Centuries ago, monsters lost a war with humanity and were sealed
beneath Mt. Ebott behind a magic barrier. What they built down there,
in the dark, is the rest of this page.
The Ruins
The oldest settlement, and the first area a fallen human reaches.
Its stone corridors are lined with switch-and-lever puzzles built
by a king who used to live here, and its resident, Toriel, has
kept it running as a quiet, deliberately gentle introduction to
the world below.
Snowdin
A snow-covered town on the other side of the Ruins' door, home to
Sans, Papyrus, and a general store that sells suspiciously
reasonable winter coats for a place with no seasons. Its forest is
the site of most of the game's puzzle-and-sentry gauntlets.
Waterfall
A humid, bioluminescent cave system strung with echo flowers that
repeat back the last thing said near them. Waterfall holds the
Underground's garbage dump, Undyne's house, and some of the
game's quietest, saddest set pieces.
Hotland
A volcanic research district built around Alphys's lab and the
Core, the reactor that powers the entire Underground. Elevators,
conveyor puzzles, and a noticeably rising ambient temperature mark
the approach to the capital.
The Core
A shifting, half-mechanical maze built atop the Underground's
reactor, wired so that its layout can be reconfigured — including,
on request, live and mid-traversal. It's the last major obstacle
between Hotland and New Home.
New Home
The capital city, built as a mirror of the human town monsters
once lived in before the war. King Asgore's castle sits at its
heart, along with the throne room and its garden of golden
flowers, where most routes converge for their final confrontation.