Waterfall
Waterfall (JP: ウォーターフェル) is the third area the protagonist encounters in the underground. The area is accessible after the protagonist defeats Papyrus in a fight. The area follows Snowdin and precedes Hotland.
- Napstablook, Undyne, and Mettaton have houses in Waterfall.
- The ancient glyphs on the walls describe The War of Humans and Monsters as well as the prophecy surrounding the Delta Rune.
- The protagonist encounters Mad Dummy and Monster Kid.
- Undyne attacks the protagonist on several occasions and is the last monster the protagonist battles in Waterfall.
- The protagonist finds the Old Tutu and Ballet Shoes behind a waterfall and in tall grass, respectively. Gerson sells the Cloudy Glasses and Torn Notebook.
- Temmie Village is hidden within Waterfall, in the "room before the darkening lantern room", as stated by the River Person.
- A memory from the fallen human plays after the protagonist falls into the garbage dump.

The protagonist enters Waterfall after concluding the battle against Papyrus. From there, Papyrus attempts to deter Undyne from attacking the protagonist, only to be rebuffed in silent dialogue.[1] Undyne immediately notices the protagonist as they attempt to bypass her and begins pursuing them throughout the region. Papyrus attempts to help the protagonist in misdirecting Undyne through phone calls,[2] but inadvertently helps Undyne track the protagonist based on their appearance. On several occasions, the protagonist speaks to Monster Kid as they express enthusiasm at seeing Undyne in action.[3]
As they traverse through Waterfall, Undyne catches up with the protagonist on multiple occasions. With her in hot pursuit, the protagonist manages to evade Undyne and her attacks, but on the second encounter, Undyne cuts off the bridge the protagonist is standing on, leading to them falling into the garbage dump. From there, the protagonist battles Mad Dummy and continues into a dead end where Undyne catches up to them for a third time. Monster Kid interrupts the ensuing confrontation, and Undyne drags them away.
Off-screen, Undyne tells Monster Kid that the protagonist is a human, and they confront the protagonist to confirm it. As they leave, they fall off the bridge just as Undyne appears again. After saving Monster Kid or leaving them behind, the protagonist confronts and engages in battle against Undyne, which can lead into a chase into Hotland.

While traveling through Waterfall, every puzzle that normally blocks the path forward is either deactivated or solved, allowing the protagonist to quickly bypass them. All of the NPCs have completely evacuated at this point. After falling into the garbage dump, Mad Dummy becomes so angry at the protagonist's actions that they become fully corporeal and transform into Glad Dummy.[4]
When confronting the protagonist on the bridge, Monster Kid explains that they were warned by Undyne that they have hurt and killed many people. Monster Kid attempts to stand up for themself, but the protagonist engages them in battle and attacks them. Undyne takes the fatal blow in their place and convinces Monster Kid to leave. Realizing the fate of the world is at stake, Undyne transforms into Undyne the Undying and battles the protagonist. Following her defeat, the protagonist proceeds into Hotland.
Waterfall is a damp, cavernous region that sees constant rainfall. Many bodies of water flow throughout the region, and, true to its name, the region is characterized by its numerous waterfalls flowing from the ceiling and from the lakes and rivers. The color of this water ranges from white to various shades of blue.
Pink and blue gemstones are embedded in Waterfall's indigo floors and walls. Sometimes, gemstones can be seen in the ceiling and act as stars in the night sky.[5] Waterfall's pathways are often winding and contain many branches.
Many different forms of plant-life grow in Waterfall, including the numerous Echo Flowers scattered throughout the region and seagrass that obscures the protagonist as they walk in. Additionally, bright blue mushrooms appear in some areas, which light up when touched.
Ancient glyphs adorn the walls throughout Waterfall. These glyphs detail the war that resulted in monsters being sealed underground as well as a prophecy surrounding the Delta Rune.
The initial walkway in Waterfall is short and linear, with waterfalls scattered throughout the foreground. The river just above the walkway eventually veers upwards and off-screen.

In the Checkpoint, the protagonist speaks to Monster Kid, Sans, and the Echo Flower Explainer. A small waterfall flows through this room, and an Echo Flower and Sans's sentry station are against the north wall. Between Sans's sentry station and the Echo Flower is a SAVE Point. Snow covers Sans's sentry station and his station blocks access to a wooden door. From this room, the protagonist can choose to go with Sans to Grillby's via a shortcut through the right wall.
After progressing right, the protagonist encounters a puzzle that involves dodging rocks that are going down the waterfall as well as a Dimensional Box. If a rock pushes the protagonist over the edge of the waterfall, they land on a wooden bridge that has an Echo Flower on the rightmost end.[6] One of Alphys's cameras is situated behind this waterfall. Backtracking to the left allows the protagonist to attempt to cross the waterfall again or access the hidden room behind the waterfall. The Old Tutu resides in this hidden room.

Exiting the waterfall room leads to the Hallway, a room with a patch of tall grass in which a cutscene of Papyrus and Undyne takes place. Papyrus stands on the lighter side of the room while Undyne stands in the shadows. Undyne nearly attacks the protagonist but stops when she remembers that the sea-grass is used for scientific study.[7]
A few pink gems and blue gems are in this room, along with three stalagmites near Undyne. After the protagonist exits the tall grass on the right, Monster Kid appears from the grass and celebrates seeing Undyne.
Progressing right, the protagonist encounters Bridge Seed puzzles. The first room serves as a tutorial of Bridge Seed mechanics, and the protagonist crosses the waterfall in the room after lining up four Bridge Seeds. Using the right exit of the room, the protagonist enters a larger room with another Bridge Seed puzzle within it.
After taking a few steps forward, the protagonist encounters Aaron. This encounter is scripted.
Along with four Bridge Seeds, this room contains four glowing mushrooms, a sign in the middle of a waterlogged area, a Bell Blossom that retrieves the seeds, and a sign describing the Bell Blossom. The sign in the bottom left of this room reads "Congratulations! You failed the puzzle!" The protagonist can solve the Bridge Seed puzzle multiple ways.
When the protagonist approaches the top left exit of the Bridge Seed room, Papyrus calls and inquires what the protagonist is wearing.[2] They are given a choice of whether to tell him the truth or lie to him.

The protagonist can use the Bridge Seeds to create a bridge offscreen to the right of the room. In this room, there is an Echo Flower[8] and a bench with the Abandoned Quiche beneath it.
The next room is the Wishing Room,[9] which contains many Echo Flowers and blue, glowing gems on the ceiling. As the protagonist progresses right, a telescope pointed at the ceiling offers a clue to check the northern wall to find the exit of the room.

The northern exit leads to a room with a wooden bridge and dark water in which many Water Sausages grow. On the north wall are many ancient glyphs. At the end of the wooden dock, the protagonist steps on a small raft that drifts to the right.
Undyne's first spear barrage occurs in the next room. The protagonist flees from Undyne's spears along a wooden dock surrounded by black water. Undyne stands to the north of the protagonist and directly behind a row of rock pillars. The protagonist escapes Undyne by hiding in tall sea-grass.
While being attacked by Undyne, her attacks begin to speed up the longer the protagonist stays in the room. The spears eventually reach a limit, indicated by a sound effect playing for each throw. Monster Kid's dialogue changes if the protagonist reaches this limit.[10]
After leaving this room and coming back, a ferry monster appears, and they can transport the protagonist back to the raft dock, giving the protagonist 3G in the process rather than charging 3G.

After leaving this room through the right exit, the protagonist reaches the "Crystal" room. In this room is an Echo Flower, a mouse hole, and a piece of cheese. The Echo Flower, which is to the right of the mouse hole, squeaks when the protagonist interacts with it. On the True Pacifist Route, the dialog of the table changes.[11]
If the fun value is set to 66, a horizontal hallway, room_water_fakehallway, appears between the "Crystal" room and the room with Sans next to the fake telescope. There is an additional 10% chance that a gray door will appear. The door leads to a gray room that contains the Mystery Man. The figure has no hitbox, but interacting with them makes them disappear. The hallway becomes inaccessible after leaving it.

Continuing right, the protagonist exits the room and sees Sans standing next to a telescope. To his right is another Dimensional Box. Sans attempts to prank the protagonist with the red-eye telescope. Exiting through the wooden door on the north wall of this room leads to another small room with the Nice Cream guy in it. There is also a Punch Card box, a blue, glowing mushroom, and defiled ancient glyphs[12] in this room.
If the protagonist backtracks from this room and travels right from Sans's telescope, they encounter Loren and, continuing right, the small bird. The protagonist cannot use the small bird yet, as they are on opposite sides of a chasm of bright blue water.
Inspecting the southern wall immediately left of the southern path reveals that there are glowing gems along that wall, but they cannot be seen due to the angle at which the camera is positioned.[13]
Going south of where Loren is leads to a room that spans a large area horizontally and vertically. The color palette reverses in this room, and the water appears bright blue while the land appears black. As the protagonist traverses this room, they encounter a few Echo Flowers and can also find the Ballet Shoes in a tuft of tall grass.[14]
Before the protagonist crosses a wooden bridge, one of four possible dialogues can happen, depending on what they chose to tell Papyrus in the second Bridge Seed puzzle room. If they told him the truth, Papyrus calls them again and explains that he told Undyne exactly what the protagonist told him because he assumed the protagonist would change their clothes after being asked such a suspicious question.[15] If they instead chose to lie, Papyrus gives one of two dialogues where he said he chose to lie about what they were wearing so they wouldn't get into trouble, accidentally telling Undyne what they actually are wearing.[16][17] If the protagonist told him the truth, but they have changed their defensive item, Papyrus says that he made up what they were wearing, accidentally guessing what they changed into.[18]
Continuing, the protagonist enters a long, horizontal room with a narrow black path leading to the right. If they are not on the Genocide Route, as they progress down this path, Onionsan appears and talks to them.
The protagonist leaves through the right exit and encounters Shyren in the next room. Shyren's room has two small, white waterfalls that flow from the top to the bottom of the screen and always stay in the foreground. A pool of water is situated at the center of the room. Heading to the right, the protagonist encounters more ancient glyphs that inform them of Boss Monsters.[19]

To the north of Shyren's room, the piano puzzle awaits the protagonist. The protagonist opens the door to the artifact room by playing the melody that echoes through the area.[20]
The artifact room itself contains a red orb on a pedestal and glyphs that cannot be read because the protagonist cannot stand directly in front of them.

Continuing to the right, the protagonist sees an ancient statue that has water dripping on it from the ceiling. If an umbrella from the next room is placed over the statue, a music box can be heard playing Memory.
Neither Papyrus nor Undyne know of the statue's origin, and they explain so when calling them.[21][22]
Exiting this room through the right exit leads the protagonist to a room with a white waterfall in the foreground, a bucket of umbrellas, and a sign encouraging them to take an umbrella. Progressing right, they walk through a waterlogged room that has many waterfalls and reflective pools within it. Monster Kid walks alongside the protagonist for the duration of this room.

After the duo reaches the end of the rain rooms, they enter a two-dimensional room with New Home off in the distance. The game returns to an overworld scheme after the protagonist exits this room to the right.
After Monster Kid helps the protagonist climb onto a ledge, the protagonist progresses to the next room without them after Monster Kid gives them the go-ahead.[23]
The next SAVE Point is in the room immediately to the right of the ledge, known as the Bridge. There are also more ancient glyphs on the walls that detail The War of Humans and Monsters. Exiting this room to the right, the protagonist walks on another wooden bridge where Undyne antagonizes them. After reaching a dead end of the bridge, the protagonist falls into the garbage dump after Undyne slices the bridge in two.
As in the docks, Undyne's attacks speed up the longer the protagonist stays on the bridge. However, when this happens, it is possible to get to -1 HP as the battle ends, displaying as "0-1 HP". Entering a battle with -1 HP instantly triggers a Game Over.[24]
After a brief flashback of Asriel encountering the fallen human, the protagonist wakes up on a bed of golden flowers, finding themself in the garbage dump. Most of the garbage dump is flooded, and the protagonist walks with their legs below the water.
The initial room is very large and spacious. The waterfall that flows into this room spans across the entire northern wall, and there are two piles of garbage along the southern wall.

East of the landing area is the Trash Zone, which is a smaller room with a waterfall that flows into the room and a waterfall that flows into the abyss below. According to the SAVE Point, pieces of garbage occasionally flow through the room and fall into the abyss, but this does not occur in game. It is revealed later that this is the room where Undyne first met Alphys.[25]
East of the Trash Zone is a vertical room that veers upwards. More piles of garbage litter the walkway as well as a cooler with two packs of Astronaut Food. Mad Dummy is situated at the end of the walkway, and the protagonist is given the option to beat it up when inspected. Mad Dummy wakes up and engages the protagonist in battle, which is interrupted by Napstablook. Napstablook then invites the protagonist to their house.

Napstablook leads the protagonist to the Quiet Area, which is a rectangular room with a pond in the center. A SAVE Point is situated below the pond. If the Fun Value is between 80 and 89, Clam Girl stands at the bottom-right of the room. A sign is situated near the northeastern exit, indicating the directions of the nearby rooms.
To the west of the Quiet Area lies the small bird that can carry the protagonist over a disproportionately small gap to the earlier areas of Waterfall. The bird does not appear in the Genocide Route, meaning that the protagonist cannot get back to earlier areas.
North of the Quiet Area leads to Blook Acres, which is separated by three paths: the left path leads to Undyne's house, the middle path leads to Napstablook's house, and the right path leads to the snail farm. Mettaton's house lies next door to Napstablook's house, and it can eventually be unlocked by using the Mystery Key. In the snail farm, Napstablook invites the protagonist to play a game of Thundersnail for the price of 10G.

To the east lies a crossroads with Gerson's shop to the north and a southern path that leads to a room where the River Person is present once the protagonist reaches Hotland. A Dimensional Box is present next to the entrance to Gerson's shop.
Continuing east leads to a horizontal room with two bodies of water that the protagonist sinks their legs under. This is the first room where Temmie and Moldbygg can be encountered. There are Echo Flowers in this room,[26] but they are inaccessible to the protagonist.
Continuing forward, the protagonist enters a maze of paths that light up when they touch the glowing mushrooms. There is a southern path that is hidden from view that leads to Temmie Village but lights up once the protagonist leaves the village or all four mushrooms are lit.
Temmie Village is a hidden settlement inhabited by Temmies. It houses a SAVE Point, a Dimensional Box, and the Tem Shop, to which the protagonist can sell their items.
On the Genocide Route, every Temmie has left Temmie Village except for the Temmie Shopkeeper and the Temmie that looks out from the wall.
East of the mushroom maze is another maze, but this time, there are darkening lanterns that must be turned back on to temporarily light the way forward. In place of the light, purple crystals are scattered throughout the room and emit light, but they ultimately do not provide any usable light.
After solving the two puzzles, the protagonist enters a horizontal room that gets progressively darker as they continue forward. Interacting with the Echo Flower at the end of the room causes the room to light up only for Undyne to appear and approach the protagonist with the intention of taking their SOUL. Monster Kid suddenly jumps out from a patch of tall grass and interrupts the ensuing battle.

After Undyne drags Monster Kid away, a path that was previously hidden from view lights up, allowing the protagonist to continue north into a vertical room with a few Echo Flowers along the path. There is an ancient glyph at the end of this room that mentions a prophecy of an Angel returning from the surface and causing the underground to go empty.
Reaching the end of the room and backtracking without leaving the room allows for Flowey to be seen going back into the ground next to an Echo Flower. If the protagonist then interacts with the Echo Flower, Flowey can be heard disguising himself with Toriel's voice, with the dialogue varying depending on whether she was killed or not. On the Genocide Route, the Echo Flower still says that "It's strangely silent", except the text is in Toriel's voice.
On the Genocide Route, if there are still monsters left right before fighting Undyne, "Strongly felt <number> left. Shouldn't proceed yet." appears on this pathway.
The protagonist then enters a room that contains a bridge spanning across an expansive chasm. Monster Kid approaches the protagonist and talks to them. However, once they start to leave, they trip off the bridge and hang onto the ledge below just as Undyne enters the room. The protagonist has the option to save Monster Kid, confront Undyne, let Monster Kid fall off the ledge, or run away into the next room where the Elder Puzzler eventually inhabits.

In the "Undyne Arena", Undyne stands atop a tall crag and speaks to the protagonist, with her dialogue changing based on if they killed monsters or if they killed Papyrus. She eventually allows the protagonist to prepare themself however they want, initiating the battle once they step forward. If the protagonist opts to flee from her, Undyne begins chasing them throughout the last two rooms of Waterfall before Hotland, reengaging battle if she catches up with them.
Going under the crag that Undyne originally stood on leads to a vertical room that acts as a bridge over a river. The ice thrown by Ice Wolf flows along this river.
The next room is a horizontal room with a neon sign saying "WELCOME TO HOTLAND!" with the letters scrolling across the sign. If Undyne is killed, the neon sign is turned off. Papyrus calls the protagonist in the neon sign room telling them that they should hang out together with Undyne sometime.[27] If Undyne is chasing the protagonist, she stops so that they can accept the call.[28]

Waterfall received an expansion in the Undertale 10th Anniversary Stream. In Onionsan's room, the original pathway is cut off. Instead, the protagonist is met with a bubble that they can enter, which takes them to an underwater town.
The town is inhabited by monsters who are stated to speak a dialect the protagonist cannot understand. These monsters live in houses formed from large shells and coral reefs. Onionsan appears from one such house and speaks to the protagonist about their living situation. In addition, a fire elemental NPC is present in the town, wearing a fire-proof diving suit.
Upon reaching the end of the town, the protagonist surfaces on the other side of Onionsan's room, and the region continues as normal.
- The concept art of Waterfall
- The Bridge Seed glitch where the protagonist can walk on the water. This glitch has since been patched.
- The border for Waterfall available on the console releases of Undertale.

- During the protagonist and Sans's date in Grillby's, Sans refers to Waterfall as a marsh.[29]
- There is a glitch in the two-dimensional room that overlooks New Home. If the player holds the up, down, and right directional movement keys simultaneously, the protagonist moves at a faster pace.
- There is a glitch in the first room of the garbage dump. If the protagonist walks diagonally along the edges of the wooden planks and then walks to the water, they appear to be walking on the surface of the water instead of having their legs sink below.
- In rooms with floating, white particles, if the protagonist interacts with one as if it were an NPC, a special sound effect plays.
- Waterfall resembles the Land of Wind and Shade from Homestuck. The Waterfall leitmotif originates from the song Doctor, which is the Land of Wind and Shade's theme.
- ↑
... W-WHAT?
— Papyrus
YOU'RE GOING TO TAKE THE HUMAN'S SOUL YOURSELF...
BUT UNDYNE, YOU DON'T HAVE TO DESTROY THEM! YOU SEE...
YOU SEE...
...
... I UNDERSTAND
I'LL HELP YOU IN ANY WAY I CAN. - 1 2
NYEH HEH HEH HEH!!
— Papyrus
SO... WHAT ARE YOU WEARING...?
I'M... ASKING FOR A FRIEND. - ↑
Man, are you unlucky.
— Monster Kid
If you were standing just a LITTLE bit to the left...!
Yo, don't worry! I'm sure we'll see her again! - ↑
Eureka. Eureka! EUREKA!
— Glad Dummy
Human. That moment of unbridled emotion.
It allowed me to finally fuse with my body!
I'm fully corporeal now! My lifelong dream, realized! - ↑
A long time ago, monsters would whisper their wishes to the stars in the sky.
— Echo Flower
If you hoped with all your heart, your wish would come true.
Now, all we have are these sparkling stones on the ceiling... - ↑
I swore I saw something... Behind that rushing water...
— Echo Flower narration - ↑
This is the room where I first spotted you.
— Undyne
You have NO idea how many spears I wanted to throw!!!
But, um, that seagrass is under scientific protection. - ↑
I just wasn't ready for the responsibility.
— Echo Flower narration - ↑
THE WISHING ROOM. DO YOU HAVE A WISH...?
— Papyrus
NYEH HEH HEH!! I HAVE ONE!!!
I WISH I WAS TALKING TO MY COOL FRIEND!!!
LOOK!!! IT'S COMING TRUE!
WHAT WILL YOU WISH FOR? - ↑
... yo, did you notice? She seemed really mad about something!
— Monster Kid, first Undyne chase if speed limit reached
She looked liked she was gonna blast me to pieces!
But... sigh... Then she decided to put me down...
Yo! There's always next time, right? Let's go! - ↑
(Seems like the mouse has freed some of the cheese from the crystal somehow.)
— Narration - ↑
The ancient glyphs have been painted over with a list of 21 different flavors.
— Narration - ↑
(The gems on the southern wall shine in a spectacular pattern.)
— Flavor text upon inspecting the wall south of Loren
(It's a nice thing you can see the southern wall from this angle.) - ↑
There's normally a pair of old shoes in that seagrass.
— Undyne
Strangely, they're made for someone without fins or claws.
What kind of monster is like that...? - ↑
BECAUSE I KNEW, OF COURSE...
— Papyrus after telling the truth and keeping the equipped item
AFTER SUCH A SUSPICIOUS QUESTION...
YOU WOULD OBVIOUSLY CHANGE YOUR CLOTHES!
YOU'RE SUCH A SMART COOKIE!
THIS WAY YOU'RE SAFE AND I DIDN'T LIE!!!
NO BETRAYAL ANYWHERE!!!
BEING FRIENDS WITH EVERYONE IS EASY!!! - ↑
I KNEW WHEN YOU SAID:
— Papyrus after lying and changing the equipped item
"I AM NOT WEARING A <PREVIOUS ITEM>."
IT WAS REALLY A SECRET CODE!
YOU REALLY MEANT...
"I ACTUALLY AM WEARING A <PREVIOUS ITEM>!"
YOU WERE TRYING TO PROTECT YOURSELF...
WHILE MAKING IT SO I DIDN'T HAVE TO LIE!
I PICKED UP ON THIS, AND FOLLOWED YOUR PLAN.
I TOLD HER YOU WERE NOT WEARING A <PREVIOUS ITEM>!
IN FACT I TOOK IT ONE STEP FURTHER!
I TOLD HER YOU WERE PROBABLY...
WEARING A <CURRENT ITEM>!
OF COURSE, YOU WOULD NEVER WEAR THAT.
BUT THAT'S THE POINT!
SHE WON'T RECOGNIZE YOU NOW!
AND I DIDN'T HAVE TO BETRAY EITHER OF YOU!
SINCE I JUST TOLD HER WHAT YOU SAID! - ↑
PAPYRUS WOULD NEVER BETRAY YOU!
— Papyrus after lying and keeping the equipped item
YOU SAID YOU WERE NOT WEARING A <ITEM>.
SO OF COURSE I ACTUALLY TOLD HER...
YOU WERE INDEED WEARING A <ITEM>!
IT PAINED ME TO TELL SUCH A BOLDFACED LIE.
BUT SINCE YOU AREN'T WEARING A <ITEM>.
SHE SURELY WON'T ATTACK YOU!
NOW YOU ARE SAFE AND SOUND.
WOWIE... THIS IS HARD.
I JUST WANT TO BE EVERYBODY'S FRIEND! - ↑
I TOLD HER YOU WERE NOT WEARING A <PREVIOUS ITEM>!
— Papyrus after telling the truth and changing the equipped item
EVEN THOUGH YOU TOLD ME YOU WERE!
INSTEAD, I MADE SOMETHING UP!
I TOLD HER YOU WERE WEARING...
A <CURRENT ITEM>.
IT PAINED ME TO TELL SUCH A BOLDFACED LIE.
I KNOW YOU WOULD NEVER EVER WEAR A <CURRENT ITEM>.
BUT YOUR SAFETY IS MORE IMPORTANT THAN FASHION.
DANG!
I JUST WANT TO BE FRIENDS WITH EVERYONE... - ↑
There is only one exception.
— Ancient glyph
The SOUL of a special species of monster called a "Boss Monster."
A Boss Monster's SOUL is strong enough to persist after death...
If only for a few moments. - ↑
A haunting song echoes down the corridor... Won't you play along?
— Glyph in the piano puzzle room - ↑
A MYSTERIOUS STATUE...
— Papyrus - ↑
That statue's been here forever...
— Undyne
No one knows where it came from. - ↑
Yo, you go on ahead.
— Monster Kid
Don't worry about me. I always find a way to get through! - ↑ But it refu- wait nevermind on YouTube
- ↑
That's where I met Alphys for the first time!!
— Undyne recounting her story of how she met Alphys in the garbage dump
I was looking for cool swords, when I saw her...
Uh, standing there, staring into the abyss.
She looked pretty... Um... ... contemplative.
So I asked her where she thought the abyss led to!
She looked up at me, shocked, and went red in the face.
But I'm scary, so I'm used to that kinda stuff!
Then she kept explaining all her different theories.
She went on for hours! I was so captivated!
After that, I kept running into her here.
And now we're friends! Yeeee hawww!!! - ↑
A field of echo flowers...
— Undyne
They babble back and forth to each other...
... until their words become meaningless noise.
Creepy, huh? - ↑
HEY! WHAT'S UP!?
— Papyrus
I WAS JUST THINKING...
YOU, ME, AND UNDYNE SHOULD ALL HANG OUT SOMETIME!
I THINK YOU WOULD MAKE GREAT PALS!
LET'S MEET UP AT HER HOUSE LATER! - ↑
This is where I was chasing you...
— Undyne
But you got a phone call, so I had to wait. - ↑
the echo flower.
— Sans
they're all over the marsh.