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exposing myself as a tenna fan. if carol was an option she'd go in "overhated" for sure. there's also not many characters that went like-to-dislike so jevils' almost just a placeholder. flowery would take dislike-to-like if it wasn't for the fact that my turnaround on ralsei was so much stronger. ralseiiii i love you. also i still haven't fought pink so i cant judge her fight unfortunately.
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I might even go as far as to say really ANYTHING where water is concerned actually
The fact that the portals to the Dark World are fountains
[ID: A screenshot from Deltarune. Kris and Susie are in a dark room standing before the Dark Fountain, a geyser with a complex graphical pattern that glows an ethereal green. End ID]
And how it uses the exact same graphic as the vessel creation sequenceâs background
[ID: A screenshot from Deltarune. The same pattern from the fountain in the previous picture is used as the background, except it is deep blue instead of green. All caps text in front of it reads: âYou must create a vessel.â End ID]
Onionâs secret that they reveal to Kris
[ID: Two screenshots from Deltarune. Kris stands before Hometownâs lake, from which Onion, a large sea creature akin to an onion, appears. A shadow passes over its grin as it says, âSometimes⊠I hear a song at night.â Itâs face turns sheepish as it continues: âIt sounds like⊠itâs coming from under the water. Deep.â End ID]
And the soundbyte that plays in the black screen before Kris wakes up in the Dark WorldâŠ
[ID: A screenshot from Deltarune. Kris lies face-down and unconscious in a barren Dark World. End ID]
I would also like to add the Riverperson says this. You know, the person who warns you about âThe man who came from the other worldâ and âBeware of the man who speaks in handsâ
If stuff about the sea is THIS far back, it has to be a major plot thing.
[ID: A screenshot from Undertale. Frisk is riding the River Personâs boat through Waterfall as the River Person says âTra la la. Did you ever hear the old song coming from the sea?â End ID]
YEAH. I think I actually planned on adding that and forgot, so thank you!
I remember learning about the ocean.gg thing in a YouTube video and going on a frenzied search for any other potential water stuff in DeltaRune. In addition to the old song from the sea (which the video also brought up) and the fountains, here were my findings:
This line from if you beat Jevil by fighting him: âSOON, THE âQUEENâ RETURNS, AND HELLâS ROAR BUBBLES FROM THE DEPTHSâŠâ We now know this was foreshadowing Queen and the end of Chapter 2, but the phrasing of the roar bubbling from the depths definitely catches my eye.
The shadow crystals are described in your dark world inventory as âA sharp shadow moves like water in the hand.â Other than the naming of the fountains, itâs the most direct association Iâve found of darkness/shadow with water.
Character-wise, I canât help but think of Gerson and Alvin, two monsters based on turtles (animals that live in the ocean and on land), and wonder if they were made turtles for the sake of a metaphor about them dwelling in both the dark and light worlds. There are certainly hints that Gerson was involved in dark worlds in the past (the bench in his honor which encourages students to dream, his old classroom being the first proper dark world we visit, his knowledge of the Delta Rune in UnderTale, and him having been an author in a game where dark worlds seem to be a metaphor for fictional stories), and considering Alvin is involved with the light worldâs Angel-based religion, and is apparently planning something with Gersonâs hammer, Iâm fairly sure theyâll play into the history of the Dark Worlds.
While weâre on the topic of suspicious ocean-related characters, thereâs obviously Onionsan, but also, Clam Girl. You know, the one who teased âSuzyâ in UnderTale, who can become a Goner in the switch version with a line that teased DeltaRuneâs release, and who you get faked out for in Chapter 2 if you fail to talk to Onionsan in chapter 1.
Itâs also worth considering that both Gerson and Clam Girl come from UnderTaleâs water-themed area, Waterfall, which itself is one of, if not the, most mysterious areas in UnderTale. @you-can-always-come-home has some great posts about this: [1] [2] [3]
And then, thereâs this bit from UnderTale: âhumans are made mostly of waterâ.
Which, yes, is just a true fact. But itâs pointed out in comparison to monsters being made of magic. And considering everything here, with water potentially = darkness and dreamsâŠ
If we then look to our friend Kris, who turns pale blue in the dark worlds, and who, if they look at themself through the shadow crystal, briefly finds their hand to be transparentâŠ
Perhaps thereâs something concerning there.
In regards to what the purpose/meaning of this connection is, I had two thoughts I left in the comments of that vid that Iâll share here too.
Theory 1: The dark worlds are maybe meant to parallel (or be foreshadowed by) the trash dump in Waterfall. An area full of discarded items, flowing down into an unknown depth. A place where at least one of those items (thanks to Mad Dummy) gets new life. A place Frisk falls into, much like how Kris initially falls into the dark world. idk what would actually be being said by such a parallel, though. Unless Deltarune is literally taking place at the bottom of the waterfalls in the trash dump. Somehow.
Theory 2:
The dark worlds are reflections of the light world. Both in how theyâre based on the light world locations, and with certain characters seeming to parallel light world characters (like Queen seemingly paralleling Noelleâs mother in some ways).
And, well, you can see reflections on the surface of bodies of water. But those reflections disguise the true natures of whatâs under those depths.
You know how thereâs a weird dissonance between Queen saying the Cyber World fountain was just made the day of chapter 2, but the characters seem to have a history older than that, including stuff like Tasque Manager somehow recognizing Jevilâs items even though heâs from a whole other dark world?
Maybe the *versions* of the dark worlds we see, reflections of the light world maintained by the fountains, are new⊠but the âdepthsâ of the dark worlds are both older and connected to each other, in ways we are so far unable to perceive or explore.
This could mean, depending on the actual mechanics of it, that we could seal all the fountains, saving the world and cutting off the light and dark worlds, without completely destroying the dark worlds and darkners. Assuming thatâs the resolution DeltaRune is building to.
allegedly the Grand Fountain has existed for millenia, and i highly doubt the school has existed for all of time. you know what is unfathomably ancient? the ocean. and when you enter the closet dark world, unlike with all other dark worlds, youâre able to walk inside, and thereâs normal objects inside, until the floor collapses. so what iâm thinking is, the Grand Fountain isnât in the closet, but rather under it.
perhaps some sort of underground reservoir connected to the ocean through a cave system idk. maybe just the bunker. maybe the bunker is connected to the lake. maybe it goes under the lake and thatâs where the singing is coming from. one of these has gotta stick right?
Hey so thereâs even more to this water theory stuff.
First, Iâd recommend reading this post by @agentravensong as well as the post of mine that they linked in that post, as theyâre good context.
Now, have yourself a look at this observation by u/LimeLampShape on Reddit.
Letâs take a closer look at that âoriginal sprite.â
You see it too, right? Rotate it 180°, andâŠ
Itâs the ocean. Itâs waves! Itâs WATER! đ And I do think it looks quite a bit similar to what the artist was trying to portray in the LEGEND.
So⊠what does this mean? Does the gonermaker sequence take place at WORLDSâ EDGE? It would make sense that it would have the same texture as the fountains, which connect the two worlds and thus could absolutely be described as âWORLDSâ EDGEâ.
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Deltarune fandom really showing its ass with its constant obsession with fan characters that don't even exist (gaster) and theorizing about their existence while not sparing a second thought to character(s) who are actually hidden, implied to exist, and have a tremendous impact on the story: whoever raised Susie.
Like maybe I'm going crazy here but the constant conspicuous absence of any adults in Susie's life is, like, obviously pointed to. She iirc mentions moving a lot, living in different places when she was young. Doesn't call her parents when she's staying over. Food insecure from *waves hands* everything. Like whether she's in the foster system, fully homeless, or just has very neglectful family is up in the air, both stated and unstated. And yeah that doesn't have the same metanarrative speculation element as "guy who basically doesnt exist" but it's just one more little point of how the fandom doesn't really give a shit about the racialized girl main character in favor of men.
Same thing with like, everything regarding the Knight! This mysterious figure of immense power and unknown origin, who at the same time is just. Like absolutely signaled to be Dess in some form or another. The visual design, the bat & ball motifs, the stange relationship to Kris. And people kept saying that it was definitely, for sure, one of the men. It's Asgore. It's Rudy. As if Toby is somehow interested in trying to trick people or juke them out when that isn't a thing that the story has like. Ever done?
People just seem to not get that Deltarune is, at its core, a story about four teenagers, none of whom are men, and their relationships to one another and their lives in a small, suffocating town. Because that story is actually, if you look closely, just very good and well-told.
In recent months, a certain reading of Deltarune has been steadily gaining popularity within the community, particularly here on Tumblr. This reading has a pithy name: âKrissociationâ, a portmanteau of âKrisâ and âdissociationâ. Its analysis is premised on a denial of the playerâs diegetic existence, and thus a denial of any overt, not-purely-allegorical metafictional elements within the narrative. It explicitly refutes the idea that Krisâs relationship with the SOUL is characterized by a supernatural possession, and instead presents it as a personâs relationship with their âalterâ, terminology borrowed from the discourse of dissociative identity disorder (DID).Â
The relative popularity of this reading is one that Iâve found interesting and, perhaps more to the point, quite frustrating, because itâs so obviously deficient, and yet it still somehow manages to catch on to some fundamental aspects of this relationship between Kris and the SOUL which the average, mainstream understanding continues to neglect.
This post is not intended as a systematic takedown of Krissociation â I donât believe thatâs actually needed. As far as Iâm concerned, Krissociation doesnât even manage to get its feet off the ground, because denying the overt metafictional elements of Deltaruneâs narrative is, to put it a little dramatically, interpretive violence of such magnitude that it immediately disqualifies anything that could come after it. To me, the metafictional elements are so self-evidently a core part of the diegesis that any reading which denies that has automatically failed the most basic condition for gaining a useful understanding of Deltarune, which is presumably the goal of any analysis of its narrative.
Instead, my goal with this post is to independently analyse Krisâs character and how they relate to the SOUL (that is to say, to us) in order to make sense of the biggest questions pertaining to that relationship, such as how exactly they utilize us and how we utilize them, what the nature is of our control over them, how Kris and us are connected to things like the Shadow Crystal quest, the Egg hunt and the Weird Route, and, most important perhaps, which one of us is really in control.
But first, we need to take a look at our relationship with another vessel.
THE HUMAN IN UNDERTALE
In the introductory sequence of Deltarune, Gaster fashions a vessel based on our feedback. Keen-eyed players might notice a conspicuous detail about this Vessel, which is that their topwear always contains two stripes, calling to mind the player character of Undertale, in opposition to both Kris and Chara, who wear a shirt with only one stripe.
Lest you believe this connection is merely incidental, Toby has doubled-down on it with the single-stripe Important Personâs Shirt, a piece of merchandise which is listed under both the Undertale and Deltarune brands, alluding simultaneously to Chara and Krisâs clothing.
The double-striped shirt of Undertaleâs protagonist, meanwhile, is sold separately as the Human Shirt and listed only under the Undertale brand.
Given, then, that the vessel is made to remind the player of Undertaleâs protagonist specifically - and that the Vessel is discarded and defined in opposition to the gameâs true protagonist, Kris - having an understanding of Undertaleâs protagonist might, conversely, help us demarcate what is and isnât going on with Deltaruneâs.
In Undertale, your vessel is a human; the Human. The nature of the Human and their relationship to its two identities âFriskâ and âCharaâ is and always has been one of the most contentious and knotty topics of discussion in the entire series. Suffice it to say that this post is not equipped to definitively solve the issue of Frisk and Chara, nor do I really think such a thing is possible, but I do want to establish a basic, functional understanding of the Human for the purposes of our analysis.
All else failing, the most important thing to understand about the Human, especially in relation to Kris, is that they are pliable.
Most often youâll see people discussing this in terms of the Human being younger than Kris is, and thus more impressionable and willing to follow the guidance of the SOUL. This is a cute and relatively harmless idea, but I think it tends to paper over how strange the protagonist of Undertale actually is. The level of control we have over them, especially outside the Genocide and Pacifist Routes, is pretty staggering. Guidance is one thing, but we can mold the Human into either a friendly, benevolent tree-hugger or a ruthless killing machine with barely any resistance or preference for either shown by the Human. Notably, the fallen human - Chara - was presumably the same age as the Human that we control is during the events of the game. We know that Chara was extremely willful and set on their path, and we can see that in practice on the Genocide Route (more on that later), so it is clearly not the case that any child this age would unquestionably follow our directions.
We can say, then, that the Human is fairly unnatural in this regard. They donât seem to be driven by any will of their own, they donât show much in terms of disapproval or preference when we make them do things, and we are kept in the dark about any potential backstory which could help elucidate their âtrueâ, independent personality.
Of course, this is actually not at all unnatural in story-driven games and JRPGs, which often have protagonists with deliberately ambiguous personalities and backstories which exist mainly for the player to project themselves onto. However, since Deltarune has introduced another protagonist to the series, one who decidedly does not fit this mold, and is contrasted with an empty vessel manufactured for us to inhabit - a vessel which is, again, symbolically aligned with Undertaleâs protagonist - we can no longer take this fact about them for granted. We are forced to view Undertaleâs Human as rather peculiar in their willingness to be our vessel. Â
The how of that is ultimately not what's important. Whether you believe that the Human is just an unusually impressionable kid, or that they suffer from amnesia, or that they only came into existence at the start of the game, the end result is the same: the Human is pliable. It is ours for the molding.
Except in one regard.
Itâs not entirely true that the Human has no will of their own. The Human is moved by one distinct will â one which is inherited from the fallen human. Â
In a missable moment early in the game, the Human makes a rare display of autonomy and performs a concrete, significant action on their own. When Toriel tells you to go back to your room before her boss fight, you can actually comply with her demands. If you return, you can direct the Human to the bed to go to sleep. When you do, they have a dream, or a vision â the same one they have whenever they die:
And the Human gets up from bed. They refuse to sleep through to the next day. They refuse to let Toriel seal the Ruins.
And the reason why is clear: it conflicts with the purpose they are compelled, or rather determined, to follow: to be the future of humans and monsters, to set the Underground free. The Human harbors the seventh SOUL needed to break the barrier. They have been chosen by fate â willed into existence by it almost â to resolve the history of humans and monsters. To see the prophecy fulfilled. They must confront Asgore, who beckons them away from sleep, from death.
That is the only true purpose the Human has. Â
Incidentally, it is also your purpose as a player. It is how you âwinâ the game. And it is derived directly from Chara, the fallen human. Itâs their memories and their will which drives the Human forward.
Notably, in one of the scant few times the Human expresses themselves, they reminisce about Charaâs experiences:
Again, it doesnât really matter what you think is happening here â whether the Human is Charaâs reincarnation, or revival, or whether theyâre simply being possessed by their ghost. But it is clear that Chara is a living force within them â on all routes.
On the Pacifist Route, Charaâs will is given expression in a rather abstract way. The Human makes good on the ultimate goal of their plan - to free the Underground - and, in the process, saves their best friend. Asriel, who seemingly spotted Charaâs determination within the Human, ultimately emphasizes the distinct individuality of the Human from Chara, and in response, the Human christens themself with a name of their own: Frisk. The child comes of age, Pinnochio becomes a real boy, the monochrome copy is colored in with care. And the Human stops being our vessel. The curtains close and Flowey implores us: let this world go, this new future which is embodied in Frisk, this future you made happen with your will, your determination, your power, let it retain its independent existence, let it be âthe endâ.
Of course, a good player doesnât let that happen. Itâs on the Genocide Route where our relationship to the Human becomes clearer. As you systematically kill every monster in the Ruins, you awaken something which had been lying dormant within the Human. Much later, having fully completed their transformation back into Chara, they reminisce:
At first, I was so confused.
Our plan had failed, hadn't it?
Why was I brought back to life?
These lines are incredibly important. Chara says â speaking about the beginning of the game â that they were initially âso confusedâ after having been âawakened from deathâ. Their experience was continuous with their previous life â one of the first things they think of is their plan and how it failed.
Itâs important to note that Chara is not talking about the playerâs killing spree in the Ruins having awakened them. Chara mentions that separately:
You.
With your guidance.
I realized the purpose of my reincarnation.
Power.
Together, we eradicated the enemy and became strong.
No, itâs clear that Chara is referring to the very beginning of the game, after the player âcalls their nameâ and inhabits the body of the Human in the flowers. In fact, Charaâs awakening is a very deliberate parallel to a certain other character who awakens from death in a bed of flowers:
I remember when I first woke up here, in the garden.
I was so scared.
I couldn't feel my arms or my legs...
My entire body had turned into a flower!
The game eludes any easy logistical answers as to what has happened and why. Only the broad strokes are clear: the power of us, the player, awakened Chara from death, who then inhabits the body of the Human â a human with a red soul, which Chara says belongs to the player, and Flowey likewise calls Charaâs âstolen soulâ.
This human, who possesses Charaâs spirit and memories, can then be molded by us throughout the game. The actions we guide them towards determine their disposition towards the world.
(You tap the dummy with your fist.)
(You feel bad.)
(You hit the dummy lightly.)
(You don't feel like you learned anything.)
(You sock the dummy.)
(Who cares?)
(You punch the dummy at full force.)
(Feels good.)
This highly impressionable nature might have something to do with Charaâs âconfusionâ and professed aimlessness near the start of the game. Why had they been âreincarnatedâ? It seems the player is there to answer that question.
On the Pacifist route, you direct the Human towards actions quite unlike their past self. As the route progresses, they more frequently take actions of their own accord. Through your guidance they become the sort of person to never hit Undyne with anything but a pretend blow in their duel, regardless of how you choose to attack. They become the sort of person who can actually stir Asgoreâs conscience during their battle, firmly telling him to stop fighting. They become the sort of person to smile when fleeing from a battle. And at the very end, as their final act of separation from both the player and their past self, they take â or perhaps reclaim â a different name from Chara: Frisk. In overcoming their past identity, they also help Asriel reach a fuller understanding of his best friend, allowing him to move on from his grief and hopelessness, which was largely centered around the presumed irreplaceability of Chara.
On the other end of the spectrum, you can guide the Human towards an accelerated, demonic form of their past identity in the Genocide Route. Though itâs correct, as Chara says, that it is us who guide the human in this direction, it is equally important to note that the impulse towards the Genocide Route was already latent within Chara, and that it is only something we bring to the surface.
My best friend's favorite number is nine.
It's because
there isn't a number that's higher.
9. 99. 999. 9999.
If everything gets high enough,
You become invincible.
Nothing can hurt you anymore.
Nothing can hurt anyone anymore.
They were the one that picked up their own empty body.
And then, when we got to the village...
They were the one that wanted to...
... to use our full power.
Chara was already very attached to the idea of becoming all-powerful. They were already a hateful, even callous person â probably the product of a whole lot of hurt and abuse themself. We can speculate about sympathetic traits they may have had in their time alive but if Flowey is anything to go by, those wouldâve been burned away in the process of death and (soulless) reincarnation.
So by the time we guide them to slaughter the Underground, there arenât any inhibitions left to stop them. They know what to do and eagerly play along. Hell, they start dictating the terms of the route to us. They take over narration, they inform us of how many and who to kill, they abort the route when we fail to meet their demands. We rub off on each other.
Fundamentally, Chara and us are aligned, and this is the root of our special connection. Itâs why Chara is our player character. Their desire for power is analogous to the JRPG playerâs conditioned impulse to increase their stats, a behavior naturally emergent from the gameâs mechanics. Beyond this, Charaâs determination to fulfill the prophecy, which I believe the Humanâs recurrent dreams of Charaâs dying moments testify to, is analogous to our desire to see a âsatisfying endingâ to the game.
And when we get either one of those âsatisfying endingsâ, the truth is revealed that the player was never in full control of the Human, not any more than they control us.
The Human simply allowed themself to be guided by you. Even something like the Genocide Route is, as a potentiality, fundamentally immanent from the Humanâs own nature.
But how is this relevant to Deltarune?
THE HUMAN IN DELTARUNE
The most notable fact about Kris is that they are not impressionable in the same way that our human vessel in Undertale is.
This is not just an arbitrary fact about Kris - it stems from their specific circumstances: Kris is an angsty, rebellious teenager who both has strong desires of their own and is also caught up in the machinations of others â but most importantly, they were aware of the nature of the SOUL preceding their possession and are deliberately using its powers in service to their own ends. This is completely unlike the situation in Undertale, where we take control of a mysterious vessel containing the confused, impressionable soul of a reincarnated child, who allows us to mold their personality. Unlike Undertale, that is, except for the Genocide Route, where some similarities start to show.
In the Genocide Route, Chara begins to develop their own plans which they dictate to the player, not unlike how Kris uses the SOUL to achieve specific goals. Krisâs forceful resistance against the player throughout Deltaruneâs story feels like a deliberate mirror to Charaâs hostile reactions to the player disagreeing with them upon the fulfillment of a Genocide Route. In this regard, Kris and Chara are quite similar â they are willful and meticulous planners with specific ends in mind.
Somehow, I still occasionally see (even after Chapters 3 and 4!) the misinterpretation that we are wronging Kris by inhabiting their body, and that they are completely opposed to our control over them and in a constant state of discomfort and terror. This frankly does a disservice to Kris's character, who would probably overcompensate with some scary anime villain laugh if they heard this idea about them put to words.
It is clear throughout all of the Chapters not only that Kris is by and large more aware and prepared to handle us than we are them, but also that they frequently have no issue with how we choose to pilot them. They develop a deep and earnest bond with Susie (and eventually Ralsei) despite the fact that we are in control of them during practically all of their moments together. They often play along with gags or silly things we make them do and even improvise plenty on their own.
When Kris doesnât like how weâre controlling them, they typically let us know. Not only does Kris act on their own more than Undertaleâs Human does, but they also subvert our commands which Undertale's Human rarely, if ever, does. Our inhabiting their body seems to involve them needing to follow our commands in some sense, but Kris is aware of this and cleverly finds ways to work around it. Â
If we make them say something they donât like, theyâre liable to drown it out with a cough or yawn, or deliberately alter the delivery to subvert our intentions.
Sometimes, Krisâs opposition to us goes beyond mere distaste or disagreement â sometimes our interference risks ruining some plan of theirs, which necessitates urgent intervention.
Other times, their emotions get the best of them.
And yet other times, Kris acts against us simply to keep us at armâs length.
Of course, at the most pivotal moments, Kris goes beyond petty disobedience and simply rips us out of their body to ensure they can act uninhibited.
And of course, this can only be a temporary measure, because they need us for the Dark Worlds, as their mysterious caller highlights.
Note that four chapters in, we still donât have any indication that Kris will die without their SOUL or anything like that â in fact, weâve seen quite a lot of speculation in that direction explicitly undermined by Chapter 4! Now, itâs still totally plausible that Kris needs the SOUL to live, but my point is that this is not something the game highlights at all, which speaks to the fact that Kris lets us inhabit them for other reasons than self-preservation. We are useful to them.
So, in this sense, Krisâs control over us is quite overt and easy to see. Not only do they know plenty about how we operate, allowing them to predict our actions and deliberately interfere when weâre not aligned, and not only do they control when we inhabit their body in the first place, but they are also in direct contact and working with the individual responsible for the Dark Worlds which we spend the bulk of these games going through, and at times they even take on the responsibility of creating them on their own. Our experience of the game is heavily structured by all of these factors.
But this begs the question â aside from these very overt displays of control, are we at least free agents when weâre inside Krisâs body? We may be externally caged by Kris, but are we at least free to choose whatever we want, according to our own wills and desires, within those parameters, regardless of how Kris chooses to resist us?
Well, even here the answer is, in fact, NO! We are NOT free to act however we want. Our range of options is still very much limited! But in what way?
In some regards, the actions weâre able to perform seem constrained by the simple fact of how the game works. For example, we can only view the world through a top-down perspective. We can typically only damage monsters to the point where they flee, unlike in Undertale where we can kill them. Certain fixed events seem like they must always take place. Insofar as thereâs anyone to blame for these things, it would presumably be Gaster.
This only gets us so far, though. Because other times, our range of possible options doesnât seem backed by the same kind of necessity. For instance, take dialogue or inspection options:
These seem rather arbitrary â and in fact, theyâre often quite presumptuous. Whoâs to say wanting to hear more from Pizzapants is a âlieâ? I personally know someone who I think would take issue with that judgement. And whoâs to say that I want to say those specific things to Susie?
Well, Iâll tell you who.
It's what they call "you."
Yes, thereâs really only one candidate for who would be the operating factor whenever a choice suddenly takes a clear disposition. Itâs not Gaster, itâs not some AI in the âDEVICEâ, itâs not a third entity, itâs not even Toby. Itâs just Kris.
But how come, then, that the things you say and do sound so unlike Kris to those who know them best, like Noelle? How come Kris resists your choices sometimes, if theyâre in control of which ones are presented in the first place? How come you sometimes get options which only seem relevant to the player, like talking to Sans as if you know him already?
Well, Toby has graciously already provided us with an answer.
Itâs because Kris is us. And we are them. We donât always act in perfect concordance. But we are in their SOUL, and we are one, for now.
This may seem strange. Isnât the whole point of the SOUL and Krisâs relationship that they are distinct?
Well, to a degree, yeah. But to a degree, the point is also precisely the opposite. Even when we have different desires and goals, weâre chained to each other, and we influence one another. We are learning to become Kris and Kris is learning to become us. The result is internal strife.
Take for example, this scene by the lake. Kris and Susie have been battling with the Knight since the previous night, come within a hairâs breadth of failing to prevent the apocalypse, and were given a glimpse of the grim fate that is awaiting them at the end of the road. The town is quiet, and staring across the dark waters with your best friend, a prompt suddenly pops up:
The very appearance of the prompt cannot be taken for granted. The fact that it only triggers after minutes of waiting communicates something about the person youâre inhabiting. Â
The outcomes are even more telling:
Kris subverts both choices, but steers them in the same direction. Make them say it and they will â with their mouth closed. Kris isnât apathetic to the bond youâve formed with Susie over the course of the game. They have a burning desire to tell her âthe truthâ â but they know they canât. So they find the compromise â they say it without vocalizing.
Direct them to drop it, and they canât. Instead of saying nothing, they literally verbalize the word âNothingâ, out of the blue, which Susie sees through. It's clear, then, that the urge to say something is coming from them.
This provides us with a good clue for how the dialogue and choice systems work. The prompts are heavily influenced by Kris, but theyâre not necessarily what Kris consciously decides they need to express. Theyâre sort of like intrusive, or spontaneous thoughts. Whenever external circumstances produce a choice for your vessel, a prompt is fired up but not before passing through a kind of Kris-filter first (and remember that Kris is influenced by your inhabiting them!) which produces a list of plausible Kris-like things to say or do.
But these arenât the only choices we get in the game. If we take a broader look, we can see that there are a number of optional decision paths we can take throughout. For example, we can collect the Shadow Crystals by seeking out strong â nearly impossible â enemies to battle. We can also exploit strange, glitch-like supernatural occurrences to hunt for âEggsâ, bequeathed by a strange Forgotten Man. Are these our will alone?
It doesnât seem that way. As is revealed in Chapter 3, the Egg hunt is a deeply personal mission for Kris â far from an arbitrary decision stemming from our will, it seems that seeking out the Man is only something we can do because we are Kris. The Forgotten Island â the last place the Man is able to talk and the part where the Egg quest is properly âinitiatedâ (with him guiding you to their locations in future and past) â is quite literally a materialized chunk of Krisâs unconscious.
The Shadow Crystal quest is not dissimilar. Before Chapter 3, many had already caught on to how the quest seemed tied to Krisâs personality specifically, with the circumstances of Chapter 2âs Secret Boss Spamton pointedly paralleling Krisâs. Spamton, like Kris, seems to have received gnosis of his own arbitrary yet deterministic place within the universe, and sought to combat his fate, pursuing âfreedomâ at all costs by augmenting his form into something more Powerful. For Spamton, this was the NEO Body, and for Kris, this seems to be the light inside their SOUL â us. And yet, the rude awakening for both lies in the fact that they remained chained â the NEO body is a puppet on strings, and the light, as Spamton says, is also a âChainâ for Kris's soul. Â When the NEO Body falls lifeless to the ground after you cut its strings, itâs a nasty reminder of the Faustian bargain that Kris seems to have made â one which shakes them to their core.
Where many went wrong in interpreting Chapter 2 was in their assuming that the âfreedomâ Kris seeks is a freedom from us, rather than a freedom which they hope to attain through us (though they presumably would like to be rid of us eventually too). Likewise, Krisâs negative reactions throughout the quest had many assuming that we are pressuring them into a quest they have no desire to be a part of, when that couldnât be further from the truth. In fact, Kris takes important measures to ensure that the plan can be fulfilled correctly. For instance â Kris honors Spamtonâs deal, meeting with him, and retrieving and delivering the disk alone, without giving the player any opportunity to botch his requests by taking Susie and Ralsei with.
As with the Egg quest, Chapter 3 â which can very much be viewed as âKrisâs chapterâ â clarifies matters further. Again we have a character personally connected to and paralleling Kris expositing a whole bunch about the questâs central motif: âfreedomâ. Ramb doesnât mince words â freedom is the thing which Kris wants.
 If what was happening with the Shadow Crystal quest wasnât obvious already, the Mantle holder just spells it out for us. Despite being aware of a distinction between Kris on their own and Kris when theyâre controlled by us, the Mantle holder positions the Shadow Crystal quest as something which Kris wants, something which is important to Krisâs plans.
But thereâs one last thing we havenât looked at yet. The clearest example, it would seem, of the contradicting wills between Kris and us: the Weird Route.
Yes, the successor to the Genocide Route, the part where the player gets to exploit a loophole in the gameâs rules to break out of the cage the prophecy has placed them into, where the player gets to force different events to play out than those which are destined to happen on the main route, where the player finally gets to sublimate Krisâs will into their own and make some real decisions.
âŠRight?
I mean, look at how Kris fights back against it!
Obviously the Proceeds are the playerâs will, and the other options represent Kris trying to talk you out of it, right?
Kris takes the opportunity to sabotage the Route and attempts to undo all of the damage you caused in Chapter 2 between Chapters 3 and 4 â isnât that a testament to how clearly delineated âyouâ are from Kris?
Well, yes, exceptâŠ
Except reading the Weird Route as totally separate from Kris and their will was always a bit strained. Look at who Spamton identifies as the instigator of the Weird Route:
Not the player, not the heart-shaped object, not âthe Angelâ, just you. Kris.
But a lot of people were content to ignore this, in part because Kris could never be culpable in any sense for something as horrific as the Weird Route, right?
And so a lot of people were pretty startled when the Mantle holder said this:
Even though the connective tissue between the Shadow Crystal quest and the Weird Route â that of âFreedomâ â was ALWAYS pretty obvious, and set up from the very beginning.
Take a moment to consider this. Set aside the broader idea of âfreedomâ, which most players undoubtedly do seek (conditioned as they have been by expectations from Undertale), and ask yourself this: does it actually make any sense to view the specific actions which happen in the Weird Route as stemming solely from the will of the player?
For example, does it make sense as an organic expression of the playerâs will that Kris would try to force a romantic relationship between themself and Noelle?
I mean, of course thereâs a kind of brute logic to it â Noelle seems to be the one with the game-exploiting powers, but we are chained to Kris and their SOUL. Since matrimony is traditionally mystified as a union of souls (and since the practical purpose which has historically motivated marriage as a construct is the reduction of the woman to docile property), it makes some sense to have Noelle joined with our vessel in wedlock.
But is this something most players are consciously thinking about? Is marrying Noelle a strategic choice which players are actually making? Or is it rather the case that the Weird Route feels as if it unfolds almost on its own, often to the bewilderment of the player, who has maybe a vague idea of which direction to push things in, but is far from totally aligned with it in purpose â is in fact rather alienated from it by virtue of their continual surprise at the shocking developments which take place? (Observe how many people initially donât âgetâ that youâre supposed to enter Kris again in the pivotal scene of Chapter 4âs Weird Route)
Then consider the fact that in the Genocide Route, not only was the basic undergirding motivation behind the route (the pursuit of absolute power) latent to the vesselâs own personality and will, but that whenever something not directly caused by the player happened, it had a readily identifiable diegetic reason â the vessel itself was responsible!
Okay, but Kris clearly is not on board with the Weird Route the way that Chara clearly is for the Genocide Route. I mean, that is indisputable. Kris is clearly in a lot pain during its events and they fight tooth and nail to sabotage you whenever they can. Donât interpret what Iâm arguing here to be a minimization of that â itâs an absolutely essential part of the route that Kris does not want it. In fact, the Mantle holder (again!) spells out exactly what is happening:
Pay attention to their wording. They donât say that Kris loves the Weird Route, or that they want it to happen. They say that Kris specifically enjoys the fact that they can say to themselves that âitâs not really themâ. In other words, the part which they âenjoyâ is the idea that WE are doing the dirty work for them, and that Kris can wash their hands of it - even resist it.
But the unspoken implication is that it ânot really being themâ is something of an excuse. True, there is clearly a difference between what Kris wants and what we make them do in the route. But we and Kris are aligned in our pursuit of the ultimate goal: Freedom.
That is the narrative significance of Kris being scared to enter the shelter, that is the significance of Kris looking away as they kill their friends in MANTLE but continuing to play, that is the significance of Spamton saying that itâs Kris who tried to see to far, that itâs Kris who will be crying in a broken home.
It's conventional wisdom that people arenât defined by their thoughts â especially not repressed, unconscious thoughts â but rather what they choose to act on.
In the Weird Route, you draw out and forcefully manifest Kris and Noelleâs unconscious.
âSnowgraveâ, seemingly the memory of a traumatic snowstorm; the subconscious guilt over losing the person who mattered to you the most; the wish to become stronger, to overcome your fears; to eradicate that vulnerable part of yourself that you associate with the one youâve lost, the part you may blame for not being able to prevent the bad things that have happened to you; the desire to have someone with you to tell you what to do.
Freedom; the ability to transcend destiny; becoming so powerful that nothing can hurt you anymore; asserting your autonomy on the world; the sublimated playful urge to hurt and destroy other beings; the conviction that the ends justify the means....
and, perhaps, an abandoned childhood crush (Take note of Carolâs call at the end of Chapter 4 - her odd, ominous support for a romantic relationship between Kris and her daughter, and Noelleâs memory of an awkward, âforcedâ ferris wheel ride in the past â there seems to be a history here).
These repressed drives are excavated on the Weird Route, lulled to the surface via a âtranceâ, carried out with dead-eyed, zombie-like resolve.
Are Kris and Noelle responsible? Of course not. They would never be doing this if it werenât for you.
But it all comes back to the Important Personâs Shirt.
We must not forget what Kris shares with Chara. Â
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