SAVEThe SAVE menuMechanic typeGameplay MechanicIn Undertale, SAVE is the in-universe name given to save files and the ability to overwrite them. There is one SAVE slot in the game (one per user), which can be overwritten by interacting with SAVE Points or by autosaving. In the dialogue, "SAVE" is noticeably written in capital letters, and it can be conjugated.
A SAVE can be loaded via the game's menu. The game automatically loads the most recent SAVE whenever the protagonist's HP reaches 0. Meta knowledge plays a heavy role in this since the protagonist and other characters have memories of events that occurred before resetting their SAVE. For example, Toriel remarks that speaking with the protagonist is like speaking with an old friend, while Papyrus feels that they look familiar.
If the player tries to load the SAVE in an inaccessible room (if the "Dogcheck" was not turned off) or with corrupted data, the game shows the Annoying Dog in the middle of a black screen, rendering the game unplayable until it is fixed with a functional room or a new SAVE.
The Reset function is found in the game's menu. This function erases most information stored in a SAVE, such as the protagonist's LV and EXP; resetting, however, does not erase certain variables such as the name. Similarly to loading a SAVE, some characters in the game act differently after a reset.
A True Reset is a function available after completing the True Pacifist Route. It erases most data from the undertale.ini file, exceptions including the Mysterious Door opening and border data on console. The post-Genocide state is in a separate file and unaffected by even a True Reset.
If the Genocide Route is completed, the First Human destroys the world. They then offer the player to recreate the world in exchange for their SOUL. Other than manipulation of the files using a file editor, this is the only way to reset the game. However, accepting this offer also activates a permanent flag in the game's files which affects all subsequent True Pacifist and Genocide endings.
In the universe of Undertale, SAVING the game manipulates the timelines.[1] The use of this ability is exclusive to the character with the highest determination in the Underground.[2][3] The first character known to acquire this ability is Flowey, because of the determination he was injected with. His ability to SAVE is lost when the protagonist enters the Underground, as the protagonist's determination is greater than his. Flowey is also noticeably the only character who retains full knowledge of the protagonist's actions before and after loading a SAVE, as opposed to other characters who only have vague memories.
At the end of the Neutral Route, Flowey regains his ability to SAVE after absorbing the six human SOULs. His use of the SAVE ability in this state is analogous to save-states, which he uses in the battle to disorient the player. Another noticeable difference is the number of save slots; while the protagonist can only use one SAVE file, Photoshop Flowey uses four (SAVE files 2, 3, 6, and an unspecified one), although it can be inferred that he can use at least six which possibly comes from the six human SOULs which he absorbs beforehand.
It is optional to SAVE, and it is possible to reach all endings of the game without SAVING. Towards the end of the Neutral or Pacifist Routes, the game acknowledges that the protagonist has not SAVED at all.
If the game has been completed at least once in the Neutral Route, then Alphys's side quests are made available, making it possible to play through the game on the True Pacifist Route. All of this can be done without manually SAVING the game.
During the final battle, the protagonist considers SAVING over Asriel's file to defeat him, but it is stated that since they never SAVED before, they lack the power to do so.[6] The story continues as usual, but the game secretly SAVEs itself, preventing the timeline from being lost after the game is closed.
If you wish to temporarily try out a save, you can use the third party tool UndertaleSandbox. Please note that we are in no way related to them, or any of their actions. If you wish to learn the manual way of installing, carry on with the tutorial!
First, you need to find your Undertale save folder. This is usually C:/Users/username/AppData/Local/UNDERTALE, but it might be different for you, who knows. It should contain at least a file called undertale.ini and a file called file0, unless you haven't saved your game yet, or the save was deleted.
Once you have found where your existing save data is, you can load it into Flowey's Time Machine to edit it. You don't have to load an existing save though you can select a preset instead at the top, or use the default preset which is set by default.
If you erased your world, you should see a file called system_information_962.
If you sold your soul, you should also see a file called system_information_963.
Just delete these files using your file manager. If you are using the Steam version of the game, these files might be backed up and restored by the game on startup. In that case, you should delete the Steam data for UNDERTALE in addition to the system_ files. You can do this in multiple ways:
Flowey's Time Machine has an Advanced Mode for more detailed viewing and editing of file0. The vast majority of Undertale's save file is stored as a series of 512 "flags" containing extremely varied information, from your preferred pie flavor to whether you remembered Heats Flamesman's name.
Flowey's Time Machine uses a consecutive list of these flags. Flags the game never normally accesses are grayed out, and flags the game never sets are highlighted in red. Every flag has a name and a mouseover description, often sourced from PoroCYon's data site and The Undermodding Document. Check those out for more information on most flags.
Flags can be edited and saved in much the same way as in the basic interface, using the provided dropdowns, checkboxes, and numerical fields. (1 usually represents an "active" flag, as the two are equivalent in computer terms.) Many of the most important flags to various routes are more easily editable from the basic interface. However, there are a few that may warrant special interest:
But of course, that part is just speculation. The only real fact here is that you truly can reach out to the broken, lingering SOUL that is the first human, Chara. And the even more amazing thing is, you succeed.
When humans are mummified via desiccation or embalming there are certain processes that happen. The eyes dehydrate quickly if not sealed closed, they actually sink in as the eyeball shrivels up or liquifies and drains into the skull through the hole the optic nerve goes through. Eyes are sometimes replaced with obsidian or other stone fake eyeballs. When the head is moved, the putrefied fluids from the decayed brain and eyes leak out of the eye sockets and mouth, a black/brown liquid.
Mummies quickly deteriorate in moisture, rotting much faster, often falling apart. Toriel carried the body throughout all of the underworld, through the heat of Hotland, through the rain and fungi of Waterfall, through the freezing cold of Snowdin, back to the ruins, back to where Chara first fell down. Toriel shut the ruins off, buried Chara in the spot they fell down on, and planted a golden flower bed with the seeds that had been stuck to their body when they were laid down on the flower bed in their home village. We find the dry seeds in the drawer in old home in the ruins. This is the flowers Frisk lands on and the same flowers Toriel and Asriel tend to.
The player has a sort of power of making choices, but they are not in complete control. We can edit the game files, the save files, and effect things in the game, we can choose the name of the fallen human and thus name the save, to some extent, some names are not allowed, and if we change the files to change our name the game will comment on that.
Chara is also in control, more and more the higher your LV, taking over more in genocide route. Chara will also make choices that you are not in control of that Frisk used to be the one in control of, like with puzzles, not shaking hands, etc. Chara also has internal dialogue in red during the genocide route, as they become in control. Like Frisk, the closer to the end of the route, the more in control they become.
A little chart showing all the parts of the Old Home and New Home that have narration that changes depending on who is currently in control. first column is neutral, second is post pacifist (aka, true Frisk) and third is Chara. In spots that are blank, the narration is the same as it is in neutral. for the bed in Old Home the memories from Chara occur in both neutral and genocide routes, but I put it on the Chara side as it is their memories being shared, not just normal neutral narration.
*Now fixed for easy viewing and fixed an error.
The next area is full of echo flowers and wall signs with history written on them. You'll find a telescope near the middle of the room. Use it and look to the top left corner for a clue on how to get out of here.
This room has even more lore panels along a jetty. At the end of the jetty is a square panel - step on it and you'll be taken across to the next section - if you need health go back and save before doing this.
Keep heading east, if spears hit you again you'll be taken into combat mode again for one of her attacks. The best way to dodge the spears is to keep moving east and be mindful of when to move up or down as you can easily move into the path of the spears.
Soon you'll see Sans again with another telescope - you don't need to look through this one but doing so is pretty funny.Through the north door, you can find the ice cream salesman again if you feel the need to stock up on some more healing items.
The statue will begin to play some music, pay attention to the song. Head back to the fork in the road and take the northern route to find a piano in a room. If you're musically inclined you may be able to recreate the tune by ear, if not it's: open, up, right, open, down, open, down, right.
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