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@sage-nebula
Sage || Adult || She/Her || Writer & Artist
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Everything you've ever wanted
dying in the hospital with a duel disk on my arm
this is why you shouldn't swear
I love that frisk is in the same situation as Kris but theyre a baby so they don't care like "YAH is fine heart tells me what to do I do it -_- "
Kris: *rips out the soul in order to relinquish control and painfully limps in order to hurl it into a birdcage for a moment of freedom*
Frisk: hoooo boy. 0_0 Hot. Dog.
It's hard to say definitively since Deltarune isn't finished yet, but I feel like Deltarune already has enough that would make it considered a "better" game than Undertale by several metrics. It has more gameplay diversity and challenge, more complex characters, an even stronger metanarrative, etc.
But still, though . . . at this moment in time, I still love Undertale more.

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Chara’s Partner
(undertale spoilers)
Together, through the genocide route, Chara and the player embark on a quest to “free everyone”. However, this partnership is something that is overlooked by many. There are players who deny any blame and place it all on Chara, trying to wash their hands clean of fault. Then there are those who insist that the player taught and guided Chara onto the path of eradication.
Both stances overlook important information from the game in favor of absolving one or the other of the crime. However, Chara makes it clear – “you” and Chara are partners.
In the following analysis, it is assumed that Chara’s partner is the player. If you believe the partner is Frisk, this theory will still apply.
The Player Guides Chara
When absolving Chara of any blame, people point to a a specific part from Chara’s monologue.
Our plan had failed, hadn’t it? Why was I brought back to life? You. With your guidance. I realized the purpose of my reincarnation. Power.
There is no denying the fact that the player guides Frisk, and thus Chara, throughout the Underground and makes the choice to kill or spare monsters. After all, the player is playing a game. They make the choices in the game, which are probably provided by both Frisk and Chara.
In neutral routes, the narration text is normally white and narrates in second person. That is, unless enough monsters are killed in the Ruins.
It takes the eradication of the monsters in the Ruins to get this red text that is associated with Chara. This is likely what is meant by Chara – the player’s actions in the “tutorial” section have helped Chara realize their purpose is gaining power. It would explain why the player doesn’t even need to reach the end of the genocide route to bring forth Chara.
Some may see this as the player corrupting Chara. Others may see it as giving Chara the power needed to take control and show their true self. Regardless of whether or not one believes Chara is corrupted by the player, consider this: the player could never complete the genocide route without Chara’s help.
Chara Guides The Player, Too
Genocide starts at twenty kills, and the kill count is added to the menu at twenty-one kills. This may possibly be because once Chara’s presence is strong enough, the stat menu reflects Chara’s care for kills. This change happens in the Ruins after eliminating all the monsters, including Toriel.
If you disagree that the stats menu is provided by Chara, then consider the save points in the genocide route, starting in Snowdin.
Chara is telling the player how many are left to kill in the area. This number is vital to the genocide route – failing to kill this many monsters before exiting the area will cause the genocide to be aborted. Interestingly, there is a specific monster that must be killed in Snowdin – the comedian called Snowdrake. If Snowdrake is not killed by the time the kill count is exhausted, Chara will berate the player.
Chara calls the player a “failure” for not eliminating Snowdrake. This happens rather early in the genocide route. It’s further proof that from early on, Chara is on board with the plan.
As the player continues to progress through the genocide route, Chara continues to keep track of how many are left to kill. In Waterfall, another interesting line of red text may appear. If the player misses any monster and is about to reach Undyne, Chara will warn the player.
Chara is the one who can feel how many monsters are left to kill. They tell the player how many are left in order to stay on the genocide route. If Chara didn’t keep track of the kills – if they didn’t guide the player – the player would be extremely unlikely to complete the genocide route without an external walk-through.
What does this mean when the player aborts the genocide route? Likely, Chara loses interest. Their purpose is eradicating the enemy. If the player fails to do so, there is no reason for Chara to be a guide anymore.
It Was Both Chara and the Player
When Chara greets the player at the end of the genocide route, they speak of their awakening, purpose, and partnership.
Greetings. I am Chara. Thank you. Your power awakened me from death. My “human soul.” My “determination.” They were not mine, but YOURS. At first, I was so confused. Our plan had failed, hadn’t it? Why was I brought back to life? You. With your guidance. I realized the purpose of my reincarnation. Power. Together, we eradicated the enemy and became strong. HP. ATK. DEF. GOLD. EXP. LV. Every time a number increases, that feeling… That’s me. “Chara.” Now. Now, we have reached the absolute. There is nothing left for us here. Let us erase this pointless world, and move on to the next.
The player woke Chara and helped them realize their purpose. However, after that statement, Chara uses “we” and “us” to refer to how both Chara and the player worked together to reach this end. There is no blame on the player. Even more so, if the player tries to back away from erasing the world, Chara will not only erase it but ask a rhetorical question.
Chara makes it clear that they are “the one in control”, not the player. They choose to erase the world – the player’s input does not matter.
Some will say the player’s input does not matter because Chara is punishing the player for their crimes. However, remember that throughout genocide, the player is following Chara’s strict guide in killing everyone. To miss any unique encounter would mean to be a “failure” to Chara. Why would Chara punish the player for being successful?
In a neutral route, the player can kill as much as they want, even enough to meet the same kill count as in genocide, but if they miss any unique encounters, then they are a “failure”.
Does Chara Really Blame the Player?
When the game is restarted after the world is erased, Chara tells the player the following once they finally appear.
Interesting. You want to go back. You want to go back to the world you destroyed. It was you who pushed everything to its edge. It was you who led the world to its destruction. But you cannot accept it. You think you are above consequences. [Yes / No] Exactly. Perhaps. We can reach a compromise. You still have something I want. Give it to me. And I will bring this world back. [Yes / No] Then it is agreed. You will give me your SOUL. [Yes / No] Then, it is done.
Notice that Chara no longer refers to “we” and “us” except to propose their deal. Chara is pinning the blame on the player for the world’s destruction, despite the fact that Chara erased the world with no regards to the player’s choice. Chara had previously emphasized that the player was their partner. What reason could Chara have to now pin the blame on the player? There is one possible reason: to guilt the player into giving up “your SOUL”.
Both the player and Chara destroyed the world, but Chara still wants something from the player. They want “your SOUL”, and the best way to obtain this is to place the player in a position where there is no choice but to give it up. Blaming the player for the world’s destruction is likely a tactic to ready the player for the deal. The player would be more willing to give into Chara’s request if they felt guilty for destroying the game. Add that with the fact that Chara is the only one who can bring back the world. The player really has no choice if they want to continue playing.
After all, if the player refuses to give up “your SOUL”, then Chara will decide to abandon the player in the abyss "for all eternity”. If the game isn’t then closed and reopened, Chara will never, ever make a reappearance. If the game is reopened, Chara will issue the same demands as before. They will not accept anything less than the outcome they want.
The Player is STILL Chara’s Partner
Despite the blame placed on the player in the abyss, Chara will continue to refer to the player as their partner in subsequent genocide runs. They even compliment the player for choosing the correct answer.
Now, partner. Let us send this world back into the abyss. [ ERASE / DO NOT ] Right. You are a great partner. We’ll be together forever, won’t we?
They may not understand the player’s “perverted sentimentality” for keeping empty worlds, but they are clearly on board with eradicating the enemy and erasing worlds. They have no qualms about committing genocide with their partner.
As stated in the beginning, this isn’t to absolve the player from what they have done. Both the player and Chara completely eradicated the monsters together. Even if Chara is manipulative in reaching their goal of acquiring a soul, the player kills to meet the quotas set by Chara. Perhaps, however, Chara was more than what the player bargained for.
Do you know there's a number higher than 9?
You just have to go back to 0
toby's got a favorite color combo i think
Determination is yellow
(undertale spoilers)
Determination is “the will to keep living… the resolve to change fate.” It’s the power that gives human souls “the strength to persist after death.” It is so powerful that it brought Flowey to life and gave him the power to control the underground’s timeline.
Because many people believe the red soul represents determination, some players associate determination with the color red. Many also incorrectly cite that determination is written in red in the genocide route. This is false.
Determination isn’t unique to the red soul. It is found in all human souls, and there is evidence that all of the fallen humans had the power to save, load, and reset. Furthermore, there is a strong link between determination and yellow – the save point.
In Entry Number 5, the word “Determination” is in yellow (and contrary to popular belief, “Determination” is never written in red). The lab entry is written by Alphys, so she would know the color of the determination she extracted from the souls. While it is not the exact same color as the save point, it is extremely close. Closer than the other yellows found in the game, such as the golden flowers. Coincidentally, Flowey is also the same color yellow as the save point. It’s possible he became this brighter yellow after being injected with determination.
However, the most conclusive evidence is from the Undertale Demo’s instruction pages – specifically the TITLE SCREEN page.
The save point is literally “the manifestation of your own DETERMINATION.” While these instructions are not included in the official release of Undertale, the statement makes sense. Determination is the source of the power to SAVE and CONTINUE/LOAD. It also ties in nicely with the facts that the color yellow is used for selection in the main menu and the save menu turns yellow on a successful save.
Ultimately, there is more evidence that determination is the color yellow rather than red.
Important Note: Please keep in mind that the color of determination is separate from the human soul traits and colors. The yellow soul has the trait Justice, and this analysis does not change that. What this analysis provides is a more appropriate color for the physical component found in all souls – determination – and this disregards it as a trait for the red soul. For those interested in what the red soul’s trait is, please read our theory, the red soul.
the red soul
(undertale spoilers)
each fallen human has a specifically coloured soul associated with them. these colours can be seen on the coffins in new home, asgore’s soul containers, and the photoshop flowey boss battle. little is known about these souls, but what can be inferred is that each soul colour represents a unique trait. accessing this information requires multiple rounds of “ball game” in the snowdin forest. if the game is completed fast enough and the red flag is obtained, the following message appears.
however, red soul’s trait is never mentioned. or is it?
determination is not a trait
before exploring the red soul’s trait, it’s time to explain why determination is not the red soul’s trait. while it is a popular choice, it ultimately does not work for a few reasons. unlike the other traits, every human soul has determination.
rather than being a trait, determination is more akin to willpower or resolve. it’s a power that gives human souls “the strength to persist after death.” furthermore, this determination is extracted from the six human souls and injected into a golden flower, bringing flowey to life and giving him the power to control the underground’s timeline. this same power is what gives the humans the power to save and load.
unlike all the other traits, determination is inherently inside all humans. furthermore, “determination” is never mentioned in the ball game. it’s also never specifically linked with the red soul nor is it ever written in red text. the word “determination” is only written in white or yellow.
there is nothing that suggests determination is an exclusive trait to the red soul. it is merely a component in all the coloured human souls.
» read more: determination is yellow
the ball game
the different soul colours each represent their own positive traits according to “ball game.” the first time the red flag is achieved, the following message appears.
these are the positive traits of all the souls besides the red soul. when the ball game is won a second time in the conditions for the red flag, a new message appears.
it’s important to note that the ball game can only be played as long as snowdin is not cleared of monsters. if genocide is successful in snowdin, then the snowball will be gone, rendering the ball game useless. this is the only time the ball game cannot be played. in the neutral and pacifist routes, the game can be played even after reaching snowdin or after defeating papyrus.
the mirrors
from the red flag, the phrase “be yourself” is important. the idea of “being yourself” is seen repeatedly throughout the game, so long as the genocide route is not in motion. if frisk is still on the neutral route, frisk can look into the mirror in toriel’s home, and the following is said:
in new home, frisk can look into a second mirror and see the following:
this text appears in every route, except the genocide route. whether this is a reflection of frisk is up to interpretation.
in a pacifist route, after defeating asriel, frisk can look into the mirror in home once more to see this:
one of the most important elements of the pacifist route is the reveal of the protagonist’s true name, frisk. it highlights how frisk’s identity, or even their true self, is only revealed at the end of a pacifist route.
in contrast, the genocide route makes it clear that frisk is not themself from the start.
the red soul’s trait: being yourself
ultimately, the ball game holds the most important clue. the statement seems rather vague, until the one-word limitation is removed and the trait is seen as a phrase.
“being yourself” is seen in two ways in the context of undertale. the first is more obvious, with the phrase referring to how frisk is only themself in the neutral route and pacifist route. once the genocide route is in motion, frisk is no longer in predominant control – chara is. interestingly enough, when chara is in control during the genocide route and the snowdin forest is cleared, the ball game is unavailable, perhaps highlighting the fact that frisk is no longer truly themself.
the second way the virtue of “being yourself” is used in game is by its definition. “being oneself” means to be genuine, honest, or true to one’s character. along with determination, it is what allows frisk to keep going, especially in the pacifist route. sans alludes to this when he judges frisk in the last corridor.
“so as long as you do what’s in your heart” can be seen as another way to say “be true to yourself.” there is another reference to this trait in sans’ judgment should frisk have killed any monster.
while subtle, sans stresses the importance of being true to "yourself,” even in the face of committing a terrible crime.
“being yourself” may seem synonymous with integrity, but there is a difference. integrity is defined as “the quality of being honest and having strong moral principles.” while both are a quality of being honest, there is a difference to what that honesty is towards. those with integrity are righteous, fair, and of good character. however, integrity is not needed to be yourself. being yourself is to stay true to who you are, regardless of what that may be. perhaps a word for this could be “individuality,” “nonconformity,” or “sincerity.”
conclusion
while the other soul virtues are clearly defined by their colour coded trait, the red soul remains much more ambiguous. perhaps this is because frisk, chara, and the player persist as such different individuals despite being intrinsically linked, therefore the common trait between them can only be just that: their individual “true” self.

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Nothing new.
I don't want to run away anymore
_
I love these too with all my heart if anything bad happens to them I will explode
I like how the "bigots" are never ever ever everyday people. Bigotry is only when donald trump and maybe congress. Stop questioning me? Im literally nice and progressive? Stop asking me to not be a bigot when theres a cheeto in the white house.
Everyone always talks about how modern technology has eroded attention spans, and I'm not here to argue against that, but what always gets me is how much it has eroded my patience.
I'm old, so I remember using dial-up internet back in the late '90s / early '00s. I say this because it means that I remember being able to wait a full five minutes for a single low-res .jpg of InuYasha to load line-by-line on my computer monitor on a good day. I remember being able to wait for the dial-up internet to even connect. I remember being fully content to wait close to ten minutes for a geocities page absolutely loaded with midis and blinkies to load. I was fine, even happy to wait for these things.
Now? Well, I pay for fiber internet. So now if a page takes more than .00002 seconds to load completely, I start to get irritated. Whereas back in the '00s I used to be just fine with pausing a YouTube video, doing other things for fifteen minutes, and then coming back so that it would be fully buffered, now if a video lags for even .0001 second I start to get pissed. I am fully ready to power cycle my router if my internet lags for even one second, much less the full minutes that internet-on-a-good-day used to take in my childhood.
And it's not just that! I used to be able to wait ages for packages back before two-day (or next day, or god forbid same day) shipping became a thing. Now it has gotten to a point where even the two days feels like a lot. I'm making this post because I looked at my "order placed" emails in my inbox, particularly the Etsy ones, and I found myself thinking, "I wish when we bought things online they just materialized in our houses." Honestly what the hell, self. This is not that serious. You can be patient a little bit.
It's just wild how technology has gotten so much more convenient, and everything has sped up, and yes, that has reduced attention spans . . . but also patience. I'm so used to not having to wait that, in the event I do have to wait, I get aggro about it like a boomer who's mad that the manager at Wal-Mart has to actually physically walk up to the cash register to override a mistake the system made. At the very least, the things I'm mad at are just technology; and honestly I'd rather wait longer for packages than exploit actual human beings to get my stuff to me faster. Like, I know I'm bitching, and on the inside I'm like "ugggghhhhh" at having to wait, but if I was given the option of, we can teleport this into your house but for every item we teleport into your house we have to murder an employee, or you have to wait a week to get your package . . . I'm going to wait the week. And then also see what I can do to remove the option to murder an innocent person for faster packages, because you just know someone is going to consider Amazon Steve a reasonable sacrifice to manifest the Apple watch they just ordered directly into their hand rather than having to wait two days.
Anyway. This is why I reblog that "I don't like who I become when I'm waiting for a package" post every time I see it. I'm so impatient now. The me of twenty years ago would be appalled at my lack of patience, albeit also completely gobsmacked at how fast everything is now. You mean it doesn't take at least an entire school day to download one fansubbed episode of anime via bitTorrent anymore? 2026 internet can do it in about five minutes? That's insane.
(Yeah, back in my day we had to set a brand new episode of fansubbed anime to download at 7:00 AM, and then hope that it was finished downloading by the time we got home from school at around 2:45 PM. God help us if someone in the house used or even unplugged the internet during that seven hour stretch, but sometimes even without that happening it still wasn't finished by the time we got home from school. Shit was wild.)
anytime people complain about manga going on hiatus i'm like direct your complaints elsewhere. we shouldn't be getting this many drawings EVERY WEEK?! in the first place. you are killing artists
"I just hope it doesn't end up like Hunter x Hunter" YEAH HOW DID HXH END UP THAT WAY? DID ANYONE LEARN ANYTHING FROM THAT???

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You're named for a day of the week. Which would you rather have
monday
tuesday
wednesday
thursday
friday
saturday
sunday
You know Jones soda cap, as a tumblr user i can actually say i think I have.