time you press X. This can be used to dodge through attacks that would otherwise hit them and break the glass that appears in zenith Martlet's attacks.
    • In the Pacifist Route, Clover unlocks the Big Shot when they're about to be killed by the final boss.
    • In the Genocide Route, Axis is rendered invincible in his boss fight due to blocking all of Clover's attacks with a trash can lid (the same one he makes Clover hold in the other Routes). However, when he reveals that he was forced to kill the previous human against his will, Clover becomes so furious that their LOVE rises to 15 and they destroy the lid with a Big Shot, then immediately afterwards rises to LV 19 and the Big Shot is upgraded to a Kamehame Hadoken.
  • Ambiguous Gender: Word of God states that, like Frisk, Clover's gender is left up to player interpretation. The game itself uses gender neutral pronouns, but there are a couple moments when Clover is referred to with masculine terms like “fella” and “king.”
  • And I Must Scream: In the Neutral route, Flowey reveals that the whole game is this for Clover, thanks to Flowey resetting every time Clover dies or goes off route too much. The only ways out are dying in either of the Pacifist endings, with Clover's SOUL ending up in Asgore's possession, or becoming too powerful for Flowey to stop and killing him in the Genocide Route.
    • Taken even further with the Neutral final boss; Flowey kills Clover and absorbs their SOUL, and they're stuck in his mind as they try to fight back in an attempt to avoid being fully absorbed, but all they can do is try to outlast all his attacks. At one point, the narration mentions that they want to cry, but they lack the eyes in order to do so.
  • Badass Adorable: Is just as cute as Frisk, maybe cuter, and is quite the shot with a revolver. Oh, and did we mention that they jump into Mt. Ebbot intentionally to try and find the missing humans? Yeah, they qualify.
    • Somewhat subverted (before the main game at least) as revealed in the neutral ending: Apparently, despite Flowey's hundreds of attempts at nudging them towards encountering Asgore, Clover would typically just opt to stay with Toriel due to their lack of determination, and on the occasions where they did leave, they kept on dying. As these repeated deaths made his plan almost impossible to achieve, Flowey decided to rig a switch in the Ruins to drop Clover deeper into the Dark Ruins in an attempt to give them a better shot at reaching Asgore, kickstarting the events of the game.
  • The Bad Guy Wins: The biggest difference in Undertale Yellow is Clover's unimpeded victory in the Genocide run. After Martlet, they kill Flowey after he reveals he was using them to swipe the Human SOULs, obliterate Asgore, and leave the Underground with the SOULs in tow with no intervention from Chara.
  • Because You Were Nice to Me: On a Neutral Route, and even on a Aborted Genocide Route, Martlet is the sole monster that Clover cannot bring themselves to kill, likely in part because she's the only monster to actively want to help them, even during their worst moments. It says a lot when Clover's immediate response to Flowey killing her is to try and kill him in retaliation.
  • Berserk Button: In the Genocide route, Clover instantly gains seven levels when Axis tells them that he accidentally killed a human child.
  • Book Ends: At least in the True Pacifist Route. The game starts with Clover risking their life in an act of justice against monsterkind (attempting to find and hopefully rescue the lost humans), and the game ends with Clover giving up their life (and SOUL) in an act of justice for monsterkind after seeing that monsterkind are bigger victims than humanity.
  • Combat Pragmatist: Clover can be this in the Genocide route. When El Bailador challenges them to a dance-off in his fight, they don't play along with trying to hit the notes like they do in a Neutral/Pacifist run, becoming annoyed and irritated. During their stand-off against Starlo, they can potentially shoot him well before ten paces.
  • Contrasting Sequel Main Character: Contrasting fan-made prequel main character, but the trope still applies when compared with Frisk;
  • Dark and Troubled Past: While not directly stated, there are hints across the game that Clover had a rather unhappy upbringing, such as the cramped conditions of the Feisty Five's house bringing back unpleasant memories and the static on the TV being their 'favorite channel'.
  • Death Glare: Gives Flowey a couple of these on a Genocide run when he starts getting sassy with them when they get to the Steamworks.
  • Deconstructed Character Archetype: In the Genocide run, Clover can be seen as a deconstruction of the '90s Anti-Hero. Their vengeful quest to retrieve the missing Human SOULs leaves behind an unnecessary trail of blood (or rather, dust) and inevitably makes them no better, if not worse, than the monsters that took the SOULs in the first place. On top of this, their vengeful attack on the Underground makes things harder for them, as Martlet, Ceroba, and Axis fight even harder than they would have on a Pacifist run as they protect the Underground from you. Flowey even lampshades this if you die to Axis by saying "You should have dealt with this bot a long time ago. But no, you had to play the big bad action hero!" Their actions also ensure that the war between humans and monsters will never end (or at least put the monsters in a similar situation to the Neutral Endings of Undertale, i.e. back at square one with no Asgore to inspire them), making things worse for both parties in the long run.
  • Determinator: Downplayed compared to Frisk as they don't actually have enough determination to overtake Flowey's SAVE powers, so he handles it for them. They're also willing to abandon their mission under the right circumstances, accepting Martlet's offer to live with her in the Neutral Route. Yet they're still too stubborn to give in when Flowey kills them and tries to absorb their SOUL, while Flowey is too stubborn to let them go. Flowey also reveals during Clover's Death Montage in the Neutral Route that, despite him entering the Underground to seek out the five souls, Clover would more often than not simply accept Toriel's offer to have him live with her, and on the few occasions when he did wander into the wider underground, would die not too far into his journey towards New Home., forcing him to create the cracked floor that took Clover to the Dark Ruins. This is played far straighter on the Genocide Route, though, as they successfully overpower Flowey and kill him, as well as successfully rescuing the human SOULs; notably, the other routes have Flowey either reset to avoid an endless stalemate or contemplate between trying to get a more favorable outcome or letting things play out with Clover's SOUL in Asgore's possession, while the Genocide Route has no such justification as it's implied Clover resets on their own.
  • Earn Your Happy Ending: In a twisted way, this is what the Genocide Run is for them, seeing as they take revenge on the monsters for what they did and leave with the human SOULs.
  • Even Evil Has Standards: During a Genocide Route, despite Clover being shown to be perfectly fine killing any monster they encounter, they also show a surprising amount of morality, which differentiates them from just being a mindless killer:
    • As long as a monster doesn't get in the way of their mission, antagonize, or attack them, they'll leave them be and go about their business. There are several moments where they could kill a monster just for the heck of it, but chooses not to, as they're not impeding their progress.
    • They'll still buy stuff from Mo, despite being perfectly capable of killing him. And while they can rob him, they'll still let him live.
    • The biggest example would be their encounters with Martlet. Despite having killed every monster they've encountered prior, during their first encounter with her, once she's beaten, and Martlet makes it clear she's not a threat to them, and no longer plans on attacking them, Clover will spare Martlet unprompted, and listen to what she has to say, before letting her leave.
      • Furthermore, during her final boss fight, she's the only monster that Clover goes out of their way to try and find a justifiable reason to kill.
  • Evil Has a Bad Sense of Humor: Basically falls into this at the Steamworks while on a Genocide run. Their response to Flowey's sass is to give him a Death Glare before moving on.
  • Extreme Omnivore: Doesn't seem to have a problem with eating Styrofoam packing peanuts or even literal gunpowder. The latter is even a full heal.
  • Fate Worse than Death: As the Neutral Route reveals, from the moment they entered the Underground, Flowey trapped them in a "Groundhog Day" Loop, where he proceeded to try and manipulate them into behaving the way he wanted, resulting in them experiencing countless deaths, having no memory of them when Flowey resets, and having no way out of this fate until Flowey gets what he wants. On a Genocide Route, however, they overpower Flowey's ability to SAVE and LOAD, and kill him once he reveals his true intentions.
  • Foil: On top of being a Contrasting Fan-Made Prequel Main Character to Frisk, Clover reflects and contrasts The Fallen Human/Chara:
    • Like Chara, Clover's descent to the Underground was intentional. However, it's implied by Asriel/Flowey at the ends of both the Pacifist and Genocide routes that Chara intended to kill themselves initially, whereas Clover's intention is clearly to find the missing humans and escort them out of the Underground.
    • Both Chara and Clover have their SOULs taken by monsterkind. However, Chara gives their SOUL to Asriel specifically as a part of a Thanatos Gambit so Asriel can kill more humans to collect their souls and break the barrier. Clover, on the other hand (specifically in the False Pacifist ending), goes down against Asgore in a Hopeless Boss Fight. However, in the True Pacifist ending, Chara and Clover's deaths are parallel, Clover handing off their SOUL peacefully to help free the monsters.
    • In addition, in the Neutral route Clover was offered a place to live in the Underground, just like Chara was. However, while Chara got to experience the love the Dreemurrs had to offer, Flowey kills Martlet before Clover can even experience what it would be like to live with her.
    • If Chara was the Narrator All Along, then their differences are apparent in their respective Genocide runs, namely their humor. Chara makes snide cracks at every opportunity they get (i.e. calling Papyrus "Forgettable", saying Monster Kid looks like "Free EXP", saying Frisk "thought of something funny" upon examining the half-empty bag of dog food, saying their coffin is "as comfy as it looks", complaining about the lack of chocolate in Toriel's fridge, etc.). Clover, on the other hand, is no-nonsense, coldly dismissing things as "Not important" or responding to Flowey’s sass with nothing more than a Death Glare.
  • For Great Justice: Considering their soul represents Justice, this is pretty much a given.
  • Good Is Not Soft: In the Genocide Route, they succeed in their mission to recover the five missing humans (or at least their SOULs), and escape the underground with them in tow. However, they basically completely destroyed an entire section of the Underground in the process, and murdered Asgore, leaving the remaining monsters without a leader, with Asgore spelling out to Clover how their actions have basically caused more fire to be stoked in the war between monsters and humans.
  • Heel–Face Turn: In a Neutral and Aborted Genocide Route, Martlet successfully convinces them to live with her, so they can start anew, despite whatever horrible things they've done prior. That is, until Flowey kills her, to prevent her from interfering in his plans for Clover.
  • The Hero Dies: Given Undertale Yellow's nature as a prequel starring the yellow Justice SOUL, one of the fallen humans who died before Undertale proper, it's inevitable that Clover ends up joining Asgore's collection of SOULs by the end of their journey. The Neutral Route simply has Flowey reset the timeline, and Clover escaping with the other five human SOULs at the end of the Genocide Route is decidedly non-canon, leaving only the Pacifist Endings as their canonical final fate. Whether it's because they willingly choose to forfeit their SOUL to help monsters or because Asgore killed them himself is up to the player, however.
  • Heroic Sacrifice: In the True Pacifist Route (sparing Ceroba), Clover decides to give up their SOUL so that they can help the monsters go free in the future.
  • He Who Fights Monsters: Clover willingly jumps into the Underground in search of the five missing humans, and can leave the Underground a ruthless murderer in their pursuit of justice in the Genocide Route.
  • Honor Before Reason: On a Genocide run, Clover isn't consumed by vengeance enough yet during the Snowdin fight with Martlet, so when the bird surrenders, Clover lets her go.
  • Horrifying the Horror: In the Genocide route, Clover will eventually start to unnerve Flowey, as he will eventually stop talking at save points entirely and just look on with concern at Clover. Later on, when Clover commands Flowey to open a door for them, Flowey soon protests and tries to reassert that he's the one in charge... only to give up half way and just says they should keep on going. It's especially in effect when Clover kills him at the end of the game, as Flowey soon realizes that he's not the one in control of the save file anymore.
  • Improbable Aiming Skills: If played correctly, it's possible for Clover to never miss when they attack.
  • Knight Templar: In the Genocide Route. As Martlet points out in her Final Boss fight of the Genocide Route, the monsters weren't clean either because they did kill five human kids for their SOULs, but what Clover is doing is way worse, since they're actively slaying countless monsters in retribution.
  • Meaningful Name: Clover is named for the 4-leaf clovers the yellow soul shoots at you to heal you in the Photoshop Flowey fight in Undertale.
  • Mysterious Past: We don't know much about Clover's backstory other than they came to Mt. Ebott to look for the 5 missing humans. The flavor text when examining the couch in the Feisty Five's house and the pile of dishes in Ceroba's house, as well as the fact that in their earlier runs, they abandoned their mission to live with Toriel hint that they didn't have a good home life, but nothing else is revealed.
  • No-Nonsense Nemesis: The further through a Genocide Route you go, the more single-minded Clover becomes. This trait first becomes obvious when they cheat in their duel with Starlo, and after killing Axis, examining most things will simply earn text saying things like "Not of Interest" or "Wrong way", without any of the sarcasm or black comedy you found in Undertale's narration. By the end of the route, everyone who crossed Clover's path is dead or has fled, and the only people to give them any challenge were Ceroba and Martlet. Even Asgore is reduced to dust in seconds.
  • Not So Above It All: In the Genocide run, if you inspect Dalv's wardrobe, Clover will take the time out of their day to inhale the balloon in there to sound funny.
  • Not So Stoic: Like Frisk, they don't emote much, but it does happen occasionally:
    • They'll have a neutral expression on their face throughout the entire journey in the Underground, regardless of what happens to them. However, during the True Pacifist Route, their final conversation with Martlet ends with them fist bumping, and for a brief moment, Clover is shown smiling back at her as their fists touch, showing that they genuinely did enjoy the time they spent together with her.
    • In the fight against Axis in the Genocide Route, after the latter informs Clover that they killed one of the previous five humans, Clover gets so angry that they spontaneously gain seven levels without needing any XP, initially pausing at level 15 to destroy Axis's shield with a Big Shot, then going all the way to level 19 to destroy Axis with the Soul's Wave-Motion Gun.
    • In the ending where Clover fights Asgore as a Hopeless Boss Fight, they begin to shake with rage before drawing a gun on him after he shows Clover the SOULs he has collected already.
    • In the Neutral Route after Flowey kills Martlet, the battle animation slowly starts while Flowey's mid-taunt. Flowey just reloads his save, calling Clover "trigger-happy". It's probably safe to say Clover really didn't appreciate him killing the one individual giving them a chance.
    • If you spare El Bailador, you can find him in Hotland hosting a dance party. If Clover stands on the dance floor without moving for long enough, they will dance adorably with the same blank expression on their face as always until the player makes them move again.
  • Rage Breaking Point: When Flowey kills Martlet in the Neutral Route, Clover immediately tries to kill him in retaliation unprompted, being enraged by her death at Flowey's hands. The only other times they reach this point is when Axis revealed their involvement in killing the previous human that fell in the Underground, and when Asgore presents to Clover the human SOULs he had collected up to the point of the two meeting.
  • Screw Destiny: Clover is seemingly doomed to die no matter what they do, with Flowey resetting them every time. The only meaningful outcomes are to die by the hand of Asgore himself, willingly sacrifice their SOUL to him, or actually survive by going to the extremes of reaching LV 20 to kill both Asgore and Flowey. With this done, Clover is free to leave the Underground with the five human SOULs in tow.
  • Shut Up, Hannibal!: Responds to Flowey's taunts at the end of a Genocide run by blasting the hell out of him.
  • Shut Up, Kirk!: Pulls two of these off in quick succession during the second encounter with Martlet while on a Genocide run. First they approach her. And when she doesn't stop talking, they pull their gun on her.
  • The Stoic: Clover's expression rarely changes. Even being picked up and fireman's carried barely changes their default expression.
  • There Is No Kill Like Overkill: This is how Clover deals with several of their enemies on the Genocide run. Axis is so utterly destroyed that not much of him is left, they brutally kill Flowey with eight shots (both Clover's revolver and the Wild Revolver are six-shooters, which means that Clover would've had to reload while killing him, just to kill him more), and then they kill Asgore with a blast powerful enough to not only obliterate him, but destroy much of the environment in front of them, including the flowers, Asgore's throne, and the wall behind it.
  • Terse Talker: Becomes one of these in the Genocide route. All of their narration is short, to the point sentences, even in the flavor text during the Zenith Martlet fight. And the narration becomes even shorter during the second phase.
  • Unstoppable Rage: In the Genocide Route, lasting against Axis long enough has him reveal that he killed one of the previous humans. Clover's LV jumps from 12 to 15, disarms Axis in a single shot, then jumps all the way up to 19 before obliterating the robot in a single shot. Keep in mind that before their LV increases, Clover is unable to damage Axis at all until that point due to him using a bin lid as a shield.
  • Virtuous Character Copy: A very Downplayed example, but the Genocide run version of Clover is this to Undertale's Genocide run Frisk (Chara?). While Clover is still a merciless killer in the Genocide run, they don't kill indiscriminately, leaving monsters that don't serve as an obstacle between them and retrieving the missing humans alive and even automatically sparing Martlet when she surrenders in her first boss fight. Compared to Frisk in their game, at a similar point in time they instantly resort to slaughtering any monster they come across, and butchering Papyrus where he stand after he tries to get them to turn over a new leaf.
  • Weirdness Search and Rescue: Clover's goal throughout the whole game is to find the missing humans and bring them back to the surface. Little do they know, unfortunately, that the missing humans have long since been dead.
  • Worthy Opponent: In the Genocide Route, Checking a Determination-filled Martlet reveals that a LV 19 Clover sees her as this.
  • Young Gun: Is equipped with a stereotypical Western getup, including a cowboy hat and a revolver, is of similar height to Frisk, and is referred to as a child.

    Flowey 

Flowey

https://static.tvtropes.org/pmwiki/pub/images/img_4302.png
Your best friend!
Click here to see his Meta Flowey form (SPOILER)

"Howdy!"

A sentient flower whom Clover meets in the Deep Ruins. He helps Clover on their way through the Underground. Is actually the former prince Asriel, now in the form of a flower after Alphys injected Determination into a flower covered in his remains.

For tropes about Flowey and Asriel in Undertale, see here.


  • Adaptational Badass: This game takes place at a point in the Undertale canon where Flowey hadn't yet lost the power to SAVE, and was at his peak with it before he lost it to Frisk. By the time you see exactly what this means in the Neutral route, you'll wish you were playing as Frisk instead of Clover; fighting someone who can turn back the clock at will is naturally futile, and Flowey only gives up because he gets bored rather than actually being threatened. If he doesn't lose the power to SAVE, then he controls Clover's life and death and there's nothing they can do about it.
  • Adaptational Heroism: Unlike the sociopathic Flowey we got in Undertale, this Flowey is generally pleasant and encouraging to Clover, and helps them through the Underground by SAVING their progress and giving advice. He does start getting irritated if you mess around during the tutorial or at SAVE points, however.
    • Ultimately Downplayed, as on one hand, the Neutral Ending reveals Flowey is only in this to get Clover to Asgore after numerous past timelines resulted in Clover dying in the normal Underground, and when Martlet unknowingly threatens Flowey's goal by offering to let Clover live with her, Flowey murders her, infuriated by Clover's attempt to bail out on the plan. On the other hand, when Clover gives up their SOUL in the True Pacifist ending to give the monsters hope, Flowey admits that he enjoyed his time with them and calls them a friend. Flowey may still be a sociopathic abomination, but he's not quite as evil as he is in canon.
  • Apologetic Attacker: During the tutorial, Flowey will apologise if he hits you. Well, the first time, at least. After that, he starts getting annoyed.
  • Aside Glance: He takes his eyes off Clover to stare directly at the screen during the fight with him in the Neutral route, as he realizes that trying to kill Clover is futile.
  • The Bad Guy Wins: In both endings to the Pacifist Route, he gets exactly what he wants: another SOUL in Asgore's collection.
  • Battle in the Center of the Mind: Interestingly, you are the (unwilling) invader of the mind in this scenario. In the Neutral Route, Flowey kills Clover and takes their SOUL, yet Clover manages to endure enough to keep their consciousness. What ensues can only be described as complete and utter insanity from being locked in the head of a violent and ages-old psychopath.
  • Big Bad: Much like in Undertale, he's the one behind pretty much all of the game's events, as he repeatedly manipulates Clover into trying to reach Asgore so that Flowey can steal his collection of human SOULs. When Clover failed to stay alive in the normal path, Flowey intentionally forced Clover into an alternate path to give them a better chance at success. In the Neutral Route, when Clover abandons Flowey's plan to stay with Martlet instead, Flowey kills her and tries to take Clover's SOUL for himself.
  • Big Bad Friend: He is the first inhabitant that you befriend, but is also secretly using you in his scheme to take all the human souls for himself by facing Asgore.
  • Deadpan Snarker: Has shades of this at times if you repeatedly use certain save points. The Steamworks on a Genocide run is when he really turns up the sass, at least up until the Axis battle.
  • Defiant to the End: Unlike what was the case in Undertale, where he spent his final moments begging for mercy, Flowey spends his last moments in the Genocide run of this laughing madly and giving Clover a Dying Declaration of Hate, telling him that You Can't Fight Fate, before Clover proceeds to unload the entire contents of their gun magazine and then some into him. Given how Clover's revolver only holds six bullets, it's implied that he reloaded his gun just to keep shooting Flowey's clearly-dead body until it finally disintegrates into dust.
  • Dramatically Missing the Point: After Flowey lets out a Freudian Slip about wanting Clover to get him his souls, Clover realizes they were being played and threatens the flower into surrendering. Flowey then rephrases what he said, saying the SOULs are for Clover, and not him. However, he fails to realize that Clover went on a rampage to avenge the fallen humans by preventing any of the monsters from absorbing their SOULs. And Flowey's plan is a big no-no for them.
  • Dying Declaration of Hate: In the Genocide ending, after losing the power to SAVE, Flowey realizes that he's as good as dead. This causes him to drop his facade, at which point he tells Clover that he's always hated them and that the only part of their journey he enjoyed was all the times they died.
  • Even Evil Has Standards: On the Genocide route, Flowey will eventually start chastising Clover for their shoot first, ask questions never methods. He especially doesn't take kindly to them shooting the electronics in the lab, stating he's expecting the place to explode because of it. Granted, how much of this is Clover being too much even for him, or if it's because he wants Clover to get to Asgore so he can kill them and Flowey can eventually swipe their SOUL is up for debate.
  • Evil Laugh: When exposing his true colors to Clover, Flowey frequently sports high-pitched laughs like he did in Undertale.
  • False Friend: Flowey initially introduces himself as a friend that Clover can depend on, but in truth, he is only using Clover as a tool to take Asgore's collection of human SOULS. Downplayed in the True Pacifist Route, where Flowey at least lets Clover die peacefully and calls them a friend.
  • Final Boss: He's the final opponent of the Neutral Route, as after Clover has completely derailed Flowey's plan of getting Clover to Asgore, Flowey snaps, kills Martlet, and attempts to steal Clover's SOUL. When they resist, Flowey torments them in a Battle in the Center of the Mind Nightmare Sequence.
  • Five-Second Foreshadowing: When he tricks you with the fake Martlet inside his mind, her eyes and beak are replaced with empty holes for a split second before she hugs you, indicating that something is wrong. After a bit of dialogue, the fake Martlet quickly reveals herself to be a trick of Flowey as her face melts off and an eyeball is revealed inside, followed by her whole body partially melting.
  • Foul Flower: Zigzagged. While Flowey is still the page image for the trope, when we first meet him, he is surprisingly friendly and is even willing to use his powers to give Clover a "safety net". However, once the game nears its end, it becomes clear Flowey is still very much the Sociopath he was in the original game when it becomes clear that Clover is nothing more but a pawn in his plan to become an all-powerful deity.
  • The Fourth Wall Will Not Protect You: Subverted; the end of the Neutral Route battle has him ominously turning his eyes to observe the player themselves... and he reacts by sheepishly turning back to his normal self and giving Clover an out. Clearly, if an all-powerful being is behind your rival and will not give in to your demands at any costs, it's probably best to not antagonize them any longer.
  • Freudian Slip: Before he's killed by Clover in the Genocide Route, he angrily chastises them for their recklessness and demands they "get me my SOULs!!!", before quickly correcting himself, realizing he just accidentally admitted his true motives to Clover.
  • Game-Over Man: He's the one talking on the Game Over screen, with different dialogue depending on which enemy you died to (sometimes with hints at how to get past them), as well as which route you're playing. In the second boss battle against Martlet at the end of the Genocide route, this will be replaced with someone else, most likely Clover, saying "Again."
  • Gone Horribly Right: His goal is to get Clover to Asgore so that he can steal Asgore's human SOULS for himself. In the Genocide Route, while Clover does become strong enough to defeat Asgore, they also gain enough Determination to override Flowey's ability to SAVE and LOAD, rendering Flowey helpless when Clover decides to kill him before reaching Asgore.
  • Hoist by His Own Petard: If you have the Friendliness Pellets equipped as your ammunition, Clover can kill Flowey at the end of the Genocide Route using his own bullets.
  • Hypocrite Has a Point: If Clover destroys any robots in the Steamworks while with Ceroba, she will leave them after defeating Axis, leading Flowey to tell Clover that Ceroba was just using them. While Flowey is no better in this regard as he is using Clover to defeat Asgore so he can steal the human SOULs, he is ultimately right about Ceroba as the only reason she goes to the Steamworks with Clover is so she could use their SOUL to revive Kanako, and now that their SOUL isn't pure anymore, she no longer has any use for them.
  • Instantly Proven Wrong: Well, not instantly so, but after the final boss fight of the Genocide Route, Flowey taunts Clover telling them that they won't survive the Underground no matter what they try. Shortly afterwards, Clover reaches Asgore, kills him effortlessly, and escapes to the surface with the trapped human SOULs.
  • Know When to Fold 'Em: At the end of the False Pacifist route, we're treated to a monologue of Flowey discussing how instead of continuously trying to make the plan he set up for Clover go his way, it would be wiser to wait for the time when the next human will fall into the Underground, and take advantage of that opportunity.
  • Laughing Mad: This is basically what he becomes at the end of the Genocide Route when he realizes he's screwed, taunting Clover about all the times they've died up to that point in offscreen runs through the Underground.
  • Leitmotif: In comparison to "Your Best Friend" in the original Undertale, "Howdy!" serves as Flowey's introductory theme in Yellow. Both songs get a Boss Remix in the Neutral Route final boss as "BEST FRIENDS FOREVER" and "AFTERLIFE", both also taking cues from "Your Best Nightmare" from the original game.
  • One-Winged Angel: Even before attaining the power of the 7 human SOULs, Flowey still had a special form of its own, and he uses it against Clover after they enter his mind. Said form being just his head in large scale, but more frigid, at least initally. Some of his attacks also include changing his petals into a roulette of various different style petals, which give him different styles of arts and attacks. These include an animated toon form that turns him into a strange gun, a more animated design that turns him into a bunch of organs and a heart, a design rudely made of crumbled paper, a stop motion one based around ragdolls and stuffed toys, a clay animated one that uses googly eyes to battle you, or a retro design that looks a bit like his original flower form.
  • Pet the Dog: Despite being the only being able to LOAD and SAVE, Flowey lets Clover rest at the end of the True Pacifist route, seeing that while he never got the human SOULs, there will be more opportunities, and since Clover had died hundreds of times up until then, had exhausted all possible enjoyment he could have gotten out of them. That might qualify alone, since it's Flowey we're talking about, but it certainly qualifies when Flowey admits that, despite everything, they ended up enjoying their time together and finished by calling Clover his friend.
  • Pragmatic Villainy: His entire reason for not being openly hostile to Clover to begin with and saving for them is because he wants Asgore's collection of human SOULs, and Clover is his best chance of obtaining them. In the Genocide Route, Flowey also gets angry when Clover kills Martlet, as her status as a Royal Guard would draw the attention of the entire Underground upon them.
  • Run or Die: During the intervals of his Neutral Route boss fight, Clover must run through a series of labyrinths based on various locations in the Underground while roots suddenly spring out from the ground to stab them.
  • Sanity Slippage: In the Neutral Ending where you fight Flowey while inside his mind, you get treated to a rather lovely sequence that is implied to be Asriel waking up in his new flower form. At first, it's him wondering what happened and where his parents are, before continuing on as Asriel begins slowly sliding past the Despair Event Horizon when he realizes there is nothing he can do about his predicament, all the while an absolute mountain of Flowey corpses begin to show in the background. We don't get the full idea, but it does give some insight into what turned Asriel into Flowey.
  • Saying Too Much: His rant after the fight against Martlet on a Genocide run has him slip up and accidentally refer to the SOULs as "my SOULs", prompting Clover to decide to kill him.
  • Screw This, I'm Outta Here: Attempts this during the end of the Genocide Route when he realizes Clover has him outmatched. Unfortunately for him, Clover doesn't let him get away.
  • Sealed Evil in a Duel: Discussed when he finally decides to do a reset despite having absorbed Clover's SOUL. Flowey eventually grows bored with trying to wear Clover down as it slowly becomes apparent that Clover is too determined to let themselves be fully absorbed by him and constantly trying to break them is getting him nowhere.
  • Sensing You Are Outmatched: It's heavily implied that this is why he terminates the fight with Clover in the Neutral Route, as he realizes that Clover has an infinitely-powerful being (read: you, the player, aka The Anomaly) controlling their actions.
  • Suddenly Voiced: During the second phase of his Neutral Route fight, he says the phrases "What would you like to do?" and "Great!" when the player is selecting one of his six Soul phases.
  • Video Game Tutorial: Since Toriel is unable to give Clover the tutorial due to them falling into the Deep Ruins, Flowey takes it upon himself to do so.
  • Villainous Friendship: If you choose to take the Genocide Route, Flowey will still support you… until the final battle with Martlet. Her death ends up getting everyone's attention, irritating Flowey as he tries to force Clover to continue the plan… only for Clover to resist after he makes a Freudian Slip. They override Flowey's power to SAVE and LOAD, causing Flowey to suffer a Villainous Breakdown, admitting he always despised Clover and only enjoyed seeing them die before the human kills him.
  • Voluntary Shapeshifting: During his fight inside of his mind, one of Flowey's attacks in his first phase is transforming into a distorted version of a boss or miniboss that was killed in the Neutral Route, and using their attacks to kill Clover. Said Bosses are: Decibat, Dalv, El Bailador, Starlo, Ceroba (only on Aborted Genocide), Guardener, and Axis.
    • In his second phase as Meta Flowey, he can shift into a variety of forms based on different materials. These forms include: Patchwork, Organic, Clay, Paper, Polygonal, and Mechanical Flowey. Each have unique attacks, and all his forms must be defeated to end the fight.
  • Walking Spoiler: Just like his counterpart in Undertale, it's equally as hard not to talk about him without discussing his influence in the story.

    Martlet 

Martlet

https://static.tvtropes.org/pmwiki/pub/images/martlet_7.png
A little scatter-brained.
Click here to see Martlet in her Zenith Form (SPOILER)

"Martlet of the Royal Guard has encountered a human! Prepare to apprehend!"

The Deuteragonist. A blue bird monster who recently became a Royal Guard, doing her utmost to keep her job. She tries her best.


  • Ain't Too Proud to Beg: She does this in regards to Clover regardless of the Route they take:
    • In a True Pacifist Route, she begs and pleads for Clover to not go through with their plan to sacrifice themselves for their sake, before ultimately accepting their decision, once it's made clear they have no intention of backing down from their choice.
    • In the Flawed Pacifist Route, she pleads Clover's case to Asgore, begging them to not fight, and leaves heartbroken when it's made abundantly the outcome can't be avoided.
    • In the Neutral Route she pleads for Clover to stop their journey to meet with Asgore and live with her, knowing that should they meet, Clover would definitely die. Unfortunately Flowey kills her, and then Clover afterwards, as Clover's decision to stay derails his plans.
    • Should Clover go on a Genocide Route, on two separate occasions, Martlet will plead for them to turn things around, as she genuinely believes there's good in them, and doesn't want to resort to killing a human child. Furthermore on a tragic note, when she fails to stop Clover after becoming the Zenith of Monsterkind, she begs and pleads for her life, as she slowly melts to her death.
  • Awesome Mc Cool Name: The name of the form she takes when she takes the serum in the Genocide Route is called "The Zenith of Monsterkind". Clover agrees, as they call her a "worthy opponent".
  • Awesomeness by Analysis: As she spends more time with Clover, she begins to notice many things about them that others miss, and is actually frighteningly good at filling in the blanks despite her scatter-brained nature. Case in point she'll know if Clover's committed an act of violence regardless of when they did it, as well as Clover's mindset depending on their actions and how they react to certain things.
  • Badass Adorable: Despite her bumbling around and her dorky attempts to fulfill her duties as a Royal Guard, Martlet is quite capable of fighting as seen in her Pacifist/Neutral battle, where she serves as the game's Wake-Up Call Boss, as well as in her first battle in the Genocide Route, where her attacks are even harder to dodge. And that's not to mention the final battle in said Genocide Route where, after injecting herself with Determination, she gives Clover an extremely hellish and difficult battle.
  • Batman Gambit: The Neutral Route reveals from the very beginning, she had a plan to stop Clover on the of chance their violence got out of hand, showing them a syringe she had hidden on her person. However, she decides not to go through with it and throws the syringe away, coming to the conclusion that there has to be a better way to handle them, if Clover doesn't fully give in to their violent impulses. The Genocide Route has her follow through with this plan, since at this point Clover has acted exactly the way she feared, with said plan turning out be injecting herself with Determination, which she obtained from Alphys' lab, to become a Determination-empowered monster, in the hopes of being powerful enough to stop Clover.
  • Beware the Nice Ones: Martlet may be a very naive, ditzy, well-meaning, and incredibly kindhearted individual, but as her first encounter in the Genocide Route shows, when the chips are down, she's more than capable of holding her own in a fight when she's not holding back. If Clover goes through with their violent killing spree, she'll turn herself into a Determination-empowered monster, and give them one hell of a fight.
  • Big Badass Bird of Prey: Becomes this after she injects herself with Determination in the Genocide run, causing her to look like a mixture between a bird and a harpy.
  • Blue Is Heroic: With bright blue feathers and a heroic, albeit absentminded, heart, Martlet definitely fits the bill. This gets taken to another level with the final battle with her in the Genocide Route, as the interface and her sprite become black and blue (with a hint of yellow) instead of the usual black and white.
  • Bluebird of Happiness: She's an avian monster with azure feathers, and has a sweet-natured personality.
  • Body Horror: What her body undergoes before she transforms into the Zenith Of Monsterkind in the Genocide Route. As well as what she goes through when she dies, with her body slowly melting away, and Martlet being completely conscious throughout the entire experience.
  • Break the Cutie: Regardless of the route taken, Martlet gets a harsh reality check after having lived a casual life as a Royal Guard rookie:
    • On the Neutral Route, after extending a wing out to help Clover despite all the violence they caused and offering to let them live with her to keep them safe from Asgore, Flowey murders her. Tragically, Martlet believes Clover was the one behind it and she dies believing she should have never trusted the human.
    • Meanwhile on the Genocide Route, now having witnessed just how horrible it is to be a Royal Guard fighting against a truly murderous human, she tries to put a stop to Clover's slaughter by injecting herself with Determination. However, Martlet fails to stop Clover, and as her body becomes too damaged to handle the Determination she injected herself with and her body is melting down, she's left scared and confused as she fearfully screams and begs for help, unable to do anything as she slowly melts away and dies.
    • And finally on the Pacifist Route, she has to witness all the turmoil many monsters had to endure, especially Ceroba and her late family, before either seeing Clover and Asgore fully intend on killing one another, heartbrokenly leaving in response, or in the True Pacifist Ending, knowing Clover, who she had cared for quite dearly, sacrificed their own SOUL for the future of monsterkind as she leaves the Royal Guard after everything she witnessed.
  • Brilliant, but Lazy: While she is quite skilled with building traps and puzzles as a Royal Guard, a flashback of a talk between her and Chujin in the Genocide Route reveals not only she's been freeloading most of her life, but also that she joined the Royal Guard because she figured that aside from the trap and puzzle building, they only sit around all day, which made her think the job was perfect for her, while also innocently assuming she's good enough with people that she can handle a human showing up. It's to the point that a comic by the game's artists show her showing up at work and immediately falling asleep at her post. All of this leaves Martlet horribly underprepared for when she actually has to do stuff beyond that, especially when an actual human, Clover, shows up.
  • Broken Bird: By the end of a Genocide Route, all of her optimism and hope has been completely snuffed out, and she's turned into a vengeful and infuriated individual that wants nothing more than to put an end to Clover's horrific acts.
  • By-the-Book Cop: Zigzagged, as because Martlet isn't exactly aware of how to handle being a Royal Guard, she's left scrambling through the job guidebook to figure out what to do during her Pacifist/Neutral Route fight with Clover.
  • Cloud Cuckoo Lander: Her check in her neutral and pacifist run fights literally describes her as "A little scatterbrained."
  • Cool Big Sis: She essentially becomes one to Clover in a Pacifist Route, even doting them on several occasions. In a Neutral Route, regardless of how many monsters Clover has killed, she still intends to become one for them, and have them live with her. Unfortunately...
  • Crouching Moron, Hidden Badass: While "moron" is probably too harsh of a descriptor, she's a lot more competent than initial impressions would suggest. Especially in a Genocide run.
  • Cruel and Unusual Death: After her Genocide Route Boss fight, she ends up melting much like Undyne did. Unlike Undyne, her last moments are her scared, confused as to what's happening to her, and begging for help.
  • Death Glare: Gives one to Clover before she transforms into the Zenith of Monsterkind to combat them in the Genocide Route.
  • Death of a Thousand Cuts: Her main strategy when she fights Clover as Zenith Martlet. She attacks relentlessly, leaving barely any room to breath, to the point where Mercy Invincibility is completely useless, as the screen is filled with so many projectiles, that they'll take damage immediately after it ends.
  • Defiant to the End: Deconstructed in her Genocide Route fight. She fights with everything she has until she's physically incapable of fighting any more, but upon finally being defeated, she then dies terrified and confused, begging for someone to come help her, as her body slowly melts away.
  • Determinator: Throughout her final fight in the Genocide Route, she takes a lot of punishment from Clover's onslaught of attacks, and doesn't let up for second. Even when the Determination she injected herself with starts to be more than her body can handle, and she's beginning to melt mid-fight, gasping for air. She continues doing everything within her power to try and stop Clover, with her attempts only coming to end when her body finally gives out.
  • Deuteragonist: Right behind Clover and Flowey, Martlet has nearly as much focus as the two as a good majority of the game focuses on her developing to become more dependable after having joined the Royal Guard out of an innocent belief of the job being simple and lazy.
  • Didn't See That Coming: Martlet's reaction when the DETERMINATION serum she used on herself to become Zenith Martlet, began to take a toll on her body once she took to much damage without her armour. It's very telling that she goes from being confident at her odds, to being outright terrified at the thought of dying, when she realizes her body is struggling to maintain the form because of the accumulated damaged she's received.
  • The Ditz: Is often quite scatterbrained, especially when you meet her — she ends up giving you multiple turns for free no matter which route you're on because she's either too busy reading the Royal Guard's job guidebook in a Pacifist/Neutral Route, or because she doesn't understand that Clover is the person she needs to apprehend on a Genocide Route. This trait gradually disappears over the course of the game, as she becomes more focused and dependable.
  • Don't Make Me Destroy You: She really, REALLY, doesn't want to kill Clover, and despite whatever horrible acts they commit, as long as she can sense some semblance of good in them, that's enough for her to give them a chance to live a better life with her. However if you dismiss her pleas, and ignore her warnings, you'll find she wasn't bluffing when she said she'd put an end to your terror.
  • Dramatic Irony: Incredibly tragic examples. As Martlet travels with Clover, depending on if they go on a Neutral or Pacifist Route, she will have an objective, that will either be getting Clover to Asgore so they can go home, or hiding them away from Asgore so they don't get killed by him, both of which will end tragically:
    • If she makes good on her promise and succeeds in getting Clover to Asgore, not only will Clover not go home, they will be killed by Asgore, and their SOUL will be harvested, resulting in Martlet unintentionally playing a role in their demise, ironically fulfilling her duties as a Royal Guard, when she was trying to do anything but that.
    • Should she convince Clover to stay with her in the Neutral Route, she makes good on her promise to stick by their side, and effectively succeeds in saving their life from the hands of Asgore, coming to the correct conclusion that taking Clover to Asgore will most definitely result in the child's death… only for Flowey to kill Martlet, and then proceed to kill Clover shortly afterwards.
  • Everyone Has Standards: She quite literally has the means of killing Clover and putting a stop to their violence if they should ever do so. However in the Neutral Route, regardless of how angry she is at their actions, and being proven that humans are dangerous, the idea of killing a human child is something she can't bring herself to do. In the Genocide Route, however, as it's been made abundantly Clover has no intention of stopping, she resolves herself to put an end to them.
  • Feather Flechettes: Several of her attacks take this form, though some are locked to the Genocide route fights, like one that's reminiscent of Sans' Gaster Blaster circle.
  • Final Boss: Of the Genocide Route, as in a desperate attempt to finally do her job as a Royal Guard right and put an end to Clover's constant slaughter, she injects herself with Determination, assuming a much more powerful form in the hopes of defeating Clover.
  • Foil: Shares traits with Papyrus, Undyne, Sans, and to a lesser extent — Toriel, as well as heavily contrasting traits too.
    • Her enthusiasm for the Royal Guard position, the fact that she's first encountered in Snowdin alongside her puzzles, and ends up having no ill will towards Clover despite what her job entails are all traits very similar to Papyrus. The difference between the two however is in the Genocide Routes: While Papyrus still has hope in the human turning a new leaf and leaves himself wide open to being killed, Martlet not only survives beyond Snowdin, but also eventually decides to go through with trying to fight and kill Clover to stop their slaughter.
    • Like with Toriel in Undertale, she wanted to keep the human child in her home for the rest of their life, safe from other monsters hunting them down, however the decision to keep Frisk was made by Toriel at the beginning of the game, whereas Martlet decides this at the end of the Neutral run. Furthermore, Toriel would rather shelter Frisk, and when that falls through she keeps them from going back into the ruins absent for the rest of the game until the end of the Pacifist route. Martlet on the other hand, directly assists Clover well past Snowdin throughout the Pacifist playthrough.
    • In the Genocide route, her boss fight in her Determination-powered state, as well as the fight ending with her melting call to mind Undyne the Undying, but ending with Martlet terrified and begging for help as she's dying in stark contrast to Undyne being confidently Defiant to the End. In addition, Martlet's source of Determination came from a vial she took from Alphys' lab, whereas Undyne's Determination came from her and her alone. Martlet also quits her job as a member of the Royal Guard in the True Pacifist ending, just like Undyne does in the True Pacifist ending and many of the better Neutral endings of Undertale.
    • Like Sans, she's almost always present throughout the story, in both the Neutral and Pacifist Route and at the end of either Route, she judges their actions, complimenting them for their pacifism, or admonishing them for their violence. Martlet also being the final boss of the Genocide Route and being forced to confront Clover when no other options remain is very reminiscent of Sans fighting Frisk when it's made clear he has no other choice but to kill them. Furthermore, she also breaks the rules of the battle system, by preventing Clover from directly attacking them in the first phase of her fight, similarly to how Sans' fight is characterized by all the ways he breaks the rules (no invincibility frames, attacking in the game menu, permanently having his turn at one point, etc). However, while Sans has an entire "The Reason You Suck" Speech planned out in his fight, Martlet is markedly silent, save for cutscenes where she does talk.
  • Friend to All Living Things: For all intents and purposes she should be against Clover, especially considering she was taught all her life to fear and not trust humans, but her better nature causes her to treat them nicely anyway and help them however they can. Even on an Aborted Genocide Route, she'll still try to help Clover and put them on a better path, despite the many atrocities they've done up until that point.
  • Genius Ditz: She's a scatterbrain, but she's legitimately good at engineering puzzles and is a genuinely competent fighter.
  • Heroic RRoD: Undergoes a fatal one if you beat both phases of her final battle in the Genocide Run. As the Determination she injected into herself finally takes its toll after her body can no longer sustain any more damage, and causes her to fully melt away, while she begs for help.
  • Hidden Buxom: Official art and other related media reveal she actually has a moderately sized chest, though her curves are well hidden by her top. Her chest is a lot more noticeable in her Zenith form's ref sheet without her armour.
  • Hidden Depths: For someone so incredibly open and transparent, Marlet has proved there's more to her than meets the eye:
    • She is shown to be frighteningly perceptive, considering if Clover kills anyone, or destroys anything, regardless of where they did the deed, she'll comment on the bad aura surrounding them, whereas other characters don't appear to notice this.
    • She's also very good at deception, as it appears that no one suspected or is even aware that she went to the True Lab to obtain a means to kill a human should they become a threat. Furthermore, until they come clean in the Neutral Route, it's safe to say Clover had absolutely no idea that they were putting on a positive act, and the whole time they were together, she was contemplating if she should kill them or not.
  • Hidden in Plain Sight: She's a ditzy, scatter-brained, well-meaning monster that accompanies Clover throughout their journey in the underground, and is also the biggest potential threat to their life. Though Clover will only come to realize this fact if they go on a Genocide Route.
  • Honor Before Reason: Even though she has every reason to kill Clover if they decide to go on a violent path, and having the means to do so. She takes the moral high ground, and tries to appeal to their better nature and push them towards a better path, so she won't be forced to kill them. Even on an Aborted Genocide Route, despite it being made abundantly clear that Clover is in fact very dangerous, she decides to not kill them, opting to help them instead, and offering her support so they can live a better life.
  • Horrible Judge of Character: In the Genocide Route, despite it being very clear that Clover has committed many horrible acts, and will likely continue to do them, Martlet still believes they'll turn themselves around, and leaves them to their own devices. Of course, by the time she realizes how wrong she was, it's already too late, and many monsters have already lost their lives. Subverted in the Neutral Route, in that even if Clover decides to go on a killing spree, Martlet will eventually get through to them, and they will want to change their ways, proving her right.
  • Idiot Hair: Has one sticking out in her portraits.
  • Impaled with Extreme Prejudice: How Flowey kills her in the Neutral Route, with a vine impaling her In the Back, when she unknowingly derails his plans.
  • Irony:
    • Regarding Clover's well-being, the Neutral Route is the only scenario where Martlet comes to the correct conclusion on her own, that allowing them to see Asgore is a VERY bad idea, and decides to hide them away and have them live with her, to ensure that they aren't killed by Asgore. Especially considering, in the Pacifist Route, where she actually succeeds in getting Clover to Asgore, they die shortly afterwards.
    • From the very beginning, Martlet had on hand a means to stop Clover should their violence ever get out of hand, but never uses it because of her better nature. When she does actually go through with her plan, Clover at that point is already too powerful to be stopped.
      • Double points for irony is that Martlet dies believing that Clover would go on to slaughter countless more monsters mindlessly. The only monsters they kill afterwards is Flowey, who absolutely deserved it, and Asgore because they needed his SOUL to pass the barrier, and once they obtained said SOUL, they left the Underground immediately, as they now had completed their mission and no longer had any reason to stay there.
  • Killing in Self-Defense: What she comes to believe is the reason why Clover is killing monsters should they decide do so. This would prove to be the case in a Neutral Route, hence why she decides to not kill them, despite the fact they've taken lives. On a Genocide Route, however...
  • Know-Nothing Know-It-All: At least in terms of Royal Guard work. When Clover first encounters Martlet, she claims to have memorized all of the Royal Guard guidebook... Only to immediately pull it out and read from it during the fight, and she's left scrambling through it and giving Clover a few free turns if they don't attack during her fight in the Pacifist Route.
  • Know When to Fold Them: During her first boss encounter during a Genocide Route, upon being defeated, knowing she's not strong enough to stop Clover in her current state, she willingly surrenders and flees.
  • Leitmotif: "Birds of a Feather" usually plays for her scenes in the overworld, and its tune is melded into a Boss Remix for both her Pacifist/Neutral fight theme "Protocol" as well as her Genocide fight theme "Apprehension". It also has a remix, "Remedy", for the first phase of the final battle with her in the Genocide Route.
  • Let's Get Dangerous!: Pulls this in both fights against her on a Genocide run. It does take a few hits for her to realize that Clover is the one attacking everyone the first time, but once she does, she puts up a pretty good fight, one that's much harder than her Pacifist run fight. She doesn't go ALL OUT, though, since Clover isn't totally consumed by vengeance yet. That, she saves for the final encounter.
  • Meaningful Name: Martlet is named after a species of mythical bird without feet.
  • Morality Chain: Becomes one to Clover regardless of what Route they go on.
    • However, in the Genocide Route, it doesn't stick, as Clover becomes too far gone, and Martlet gives up on them when it becomes clear they have no intention of stopping their violent crusade.
    • She successfully becomes one to Clover in the Neutral run, regardless of their LV, but is killed by Flowey to prevent it from sticking.
    • In the Pacifist Route, she firmly becomes one to Clover, and remains as such throughout their entire journey in the Underground.
  • Murder Is the Best Solution: If Clover decides to go on a Genocide Route, Martlet will come to realize they will continue to ruin lives, as well as kill any monster that gets in their way, at which point she decides they have to be stopped, by any means necessary.
  • My Master, Right or Wrong: Regardless of what Route Clover takes, Martlet will express that she finds Asgore's actions and decisions questionable, but how she ultimately acts on these opinions depends on Clover's choices throughout their journey in the Underground:
    • In the True Pacifist Route, she declines the promotion she was given, and resigns from the Royal Guard after seeing the horrible side to the job and Clover's sacrifice, choosing to focus on the things that are better suited to her passions.
    • In the alternate Pacifist Route, she clearly shows her disapproval at Asgore's choice to kill Clover, but ultimately leaves once it's made clear that the outcome is inevitable, and nothing can be done, likely returning to her post in Snowdin.
    • In the Neutral Route, she decides to go against Asgore, and hide Clover from them despite their misdeeds, not comfortable with the idea of them dying by Asgore's hand, and believing that they should live a life free of violence.
    • In the Genocide Route, she expresses reservations about Asgore's actions, but also lampshades that the other fallen humans may not have been benevolent, referring to the incident with the Integrity SOUL as an example, and although she may not be happy about it, she believes it was somewhat justified to kill them due to the threat they posed to Monsterkind.
  • Names to Run Away from Really Fast: While not the case for her regular name, the Zenith of Monsterkind is very much a fittingly intimidating title for the final boss of the No Mercy Route.
  • Nice Girl: Arguably the nicest monster in the game. Only tries to capture Clover as part of her job, and once she sides with Clover, she's with them until the end. Even if Clover kills some monsters, she will still ultimately try to help them, and be there to support them in any way she can. Furthermore when Clover gives up their SOUL in the True Pacifist Ending despite her begging them to reconsider, she later gives them a proper send-off.
  • Obfuscating Stupidity: On a Neutral Route, should Clover kill any monster, Martlet will be able to tell, but she will continue to act oblivious to this fact, to not rouse suspicion on herself. Especially considering she's now deciding whether or not she should kill them, or believe in them to change their ways.
  • Oh, Crap!: Has this reaction during the ride on Ava through Waterfall when she notices the water is speeding up.
  • One-Winged Angel: Before Clover battles her atop the rooftop in the Genocide Route, she injects herself with Determination, and transforms herself into the Zenith of Monsterkind, a Big Badass Bird of Prey with golden eyes and wings that are portals to the night sky.
  • Parental Substitute: The way she sticks by Clover's side on the Pacifist Route and always steps in to protect them is equivalent as to how a mother figure would protect their own child. Furthermore, she offers to take care of Clover by letting them live with her if they don't follow through with their plan.
  • Pet the Dog: In the Neutral Route, regardless of the reasons why Clover has killed monsters, in addition to having a concerning aura surrounding them, Martlet decides to go against Asgore, and hide Clover away in her home to keep them safe, despite the fact that she should be against them. Unfortunately...
  • Police Are Useless: More like Royal Guards, but Zigzagged. While Martlet is rather capable of performing Royal Guard duties such as setting up and maintaining traps and puzzles, and battles show her to be quite capable of fighting, nearly everything else doesn't go quite as smoothly for her. Ranging from her falling asleep at her post if an official artist comic and a note she set up at said post are any indication, turning an average bridge people regularly travel into a parkour trip, scrambling through her guidebook to figure out what to do when fighting Clover in a Pacifist Run, and mistaking Red for a human and arresting her several times, she has a bit of a rough streak when it comes to other duties. It's to the point that she notes at the end of her Pacifist fight that she's on probation for all of her slip-ups.
  • Power Makes Your Hair Grow: Upon injecting herself with the serum in the Genocide route, her hair grows longer and reaches past her legs.
  • "The Reason You Suck" Speech: Delivers two to Clover, one to open each phase, on the Genocide Route's final fight. The first one has her lament that any good Clover once had is dead and buried. The second one has her find it strange how they needed to actively search for a reason to hate her, when they didn't need one to kill the others.
  • Recurring Boss: In the Genocide Route, Clover fights her twice: once in Snowdin, and once at UG Apartments as the Final Boss.
  • Resign in Protest: In the True Pacifist ending. After Clover gives up their SOUL, Martlet gets offered a promotion. Instead, after everything she's been through and seeing that both humans and monsters are victims of their circumstances, she turns it down and puts in her two weeks, with her reasoning being that there are much better causes to invest her time into.
  • Sadistic Choice: If Clover goes on a Neutral or Genocide Route, her kind nature forces her into having to make one:
    • She can use the Determination serum she has hidden on her person right away, and become a powerful monster to stop them, but live with the fact that she's killed a human child with her own hands.
    • Or she can try to appeal to Clover's better nature, and flee from them hoping they rethink their choices, but also give them the opportunity to kill more monsters and ruin more lives, and having to live with the fact that her inaction allowed this to happen.
  • Screw the Rules, I'm Doing What's Right!: Risks her job as a member of the Royal Guard to help Clover when she sees that they're on the side of good. In the True Pacifist ending, she resigns after realizing that being a member of the Royal Guard is too morally ambiguous for her, and begins to search for better causes to put her time into.
    • In the Neutral Route, while still being part of the Royal Guard, she decides to have Clover live with her and hide them away from Asgore, to keep them safe, knowing that if they meet, Clover will likely die. Unfortunately, Flowey has plans of his own...
  • Secret-Keeper: The Genocide Route reveals she snuck into Alphys's lab to get the serum she used on herself. Whatever she saw in there, she kept to herself, even going as far as to tear out the page in her diary that likely detailed what she had discovered.
  • Shows Damage: In the second phase of her Genocide Route fight, her idle animations change as her health drops below certain percentages, with her body melting more and more obviously as the fight goes on, to the point you can actively see pieces of her dripping onto the ground. The planetarium-like background behind her also falls apart more and more as the fight goes on, perhaps to demonstrate her power starting to fail her, and her body gradually being unable to maintain it's form due to all the damage that she's sustained.
  • Spanner in the Works: With Martlet being completely oblivious to this fact. She's revealed to have become this in the Neutral Route, by convincing Clover to stay with her, and preventing them from ever meeting Asgore, knowing that it would likely end in their death. This ends up heavily derailing Flowey's plans for Clover, as he needs Clover to meet Asgore, so he can capture their SOUL for his own plans. This unfortunately leads to Flowey intervening and killing Martlet to prevent her from following through with her plan to hide Clover away. Multiple playthroughs of the Neutral Route reveals Martlet convincing Clover to stay with her is a Foregone Conclusion without intervention, since regardless of what choices Clover makes in the Underground beforehand, at the end of their journey, they would always end up being convinced to stay with her, put their original mission behind them, and live out their childhood in her care, regardless of what Flowey says to them.
  • Statuesque Stunner: It's said in several areas she's so tall she sometimes forgets that other people can't reach as high to solve her puzzles.
  • Stealth Pun: A blue bird monster who tends to be quite scatterbrained; in other words, she's a birdbrain.
  • Story-Breaker Power: She had on hand, from the very beginning, the means to become the strongest monster in the underground, and remove Clover as a threat the second they become a danger to other monsters. The fact that Flowey doesn't intervene when Clover fights her as the Zenith Of Monsterkind, and kills her when she throws the serum away in the Neutral Route, heavily implies that once she transformed, she would be too much for him to handle. Her kind nature and insistence in appealing to the good in others is likely the only reason Clover survived long enough to do what they did in a Genocide Route.
  • Story-Driven Invulnerability: In the Genocide Route, you won't be able to kill her until the final battle. During the first fight in Snowdin, she flees after her HP gets low enough with Clover allowing her to do so. Even if you hack the game to completely deplete her health, which is impossible to do normally and results in a crash or softlock, her unique dialogue shows that she won't even die from it unlike the others. This is especially noticeable as Clover killed Dalv with no such reservations.
  • Sugar-and-Ice Girl: In most routes, especially the pacifist routes, she speaks and acts with levels of quirkiness that can rival Papyrus before her (or technically after her). If you choose to test her in the genocide route, though, her attitude toward the player shifts into something almost completely unrecognizable from how she conducts herself in every other route. To put it simply, she is a member of the royal guard for a reason.
  • Supernatural Gold Eyes: She has these as part of her Zenith of Monsterkind form.
  • Superpower Meltdown: Undergoes this in the second phase of her final boss fight in the Genocide run. As she takes more and more damage, her body gradually starts to melt, resulting in her expressing fear and confusion as to why the serum is "wearing off", and doing everything in within her power to maintain her form and continue fighting. When her health is finally depleted, her body begins to fall apart completely as she screams for help before she finally melts into a blob and dies.
  • Super Serum: She has a syringe full of determination that she uses on herself to confront Clover in the Genocide run. Deconstructed during the second phase of her fight, as her weakening form can't handle the determination, causing her to melt and eventually die.
  • Take a Third Option: In the Neutral Route, instead of killing/apprehending Clover like she's supposed to, or trying to get them to meet Asgore, she decides to take a third option and have Clover live with her, so they're not killed by Asgore, and so they can live a violence-free life in the safety of her home.
  • Tempting Fate: A very tragic example. Despite her appearing to be a bit of an airhead, the Neutral Route reveals she's actually been cautious of Clover from the moment she met them if they decide to do violent acts, and has been keeping her wits about her. However, she ultimately allows herself to be vulnerable around Clover, convinces them to change their ways, as well as allowing her to look after them, while also hiding them away from Asgore, and concludes that this outcome is the best for everyone… only to get killed immediately by Flowey stabbing her in the back, as he's very much against that outcome.
  • Took a Level in Badass: Is by no means a pushover, as Martlet proves she's very much capable when she wants to be. But once Clover becomes a legitimate threat to the Underground, and it's clear they have no intention of stopping, she pulls out her ace in the hole, injects herself with Determination, turns herself into the Zenith of Monsterkind, and gives them one hell of a fight.
  • Unblockable Attack: During her Zenith Martlet fight, she uses an upgraded version of her Tornado attack, with the objects coming out a lot faster, and the wind pushing you to bottom of the box being a lot more firm. One of said objects is a bowling ball, which is all but impossible to avoid.
  • Verbal Tic: Sometimes, she'll repeat words over and over if she's panicking or nervous.
  • Video Game Cruelty Punishment: She will judge Clover's actions near the end of their journey, and will have some harsh words for them should they decided to engage in Video Game Cruelty Potential. Furthermore should Clover decided to go on a Genocide Route, she's their final obstacle, and is far and above the toughest fight for them.
  • Wake-Up Call Boss: Despite giving you multiple free turns at the start of her boss fight, Martlet is the first genuinely challenging boss fight in the game. Decibat is a Warm-Up Boss, and Dalv isn't too difficult, his boss fight being fairly methodical. Martlet poses an actual threat to Clover, some of her attacks are very hard to dodge, and her attacks are more random than Dalv's, forcing you to adapt on the fly. And if you're on the Genocide Route, her attacks are even harder.
  • Walking Spoiler: It's incredibly hard not to talk about her without mentioning this ditzy sweetheart is the final boss of the Genocide Route, as well as the fact, from the very beginning, she was the biggest threat to Clover's life, and could have killed them at any point if they decided to go down a violent path.
  • What Could Possibly Go Wrong?: Throws away the serum that would've allowed her to stop Clover's violent acts, allows herself to be vulnerable around Clover, and convinces them to stay with her, as well as preventing them from ever seeing seeing Asgore so they don't die. Turns out this would end up heavily derailing Flowey's plans, so he kills her, and she dies thinking Clover betrayed her.
  • Why Won't You Die?: During her first fight in a Genecoide Route she questions why Clover refuses to go down, despite throwing everything she has at them. Likewise during phase 2 of her final encounter as Zenith Martlet, she's absolutely furious and in disbelief, that she can't stop Clover even when empowered and fighting with everything she has.
  • Willfully Weak: Her first fight in the Genocide Route shows she's no slouch, and can throw down when the situation demands it. However, her final fight and the Neutral Route reveals, if she really wanted to, she could have used the serum she had hidden on her person, and transformed herself into the Zenith of Monsterkind at any time. However actively chose not to, because she would much prefer to resolve things a different way.

Major Characters

The Feisty Five

    Tropes Applying to multiple members 

"The dream team!"

A group of monsters in charge of the Wild East, led by Starlo.


  • Added Alliterative Appeal: The Feisty Five. Ed comments on the fact that they'd lose this if Clover gets added to the group and they become the Feisty Six.
  • Color-Coded for Your Convenience: Each member has a distinct color associated with them.
    • Starlo = Yellow
    • Ed = Pink
    • Moray = Blue
    • Ace = Black
    • Mooch = Green
  • Aw, Look! They Really Do Love Each Other: The group aren't afraid to take verbal, or even physical shots at each other, but they also have designated naptime to prevent them from getting too tired on the job. Even when Starlo begins to alienate the rest of them and they leave, they make it clear that they don't hate him — they just want him to dial it back a little, and will be back as soon as he gets back to his normal self.
  • Cowboy: Undertale Yellow's finest! Yeehaw!
  • Fun with Acronyms: "Feisty" stands for Fearlessness, Excellence, Intuition, Sneakiness, Toughness, Youthfulness, and Justice (the J is silent).
  • No-Sell: Because their battle ends with Starlo intervening, it is virtually impossible to kill any of the Feisty Four via normal gameplay. While they can take damage, the player is still prevented from killing them due to the limited turn count. However, it also mercifully prevents you from ruining a Pacifist Run just by killing them.note 
  • Playing Card Motifs: Excluding Starlo, each member is represented by a unique playing card suit, which can be seen in the background for their battle.
    • Ed = Clubs
    • Moray = Diamonds
    • Ace = Spades
    • Mooch = Hearts
  • Quirky Miniboss Squad: In a Pacifist or Neutral Route, you fight all members but Starlo at once at one point, with members swapping out and collaborating throughout the battle.
  • The Smurfette Principle: Mooch is the only female member of the Feisty Five. Starlo, Ed, and Ace are male, while Moray is non-binary.
  • Two Girls to a Team: Or rather, two non-men to a team. Mooch and Moray are the only two members who aren't male, but Moray isn't female either.
  • The Unfought: With the exception of Starlo, they are never encountered or fought in the Genocide Route, as they all evacuated before Clover arrives to the Wild East.

    Starlo / "North Star" 

Starlo / "North Star"

https://static.tvtropes.org/pmwiki/pub/images/img_4391.png
The almighty sheriff.
Starlo without his hat (SPOILER)

"The name's North Star. I run this town."

The Sheriff of the town of Wild East and the Leader of the Feisty Five. Takes a shine to Clover immediately.


  • Beautiful Singing Voice: According to Solomon, he's pretty good at singing like his mother and brother.
  • Childhood Friend Romance: Of the Unlucky variant: Starlo and Ceroba were best friends growing up, but the former had an unrequited crush on the latter. When talking to his mother, we learn that when Ceroba got engaged to Chujin, Starlo was so heartbroken that he refused to leave the house.
  • Childhood Friends: He and Ceroba were close friends ever since childhood.
  • Chuunibyou: DQN Type, but instead of a delinquent, he pretends to be a sheriff. He started off as just a farmer, but he got so obsessed with Wild West media that he basically embraced his sheriff persona. Could also count as Subcultural Type.
  • Clap Your Hands If You Believe: His love for cowboy-related things is so great that all of his attacks in his fight are Western-themed, and the player is never given any indication he had any other abilities prior to becoming sheriff, so his adoration of these things is such an integral part of him that it has even affected his SOUL and magic.
  • Combat Pragmatist: He ties Clover's SOUL up with his lasso to impede their movement in his fight, and you can't win against him until you trick him into shooting his own rope off of you.
  • Face Death with Dignity: Has this after he dies, regardless of route. On a Neutral run, he admits he probably had it coming, and asks you to tell his parents. On a Genocide route, he lies to Ceroba about having almost won, thanks her for playing along with him, and then asks her to deliver justice.
  • Foil: Interestingly one to Undertale's Undyne of all characters.
    • Both characters have a highly distorted perception of human culture based solely on a certain type of fictional media. Undyne's understanding of humankind comes from anime, Starlo's from Western movies. They've also built up a sort of persona from this media, but while Undyne's is authentic, Starlo's is a facade.
    • Undyne distrusts humans and initially tries to kill Frisk. In contrast, Starlo is obsessed with humans and immediately takes a shining to Clover, to the point of treating them better than his posse.
    • Both characters have boss battles where they render the player's SOUL immobile. Undyne makes things fair by giving the character a shield, while Starlo doesn't, outright admitting that he's playing dirty.
    • Both characters have a crush on one of the main characters of their respective games. Undyne has a crush on Alphys, while Starlo's is on Ceroba. However, unlike Undyne and Alphys, Starlo's feelings for Ceroba are unrequited, in part because he couldn't admit them in time before she got engaged to Chujin, and the opportunity do to so long since passed.
    • In the Genocide Runs of their respective games, Undyne is one of the 2 bosses that will give the player a significant challenge, while Starlo is a borderline Cutscene Boss, to which Ceroba fights in his place.
  • For Great Justice: Just like Clover, this is his motivation. His obsession with humanity's Western culture gets in the way during the Pacifist and Neutral Routes, but this trait shines through during the Genocide Route.
  • Hoist by His Own Petard: He can end up getting killed by the same gun he obtains for Clover, should they decide to do so. Likewise in the Genocide Route, Clover can use his terms for a duel against them.
  • I Just Shot Marvin in the Face: You're able to accidentally kill Starlo in one hit during his boss fight whenever you make it through his slow-mo move. His final words is asking Clover to tell his parents that he'll be gone for a while.
  • Jerk with a Heart of Gold: He is quite self-centred, spending more time idolizing Western culture (which is why he takes such a shine to Clover) than doing his job seriously or caring about the rest of the Feisty Five. However, he does care, and once Clover and Ceroba help him get a firmer grasp on reality, he is shown to be a dependable ally, dropping the jerk part.
  • Manly Tears: Though he likes to portray himself as a tough, macho sheriff, Starlo seems easily moved to tears.
    • Towards the end of his boss fight, he begins to well up as he hesitates on shooting Clover with the last bullet in his revolver.
    • In a letter addressed to Clover, he admits that he had a good cry when he apologized to the Feisty Four and they forgave him, following said fight.
    • In the True Pacifist ending, when Clover hugs Ceroba after her fight, Starlo admits he's going to cry and quickly looks away.
  • Meaningful Appearance: His head is in the shape of a star. Obvious, given his name, but also makes sense when you consider that he is an embodiment of American Western culture — what does the American flag have on it, again?
  • Meaningful Name: His alias, North Star, is a reference to the Polaris, the brightest star in the Ursa Minor constellation.
  • Nice Guy: Before Clover showed up, he was this, albeit reckless and still very fond of Western culture. When they showed up, however, he gets so excited about finding not just a human, but a human cowboy that he begins to act more reckless and neglect the rest of his group, earning their ire and causing them to leave until he gets his act together. When Clover and Ceroba help him come round, he reverts to normal, becoming less reckless and a helpful ally.
  • Opaque Nerd Glasses: He wears a pair of round coke-bottle glasses under his hat. The lenses are so thick, we don't know what his eyes look like.
  • Proud to Be a Geek: Played With. He is a big big fan of the Wild West indeed, and plays the role of the sheriff in Wild East. But for some odd reason, he thinks his father, Solomon, disapproves of him running the town.
  • Pubescent Braces: He wore braces as a teenager, as seen in a photo of him and Ceroba when they were younger.
  • Red Oni, Blue Oni: The more reckless red to Ceroba's more rational blue. Inverted in the Genocide Route, where Starlo is the calmer blue to her enraged red.
  • The Sheriff: of Wild East… at least, he likes to proclaim. He's not the best at it.
    • Fulfills the role much better in the Genocide Route. Upon hearing that a human is causing havoc and killing monsters, he evacuates the town, declares Clover an outlaw, and challenges them to a duel when they show up. Unfortunately, Clover is a faster draw, and smart enough to break the rules.
  • Shout-Out: One of his abilities in his fight is a variation on the "Dead Eye" ability from the Red Dead series. (Time slows down as he aims his shots at you, making them much harder to avoid.)
  • Significant Wardrobe Shift: In the credits sequence of the True Pacifist ending, he is seen wearing a shirt and overalls, no longer donning his cowboy hat, as he and the Feisty Four help set up his family's corn stall at the farmer's market. Safe to say he has finally decided to welcome back his old farmer self.
  • Small Name, Big Ego: Downplayed — he is the sheriff of Wild East, after all, but he lets the role go to his head too much and spends more time idolizing Western culture than actually taking the role seriously. That being said, when he does take it seriously, he's quite adept at it.
  • So Proud of You: Tries to get Clover to do a "Yee Haw" at one point, but fails. He tries again when Clover is about to enter the Steamworks with Ceroba, and reacts positively when Clover complies. In the True Pacifist ending (where you spare Ceroba), he says he'd promote Clover to sheriff (thereby giving up his own position in the process), but admits that Clover is much more than sheriff material.
  • Weak, but Skilled: By the standards of monsterkind, anyway. He grew up an ordinary farmer, but loved Westerns and revolvers and practiced with said revolvers so much that he's unironically become a pretty formidable sharpshooter in his own right.
  • What the Hell, Hero?/You Bastard!: In the bad Pacifist ending (where Clover kills Ceroba), Starlo's perspective of Clover is destroyed, and calls them lower than dirt. He then leaves, lamenting why he didn't kill Clover when he had the chance.
  • Zero-Effort Boss: Averted. He's a pretty decent challenge. Played straight in the Genocide run, where Clover is guaranteed to One-Hit Kill him, and even if he does manage to land a hit on Clover first, it doesn't do any damage.

    Ed 

Ed

https://static.tvtropes.org/pmwiki/pub/images/ed_overworld.png


  • The Big Guy: He is the physically largest member of the group, to the point where his arm is about the size of Clover's entire body.
  • Big Ol' Eyebrows: He has eyebrows far larger than his eyes.
  • Dishing Out Dirt: One of his attacks in battle sees him hitting the ground so hard that chunks of the earth fly out.
  • Good Old Fisticuffs: All of his attacks involve him using his bare hands.
  • Top-Heavy Guy: His legs and feet are very thin compared to the rest of his body.
  • Troll: Has a moment where he spooks Martlet into thinking they're much more dangerous than they actually are when they first meet.

    Moray 

Moray

https://static.tvtropes.org/pmwiki/pub/images/moray_overworld.png


Hello, Clover! I'm very sorry about this, but I've been bored all day!
  • Expy: Appearance-wise, they resemble Undyne, a comparison which is stated by them at one point in the game.
  • Identical Stranger: They look quite similar to Undyne, but aren't actually related to her, as they claim that people say they look like her even though they don't know her.
  • Meaningful Name: In real life, a moray is a type of eel; Moray here is an Undyne-like fish monster.
  • Nice Guy: The most outwardly friendly member of the Feisty Five. They openly consider Clover a friend and even compliment them during their battle.
  • The Teapot Pose: Poses like this while they were spelling out the Feisty Five's name meaning.
  • Token Good Teammate: Downplayed as none of the Feisty Five are malicious, just mischievous. But Moray is easily the most polite of the quintet. They feel guilty over having to keep Martlet in a cell, even bringing her food at one point.

    Ace 

Ace

https://static.tvtropes.org/pmwiki/pub/images/ace_overworld.png


  • Ace Of Spades: Subverted for the most part: aside from the name and association with spades, he isn't really any more dangerous than any of the other members of the Feisty Five.
  • Death Dealer: All his attacks use cards in them.
  • The Faceless: We can't see any of his facial features as they're obscured by his hat & bandana, aside from one eye.
  • Not So Stoic: He emotes the least of the Feisty Five, but attacking him during their mini-boss fight has his one visible eye widen.

    Mooch 

Mooch

https://static.tvtropes.org/pmwiki/pub/images/mooch_overworld.png


  • Baby Of The Bunch: She's the smallest of the Feisty Five and speaks somewhat childishly. She's also the only member who isn't allowed to have alcohol (a.k.a "Adult Juice") at the saloon, so she may actually be a minor.
  • Barefoot Cartoon Animal: She doesn't wear shoes, though this is much clearer in her battle sprites than her overworld sprites.
  • Expy: Visually, she seems to be inspired by Niko from OneShot, what with the big eyes and scarf.
  • Cute Clumsy Girl: An adorable squirrel monster who trips and falls over every time she comes into battle.
  • The Friend Nobody Likes: Downplayed, but the others do have to try just a bit harder to keep her in line than the rest of the group. And Starlo outright says she won't get any of his inheritance.
  • Meaningful Name: A mooch is defined to be akin to a beggar or a scrounger; here, Mooch's attacks involve money, and a comment prior to battling her reveals she has pickpocketed other monsters before.
  • Screwball Squirrel: She resembles a grey squirrel in appearance, and it seems she's pickpocketed other monsters before.
  • Sticky Fingers: Judging by both comments from other members of the group and her own, she has a bit of a habit of stealing things.
  • Vague Age: None of the characters in the game have set-in-stone ages, but it is established that Starlo, Ed, Moray, and Ace are grown adults. Unlike her boss and fellow posse members, Mooch isn't allowed to have alcohol at the saloon, so it's likely that she is a minor (or at least, under legal drinking age), but it can also be interpreted that it's because she's a thief.

The Ketsukane Family (contains major spoilers!)

    Tropes Shared by All Members 
https://static.tvtropes.org/pmwiki/pub/images/latest_488.png
  • Asian Fox Spirit: Most prevalent with Ceroba in design, as she is a female fox monster who wears traditional shrine maiden clothes, as well as her Final Boss (Kitsune) form wearing a traditional Japanese kitsune mask and grows many tails. Chujin and Kanako follow a similar design philosophy, the latter of whom created the kitsune mask Ceroba uses in her battle. In addition, all the members lived in an Asian shrine-style house.
  • Determinator: All three of the family have various shades of this. Once they set their mind to something, they won't stop until it's done. This is shown to not always be a good thing...
  • Meaningful Name: One reading of Ketsukane is "gold mine," and the foxes live in a palatial estate in the Underground. Alternatively, the name could be read as "rich asshole," which hints at the devious and paranoid nature of the family patriarch, Chujin.
  • Walking Spoiler: Ceroba is the Final Boss of the Pacifist Route and her backstory heavily impacts the latter half of the game, with the nature of the losses of her husband and daughter being major reveals.

    Ceroba 

Ceroba Ketsukane

https://static.tvtropes.org/pmwiki/pub/images/img_4303.png
A legacy not to be forgotten.
Click here to see Ceroba's Kitsune form (SPOILER)

"Truthfully... I have nothing left in life, so I've made peace with throwing it away...."

A level-headed fox-woman first found in the Saloon in Wild East, and a childhood friend of Starlo.


  • Action Girl: No matter which route you fight her on, she'll make you work for it. She's the final boss of the Pacifist Route, which needs little explanation, and her battle in the Genocide Route is extremely challenging too — her attack patterns are hard to avoid, can restrict or impede your movement, attacks first, and her red attacks drain your maximum HP for the rest of the fight. No other monster is seen to have such an ability.
  • Barrier Warrior: She seems particularly skilled in this kind of magic, creating a diamond-shaped Single-Use Shield to protect you every turn. She uses this technique to the fullest extent in her boss battles, both defensively against attacks and offensively by briefly stunning your SOUL within it.
  • Blamed for Being Railroaded: In the Genocide Route, Ceroba gets angry at Clover for shooting Starlo dead, rushing into battle with them, full of rage, all the while there was no way to let him go.
  • Byronic Hero: She checks off quite a few of the boxes. She's passionate, emotionally sensitive, cunning, introspective, and has the intensive drive and determination for her own philosophy while disregarding others. Also, she absolutely has a capacity for violence, as both of her boss fights show.
  • Childhood Friends: She and Starlo were close friends ever since childhood.
  • Crusading Widow: Deep down, this is her motivation. Chujin died trying to find a way to save monsterkind, and Ceroba's actions have been fuelled by that ever since.
  • Deadpan Snarker: Doesn't happen much, but if anyone is going to say something sarcastic, it's probably Ceroba.
  • Dramatic Irony: The bulk of her motivation comes from wanting to posthumously vindicate her husband, who was outright stripped of his job by Asgore himself. However, this was because Asgore was very much justified to remove him as a scientist, because Chujin really wasn't a good scientist. Everything we learn about the man paints a picture of someone who has more determination than actual knowledge, and whose experiments were far more dangerous to monsterkind than beneficial.
  • Fatal Flaw: Her love and devotion to her husband. Although they had a genuine loving relationship, Ceroba has idealized her husband to a downright dangerous degree. Most of the tragedy she ended up enduring was due to the fact that she never once considered Chujin could have his flaws and shortcomings. Even now, she continues to blame everything that happened on Asgore, from canceling Chujin's robotic projects (despite them either flat-out not working, or being highly explosive, the final straw coming when one of the robots set his flowerbed on fire) to carrying out his research on the serum despite it being his demise, having tested it on himself without ever telling her about it, due to it being his last wish. Her complete devotion to him completely blinded her to the dangers it possessed, to the point she was willing to test it on her own daughter at her request, because she never could fathom that her husband's research could be flawed or incorrect...
  • Final Boss: Of the Pacifist Route, as in order to fulfill Chujin's legacy and also find a way to bring back her daughter Kanako, she attempts to kill Clover in order to use their pure SOUL to bring Kanako back and also protect monsterkind at any cost.
  • Foil:
    • To Asgore, to the point she unfavorably compares herself to him and calls herself a hypocrite for her actions, as both are grieving over the loss of their family and are willing to protect monsterkind at any cost, even if it involves killing a human child. The difference lies in their goals, as while Asgore intended on using the SOULs to shatter the barrier and free monsterkind, Ceroba intends on using Clover's SOUL to revive her daughter Kanako and also prevent monsterkind from having to clash with humankind.
    • In a way, she could be taken as a case of what if Toriel had gone down Asgore's path instead of Asgore himself. She has a lot of motherly traits like Toriel and is ultimately a kind-hearted soul deep down. But while Toriel in the face of the tragedy of losing Asriel ultimately stuck to her resolve and refused to have any human child killed, even if it meant monsterkind would be stuck in the underground forever, the loss of child and husband has deeply scarred Ceroba, to the point where she would be willing to do anything to get them back… including murdering a human child.
  • Her Own Worst Enemy: Once everything about her is revealed in the Pacifist Route, at the end of the day, a lot of the problems and turmoil that she goes through stemmed from her own bad decisions:
    • Elevating Chujin on a pedestal gave her tunnel vision, preventing her from seeing the negative impact of his work. Had she not been so narrow-minded, she would have avoided a lot of heartache.
    • Which in turn led her to use Kanako in his experiments, resulting in Ceroba unintentionally causing her daughter to be in a "fallen down" state — all of which could have been prevented, had she kept her promise to Chujin to leave their daughter out of his work.
  • Idiot Ball: She somehow allowed her innocent but incredibly naïve daughter to convince her to use an untested serum on her, believing it'd work out in the end, and that everything would be fine afterwards. To say things didn't work out so well would be a huge understatement.
  • Inexplicably Awesome: In both the Pacifist and Genocide Route, she's the strongest monster who fights entirely with her own natural power, and how she's as strong as she is is never elaborated on or explained. Granted, on a Pacifist Route, she's shown using a mask to empower herself as a last resort, and she seems to use her staff to channel her power, which suggests that said items may be improving her capabilities.
  • Inexplicably Tailless: Despite resembling a fox, Ceroba is tailess. Concept art of her kitsune form reveals that her hair in this form is intended to invoke tails, thus confirming that she doesn't have one.
  • Leitmotif: "Blossom" serves as her main theme, though it would occasionally be replaced with "Kanako" in scenes focusing on Ceroba's past and her family. Both songs get a Boss Remix together in the final battle with her in the Pacifist Route, "Some Point of No Return" and "A Mother's Love".
  • Luck-Based Mission: The projectiles she spawns during her Pacifist battle are mostly randomized, some combinations being deadlier than others. Her Unrealistic Black Hole is probably the worst, as it lasts for the whole attack, cannot be destroyed and makes it drastically harder to maneuver around everything else, thankfully, it's mercifully rare.
  • Marathon Boss: Her battle on a Pacifist run contains a whopping 4 phases - one against her normal form and three against her Kitsune form. Thankfully, the game saves between each phase, items you consume during the first phase are refreshed when the second phase begins, and there is an option to recover a bit of health as an ACT.
  • Maximum HP Reduction: The battle with her in the Genocide Route introduces unique red attacks which can reduce Clover's max HP.
  • My God, What Have I Done?: This is how she reacts after her injecting Kanako with the human SOUL serum causes her to fall down.
  • "Not So Different" Remark: Despite hating Asgore for firing Chujin, Ceroba acknowledges that she is similar to him since they both plan to use human SOULs for the greater good of monsterkind. She does, however, say she is different in one way: Asgore is a coward who tries to shut himself in and hesitates to think about the future after he's gotten seven SOULs, while she is proactive in achieving her goals.
  • One-Winged Angel: She can put on her mask to achieve a far more powerful state that resembles a kitsune.
  • Only Sane Woman: Between the main group of Clover, Martlet, Flowey, Starlo, and herself, Ceroba is shown to be the most mature and level-headed: Clover is a gun-toting child, Martlet is a scatterbrain, Flowey hides away from anyone who isn't Clover and is, well, Flowey, and Starlo is too enamoured with human culture and his position of The Sheriff to be relied on to think straight.
    • Ultimately Zig-Zagged: She is the most mature, but is also hiding a lot of grief after losing her husband Chujin and accidentally causing her daughter Kanako to fall down when the two of them try to complete Chujin's research, which drives most of her actions throughout the game. She herself admits that she is lost in grief and tries to take Clover's SOUL to bring back her daughter and thereby continue Chujin's legacy. Once Clover defeats her, and after a stern lesson from Martlet and Starlo about how her actions were the worst way of honouring her husband's legacy, she gives up on her plan. And once Clover offers to give up their SOUL for monsterkind in the True Pacifist ending, she's the only one to immediately accept that it's the most realistic and rational decision, as attempting to hide Clover from everyone else in the Underground for the rest of their life is unfeasible.
  • Poor, Predictable Rock: As one of Flowey's game over messages points out, her Genocide fight is mostly about memorizing her patterns: the attacks she uses are always used in the same order (though her Phase 2 opener replaces whatever attack she was about to use) and there's very little RNG in them, with the projectiles either being static or aimed at your position; this does not change in Phase 2, although she does start punish wallhugging and modifies the attacks a bit to throw you off.
  • Pre Ass Kicking One Liner: Ends her opening speech of her Genocide run fight with "You will know the pain you have caused."
  • "The Reason You Suck" Speech: Gives one of these to Clover as she dies on a Genocide run.
  • Red Is Heroic: More like Anti Heroic, but the final battle with Ceroba in the Pacifist Route, where she's intending on protecting monsterkind and following Chujin's legacy at any cost, has her battle sprite growing bright pinkish-red kitsune tails and her hair turning a similar shade, as does the battle menu. Played straight in the Genocide Route fight where she's trying to stop Clover's slaughter and avenge Starlo. She even gets new unique red attacks which drain Clover's maximum HP.
  • Red Oni, Blue Oni: The more rational blue to Starlo's reckless red. Inverted in the Genocide Route, where Starlo is the calmer blue to her enraged red.
  • Roaring Rampage of Revenge: Effectively what the fight against her on a Genocide Route is, since you killed her childhood friend.
  • See You in Hell: If Clover kills her in the Genocide Route, she says she hopes they will "choke on the dust that will fill the air", then tells them to go to hell before she dies.
  • This Is Unforgivable!: Outright says as much after Starlo's death on a Genocide run.
  • Tragic Mistake: One that would ultimately lead to her daughter becoming a Fallen Down. She wanted to continue her husband's research as per his final wish. Then Kanako found out about it, and insisted that she'd help out because she wanted to honor her father. Ceroba believed in her husband's research. She had followed it to the exact letter. She had the utmost faith that it wouldn't fail…
  • The Unfought: Ceroba is never fought at all in the Neutral Route, as she does not follow through with her plan to kill Clover due to their SOUL not being pure.
  • Unstoppable Rage: Upon Clover killing Starlo in the Genocide Route, Ceroba charges right at them and starts attacking. No pre-battle declarations — she just goes right for the kill.
  • The Worf Effect: Inflicts this on both Martlet and Starlo in the Pacifist Route. When she tries to take Clover's SOUL, Starlo attempts to hold her off long enough for Martlet to escape with Clover. Ceroba blasts Martlet — a member of the Royal Guard and a capable fighter — out of the air as soon as she takes off, and simply smacks Starlo — who's no slouch — aside when he tries to engage her, rendering two capable fighters unconscious in a matter of seconds.

    Chujin (UNMARKED SPOILERS) 

Chujin Ketsukane

https://static.tvtropes.org/pmwiki/pub/images/img_4333.png

A scientist and Ceroba's deceased husband. He dedicated himself to solving monsterkind's biggest problem.


  • The Alleged Expert: Despite getting a job at the Steamworks, it's all but said that Chujin was a rather piss-poor scientist. Most of his robots had a habit of exploding, his award at the Steamworks boils down to being a perfect attendance record, and his experiments would ultimately cost him (and much later) his daughter's life. Is it really any wonder that Asgore himself had the man fired?
  • Crouching Moron, Hidden Badass: Despite the fact that his inventions had a tendency to malfunction and endangered his family and all of monsterkind, Chujin was notably able to successfully create, after many tries, a sapient, autonomous human extermination robot who, while bumbling at times, is still capable of presenting a serious threat to Clover. This is something Alphys was ironically unable to succeed at, as her widely praised brainchild Mettaton is actually Haunted Technology.
  • Detrimental Determination: Chujin's backstory reveals that once he has a theory in mind, he refuses to drop it until someone gets hurt.
    • His Axis prototypes cost him his credibility and his job when he damages Asgore's flower garden, hitting one of the man's vanishingly rare Berserk Buttons. Even then, he keeps building in private until Axis-14 kills one of the fallen humans, at which point he retires the entire line and covers up the evidence.
    • His approach to Determination theory isn't much more sophisticated than Alphys's frantic "inject DT into everything and see what happens" approach, except he uses himself as a test subject instead. After several attempts with no success, he grimly notes that his SOUL is failing him, likely a result of his experiments, and his daughter would later suffer from his refusal to just discard the research and own up to his mistakes.
  • Fantastic Racism: After a human almost attacked his daughter Kanako, he firmly distrusted all humans, and believes them all to be dangerous, even going as far as to try and convince Martlet of his philosophy. Depending on Clover's actions, he can either be proven right or wrong. That being said, he’s horrified when Axis kills a human child, making it clear despite his distrust of humans he still views them as people that deserve to live.
  • Fatal Flaw: His secrecy and paranoia. Chujin's downward spiral could have been averted if he'd opened up to anyone about the consequences of his engineering mishaps, but instead he retreated from the Steamworks to continue his research privately. This let the consequences of his research pile up until he fatally poisoned himself with SOUL extract, and left a grieving Ceroba to continue pursuing his faulty experiments in a misguided effort to redeem him.
  • Foil: To Alphys and Chara:
    • For Alphys:
      • Both are scientists who ultimately want to use their smarts for the benefit of monsterkind, both have created sentient robots, and both have incredibly dark secrets.
      • He had more confidence in himself, in comparison to Alphys who was a nervous wreck.
      • Their creations are viewed completely opposite to one another. Whereas Axis is seen as a lost cause, and looked at unfavourably, Mettaton is seen as a global sensation. However, despite this, Axis is a fully sentient robot capable of feeling anger, remorse, fear and love, while Mettaton was just a ghost that possessed and merged with a robotic body.
      • In regards to their determination/human soul experimentation, Alphys' involved fallen down monsters, whereas Chujin experimented on himself. Both ended poorly, to say the least.
    • For Chara:
      • Both are human-hating denizens of the Underground who made plans in secrecy to help monsterkind, with said plans involving the use of a human SOUL fused with a monster SOUL. Both plans ended up in failure, with the two of them dead by the end and leaving their families fractured. Both are long-dead overarching characters in the story, wear green, have parts of their story shown through tapes hidden in a lab, are known to start conversations with "greetings", and both have names starting with "Ch".
      • While Chara was Ambiguously Evil with their true intentions and personality up in the air, Chujin's headset is directly shown due to him being intertwined in nearly every major character's backstory, with him being painted as morally gray but well-intended.
      • Chara is a human who outright hated humanity, using their plan as a way to attack them for an unspecified reason. Chujin, meanwhile, is a monster who only hates humanity for what they have done to monsterkind, and even then, he is horrified at the death of a human child (the same one who tried attacking his daughter, no less).
      • Chara's plan involved them intentionally killing themselves to free monsterkind. Chujin's death was entirely accidental due to him experimenting on himself with no idea as to what could happen.
      • Chara has the chance to come back, and (depending on your viewpoint), is able to change for the better or worse. Chujin, meanwhile, is long gone due to a monster SOUL shattering immediately upon death, and any chance at change is long gone.
  • Foreshadowing: One of the first things the player comes across in the Steamworks is a series of accolades for its engineers. Chujin's is basically a participation certificate, which is the first of many hints that, despite his ambitious theories, he wasn't a very good scientist.
  • Irony: Chujin was a gifted carpenter who chose a career laboring in the sciences instead, and spent the last few years of his life covering up the truth about his work to everyone around him — in other words, he was a liar who tried to be something that he wasn't. He ultimately dies because his SOUL rejects his attempts to infuse it with the blue human one, which represents Integrity.
  • Leitmotif: "Nothing but the Truth", an incredibly ominous tune that plays while his tapes are being played.
  • Mad Scientist: Chujin's experiments, especially towards the end of his life, were unethical, poorly-tested, and based in evidence that was flimsy at best. Notably, he had the ambition and flexible morals of the classic Mad Scientist but not the talent, so most of the harm from his research came down on himself and his family.
  • My God, What Have I Done?: His reaction when he discovers that his creation Axis murdered a human child, when all he wanted was for them to be apprehended.
  • Posthumous Character: Died long before the events of the story.
  • Present Absence: His death is what set Kanako and Ceroba's tragedy into motion. After learning that boss monsters are immortal until they have children, Kanako blames herself for his death, and she resolves to help contribute to his legacy by having Ceroba inject the human SOUL serum into her. Despite Chujin's explicit warning to Ceroba to not use Kanako in the experiment, Ceroba relents and injects her because of how badly Kanako wants to help his plan succeed.
  • Professor Guinea Pig: He died because he tested his experimental serums on himself, deteriorating his soul until it was impossible for him to remain alive.
  • Scary Shiny Glasses: Whenever he talks in a serious tone, his eyes are blocked out to really emphasize the change in atmosphere. In his tapes, his eyes aren't visible through his glasses the entire time, to highlight just how distressed he is and the seriousness of the situation.
  • Small Role, Big Impact: He doesn’t ever appear in the game due to being dead and as a result is only seen in flashbacks and video tapes, but his actions in life drive the latter half of the pacifist route. Martlet's views on humans was also adopted from him, which in turn caused her to take the initiative to ensure she had the means of stopping one should their violence get out of hand.
  • Walking Spoiler: Chujin's experiments, failures, and prejudices have major and long-lasting impacts on both the Pacifist and No Mercy routes, but the player doesn't learn about them until the very end of either route.
  • Well-Intentioned Extremist: Chujin was determined to not just help monsters escape the Underground but to ensure their safety once they reached the surface, instead of relying entirely on Asgore to fend off humanity's inevitable retaliation. Unfortunately his stubbornness, narrowminded views, and penchant for secrecy, ended up causing a whole heap of problems for his entire family, and several other individuals that got caught in the crossfire.
  • What You Are in the Dark: As the Pacifist Route, as well as a hidden video tape reveals, he's committed many horrible acts behind the scenes and kept many dark secrets from those who looked up to him, including but not limited to:
    • Continuing with his experiments behind Asgore's back, after being fired from his job.
    • Having played a part in the mysterious disappearance of the human that fell in the Underground before Clover.
    • Withholding the knowledge that his creation Axis had murdered the human child that attacked the monsters in the Snowdin incident, and that he ordered Axis to hide the evidence.
    • The fact that he obtained that human’s SOUL and experimented with it, before leaving it in Waterfall for Monsters to find.
    • Making many attempts to fuse his SOUL with the human SOUL he obtained, while also using himself as a guinea pig for his experiments using said SOUL.

    Kanako 

Kanako Ketsukane

https://static.tvtropes.org/pmwiki/pub/images/img_4334.png

Ceroba & Chujin's daughter.


  • Canon Character All Along: It's implied, and later confirmed by the devs, that Kanako became the spoon-like Amalgamate that tucks Frisk into the bed.
  • Connected All Along: The FUN Value graffiti Easter Eggs in the Dark Ruins imply that Dalv was the monster with her when they were both attacked by Integrity, further confirmed by her having a portrait of Dalv in her room. Kanako apparently still visited him in secret to sneak him corn, up until she fell down.
  • Death of a Child: Played With as Kanako isn't exactly dead, but being in a fallen down state is functionally identical, and this plays a major role in Ceroba's motivation throughout the Pacifist Route.
  • Dramatic Irony: One of the things we learn about her is that she is one of many monsters who have fallen down and were sent to Alphys' lab. Ceroba still has hope that she's alive, when any seasoned Undertale fan knows exactly what has happened to her...
  • Fate Worse than Death: She was sent to Alphys' lab along with many other fallen down monsters, meaning she has unfortunately become an Amalgamate, with it being heavily implied that she's the Amalgamate that tucks Frisk into bed in the True Lab.
  • Leitmotif: An interesting sort-of posthumous case, as "Kanako" plays during some scenes featuring Ceroba, at least for whenever Kanako is the subject of the scene.
  • Small Role, Big Impact: She only appears in a few flashback cutscenes, and a photo of her is shown to us by Ceroba, but her entire situation prior to the events of the game is the primary motivator of Ceroba's actions in the Pacifist Route.
  • Too Good for This Sinful Earth: Again, Played With as Kanako isn't dead as such. From what information there is of her, Kanako was loving, courageous and always tried to do what she thought was right. Unfortunately, these traits combined with her innocence led to her fate.

Others

    Dalv 

Dalv

https://static.tvtropes.org/pmwiki/pub/images/img_0468_3.png
Just wants to be left alone.
Click to see him unhooded

"I don't suppose you can just get out the way you came in, could you? That would be easier for both of us."

A male monster with a vampire-like appearance who lives in the Dark Ruins. He really values his privacy.


  • Back for the Finale: In the True Pacifist ending, Martlet invites Dalv to the send-off she is having for Clover.
  • Be Careful What You Wish For: He wants the other monsters in the Dark Ruins to leave him alone, and you can grant him that wish by killing every last one of them. During his fight on a Genocide route, he'll initially say that he should thank you for it, but then starts to regret turning down their attempts at making friends with him. Even worse, sparing him will make him angry with you for leaving him alive just so he can be truly alone, and this won't actually abort the route.
  • Classy Cravat: It's hard to tell from looking at his in-game sprite, but according to the official artwork, Dalv wears one of these.
  • Companion Cube: His closest companion is Pops, a balloon with a smiley face drawn on it.
  • Connected All Along: A series of FUN Value Easter Eggs for the pillar graffiti in the Dark Ruins seem to confirm that he was the monster who was with Kanako when Integrity attacked them both (as per Chujin's log), and that the attack was presumably what drove him to become a recluse. This also implies that Kanako was the mysterious friend who'd sneak in corn to him who disappeared one day.
  • Friendly Neighborhood Vampire: He resembles a classic vampire, and he's ultimately a nice guy who Clover can make friends with.
  • Hidden Depths:
    • If you kill him and enter his room, he is shown to own an organ, and in the True Pacifist ending, he's revealed to be quite good at it, performing on stage.
    • Him initially mistaking Clover for a ghost, combined with the secret FUN value graffiti that appears to depict Integrity being killed, indicates that he either witnessed or was informed of Integrity's death. A line during his boss battle also reveals that Clover isn't the first human he's met.
  • Horned Humanoid: He's a purple-skinned vampire-like monster with a pair of white horns on his head.
  • Loners Are Freaks: His mindset. Grows out of this after an encounter with Clover.
  • Misunderstood Loner with a Heart of Gold: What he truly is. He simply values his privacy a lot, but isn't actively malicious, and never wanted to fight Clover in the first place. Once he befriends Clover, he makes an effort to drop the loner part.
  • Nice Guy: Only attacks Clover after Clover repeatedly crosses his path and warning them to leave him alone. After making peace with them, Dalv shows he's really not a bad guy at all, showing Clover around his house, wishing them well when they leave, and even sending them a letter later on.
    • He was also great friends with Kanako before Integrity appeared, to the point of Kanako repeatedly sneaking out to bring corn to Dalv.
  • Pun-Based Creature: He's a vampire styled monster who attacks with electricity, or in another sense, plasma.
  • Shock and Awe: He uses lightning for all his attacks.
  • Sdrawkcab Name: Doubles as a reference to Vlad the Impaler, the inspiration for Bram Stoker's Dracula.
  • Shout-Out:
    • Dalv's lightning attacks are highly characteristic of Dracula from early installments of the Castlevania franchise. The manner in which he casts his cape aside for his tracking shot is particularly reminiscent of Dracula's manner of attack in the original game.
    • Dalv inverted is "Vlad" — a reference to the aforementioned Vlad the Impaler — as well as Alucard, the son of Dracula (debuting in the 1940s film Son of Dracula, and whose name is simply "Dracula" spelled backwards) and recurring Castlevania character.
  • Significant Wardrobe Shift: If the player backtracks to Snowdin during a Pacifist run, Dalv can be seen wearing a big fluffy coat, having just moved to the cold village. He is a lot more cheerful and confident than he was back in the Ruins.
  • Trademark Favorite Food: Dalv really loves his corn. He admits he experiences "corn withdrawal" if he goes without eating it for a few days. An old friend of his (heavily implied to be Kanako) used to deliver baskets of it to his house. When they stopped showing up, he started growing corn himself.

    Axis 

Axis

https://static.tvtropes.org/pmwiki/pub/images/img_4392.gif
Today means the surface.

A robot built by Chujin that guards the Steamworks who serves as its area boss. Not very smart, but very persistent.


  • Accidental Murder: He was only supposed to apprehend Integrity, but Chujin's calibrations led to him killing them instead. It's revealed to be something he's very sorry for.
  • Androids Are People, Too: He may not look the most sophisticated of robots, but it's clear that Axis is actually a sentient being. He experiences a variety of emotions such as anger, frustration, loneliness, joy, sexual arousal, and in the Genocide route especially, genuine fear and panic.
  • Autobots, Rock Out!: Axis' battle theme is a hard rock version of his original theme "Enter Axis", said name of the theme is "Guns Blazing".
    Death by metal & magic.
  • Beware the Silly Ones: Initially presented as a goofy, incompetent robot akin to the original Mettaton or Queen, the hidden secrets throughout the game (and outright revealed in the Genocide Route) confirm he's killed a human child before. Possibly by blasting apart their head if the secret Ruins graffiti is any indication.
  • Crouching Moron, Hidden Badass: He isn't too bright (despite being the best iteration of his line so far), and isn't much more than an persistent annoyance on the Pacifist and Neutral routes (barring his actual battle). However, on the Genocide Route, he immediately realizes how much of a threat Clover is after they shoot him several times. Axis manages to evacuate several of the robots (including Guardener). When they finally confront the robot, Axis admits he was only able to save "a few", but is content knowing the human will leave the Steamworks unsatisfied. And during the actual battle, Axis is able to block every shot they fire at him with the trash can lid. Heck, if he hadn't mentioned killing the human, it's possible Axis could've stopped Clover's rampage right there.
    Axis: BRuTE FoRCE_WON'T S0LVE ANyTHING. TRY ALL yOU LIKE BUT tHE STEAMWORKS...ALL oF US. WE ARe SURVIV0RS.
  • Defeat Means Friendship: In the Pacifist Route, you deplete his battery enough to mellow him out, after which he decides to give you free reign to travel the Steamworks without him on your back.
  • Did Not Think This Through: In the Genocide Route, after admitting that he accidentally killed one of the previous five Humans, he has just enough time to realise what he just said and begins desperately trying to apologise to a furious Clover, who uses their Soul's Wave-Motion Gun to blow a hole straight through him.
  • Early-Bird Cameo: Depending on your FUN value, he can first appear as a graffiti on a pillar in the Dark Ruins at the beginning of the game.
  • Floating Limbs: He has floating hands, and can apparently replace them.
  • Foil: To Mettaton.
    • Both are the area boss of a very technologically-looking level (The CORE for Mettaton, the Steamworks for Axis), but Mettaton's mechanical body only served to be possessed by his ghost form and had no programming of his own, whereas Axis is purely mechanical.
    • In addition, Mettaton was a wild success and became the Underground's biggest celebrity, while this version of Axis is one that came after many failed attempts by Chujin which, judging by the Steamworks' rather dilapidated state, was ultimately left to be forgotten.
    • Mettaton is flamboyant and showmanlike even when he's trying to kill the player. Axis is no-nonsense in his pursuit and his personality is irritable at best, unless he's spared in a Pacifist run.
    • Mettaton's claims of being a human-destroying robot are shown to merely just be him playing up a character, whereas Axis was actually created for the purpose and has killed before.
    • Also in the Genocide Routes of their respective games, Axis puts up a good fight that he only loses after unwittingly pushing Clover to their Rage Breaking Point, while Mettaton is killed with one attack.
  • Glowing Mechanical Eyes: At one point through the Steamworks, he trips over a cable, which disables the facility's lights. To deal with this, he actives his flashlight eyes, which also serve as a indicator for his range of vision in the stealth section that follows afterwards.
  • Gosh Dang It to Heck!: Enforced. He uses a LOT of minced oaths, but they're always written lowercase in square brackets as if he really intended to use much stronger language.
  • Grew Beyond Their Programming: Though he may seem to be an unsophisticated Tin-Can Robot, Axis is a sentient being who is fully aware of the limitations his programming imposes on his behaviors. He constantly attempts to circumvent these limitations but never to any avail, much to his frustration (e.g. he cannot cry, swear, or send letters, having tried all of these at least once).
  • Hidden Depths:
    • His post-battle dialogue in the Pacifist Route reveals that he deeply reveres Chujin for being so kind to him.
    • His final dialogue in the Genocide Route indicates that despite everything, he deeply regrets his murder of Integrity and he was forced to kill them by his programming. Doesn't stop Clover from blasting him apart, though.
  • I Didn't Mean to Kill Him: What he tells Clover at the end of his Genocide battle, referring to his murder of the Blue SOUL/Integrity. Clover cuts him ,off before he can elaborate more.
  • Magical Profanity Filter: He's programmed with one of these; whenever he tries to use strong language, it's automatically replaced with a more mild counterpart.
  • Medium Awareness: He refers to the dialogue box as his "typography software," bringing him grief that he doesn't have an exclamation mark character to emphasize that he's shouting and, in Pacifist, noticing that the power usage of his night vision has cut his dialogue box to about half its size.
  • No Indoor Voice: The fact that he usually speaks in all caps and has a loud voice grunt implies this. To his exasperation, he's not actually capable of proper shouting because his "typography software" doesn't contain exclamation marks. He makes do with spamming question marks instead.
  • Painting the Medium: In addition to the above entry, his night vision uses up so much power that it hinders his typography circuits, cutting his text boxes to a measly 14 characters. He's stuck as a Terse Talker for the duration.
    • When scared or flustered, he speaks in aLtErNaTiNg cAPs, also becoming more prone to keysmashing and spelling mistakes.
  • Saying Too Much: In the Genocide Route, trying to calm down a violently murderous Clover, he clarifies that he didn't mean to kill Integrity. As he attempts to elaborate that it was his programming, Clover's LOVE skyrockets from 12 to 19 before they annihilate him with a big shot.
  • Sir Swears-a-Lot: Axis has quite the potty mouth, but his swears are automatically substituted with lowercase minced oaths in brackets as if there's a profanity filter in his programming.
    YOU STILL [freaking] SUCK
    I AM REACHING UNHEARD LEVELS OF [ticked]
    [screw] YOU [screw] YOU [screw] YOU [screw] YOU [screw] YOU
  • Speaks in Binary: When he sends you a letter after completing the Steamworks, it's a binary message that when translated reads "I DO NOT KNOW HOW TO SEND LETTERS. HELP ME".
  • Super-Persistent Predator: Is constantly trying to impede Clover and Ceroba's progress through the Steamworks.
  • Sympathetic Murderer: In the Genocide Route, it's revealed he was forced to kill Integrity due to his programming, and desperately begs for his life in front of an unforgiving Clover. Only Undertale could make you feel so sorry for a child-murderering robot.
  • Tactical Withdrawal: On the No Mercy route, Axis's initial encounter with Clover is cut short when Clover simply draws and blasts his head open without even initiating combat. Axis recovers, adjusts Clover's threat level from "10" to "9999999", and then retreats, choosing instead to evacuate who he can and cut off Clover at the Steamworks' exit.
  • Tin-Can Robot: He has the appearance of an unsophisticated toy robot.

Minor Characters

    Toriel 

Toriel

https://static.tvtropes.org/pmwiki/pub/images/img_4300.png

A mysterious goat lady that lives in the ruins. She explores the ruins every day to see if anyone has fallen into the Underground.

For tropes about her in Undertale, see here.


  • Adaptation Dye-Job: Her dress is a different shade of purple.
  • Demoted to Extra: In canon, she had a major role in the beginning of the game, and the True Pacifist ending. Here, she's in the game for less than 2 minutes.
  • Mama Bear: Should she find Clover fighting a Froggit, she'll scare it away before it can do anything to hurt them.
  • My Beloved Smother: Guides Clover through the Ruins and refuses to let them do anything that might be dangerous, just like she did with Frisk in canon. Until...
  • Oh, Crap!: When Clover pulls a lever and the floor gives way beneath them, Toriel begins to panic.

    Asgore (UNMARKED SPOILERS) 

Asgore

https://static.tvtropes.org/pmwiki/pub/images/img_4301.png

The King of the Monsters, who ordered the collection of 7 human souls to shatter the barrier trapping monsterkind.

For tropes about him in Undertale, see here.


  • Curb-Stomp Battle: Depending on the route, Asgore can be on either end of one. In the bad Pacifist ending (where Clover kills Ceroba), Asgore kills Clover without Clover being able to deal any damage, while in the Genocide Route, Asgore gets blasted into dust in seconds.
  • Greater-Scope Villain: Only appears in the flesh (or fur) in the Genocide Route and the Pacifist Route if Clover kills Ceroba, but his decree of killing all humans who fall into the Underground is the driving force behind the plot.
  • Hopeless Boss Fight: If the player kills Ceroba in the finale of the Pacifist Route, Martlet will take Clover to see Asgore to try to talk things out. However, it becomes incredibly apparent that Asgore and Clover intend on duelling no matter what, which leads to a final battle in which Clover is killed and has no chance of defeating Asgore.
  • Legacy Boss Battle: The unwinnable fight at the end of the Flawed Pacifist Route has Asgore reuse many of the patterns he uses in the base game, with one key difference- he will eventually use an attack consisting of a ring of fireballs (similar to Flowey’s favorite attack) that there is no possible way to avoid.
  • Oh, Crap!: At the end of the Genocide Route, his trident shatters against Clover's Soul and he panics, realising that he's outmatched. Clover doesn't give him time to try anything else.
  • Right for the Wrong Reasons: He fires Chujin from his position as a scientist because one of his Axis models nearly destroyed his garden of golden flowers. However, it turns out this was very much justified even if it was just because he was enraged beyond belief over the incident, as Chujin was a genuine danger to monsterkind and himself due to not being a very good scientist.
  • Tranquil Fury: After a problem with an earlier Axis model almost burned his garden of Golden Flowers, Asgore calmly but firmly told Chujin to leave and not return, with the implication that he was being fired from his job.
  • The Unfought: The player never fights Asgore in the Neutral route, as Clover never gets to encounter him due to Flowey resetting the timeline. He is also never fought if Clover spares Ceroba thrice in the Pacifist route, as they give their soul to her and die before they even get the chance to meet Asgore.
  • Walking Spoiler: Considering the fact his only direct role in the story is either the very end of the Pacifist Route if Ceroba is killed or the very end of the Genocide Route, there's a good lot to unpack with Asgore's role in Yellow.

    Undyne 

Undyne

The captain of the Royal Guard.

For tropes about her in Undertale, see here.


  • Demoted to Extra: Probably the most extreme case out of all the Undertale characters that reappear in the game. In Undertale, she's one of the game's main characters and plays a major part in all of the game's routes. Here? She's barely mentioned and never directly physically appears, not even in a flashback like Alphys did or on a poster like Mettaton did. The fact that Moray notes that they look like her and Ceroba brings her up as a bigger danger than Axis in an optional talk about Waterfall, which is aptly demonstrated by her spears skewering Clover in Flowey's Death Montage, means that she is around in some capacity, however.
  • The Ghost: Much like Mettaton, she never appears in person and is only mentioned in passing.

    Alphys 

Alphys

The Royal Scientist of the Underground.

For tropes about her in Undertale, see here.


  • Always Someone Better: How Ceroba views her in relation to Chujin, seeing as how the creation of her robot (Mettaton) managed to land her the position of Royal Scientist while Chujin's (Axis) resulted in the eventual loss of his job.
  • Demoted to Extra: In Undertale, she's one of the game's central characters whose journey you help facilitate to get the game's Golden Ending. Here, she's mentioned a couple times in passing and only appears in a flashback.
  • Small Role, Big Impact: Alphys is only ever seen in a flashback during Martlet's fight in the Genocide Route, yet her actions as the Royal Scientist continue to influence the plot of Undertale Yellow from the background; not only would Flowey never exist without her (as seen in Undertale proper), but her laboratory is where Martlet gets her syringe filled with Determination for her Final Boss fight, and Kanako Ketsukane is one of the fallen down monsters sent to the True Lab, driving her mother Ceroba's actions in the Pacifist Route.

    Mettaton 

Mettaton

A popular robotic celebrity of the Underground.

For tropes about him in Undertale, see here.


  • Demoted to Extra: Is one of the central characters in Undertale and the Arc Villain of Hotland and the CORE. Here, he's The Ghost.
  • The Ghost: Only is ever mentioned in passing, and his box form appears on a poster in the Wild East.

    "Integrity" 

Integrity, the blue SOUL

https://static.tvtropes.org/pmwiki/pub/images/img_0218.png

The Blue SOUL human that fell into the underground before Clover. Their SOUL has been separated from their body during the events of the game proper, but the effects of their role in the underground can be felt throughout Clover's time there.


  • Adaptational Villainy: In Undertale, the only description for the Old Tutu and Ballet Shoes in Waterfall was that the former is covered in dust and the latter made Frisk feel "incredibly dangerous" when putting them on, leaving it ambiguous whether Integrity killed monsters maliciously or out of self-preservation. Outside of that, they help Frisk out during the Neutral and Pacifist routes like the other souls. In Undertale Yellow, however they come across as distinctively more morally dubious. They almost killed Kanako and Dalv in retaliation for being attacked by the latter, the former being a young child, is overall described as violent by the other characters and sources, had killed several monsters during their attack in Snowdin, and is ultimately killed by Axis in Waterfall when they attempted to flee from the monsters (albeit unintentionally). Their SOUL would continue to cause problems even after their death, getting Chujin killed when it kept refusing to allow themselves to be absorbed so he could fuse their SOUL together with his slowly deteriorating his SOUL as a result, and being indirectly responsible for Kanako's becoming Fallen Down.
  • And I Must Scream: After being killed by Axis, and reduced to a SOUL, they spent an undetermined amount of time in Chujin's captivity, unable to do anything but do everything within their power to reject his many attempts to fuse their SOULS together, only to then be turned into a lab rat once it was made clear Chujin couldn't use them the way they originally intended. It was never specified how long exactly they were subject to this, but the "Mysteries of the Underground" book heavily implies it was for several years, before Chujin left their SOUL in Waterfall for another monster to bring to Asgore, since at that point it was made apparent that their impure SOUL wouldn't be of any use to him.
  • Asshole Victim: Sure, they were only a child and their death was incredibly brutal considering the implications, but you can't entirely say they didn't have it coming. Axis and co. would probably be far less sympathetic if they had killed an innocent and harmless child.
  • Boom, Headshot!: Heavily implied to have been their fate at Axis's hands, as the secret art of them in the Ruins shows a scorch mark where their head would be.
  • Cruel and Unusual Death: All but stated to have had their head blasted apart by Axis, with their body still being intact.
  • Dark and Troubled Past: Not much is known about their past. However from what was revealed about them, it's heavily implied they were an incredibly violent and dangerous child, and they met their end in quite a gruesome way, courtesy of Axis.
  • Defiant to the End: Even death didn't stop them from giving Chujin the middle finger, refusing to allow their SOUL to become one with Chujin's SOUL so he could further his plans.
  • Determinator: Despite having been killed, in quite a brutal way if the hints are to be believed, and reduced to nothing but a SOUL, they repeatedly rejected every attempt Chujin had made to try and have their SOUL fuse with his, leading him to seek out another way to use their SOUL to get what he wanted, once it was made clear he couldn't fuse Integrity's SOUL with his own to further his goals for Monsterkind. They would continue to reject Chujin attempts for years, to the point were Chujin's SOUL deteriorated, eventually leading to his death.
  • Early-Bird Cameo: A depiction of them can appear in Ruins if the player has the right Fun Value, showing a humanoid figure wearing a ballet outfit with their facial features entirely obscured by a scorch mark. This is in fact the only visualization of their appearance in game aside from their revival with the other fallen children at the end of the Genocide Route, where they just appear as a blue version of the generic "Child" sprite.
  • Foil: To Chara in regards to the circumstances of their deaths in the Underground:
    • Whereas Chara willingly committed suicide and wanted to die for the benefit of Monsterkind, Integrity very much did not want to die, and was murdered because of their violent actions, not to mention they seemed to not have any positive feelings towards Monsterkind.
    • When Chara died their body was completely intact, whereas Integrity's head was heavily implied to have been blow to smithereens.
    • Chara was all for having their SOUL fusing with Asriel's to enact their plan to break the barrier, whereas Integrity was having none of it, and rejected all of Chujin's attempts to have their SOULS be fused together, likely wanting nothing to do with the monster that was responsible for their death.
    • There is a lot of ambiguity behind Chara’s motivations and intentions, to the point that no one can concretely say what Chara was really likenote . Meanwhile, with “Integrity”, there is no ambiguity on what they were like. They were a violent and murderous human who had gone on a rampage and very nearly killed Kanako before they were “neutralized” by Axis.
  • Humans Are Bastards: Like as it was implied with their tutu in Undertale, Integrity was a very violent human when it came to dealing with the monsters of the underground. They very nearly killed Kanako herself, and ultimately had to be killed by Axis for the safety of monsterkind. It's because of this that Chujin very much believes in this trope himself. In a Genocide Route, while trying to convince Clover to step down and turn things around, Martlet will reference the incident regarding Integrity as an example of why the deceased children may not have all been innocent victims.
  • No Name Given: Unlike Clover, Integrity is never given a proper name in the game. Instead, they're denoted by the quality their SOUL possessed.
  • Small Role, Big Impact: Long "dead" by the events of the game, but they were both directly and indirectly responsible for most of the misfortunate that happened to the Ketsukane Family, as well as being the reason for Chujin's negative views on humans, who he went on to try and instil into Martlet.
  • Tranquil Fury: Chujin's secret tapes, as well as the hidden "Mysteries of the Underground" book revealed that he had spent several years trying to fuse his SOUL with Integrity's several times to further his plans to aid Monsterkind, but each attempt was met with rejection from them, resulting in him having to experiment with their SOUL further to find a way to get what he wanted, which eventually lead to the Serum that caused Kanako's condition. It would be pretty safe to assume Integrity was not happy about being killed, and even more pissed that the monster responsible for their death, was trying to permanently fuse their SOUL with his.

Recurring Characters

    Mail Whale 

Mail Whale

https://static.tvtropes.org/pmwiki/pub/images/img_4395.png

A pink flying whale responsible for delivering mail around the Underground, courtesy of the Underground Postal Service. They are summoned by ringing a bell at any designated UGPS station. Later, they will transport Clover around the Underground as a means of fast travel.


  • Nice Guy: Is always pleasant in how they talk to Clover, and later in the game will ferry them around the Underground, free of charge.
  • Ridiculously Small Wings: His wings are far too small for a creature of his size, but not only can he fly, he can carry people with him without difficulty.
  • Rhymes on a Dime: Whenever you ring them up at a mail post, they speak this way. Turns out it's a company policy that they don't care too much for.

    Mo 

Mo

https://static.tvtropes.org/pmwiki/pub/images/img_4394.png

A raccoon monster who appears multiple times throughout the game and tries to sell items to Clover.


  • Bread, Eggs, Milk, Squick: Pulls this in the Dunes while on the Genocide route, when listing out all of Clover's ALLEGED crimes during his sales pitch. He starts with disturbing the peace and ends with "several homicides".
  • Cool Shades: Sports a large pair wherever he goes.
  • Kick the Dog: The dog in this scenario. During the Genocide route, Clover holds Mo at gunpoint during his encounter in Steamworks. You can choose to rob Mo during this scene, gaining a quick 450G at the expense of costing him all the money he has left.
  • Pet the Dog: Alternatively, if you buy everything from him every time you see him, he'll admit that he'd been struggling with financial problems, hence why he'd been showing up everywhere in a desperate attempt to sell you things, but thanks to the player buying everything from him, he'll likely be able to recover.
  • Rascally Raccoon: Averted. He's not unpleasant by any means — just a little strapped for cash.
  • Screw This, I'm Outta Here: In Steamworks during the Genocide route, he ultimately decides to leave once Clover draws a gun on him.
  • Sharp Dressed Monster: He lacks trousers, but aside from that he fits the bill — a well-kept blue suit and matching fedora, as well as a red tie to complete the look.
  • Trademark Favourite Drink: If his official art is anything to go by, he likes his coffee.

Shopkeepers and Vendors

    Honeydew Shopkeeper 

Honeydew Shopkeeper

https://static.tvtropes.org/pmwiki/pub/images/honeydew_shopkeeper.png

"W-welcome to the Honeydew Resort! Please, look around. (was that the line?)"
The shopkeeper at the Honeydew Resort.


  • Character Tics: Tends to bury her head in her arms whenever she feels like she has said something embarrassing.
  • Everyone Calls Her "Barkeep": Is only ever referred to as the Honeydew Shopkeeper.
  • Shrinking Violet: Downplayed. She is capable enough to be the shopkeeper at Honeydew Resort, but at times messes up with her words and stutters a little.

    Dina 

Dina

https://static.tvtropes.org/pmwiki/pub/images/dina_99.png

"Howdy Howdy, human! Take a gander at my wares! Hard-hittin' stuff is off-limits!"

The bartender at the Wild East Saloon.


  • Get Out!: Ends her speech to Clover on a Genocide run with this, telling them to leave the saloon.
  • Everyone Has Standards: Refuses to sell "Adult Soda" to Clover, as they are a minor. Subverted on a Genocide Route, as Clover can steal one without Dina interfering.
  • Nerves of Steel: She's still at the Wild East bar even when Clover's on a Genocide run. Talking to her just has her quip that she won't make Clover a drink.
  • Obsessive-Compulsive Barkeeping: Like Grillby in the main game, her Idle Animation is her polishing a glass.
  • "The Reason You Suck" Speech: Talking to her a second time after the above quip, and she'll give a short one of these to Clover.
  • Unusual Pets for Unusual People: She has not one but three pet snakes wrapped around her neck.

    Blackjack 

Blackjack

https://static.tvtropes.org/pmwiki/pub/images/blackjack_03.png

"Greetings! Take a gander. Just don't touch anything."

The owner of Blackjack's Weapon Shop in Wild East.


    Vendy 

Vendy

https://static.tvtropes.org/pmwiki/pub/images/img_4396.png

"Unauthorized child detected. Go away."

A robotic vending machine in the Steamworks. Quite rude to trespassers.


  • Jerkass: Constantly tells Clover to leave, and the description of the items it sells are changed into something undesirable in order to shoo the human away. The exception to that is when Clover creates an ID to unlock certain doors, upon which the machine will have nicer dialogue. This action is available only on the Neutral route, as on Pacifist the player will be led through a different route, while on No Mercy the locked doors will be opened by others.

    Bits & Buttons 

Bits & Buttons

https://static.tvtropes.org/pmwiki/pub/images/img_4478.png

The clerk(s) at the UG Apartment's Bits & Bites shop. Bits is pleasant, Buttons is... a sock.


  • Berserk Button: Don't call Buttons a sock to its face.
  • Nothing Is Scarier: On a Genocide route, their shop is as abandoned as the apartments. There however exists a faceless and humanoid figure standing and watching you if you brighten up the scene.

Minibosses

    Decibat 

Decibat

https://static.tvtropes.org/pmwiki/pub/images/decibat.png

A bat monster who lives in the Dark Ruins, and REALLY does not like sound.


  • Make Some Noise: How he attacks, with most of his attacks consisting of firing soundwaves at the player. Ironic considering his dislike of loud noises.
  • The Unfought: In a Genocide route, you won't fight him if you exhaust your kill count in the Ruins before reaching the area where you would normally fight him.
  • Warm-Up Boss: His fight introduces Blue and Orange attacks to the player.

    Micro Froggit 

Micro Froggit

https://static.tvtropes.org/pmwiki/pub/images/micro_froggit.png
Often falls through the cracks.


  • Ascended Extra: In the original game, there's a single crack in a wall in the Ruins you can interact with, upon which the narration mentions a tiny frog waving at you. Here, you can actually fight one as a secret encounter, and they also show up in other locations later.

    El Bailador 

El Bailador

https://static.tvtropes.org/pmwiki/pub/images/img_4393_1.png

The definition of passion!


  • Arch-Nemesis: It's implied that he has some sort of beef with Decibat, a monster who really enjoys silence, as in response to Clover's silence, El Bailador assumes that they're a Sentinel of Silence, a title Decibat could bestow upon Clover if they dealt with him by staying quiet, and challenges them to dance as a result.
    • It turns out they used to be neighbours, but they were kicked out due to fighting over noise levels. However, it seems that it's more of a rivalry than a hatred.
  • Dance Battler: His favorite form of fighting. He will encourage everyone to match his moves rather than fighting anyone physically.
  • Large Ham: The biggest in the game. He shows up at the top of the East Mines to challenge you to a dance battle, complete with smoke and rave lights, all the while dancing and posing dramatically. You'd be forgiven for thinking that Mettaton had shown up. The only time he drops this is towards the end of his fight on a Genocide run, when he eventually realizes that Clover isn't interested in dancing with him at all.
  • Masked Luchador: A monster taking the form of this trope. Albeit, he's more interested in dancing rather than fighting (physically, that is).
  • Meaningful Name: "El Bailador" is Spanish for "The Dancer".
  • Nice Guy: Has no animosity towards Clover, and only wishes to see them smile — it's just that the ''only'' way they can imagine anyone being happy is through dance. If you kill him or spare him on a Genocide run, he apologizes for being an inconvenience.
  • Plot-Irrelevant Villain: He's this even more than Muffet; he shows up with no buildup or foreshadowing shortly after you leave the East Mines in order to challenge you to a dance-off/fight, and leaves with almost no fanfare once he's beaten.
  • The Unfought: In a Genocide route, you won't encounter him if you've already exhausted your kill count in the Dunes by the time you reach where you would normally fight him. If you abort the Genocide route in the Steamworks, he'll even be at Club Danza in Hotland.

    Guardener 

https://static.tvtropes.org/pmwiki/pub/images/img_4397.png
Traps offenders for easy cooperation.
A robot in Steamworks who doesn't appreciate the flowers getting trampled.
  • A.I. Is a Crapshoot: She attempts to terminate Clover and Ceroba for stepping on one flower as a result of a glitch in her systems. That said, she's not normally this hostile and it can be presumed that this is due to her state of disrepair.
  • Felony Misdemeanor: When Clover steps on one of her flowers, she tries to report the incident as a level 3 offence, seeing as Children Are Innocent. However, due to an oversight in programming (or possibly her dilapidated state), she registers the event as a level 10 offence instead, which calls for Clover to be terminated on the spot.
  • Green Thumb: She has the ability to manipulate plants as a weapon, either by firing their seeds as bullets or by constricting intruders with vines.
  • Interface Screw: She is capable of of entangling your action buttons in vines, rendering them unusable until you shake the bindings off. This notably means that you won't be able to heal with items until several turns into the fight.
  • Flunky Boss: She summons robot subordinates to wage battle on her behalf, although they just serve as her attacks rather than separate fightable minions.
  • Ignored Enamored Underling: The two robots who she first calls on for backup are implied to have crushes on her after their initial turn is over, with one inviting her to hang out. This leads to awkward silence, prompting the robot to retract the invitation.
  • Large and in Charge: She is enormous compared to most of the other robots in the Steamworks, and proportionately powerful.
  • Punny Name: Her name is a combination of Guardian and Gardener, perfect for a robot who's main task is to take care of the plantlife in the greenhouse.
  • Rip Van Winkle: Has been dormant for years, causing the plants she was supposed to manage to overtake the whole greenhouse. She realizes that she failed her directive after being pacified, and responds by going back to dormancy, proclaiming that she does not want to see what the world has become.
  • The Unfought: You don't get to fight her on a Genocide route because Axis warns her about you and tells her to stay hidden.
  • Who Needs Their Whole Body?: She emerges from the ground with the lower half of her body seemingly missing, standing on her two powerful arms instead. It absolutely does not prevent her from being a monstrously powerful fighter.
  • Yin-Yang Bomb: She uses both mechanical weapons and plant control to destroy intruders, making her a rare case of being on both sides of the Nature vs. Technology trope.

    Macro Froggit 

Macro Froggit

https://static.tvtropes.org/pmwiki/pub/images/macro_froggit.png

A secret encounter in Steamworks.


  • Always a Bigger Fish: It is introduced by scaring the much smaller Micro Froggit into retreating. After collecting five green frogs in its fight, Macro Froggit becomes frightened once the even more large and intimidating Buff Froggit appears.
  • Amphibian at Large: It's a much bigger version of a regular Froggit.
  • King Mook: It is a larger and stronger version of the Froggit enemy from Undertale.
  • The Unfought: In a Genocide run, Macro Froggit is never encountered, even after getting the three items needed to access the Golden Bandana room.

Other Monsters

     Tropes Shared by Multiple Members 

Ruins Monsters

    Froggit 

Froggit

https://static.tvtropes.org/pmwiki/pub/images/froggit_1.png

Life is difficult for this enemy.


  • The Goomba: Unlike in canon, averted. You only encounter one, and it doesn't even have time to attack you.
  • Zero Effort Mook: The fight with it has three outcomes: either you kill it, you run from it, or Toriel scares it off. It doesn't even get a chance to attack you.

Dark Ruins Monsters

    Flier 

Flier

https://static.tvtropes.org/pmwiki/pub/images/img_0914.jpeg
"But I’m cool! I’m still cool!"

Flier feels nothing.


  • The Eeyore: He's in the throes of a mid-life crisis, so he's a bit on the morose side. He'll try his damnedest to hide it, though.
  • Meaningful Name: His not only refers to the fact that he can fly, but also that he's trying to act "fly".
  • Winged Humanoid: His body shape is that of a Super-Deformed humanoid with a pair of wings.

    Penilla 

Penilla

https://static.tvtropes.org/pmwiki/pub/images/img_0915.jpeg
"Gotta keep my skills sharp!"

A sketchy character.


  • Art Attacker: Her attacks involve drawing lines on the board with her pencil.

    Sweet Corn 

Sweet Corn

https://static.tvtropes.org/pmwiki/pub/images/sweet_corn.png
"You can do this!"

Constantly on a sugar rush.


    Rorrim 

Rorrim

https://static.tvtropes.org/pmwiki/pub/images/rorrim.png
"Yellow is the new black."

Rorrim's expression is blank.


  • Sdrawkcab Name: He's a living mirror whose name is "mirror" backwards.

    Crispy Scroll 

Crispy Scroll

https://static.tvtropes.org/pmwiki/pub/images/img_0917.jpeg
"This isn’t even my final form!"

Looking for someone who can match his enthusiasm.


  • Drop the Washtub: One of his attacks involves falling washtubs as one of several references to anime.
  • Occidental Otaku: His love of anime could give Undyne a run for her money.
  • Shout-Out: Based on his name and his love of anime, he's one to anime streaming platform Crunchyroll.

Snowdin Monsters

    Frostermit 

Frostermit

https://static.tvtropes.org/pmwiki/pub/images/img_0918_4.jpeg
"Igloo noises."

Always right at home.


  • Blatant Lies: Unless coaxed out of his shell with a dance, he will always insist that he's just an igloo. His dialogue for being hit is, "Ow... I mean- IGLOO NOISES!"
  • An Ice Person: Some of his attacks involve snowflakes and falling ice blocks.
  • Underground Monkey: Uniquely for this trope, there are several elemental variants of Frostermit throughout the game that only appear as NPCs and cannot be fought, unlike the original igloo variant. This includes a pyramid-type variant in the Dunes, and four different types on the dance floor in Hotland (igloo, pyramid, rock, and magma).

    Insomnitot 

Insomnitot

https://static.tvtropes.org/pmwiki/pub/images/img_0919_0.jpeg
"Sleep is for the weak!"

Up past its bedtime.


    Know Cone 

Know Cone

https://static.tvtropes.org/pmwiki/pub/images/img_0920.jpeg
"YOU STRANGER BRING KNOW CONE FIRE?"

One ski short of a snowmobile.


    Trihecta 

Trihecta

https://static.tvtropes.org/pmwiki/pub/images/img_0921.jpeg
"Dontfalldont-falldontfall!"

Intimidatingly tall.


  • Death of a Child: Although it's left ambiguous, they very much talk and act like children, and unlike Monster Kid in the original game, they can be killed during a Genocide Route. Since they'll probably be the last monster Clover encounters before Martlet, killing them could be considered the outright Moral Event Horizon for Clover's rampage in Snowdin.
  • Leaning Tower of Mooks: It's three monsters stacked on top of each other, with pushing them over being required to deal with them.
  • Unique Enemy: Only one (three?) shows up at a specific spot in Snowdin.

    The Shufflers 

The Shufflers

https://static.tvtropes.org/pmwiki/pub/images/img_0944.png
From left to right: Swig, Rephil and Toast.

A trio of cup monsters who act like a gang to intimidate outsiders.


  • Non-Action Guy: Non-action guys — there are three of them — but you don't need to fight them. They let you pass if you win their ball-under-the-cup-monsters game.

    Slurpy 

Slurpy

https://static.tvtropes.org/pmwiki/pub/images/img_0940.png

A rabbit monster with a long tongue. Clover finds him with his tongue stuck to a pole.


  • Chain of Deals: How Clover is able to free him. In order:
    • Clover must buy Honeydew Coffee from the Honeydew Shopkeeper at the Honeydew Resort for 16G.
    • Clover must give the Coffee to the lazy monster located to the east of the Resort, in exchange for a Soggy Mitten.
    • Clover must give the Soggy Mitten to the monster with one mitten located to the north of the Resort, in exchange for the Snowdin Map.
    • Clover must give the Snowdin Map to the lost monster couple located at the blocked cave, in exchange for the Matches.
    • Clover must give the Matches to the lazy monster located to the east of the Resort, in exchange for the Lukewarm Coffee.
    • Finally, Clover must give the Lukewarm Coffee to Slurpy, which will free him. Slurpy will then give Clover the Silver Scarf in return.
  • Disc-One Nuke: Upon freeing Slurpy, he will give Clover the Silver Scarf, which — alongside its good defence — heals Clover for 2HP every turn.
  • Purple Prose: Turns out to speak in entirely this way upon being freed. Especially in their letters.

Dunes Monsters

    Cactony 

Cactony

https://static.tvtropes.org/pmwiki/pub/images/img_0925.jpeg
"No one loves me…"

Lacks physical affection.


  • Spike Shooter: All of his attacks involve launching spikes at you.

    Dunebud 

Dunebud

https://static.tvtropes.org/pmwiki/pub/images/img_0923.jpeg
"Awoooo~"

Looking for some fun.


    Sir Slither 

Sir Slither

https://static.tvtropes.org/pmwiki/pub/images/img_0924.jpeg
"You can trussst me! Swear on me mum!"

Trying to get a leg up in the world.


    Bowll 

Bowll

https://static.tvtropes.org/pmwiki/pub/images/img_0926.jpeg
"You better watch out!"

A Fragile Facade.


    Flower Girls 

Flower Girls (Violetta, Pedla, and Rosa)

https://static.tvtropes.org/pmwiki/pub/images/a57bd595_e9ca_4087_b25f_6f4390466503.png
From left to right: Violetta, Pedla, and Rosa.


  • Colour-Coded for Your Convenience: Violetta is violet, Pedla is yellow, and Rosa is rose.
  • Challenge Seeker: Checking Rosa reveals that she "Likes a good challenge".
  • Genki Girl: Pedla, who is friendly and outgoing, happily offers you her flowers no matter how you act.
  • Petal Power: They all have attacks in the form of flowers.
  • Nice Mean And In Between: Pedla, Rosa, and Violetta, although Nice, Mean, and Nice Again is probably more accurate. Pedla is cheerful and friendly, Rosa is prideful and sassy, and Violetta is pleasant but has low self-esteem.
  • Shrinking Violet: Pun potentially intended, Violetta is very shy.
  • Token Evil Teammate: Well, obnoxious rather than evil, but Rosa is certainly the meanest of the three, being very sassy and prideful, and talking to her after the battle has her mention that she doesn't like her sisters much. Violetta and Pedla are much nicer.
  • Unique Enemy: You only encounter one of them once at a specific area in the Dunes, and it's random which one of them it will be. However, you can see all 3 of them as NPCs soon after.

Steamworks Monsters

    Sousborg 

Sousborg

https://static.tvtropes.org/pmwiki/pub/images/img_0937_6.jpeg
"If you can’t stand ze heat… good!"

A recipe for disaster.


  • Chef of Iron: Type 2. For example, one of his attacks involves him flinging food items at Clover using a frying pan.
  • The Unfought: Sousborg cannot be encountered during a Pacifist Route, as the area he's in is blocked off and you take an alternate path with Ceroba instead. He will still appear during the credits sequence, though.

    Goosic 

Goosic

https://static.tvtropes.org/pmwiki/pub/images/img_0934_2.jpeg
"bzt- YOU'RE LISTENING TO DEATH RADIO-O-o !"

Music drives the mood.


  • Musical Assassin: It attacks with thrown records, speakers that launch music note barrages, and audio player-like pillars.
  • Painting the Medium: During its speaker attack, the battle music will only play on the same side as the currently-active speaker if the player's sound system supports stereo.

    Jandroid 

Jandroid

https://static.tvtropes.org/pmwiki/pub/images/img_0933.jpeg
"Scrub-a-dub-dub! Sewage in the tub!"

"Hygiene" is not in their vocabulary.


  • The Pig-Pen: They're all about spreading filth and hate cleanliness. When asked what their directive is, they will answer, "To rid the Underground of SOAP!!!"
  • Slippery Skid: Whenever one appears in battle, the floor turns wet and the SOUL's controls become more slippery for the entire battle, even after the Jandroid is spared or slain.

    Telly-Vis 

Telly-Vis

https://static.tvtropes.org/pmwiki/pub/images/img_0935_7.jpeg
"I live in glorious standard definition! Nothing better!"

Can't live with or without one another.


  • Multiple Head Case: They are actually two beings in a robot resembling a television who don't seem to get along; Telly is the screen, while Vis is the video player.

    The Secret Monster (spoilers) 

Buff Froggit

https://static.tvtropes.org/pmwiki/pub/images/img_0891_2.jpeg

"C O L L E C T I O N T I M E ."

A Froggit with a muscular, human body.


  • The Dreaded: To Macro Froggit.
  • Helpful Mook: Upon collecting five frogs during Macro Froggit's attacks, Buff Froggit will show up, scaring Macro Froggit, and will give you "the final frog" — ending the battle, which rewards you with a chest containing the Golden Bandana.
  • Incoming Ham: It makes its presence known with a M E G A C R O A K !
  • Large Ham: Speaks in ALLCAPS, and every action is done with the greatest of gravitas.

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