This is part two of my coverage of Undertale's 'lesser' monsters. I did a whole talk about Undertale back in the first part of this review series, which I won't repeat the majority of here. But essentially, Undertale is a bit of a deconstruction game on a lot of genres in the fantasy RPG genre of video games, particularly on the concept of respawning, monster deaths, and the ability to actually interact with every single sentient being in the game.
As mentioned there as well, I'm also not reviewing any of the major characters who speak to you a lot in the main story -- they don't really give much for me to talk about monster-inspiration wise since a lot of them are just a simple humanoid monster concept, and it'll take a bit too long for me to go in-depth about their characterizations and role in the game. And as I play through this game, so far this will include Papyrus, Sans, Toriel, Undyne, Alphys, Mettaton, Asgore and Napstablook.
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Aaron
"This seahorse has a lot of HP (Horsepower)."
I didn't quite realize that Aaron is meant to be a 'seahorse' until I read that flavour text, but he sure is a merman with the upper body of a muscular man and a horse head. It's an eclectic mixture of puns involving water-themed creatures! Aaron is most memorable thanks to the fact that every other dialogue out of his mouth is mentioning his muscles, or trying to flirt with either you or another monster on the encounter creepily. And he ends everything with a wink, because everyone knows that winks totally makes creepy innuendos into just 'playful' 'flirting'. ;)
(To be clear, Aaron's innuendos are extremely tame -- Undertale traumatizes its characters with murder and moral choices, not sexual harassment).
Sparing Aaron involves you, of course, flexing at him. That's kind of obvious, isn't it? But instead of 'befriending' or 'defeating' him, the act of flexing over and over causes Aaron to take it as a challenge and flex so hard that he 'leaves the room'. That's the kind of absurd humour that Undertale engages in, and I love it for that. With his name being more of a person's name than a descriptor (even though you can meet multiple Aarons) Aaron can actually go through character development -- forcing him to listen to creepy music makes Aaron self-aware enough of what it means to be creeped out, permanently changing all of Aaron's dialogues to remove his flirting for the rest of the playthrough. He still winks, though. ;)
Woshua
"This humble germophobe seeks to cleanse the whole world."
An interesting design in that it's not readily identifiable as anything -- Woshua appears to be a stout humanoid with one 'hand' and a mask-like face sprouting off where his right arm will be. Where his head should be is a tank of water with a... duck bobbing up and down? I'm not sure what the joke is meant to be. A washing machine, I guess?
Woshua's whole deal is that he really likes to clean stuff. It gets disgusted by your jokes (he finds it 'dirty'!) and his attacks are framed as him trying to clean the filth off of you. You need to ask Woshua to clean you, at which point it starts adding 'cleaning bullets' into its attack and you need to run into them.
Interestingly, and a nice testament to this game's commitment to its monster personalities, if you are somehow dirty because you hugged another monster (like Moldbygg below), and tried to hug Woshua, it will freak out and flee the battle.
Moldbygg
"One size greater than Moldaverage."
Undertale's only monster with 'variants', Moldbygg initially appears with other Moldsmals in an area far away from the Ruins that they appear alongside. This is in a game that doesn't actually repeat monsters, and I suppose it's kind of a joke on how many video games simply reuse the same asset with different colours to represent different, stronger monsters? The joke of course is that the battle sprites are in black-and-white, meaning that you can't tell apart. Interacting with the Moldbygg will cause it to 'erupt' out of the ground from being a jelly into a giant monster-worm with the jelly moulding forming 'fangs' around an 'eye'. It's a neat design, but the monster variation/mimic joke actually could have gone a bit further in my opinion to actually differentiate itself. As it is, I can think of other video games where a similar gimmick is utilized.
Moldbygg gyrates in place, and just like Moldsmal, you need to respect its boundaries by... 'unhugging' it. Okay? I like the idea and visuals, but I just didn't find this monster particularly memorable or funny.
Temmie
"Loves to pet cute humans. But you're allergic!"
I don't include any of the characters, including Napstablook, but Temmie is less of a character and would later be revealed to be an entire species. In fact, one of the visitable areas in the game is the Secret Temmie Village, accessible by walking down a hidden pathway! Temmie is a strange cat-dog creature with human hair, fairy wings and a :3 face, and is the avatar of one of the designers of the game. Never a big fan of author avatar characters, but Temmie the monster is characterized as being so chaotically nonsensical that it's hard not to love her.
Firstly, a Temmie's :3 face is animated to constantly be vibrating at a different speed than the rest of the creature. Leave the game idle for too long, and in a nice interface screw joke the Temmie's face will vibrate off off the character. Temmie herself isn't actually hostile to you, she just wants to pet humans and accidentally hurts you! Oops! The real-world Temmie actually hates muscles and horses, and you 'defeat' Temmie by flexing at her... which causes her to run away and be replaced by an Aaron.
The most memorable part of Temmie, of course, is that it speaks with over-the-top uwu language like "awwAwa cute!! (pets u)" and "hOI!!! i'm tEMMIE!!". It's so surreal, I can't help but like it! The entire Temmie Village is filled with Temmie NPCs who speak in a similar language style and interact with you in hilraious manners like a shopkeeper who asks you to help fund her '4 colleg', a Temmie that gets 'hOIvs!' from touching you because she's allergic to humans, and a Temmie that randomly speaks in perfect English,
Shyren
"Tone deaf. She's too ashamed to sing her deadly song."
You fight Shyren exactly once, but she only really appears for her encounter and doesn't have a ton of dialogue so I don't think she counts as a 'miniboss' or 'supporting character' the way Napstablook does. Shyren is a pun on Siren, and she's shy... but she wants to be a singer. And the pacifist way to deal with her is to just hum to her, at which point she begins to sing and get more confidence and she looks towards you. The game technically can go on multiple more turns after that, as more and more monsters come to watch the show offscreen.
I do hvae a fair bit to say about Shyren, though. On the surface she's just a bit of an atypical-looking mermaid, but the 'Shyren' we see is actually two beings, confirmed in-game when we see Shyren briefly at the post-game and it's just the "head". Shyren's just an anglerfish-looking monster with a smiling face, and what looks like a chunk of her hair (or a pair of lips when her head is turned away) is actually her fish tail. That entire 'mermaid' lower body is actually her manager, a giant worm or leech with massive lips -- which gives the appearance of a pair of arms for the mermaid-style figure. I thought that was a cool bit of art fun from the designers, even if I feel like there could be something more done with her.
Mad Dummy
"Because they're a ghost, physical attacks will fail."
Mad Dummy is the cousin of the Dummy that serves as your encounter tutorial, and you encounter him in a location called the dumping grounds. And Mad Dummy will be angry with you... regardless of what you did to Dummy. This is a cute little subversion for this 'rewards you for sparing monsters' game, because Mad Dummy is understandably angry if you destroyed Dummy.... but he also gets angry if you didn't respect Dummy enough to fight him.
Mad Dummy is technically a ghost possessing a dummy, and while the image here is static, he's actually splitting the Dummy into three pieces that moves around erratically -- and even moreso as the fight goes on in a rather hilarious manner. His 'head and nose', 'upper jaw' and 'lower jaw' segment dances along frantically to the tune of the background music, and it's quite neat. The battle against him involves him summoning little Dummy Bots and getting increasingly frustrated with his own minions as you dodge their surprisingly high-tech missiles... and redirect them at the Mad Dummy. As the flavour text notes, Mad Dummy is a ghost and is impervious to regular attacks, so you need to hit it with his own attacks... something that is a bit cute since it actually makes a creative use of the game screen.
Kind of a fun encounter, actually, and probably my favourite non-boss fight.
Vulkin
"Mistakenly believes its lava can heal people."
Starting off the 'Volcano' area is a fire-themed enemy, Vulkin... who is a cute little volcano with an anime-blushing face, tiny little legs, and she shoots lava at people. The whole joke is that she mistakenly believes that her lava can heal people, even though it's... lava! She also shoots thunder with the (actually true) belief that it makes people move faster and is helpful. You spare her by encouraging her, which makes her attacks go crazier until the moment that the spare button is triggered to be doable. Not much to say about her, I did actually feel like a lot of the Volcano-area monsters are pretty one-note with a single character trait that leads to their sparing.
Tsunderplane
"Seems mean, but does it secretly like you?"
This was most certainly a joke that landed a lot better back in 2015, but Tsunderplane is a joke on 'tsundere', which was entering the lexicon at that time. Tsunderplane is a tsundere with like a wig or a hat or something, and her whole existence is a pun. The fact that this is an airplane in a setting that has mostly featured organic monsters and funky non-realistic robots adds to the sheer absurdity of Tsunderplane. She says lines like "Id... Idiot!" and she gets in the way! Not on purpose or anything! She 'accidentally' bumps you with her wing!
The way you spare Tsunderplane is to get close enough -- but not too close -- to the airplanes that spawn in the 'bullet hell' mechanic, which is a cute commentary on tsunderes in anime... who get angry if they get ignored but panic if their crush gets too close. And when you spare her, instead of just graying out she actually becomes tiny and observes you from afar. I found this one to be funny.
Pyrope
"This mischievous monster is never warm enough."
A simple pun of 'pyro' and 'rope', I kind of like the design of this one. An almost-featureless head with a wide happy grin, it's on fire, and the rope forms like a torch. There's a pair of scissors at the bottom. Pyrope drops bombs down upon you, and to spare him you have to encourage him to 'heat up' twice. Not much to say, there's a cool heat-haze effect that happens as Pyrope gets wilder and wilder, but ultimately I do feel like other than his design Pyrope is one of the less interesting monsters. Sorry, Pyrope!
Royal Guards
"Two lovers staring over the edge of the cauldron of hell."
It's just two guards in full armour. Not much to say based on their design, if we're being honest, and after the hilarity of the dog guards from Snowdin, I felt like these guys could have been a lot cooler or weirder or cuter or whatever. The way to spare them is quite cute, as you get one of the guards to take off his armour, and the other guards gets flustered and you encourage him to confess his love... it's probably one of the more elaborate ones of a non-named-character encounter, but overall it's kind of straightforward.
With the fact that the monsters and humans are meant to be different and that it's a huge plot point,, the fact that there really isn't a twist to the Royal Guards at all makes them feel extra bland.
Madjick
"This enemy can only speak in magic words."
The next couple of enemies are encountered in the 'Core' area, and I do think that the random enemies in the later half of the game are a bit less inspired due to the greater focus on puzzles and character moments. There are a lot more focus put into the mystery and plot-dumping, and not so much a lot of wandering as the Waterfall and Snowdin areas were... and I think the game designers just shrugged off the 'random encounters' subversion at this point.
Madjick is really fun, though. He's like a armless goblin wizard guy that's clearly having a good time with his smile. He's got two floating orbs, the Chaser Orb and the Corner Orb, both influencing the attacks that Madjick does. Staring at each of the orbs causes Madjick to become spareable. Or, you could pull out your Stick and Madjick thinks you're a fellow wizard. But rather hilariously, if you go for the 'Talk' option (the default option you do to try and establish a rapport with these monsters) you actually get confused by Madjick's babbling instead.
Knight Knight
"This megaton mercenary wields the Good Morningstar."
Knight Knight would be a boring humanoid enemy if not for the fact that she has two animated faces. Where a regular human head would be is the top head, with eyes that move around, but her armour also makes up a second, somewhat bird-like head on the center of her body. That's a cool design! Again, both Knight Knight and Madjick show how to do a 'humanoid' monster that isn't just a regular humanoid design.
The whole gimmick is that Knight Knight is a pun on 'night night'. She's very stoic and curt, but if you hum to her enough, she falls asleep. There is a cute easter egg that you can hum Shyren's song to her, and Knight Knight falls asleep much faster!
Final Froggit
"Its future looks brighter and brighter."
In a nice nod to a trope in many video games, some of the monsters in the final area are souped-up versions of monsters from the first area. Final Froggit is, of course, an epic version of Froggit. It's got fiery spikes, a crown, a mouth with scars on it... and even the random second face between his legs is now a bit more epic-looking.
The attacks are more over-the-top versions of what Froggit has, and the previous attempts that could have pacified Froggit are useless. Instead, you need to 'Mystify' Final Froggit, which... just makes it realize there's more to learn in the world? I feel this is a bit of a letdown in terms of having either a joke or a character moment.
Other than that little gag, though, there's not much to say about Final Froggit... but you don't really need much to say about Final Froggit. The whole joke is that it's a stronger, cooler, final version of Froggit.
Whimsalot
"It finally stopped worrying."
Our favourite little neurotic moth-fairy Whimsun has actually gone through a character arc, unlike Froggit, and has became a full-on knight! He's got a knight's helm, a double-tipped lance, and Whimsalot's dialogue is full of lines that a paladin or a knight would say, like 'there's still hope.' and 'not this time.' and 'I've made my choice.'
But whatever ultra-determination that Whimsalot gained can be shaken if you pray to it, making Whimsalot remember its conscience. It's a cute little 'paladin goes a bit too far' story, I guess, although I kind of wished that they made Whimsalot a bit more of a jerk to sell this character arc.
Astigmatism
"This relentless bully ALWAYS gets its way."
Astigmatism is the upgraded version of Loox, the cyclops monster, and it has one of my favourite idle animations. The normal design is neat, but nothing to write home about. It keeps the big-eyeball look of Loox, but with more spikes and tattoos, similar to the bells and whistles given to Final Froggit. But then you see its idle animation, and it closes its 'main' eye... and the whole design morphs into a second face. The eyeball opens up to reveal a grinning mouth, and the two lateral stripes/tattoos have smaller little eyes pop up. That's so, so cool.
Astigmatism is sometimes described as a condition where you have both 'plus' (farsightedness) and 'minus' (nearsightedness). It's a very inaccurate way to describe the condition, but this basically describes how to deal with Astigmatism. It flip-flops on whether it wants to pick on or be picked on, and you need to pay attention to the lines of dialogue it's saying and select the right one; either to challenge his bullying or to submit to it.
There's a bunch of 'hard mode' versions of every single one of the Ruins monsters, but I haven't played the hard mode yet and I guess if I ever do a third part of this that covers the main NPCs and bosses, I might sneak those guys into it?
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At this point, you would have faced all the random encounter monsters, and would be going to the end-game gauntlet of the final couple of boss monsters. After finishing that, though, assuming that you didn't go for the genocide route, the game's characters none-too-subtly tell you that you did well... but not quite good enough. Perhaps, you could investigate some characters you haven't talked to before, and maybe something else will happen?
And MASSIVE SPOILERS for this branch of the game. It is ten years old, but it is also something that you should
And if you did a 'pacifist' run, and befriended all the NPCs (most importantly the royal scientist Alphys) you are able to enter an area called a Secret Laboratory, which is as cool as all secret laboratories in video games are. Turns out that Alphys has been working on trying to deal with the whole 'human/monster' and 'determination' thing on her own, but her good intentions really ended up failing
Memoryhead
"No data available."
Our first of these 'Amalgamates' is the Memoryhead, who initially just shows up in the game as a bunch of blank spaces where their names should be. They appear as our protagonist investigates a bunch of sinks in the secret lab, and they blorb out and appear as... well, as that. Their overworld sprite is actually quite different from how they are encountered in the battle, with their battle sprite looking like a whorling mass of different faces arranged in the rough shape of a comma. They say nicely creepy things like 'come join the fun' and 'you'll be with us shortly' and 'but nobody came', the latter being a significant phrase within Undertale's story.
The Memoryhead's attacks are particularly nicely creepy, too, with a bunch of dots exploding into smiley, dead-eyed faces. Memoryhead are just weird, and at the point that you encounter the Amalgamates you would be in a Pacifist run, so while you can fight them, more than any other non-character monster, you are incentivized to look for a way to spare them. The Memoryheads, other than the shock value, is kind of the most boring of the five Amalgamates, not being tied to a previous monster and juts requiring you to check your cell phone in response to the dial-up noises it makes.
Reaper Bird
"This relentless future finally looks brighter and brighter."
'Reaper Bird' is initially introduced as just , a comma symbol. It first appears by transforming out of an exclamation bubble that your character makes while looking at a mirror, and while its body looks like a long-necked bird, it's actually comprised of chunks of other monsters. Its head and beak is a sideways Astigmatism above, and while it's not quite as apparent, chunks of Final Froggit and Whimsalot make the rest of its body. It's also not immediately clear on this screenshot, but the Reaper Bird's body actually extends into the dialogue box, forming a bit of an interface screw. And when it speaks, it has all three dialogue options of Astigmatism, Final Froggit and Whimsalot layered on top of each other.
I love this concept, not just the combination of these sprites and models to form a weirdly distorted being, but the fact that it banks on you, the player, being invested enough in these characters and these monsters that you would have been sparing to reach this point, and do the three actions that you would've done to spare the three component monsters. In a cute little distraction, other spare conditions from other unrelated monsters also show up, which means you do have to be paying attention.
An extra layer of weirdness is how Reaper Bird attacks, where in the 'bullet zone' it just summons this strange, mouthless, vaguely beaked humanoid figure... who walks towards you menacingly. And at some point its head explodes and is replaced with a swarm of butterflies. The 'bullet hell' segments tended to be more representative of what the actual monster is doing, but the Amalgamates take it to a weird level.
Endogeny
"It's unclear how many dogs this counts as."
I love Endogeny. It's a giant exaggerated dog made of white material, and a black void where its face should be. And its 'legs' are making negative spaces that resemble five more dogs, while the 'white' parts are still recognizable as distorted dog feet. Endogeny is comprised of the siblings of all the various dog NPCs you've met throughout the game, all merged and coalesced into a single being, while being a pun on 'endogenous'. It has 'dog' in it!
That hole on top also drips... some kind of mucus, which it also uses in its attacks where a little dog-with-a-hollow-face sprite shoots attacks at you in the 'bullet hell' mode. If the previous two monsters haven't made you realize what's going on, just like what the dogs did in the main game, Endogeny is meant to clue you in to the fact that these Amalgamates are nice fellows too! A good dog, er, good dogs, in this case.
You spare Endogeny in a callback to the Greater Dog encounter, where you go through a whole sequence of trying to figure out whether it wants to be pet or if it wants to play with you. It is still a dog, so if you tried using the Stick item against it (which makes all encounters with dogs spareable) you get the same result with Endogeny. At the end of the game, if you do things right and not kill Endogeny, it gets reunited with the rest of its dog pack.
Lemon Bread
"Welcome to my special hell."
Another one that's a bit more of a specific callback, Lemon Bread is a mixture of Shyren, Moldbygg and Aaron. She actually disguises herself as a save point, and blorbs up into a humanoid figure before facing us in... well, this form. The general look draws more from Shyren's anatomy, only replacing the fish head with that of Moldbygg's 'dune worm' mouth. And Aaron's muscular arm is there, too. Lemon Bread is specifically identified as Shyren's sister, or rather, one of her component pieces is Shyren's sister before the experimentation that was meant to keep the 'fallen down' monsters alive ended up causing her to glorp and merge together with a bunch of other monsters.
Again, the idea is to remember how you spared the component parts of this monster, all the while avoiding the fact that Lemon Bread summons a giant facsimile of her fanged mouth to crush you. The Moldbygg part actually will sprout eyes sometimes which none of Lemon Bread's component parts has.
Snowdrake's Mother
"Seems like it's losing itself."
And our last amalgamate is the most wretched one, identified only as 'Snowdrake's Mother'. Snowdrake is a very minor NPC, but you do meet his father as a non-battleable monster later on. It's a bit subtle but both of them do mention that their mother has been missing in action. And Snowdrake's Mother basically takes the 'snowflake as a head' concept for Snowdrake and... messes it up by having her seemingly falling apart and breaking apart. Animated, you even see Vegetoid faces where the Snowdrake's eyes would normally be, constantly opening and closing.
Unlike the other four Amalgamates, Snowdrake's Mother is just... pathetic in battle. She's half-melting, half-destroyed, and her 'attacks', if you can even call them that, are harmless and easy to dodge, and even if it hits you they don't deal much damage. Some of them even fly off the board immediately, making it impossible to even get hit by them. She is really falling apart, and you need to tell bad jokes, like her son did, to get her to hold on to her personality, her past, and her strength of will. A very effective showcase of a 'broken-down experiment', and one that really fits well into Undertale's pacifist side of 'no one needs to die, everyone has a story'.























