Undertale is Toby Fox's 2015 role playing game about a child who falls into the Underground and has to find a way out. Its hook is that every encounter can be ended without killing: you dodge patterned attacks inside a small box, then use ACT and MERCY instead of FIGHT. A single run takes roughly six to seven hours, and the game quietly records what you chose to do along the way.
Undertale features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.
Area Progression Order
| Order | Location | Difficulty | Key Rewards | Recommended Build |
|---|---|---|---|---|
| 1 | The Ruins | Opening 45 to 60 minutes | Stick, Bandage, Toy Knife, Faded Ribbon, Butterscotch Pie, Spider Donut and Spider Cider from the bake sale | True Pacifist Route |
| 2 | Snowdin | Roughly one to two hours in | Tough Glove, Manly Bandanna, Bisicle, Cinnamon Bunny, an inn, Papyrus as a friend | True Pacifist Route |
| 3 | Waterfall | Roughly two to four hours in | Cloudy Glasses, Torn Notebook, Sea Tea, Ballet Shoes, Old Tutu, Temmie Armor | Neutral Route |
| 4 | Hotland | Roughly four to five hours in | Burnt Pan, Stained Apron, Empty Gun, Cowboy Hat, Glamburger, Legendary Hero | Neutral Route |
| 5 | The CORE | Roughly five to six hours in | The final Mettaton confrontation and the route into New Home | Neutral Route |
The Ruins: Starting Area
The opening area, a purple stone maze of switch and rock puzzles under Toriel's care. It teaches ACT through Froggits and Whimsuns, hides the Toy Knife and Faded Ribbon, and closes with the game's first real boss fight.
| Attribute | Detail |
|---|---|
| Difficulty | Opening 45 to 60 minutes |
| Key Rewards | Stick, Bandage, Toy Knife, Faded Ribbon, Butterscotch Pie, Spider Donut and Spider Cider from the bake sale |
| Recommended Build | True Pacifist Route |
| Key Equipment | Toy Knife |
What to Do Here
- Learn the basics of Bullet dodging in the SOUL box. This is where you practice without heavy punishment.
- Collect starting resources and your first equipment upgrade.
- Clear all main content before moving to Snowdin.
- If you're struggling, read our beginner's guide.
Snowdin: Early Game
A snowfield and town run by Papyrus and Sans, with a run of deliberately silly puzzles, a set of dog themed enemies and a shop stocking the Tough Glove and Manly Bandanna. It is the most forgiving stretch of the game.
| Attribute | Detail |
|---|---|
| Difficulty | Roughly one to two hours in |
| Key Rewards | Tough Glove, Manly Bandanna, Bisicle, Cinnamon Bunny, an inn, Papyrus as a friend |
| Recommended Build | True Pacifist Route |
| Key Equipment | Toy Knife |
What to Do Here
- Focus on mastering FIGHT, ACT, ITEM and MERCY. It's critical from this point on.
- Farm for Toy Knife if you don't have it yet.
- Complete all objectives for maximum rewards.
- Prepare for the difficulty spike in Waterfall.
Waterfall: Mid Game
Dark caverns of glowing crystals and echo flowers, with Undyne hunting you across bridges and reed beds. Gerson's shop sits here, and Temmie Village hides off the main path.
| Attribute | Detail |
|---|---|
| Difficulty | Roughly two to four hours in |
| Key Rewards | Cloudy Glasses, Torn Notebook, Sea Tea, Ballet Shoes, Old Tutu, Temmie Armor |
| Recommended Build | Neutral Route |
| Key Equipment | Toy Knife |
What to Do Here
- This is the main skill check. Bring an optimized build.
- Stick becomes accessible here. Prioritize getting it.
- Master LOVE, EXP and LV for the boss encounters.
- Check our boss guide if you get stuck.
Hotland: Late Game
Lava, conveyor belts and Alphys's laboratory, plus a string of Mettaton set pieces that use the yellow SOUL shooting mode. Bratty and Catty run a stall outside the MTT Resort.
| Attribute | Detail |
|---|---|
| Difficulty | Roughly four to five hours in |
| Key Rewards | Burnt Pan, Stained Apron, Empty Gun, Cowboy Hat, Glamburger, Legendary Hero |
| Recommended Build | Neutral Route |
| Key Equipment | Stick |
What to Do Here
- Full build optimization is expected by this point.
- Stick should be your primary, fully upgraded.
- Route tracking across a whole run mastery starts mattering here.
- Farm resources for the push into The CORE.
The CORE: Endgame
The Underground's power plant, a blue and grey maze whose layout shifts depending on choices you made earlier. It is the last area before New Home and the shortest of the major zones.
| Attribute | Detail |
|---|---|
| Difficulty | Roughly five to six hours in |
| Key Rewards | The final Mettaton confrontation and the route into New Home |
| Recommended Build | Neutral Route |
| Key Equipment | Stick |
What to Do Here
- This is endgame. Best-in-slot gear and a perfected build are mandatory.
- See our boss guide for endgame fight strategies.
- The reward loop: clear content → upgrade → push harder content.
- Experiment with No Hit Challenge Run for variety once you've mastered the meta.
Exploration Tips
- Clear areas in order: The Ruins → Snowdin → Waterfall → Hotland → The CORE. Skipping areas means missing resources you'll need later.
- Check every corner: Hidden caches and secrets are often in non-obvious locations.
- Match your equipment: Some areas favor different equipment types.
- Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
- Don't rush: Clearing an area fully gives more resources than speedrunning two areas.
More Undertale Guides
- Undertale Undertale Overview
- Undertale Best Builds
- Undertale Tier List
- Undertale Walkthrough
- Undertale Beginner's Guide
- Undertale Tips & Tricks
- Undertale Weapons Guide
- Undertale Combat Guide
- Undertale Boss Guide
- Undertale Crafting Guide
- Undertale Classes & Characters
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