UNDERTALE beginner guide: ACT, Spare, attack colors, healing and saves
Practical PC controls, battle information and item management. Open the early-enemy examples only when you want explicit sparing solutions.
Edition: UNDERTALE for PC (Steam), base game and normal mode. Based on Japanese display, with some English command names alongside. Excludes the demo, Hard Mode, console-exclusive content, 10th-anniversary-stream alterations and DELTARUNE
Verification scope: Official and guide sources checked on 2026-10-04. Gameplay and installed build number have not been tested. Historical values are not presented as verified on the latest installed build
Sources checked: 2026-10-04
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Check basic PC controls
Basic keyboard inputs are listed below. With controllers or remapped keys, follow the controls shown in your game.
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| Action | Basic keyboard input |
|---|---|
| Confirm or interact | Z |
| Cancel | X |
| Open menu | C |
| Toggle fullscreen | F4 |
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Repeatedly advancing dialogue can skip enemy reactions and puzzle hints. Read an explanation at least once before moving on.
Set up conditions with ACT, then finish with MERCY
- If avoiding kills, inspect ACT options first. Check descriptions can provide clues too
- Try one interaction and check whether the next text changes
- When the name has the sparing color, choose MERCY then Spare. Against groups, you can spare some enemies first to reduce their number
- Even without a name-color change, some enemies are resolved through repeated Spare or Flee
Yellow is the usual indicator, but a Ruins conversation can change it to white or pink. A non-yellow name does not prove sparing is impossible. Weakening enemies can also work, but try ACT first if you want to avoid accidental kills.
Attack colors and heart colors follow different rules
Attack color affects what happens on contact; heart color affects how you move. Do not confuse light-blue attacks with a blue heart.
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| What you see | Basic response |
|---|---|
| White attack | Avoid contact |
| Light-blue attack | Remain still as it passes |
| Orange attack | Keep moving during contact |
| Green attack | May heal or advance sparing conditions; not every green attack heals |
| A heart changed to blue, green, purple or yellow | Read that battle's controls. A blue heart introduces gravity and jumping |
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Red can indicate a warning, but red is not always harmless. Appearance alone does not establish a shared safe spot across every battle.
Choose one gap to move through next
- When an attack begins, find a nearby gap from your current position
- Move only as much as needed after seeing the bullets. Avoid moving back and forth in a safe spot
- If cornered, create room to move before the next attack begins
- After repeated losses, isolate one issue, such as failing to stop for light-blue attacks or jumping too high
This is general practice advice. Follow individual rules for attacks with changing safe positions or orange attacks requiring movement.
Distinguish save points, eight inventory slots and boxes
- When HP is low, inspect a star-shaped save point. Healing there and recording with SAVE are separate actions
- Your inventory has eight slots. Keeping one free makes receiving new items easier
- Put items for later or old equipment into dimensional boxes available from Snowdin onward
- Withdraw healing supplies before bosses. Check equipped gear and carried items separately
Each box has ten slots, and the same box's contents are available from other locations. Later phone functions still do not allow restocking during battle.
Secure early armor and healing options
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| Item or location | Use | Note |
|---|---|---|
| Ribbon armor found in the Ruins | An option to replace initial equipment | Equip it after collecting it |
| Manly Bandanna in Snowdin | Shop armor; normally 50G and +7 defense | Armor helps even when you avoid attacking |
| Bisicle in Snowdin | Restores 11 HP per use, with a remaining portion usable again | It does not restore both portions at once |
| Cloudy Glasses in Waterfall | Armor extending invulnerability after being hit | Compare extra effects as well as defense |
| The pie at Toriel's home | A full-HP recovery item you can keep for later | Keeping it is optional; using it early does not block normal progression |
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These examples help plan spending. Check prices and effects displayed in your game as well.
Answer 7 (spoilers)
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Ruins enemies: open explicit sparing examples
The following are solutions for early encounters, with English command names.
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| Opponent | Steps |
|---|---|
| Froggit | ACT: Compliment, then Spare |
| Whimsun / Moldsmal | You can try Spare immediately |
| Loox | Don't Pick On, then Spare |
| Vegetoid | Dinner, then collect green vegetables during the attack, then Spare |
| Migosp | Spare the other enemies first, then Spare this enemy when alone |
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If unsure, reduce the group by ending encounters you can resolve first rather than trying every ACT on everyone. This applies to the listed combinations, not every enemy.
Frequently asked questions
Does selecting an attack ruin a no-kill run?
Selecting an attack alone does not decide it. Check whether a kill granted EXP. If you killed accidentally but have not overwritten your save, reload the earlier SAVE.
Is using items during battle wasteful?
Healing is worthwhile if it lets you survive the next attack. You may prioritize reaching the next save over keeping an item unused.
Is Spare pointless unless the name is yellow?
Name-color settings and bosses requiring repeated Spare are exceptions. Check descriptions and battle changes as well.