Summary[]
Clover is the protagonist of Undertale Yellow, being the 7th human to ever fall in the Underground and their yellow SOUL being the 6th to be collected by Asgore.
With a strong sense of justice, Clover ventures into the Underground with the hopes of finding the 5 missing children that fell before them, teaming up with the seemingly friendly Flowey after an unexpected detour.
The duo makes their way through old and new locations in order to confront Asgore, meeting new faces along the way. But with Clover's fate being set in stone, their mission to deliver justice seems to be destined to fail... right?
Powers and Stats[]
Tier: 8-C, possibly High 8-C. Higher with better ammunition and/or by increasing their LV | 8-C, possibly High 8-C. Higher with better ammunition and/or by increasing their LV. 8-C, possibly 8-B with Justice Mode | At least 8-C, possibly at least 8-B, likely higher. Higher with better ammunition
Key: Neutral Route | Pacifist Route | Genocide Route
Name: Clover, Gun-hat
Origin: Undertale Yellow
Gender: Left up to interpretation[1]
Age: Unknown, refered to as a child
Classification: Human, Justice SOUL bearer
Powers and Abilities:
- Superhuman Physical Characteristics
- Weapon Mastery (Can effectively use their toy gun as a weapon. Learnt to use their revolver in a short ammount of time)
- Information Analysis (Via Check, which lets them see the stats of the opponent it is used on along with a short description that sometimes provides insight on the target)
- Sleep Manipulation (Can put tired enemies to sleep via the Hypnosis and Sing acts)
- Accelerated Development (Can increase their attack, defense and maximum health by increasing their LV)
- Statistics Amplification and Afterimage Creation (Some items provide Speed Points, which temporality increase Clover's speed and makes them leave afterimages behind as they move)
- Soul Absorption (Can absorb non-human SOULs[2])
- Healing (Can heal damage to their body and SOUL with most of their consumable items, the Silver Scarf and Glass Ammo. Flowey can fully heal them by saving)
- Social Influencing (Can solve most conflicts pacefully, discouraging opponents from fighting)
- Damage Boost (The Wild Revolver lets Clover deal more damage by firing more times)
- Invulnerability (Can obtain 2 Protection Points by consuming the Golden Pear. Each PP will prevent damage from a singular attack)
- Corrosion Inducement (Via Acid)
- Dimensional Storage (Via Dimensional Satchel)
- Resurrection (After dying, Flowey will use his ability to SAVE to bring Clover back to life by LOADing his last SAVE file)
- Limited Supernatural Willpower (The Determination produced by their SOUL should grant this, though they are considerably less determined than the average human)
- Limited Ice and Fire Manipulation (Via Ice Pellets and Flint Ammo, respectively)
- Limited Acausality (Type 1: Can keep their memories after Flowey LOADs his SAVE file to revive them, but cannot keep all of them after Flowey resets)
- Immortality (Type 2, 4, 7, and 8 after dying; Thanks to their DETERMINATION, Clover's SOUL will persist after death[3], even letting them hear others talking to them. However, they can't do much in this state. Every time Clover dies, Flowey would use his SAVE ability to partly reset the timeline to bring back Clover)
- Soul Manipulation (Can take hits to their SOUL as if they were normal attacks) and Absorption (Flowey had to kill them before being able to absorb their SOUL, and after doing so failed to take control of it. Should upscale from regular monsters, whose SOULs are difficult to absorb while they are alive due to how much energy it takes[4])
- Extreme Temperatures (Can withstand the coldness of Snowdin and the heat of the Steamworks, though they aren't completely unaffected by them. Can easily take ice and fire-based attacks)
- Information Analysis (Limited: Clover face is so emotionless that Axis' lie detector failed against them)
Same as before minus corrosion
- Energy Projection (Justice Mode lets Clover fire energy shots from their SOUL)
- Statistics Amplification and Afterimage Creation (Can obtain a Speed Point via the Remember act. Can generate afterimages with Dash)
- Invulnerability (Can obtain a Protection Point via the Hope act, or briefly become invulnerable with Dash)
- Healing (Now via the Endure act)
- Mind Reading (Unlocking Justice Mode lets Clover search throught the memories of an opponent while they are in a vulnerable state)
Same as in Neutral minus Accelerated Development (Has reached LV 20, the maximum possible[5]) and Resistance to Information Analysis
- Supernatural Willpower (Experienced a considerable increase in determination near the end of their journey, surpassing Flowey's own determination)
- Energy Projection and Heat Manipulation (Possesses a more powerful version of Justice Mode than in Pacifist, letting them fire both energy shots and energy beams. Said energy beams were shown to be hot enough to leave flowers charred)
- Healing
- Mind Reading
- Time Manipulation and Immortality (Type 4; as the most determined being in the Underground, Clover can decide whether to return or not from death by LOADing their last SAVE[6]. However, it isn't necessary to die in order to LOAD a SAVE)
Attack Potency: Building level (Can fight against monsters that are strong enough to harm them), possibly Large Building level+ (Can fight against Dunebud and monsters stronger than it. During the launch trailer of the game, Dunebud erected a large sandcastle very quickly). Higher with better ammunition and/or by increasing their LV (Increasing their Level of Violence increases their overall stats. At the end of an aborted Genocide Run [Where Clover's LV can be either be 12 or 13], Flowey, who can otherwise easily kill them, will comment that they were "gettin' pretty strong for a second there" and that he "dodged a bullet") | Building level, possibly Large Building level+. Higher with better ammunition and/or by increasing their LV. Building level, possibly City Block level with Justice Mode (Even the uncharged shots can damage Ceroba's barriers, whereas the shoots from their gun fail to do so even with the strongest ammunition available. A Big Shot managed to knock Ceroba back, whereas the shoots from their gun can't damage her) | At least Building level, possibly at least City Block level (Far stronger than their LV 1 self, managing to harm Ceroba [Who's more durable during a Genocide Run according to her Check stats] and Axis [whose check stats in a Genocide Run put him above Ceroba during a Pacifist Run] before even reaching the peak of their power. The damage they deal to Zenith Martlet with their regular attacks is not that far off from the damage they deal with Justice Mode), possibly higher (At LV 20 and after a surge in determination, not only were they able to easily kill Flowey, but they managed to obliterate Asgore with a single Big Beam, whereas at LV 19 that same attack fails to do the same against Zenith Martlet, whose check stats put her below Asgore[7]. Absorbing Asgore's SOUL might also have increased their power). Higher with better ammunition
Speed: Transonic (Can move on par with sound-based attacks, though electricity and gunshots move too fast in comparision to them), Supersonic with Coffee Bean Ammo, Sea Tea and/or Golden Coffee (They grant Speed Points which can increase Clover's movement speed by roughly 1.23 times). Higher attack speed with Toy Gun/Wild Revolver (Their Wild Revolver should be comparable to Starlo's revolver, whose's bullets move so fast Clover is forced to aim-dodge them. Their Toy Gun is not portrayed as any slower) | Transonic, Supersonic with Coffee Bean Ammo, Sea Tea, Golden Coffee and/or the Remember act, Supersonic+ in short bursts with Dash (Clover's Dash lets them move at roughly 2.96 times their normal speed), higher by combining the previous 2 modifiers (Can move at 3.69 times their normal speed by dashing while having Speed Points). Higher attack speed with Toy Gun/Wild Revolver | Transonic, Supersonic with Coffee Bean Ammo, Sea Tea and/or Golden Coffee, Supersonic+ in short bursts with Dash, higher by combining the previous 2 modifiers. Higher attack speed with Toy Gun/Wild Revolver or Justice Mode's Big Beam (It can move much faster than Clover, even with Speed Points and/or Dash)
Lifting Strength: Class 100 (Can lift, carry and throw a titanium cylinder, even at LV 1), possibly Class M (Should scale to Dunebud and other monsters stronger than it), likely higher by increasing their LV | Class 100, possibly Class M, likely higher by increasing their LV | At least Class 100, possibly Class M (Stronger that Flowey, who forcefully opened a metal door), possibly higher (Again, by scaling to Dunebud)
Striking Strength: Unknown (Uses ranged attacks exclusively), likely Building level, possibly Large Building level+ (Their damage output is determined by their own Attack stat, so their physical attacks shouldn't be too far apart from what they can accomplish with their gun). Higher by increasing their LV | Unknown, likely Building level, possibly Large Building level+. Higher by increasing their LV | Unknown, likely at least Building level, possibly at least City Block level. Possibly higher
Durability: Building level (Can take attacks from Dalv and Axis, including their electrical spheres. Can take gunshots from Starlo's magic guns), possibly Large Building level+. Higher with better accesories and/or by increasing their LV. Higher with trashcan lid (It can block attacks from Axis [who can barely harm a LV 13 Clover with the strongest accesory available] unscratched, and it can do the same with the attacks of a LV 13 Genocide Clover using the strongest ammunition available) | Building level, possibly Large Building level+. Higher with better accesories or by increasing their LV. Higher with trashcan lid | At least Building level, possibly City Block level. Likely higher (Withstood an attack from a serious Asgore, with his trident shattering on impact against Clover). Higher with better accesories
Stamina: Superhuman (Can traverse through the coldness of Snowdin and the heat of the Steamworks with little to no breaks, and managed to stay conscious at half a millionth of their health)
Range: Tens of Meters with Toy Gun/Revolver (At least 13.17 meters) | Tens of Meters with Toy Gun/Revolver, higher with Justice Mode (At least 31.58 meters) | Tens of Meters with Toy Gun/Revolver, higher with Justice Mode
One time use items. Several of them can be purchased endlessly, but the rest can only be obtained in limited quantities, especially during the Genocide Route.
- Lemonade: A not very appetizing glass of sour lemonade that heals 7 HP. Only a single glass can be obtained.
- Candy Corn: A rejected piece of corn that heals 9 HP. Only a single piece can be obtained.
- Corn Dog: A corn cob in the shape of a dog that heals 12 HP. Only a single one can be obtained.
- Sponge Cake: A sponge covered in frosting that heals 14 HP, though Clover seemingly only licks the frosting. Only a single one can be obtained, but any Neutral Route where Dalv dies prevents Clover from getting the item, and in a Genocide Run it is impossible to obtain even if Dalv lives
- Lukewarm Pop: A popsicle made out of hot chocolate cooled down to lukewarm status that heals 8 HP. Only a single pop can be obtained
- Cold Pop: A popsicle made out of hot chocolate cooled cool that heals 12 HP. Only a single pop can be obtained
- Hot Pop: A popsicle made out of hot chocolate that was frozen and then reheated, which heals 14 HP. Only a single pop can be obtained
- Honeydew Coffee: A cup of burning hot coffee that heals 14 HP
- Honeydew Pancake: A pancake with honey syrup that heals 16 HP
- Trail Mix: A bag with nothing but raisins left which heals 13 HP. Only a single bag can be obtained, and is unobtainable during a Genocide Run
- Packing Peanuts: Not so bad outside of taste, texture, and the potential health risk. Heals 10 HP, and only one pack can be obtained
- Spider Donut: A donut made with Spider Cider in the batter that heals 12 HP. Only three can be obtained
- Icewater: A glass of tap water with ice that heals 15 HP. Only four can be obtained during a Genocide Run
- Root Beer: A carbonated drink that heals 18 HP. Only one can be obtained during a Genocide Run
- Beef Jerky: A stick of beef jerky that heals 16 HP. Only one can be obtained, or two during a Pacifist Run
- Moss Salad: An otherwordly-looking salad that heals 17 HP. Only one can be obtained, and is unobtainable during a Genocide Run
- Greasy Fries: A pile of fries that heals 14 HP. Only two can be obtained, or only one on the Genocide Run.
- Popato Chisps [sic]: A bag of crunchy chips that heals 13 HP. Only one can be obtained during the Genocide Run
- Monster Candy+: An overwhelming sweet candy that heals 15 HP. Only two can be obtained during a Genocide Run
- Monster Candy: A faintly familiar-tasting candy that heals 10 HP. Only one can be obtained
- G.B. Bear: A cookie shaped like the face of the shopkeeper of the Honeydew Resort. It heals 20 HP
- Ice Tea: A glass of warm sweet tea that heals 20 HP. Only a single glass can be obtained
- Green Tea: Ice tea dyed green and with a toxic taste that heals 21 HP. Only a single glass can be obtained
- Fruitcake: A somewhat dried fruitcake with a few gemstones inside that heals 25 HP. Only a single cake can be obtained
- Oasis Latte: Coffee but fancier, which heals 25 HP. Is exclusive to the Genocide Route and only one can be obtained
- Adult Soda: A bottle of water that heals 20 HP. Only one can be obtained, and it's unaviable during a Neutral Route normally
- Flower Stew: A cup of aromatic broth with a floral garnish that heals 20 HP. Only one can be obtained, and is unobtainable during a Genocide Run
- Dihydrogen Monoxide: Water with a taste of window cleaner that heals 20 HP. Only three can be obtained during the Genocide Run
- Hot Dog: An actual hot dog that heals 20 HP. Only one can be obtained
- Cinnamon Cookie: A baked good that heals 35 HP. Is exclusive to the Genocide Route and only one can be obtained
- Feisty Slider: A little burger that heals 30 HP. Only two can be obtained during a Genocide Run
- Gravity Granola: A crunchy bar that somehow tastes like distance and heals 30 HP. Only three can be obtained during a Genocide Run
- Cake: A lemon cake with cherries on top that heals 30 HP. Is exclusive to the Neutral Route where only one can be obtained
- Cinnamon-Butterscotch Strudel: A strangely familiar-tasting strudel that heals 30 HP. Only two can be obtained during a Genocide Run
- Floral Cupcake: A beautiful pastry that heals 50 HP. Only three can be obtained during a Genocide Run
- Sea Tea: A glass of glowing tea that heals 10 HP and gives one Speed Point (Meaning it increases movement speed for one turn). The SP obtained will stack up on top of any Clover had beforehand. It can also be consumed preemptively, letting Clover start a battle with 1 SP. Only a single glass can be obtained
- Gunpowder: A forbidden spice that heals all HP. Only one can be obtained during a Genocide Run
- Golden Pear: A beautiful, delicious-looking golden pear that grants a "pear" of Protection Points, which nullify damage taken from one attack. The PP obtained will stack up on top of any Clover had beforehand. It can also be consumed preemptively, letting Clover start a battle with 2 PP. Only a single one can be obtained
- Golden Coffee: A beautiful, delicious-looking golden coffee that halves the weight of Clover's SOUL, giving them 3 SP. The SP obtained will stack up on top of any Clover had beforehand. It can also be consumed preemptively, letting Clover start a battle with 3 SP. Only a single one can be obtained
- Golden Cactus: A beautiful, delicious-looking golden cactus that removes 5 HP (Clover won't die from it) but gives 3 Restoration Points in exchange (Meaning Clover recovers 15 HP at the end of the next 3 turns). It can also be consumed preemptively, letting Clover start a battle with 3 RP and heal the damage received. Only a single one can be obtained
- Toy Gun: Clover's starting equipment. Can be loaded with a variety of objects to fire
- Wild Revolver: A gun crafted by the blacksmith Blackjack. Because of his non-violent nature, the gun is actually tame enough to not be lethal and every individual shot fired from it is actually weaker than those of the Toy Gun
However, this is compensated by its ability to fire up to 6 shots in a single turn, which lets it edge out the Toy Gun's damage output
The attack performed with this gun is stopped early if any of the shots is missed
Clover has different types of ammunition. They vary in strenght, and some of them have additional effects when an perfect shot is landed (As long as the shot itself deals damage), or in the case of the Wild Revolver all six shots must be landed and the last one must be perfect. Clover can only have one type of ammunition loaded into their gun at once, but can freely switch ammunition
- Rubber Ammo: Rubber pellets that don't provide any effect
- Pebble Ammo: Small rocks shaped like bullets that increase attack by 3
- Ice Pellets: Conveniently shaped, non-melting ice cubes that increase attack by 6
- Coffee Bean Ammo: Delightfully smelling coffee beans that increase attack by 4 and give 1 SP after shooting if Clover didn't had any beforehand. While this SP would normally be used after the enemy uses their turn to attack, Clover can keep it from a previous battle (Either by fighting something that can't fight back, or by finishing a battle by shooting and defeating the enemy)
- Flint Ammo: A dusty black rock that increases attack by 9. The attack animation shows it combusting on impact. It can alternatively be used to start a fire by rubbing it against the Steel Buckle, but at the expense of loosing both items
- Glass Ammo: Shards of glass that increase attack by 5 and restore 2 HP after shooting. Clover is specially cautious while loading this ammo for fear of cuts
- Silver Ammo: A pack of reflective pellets that increases attack by 3, but multiplies Clover's own attack stat by 1.25 while firing a perfect shot, or cuts it in half otherwise
Because of this, with perfect shots the Silver Ammo starts to outperform other ammunitions as Clover's LV increases (Glass Ammo at LV 1, the Ice Pellets at LV 3, the Flint Ammo at LV 9, the Nails at LV 11, and the Friendliness Pellets at LV 13)
Without perfect shots, it's the worst ammunition available - Nails: Steel Nails that increase attack by 10
- Friendliness Pellets: The bullets used by Flowey which increase attack by 11. They are unobtainable during a Pacifist Run
- Worn Hat: Clover's initial hat. Despite being armor, it doesn't provide a visible defensive boost outside of the easy mode of the game
- Nice Hat: A hat gifted by Starlo. Despite being armor and eventually becoming the Cowboy Hat, it doesn't provide a defensive boost outside of easy mode, nor does it increase offense. This item in unobtainable on a Genocide Run
Miscellaneous objects that increase Clover's defense, with some of them providing additional effects. Clover can only wear an accessory at once, but can switch which one they are wearing at will
- Patch: A patch that provides no defense, but will give Clover a 100% success rate when trying to run away from a battle. Once removed, it cannot be sewed back in
- Feather: A stray feather that increases defense by 2
- Honeydew Pin: A bee-shaped pin that increases defense by 4
- Band Merch Pin: A pin that increases defense by 5
- Silver Scarf: A cozy scarf that increases defense by 6 and heals 2 HP at the end of every turn. Contrary to popular belief, the item can still be obtained during a Genocide Run
- Steel Bucle: A shiny belt buckle that increases defense by 7. It can alternatively be used to start a fire by rubbing the Flint Ammo against it, but at the expense of loosing both items
- Safety Jacket: A small jacket that increases defense by 6
- Fancy Holster: A leather weapon-holder that increases defense by 8
- Golden Bandana: A stunning bandana that increases defense by 12. The Golden Pear, Golden Coffee and Golden Cactus must be given up to obtain it
- Safety Goggles: Goggles that increase defense by 9
- Delta Rune Patch: A patch that increases defense by 10
- Dimensional Satchel: A bag with infinite capacity that lets Clover bypass their usual 8 object limit
- Flowey: A sentient golden flower. Because he is currently the most determined being in the Underground, he has control over the timeline via SAVE files, being able to go back in time by LOADing his last made SAVE file or even further back by making a reset (Though the latter will wipe out most of Clover memories and leave them with their starting equipment and LV).
Flowey mostly works as Clover's guide, but will actively avoid being seen by anyone else and might occasionally intervene if he feels that Clover needs a hand, or if he becomes fed up with their actions.
By the end of the Genocide Route, Flowey outgrows his usefulness as Clover surpasses his determination and gains the ability to SAVE by themselves - Asgore's SOUL: Obtained at the end of a Genocide Run, its power combined with Clover's own SOUL lets them move past the Barrier to exit the Underground.
No other effects are shown after its absorption
Optional Equipment:
- Matches: A box of mostly damp matches with just enough dry ones to start a fire. Because Clover isn't sure of how to safely start a fire with them, their usage will most likely end up burning the entire box. Having this item prevents Clover from obtaining the Silver Scarf
- Pickaxe: A supposedly sturdy pickaxe, though Clover somehow breaks it by hacking away at a piece of wood
- Health Overcharge: Clover can obtain 15 HP extra by paying a fee at the Wild East Clinic, letting them take more attacks before being defeated. The extra health cannot be recovered by normal means, and once depleted it's gone until Clover repeats the procedure. The extra HP cannot be obtained during a Genocide Run
- Trashcan lid: A lid forced onto Clover by Axis. With it they can block attacks unharmed, and it seems to have some degree of insulation as Axis' electric attacks do not shock Clover. In the Genocide Route, the lid is instead used by Axis
- Hydrochloric Acid: A vial of acid corrosive enough to quickly melt metal or floor tiles. Must be handled with care. Clover is locked out of this item during a Pacifist Run
Intelligence: Above Average (Is capable of quickly de-escalating conflicts against individuals that they just met, and can quickly adapt to and dodge attacks that they have never seen, even with their movements restrained or on slippery floor. Tricked Starlo into shooting and breaking the lasso he used to restrain their movements. Before the events of the game, Clover made it all the way to Hotland, meaning they had to solve several puzzles from Snowdin and Waterfall to proceed)
Weaknesses:
- Clover's damage output is heavily dependant on their accuracy, with more accurate shots having a slight delay
- Their resurrection requires Flowey to be cooperative
- Will react violently if angered enough (With the missing children and their deaths being a particularly sensitive subject)
- Is considerably less determined than other humans, and is willing to abandon their goals if promised a better life
Same as before, though Justice Mode isn't affected by how accurate Clover is as long as they land the shot
Same as before minus needing Flowey to resurrect and lack of determination
Notable Attacks/Techniques:
- Act: A list of miscelaneous actions that vary depending on the opponent (Hugging, dancing, judging, watching, etc.). They usually focus on resolving the current conflict in a pacific way, but become less effective at it against enemies that Clover damaged too much. Clover's most notable acts include:
- Check: Provides a numerical value on the attack and defense of the target to give Clover an idea of how strong they are, along with a short description
- Hypnotize, Sing: Clover swings a nearby object or waves their hand to make the opponent feel sleepy, then sings a lullaby to put them to sleep. Only shown to work against tired enemies
- Spare: Clover says they won't fight[8], ending the current conflict against whoever wishes not to fight anymore
- Determination: A physical substance produced by Clover's SOUL, which lets their SOUL persist after death and grants them the will to keep living and the resolve to change fate[9], and presumably is what lets them keep their memories after Flowey LOADs.
Outside of this, because Clover's determination is lower than Flowey's during most of the game, the abilities listed below that come from it are outside of their reach, having to rely on Flowey. This changes at the end of a Genocide Run, where Clover's determination surpasses Flowey's- SAVE: It creates a SAVE FILE, recording Clover's current location in space and time. This is usually done at SAVE points, but they aren't needed
- LOAD: Brings the world back to the point where the last SAVE FILE was created, making everybody but Flowey and Clover lose most of the memories they gained after the creation of said SAVE FILE. This works even after the user dies
- Reset: Brings the world back to the point where the user first started expiriencing the time-altering powers of determination, in Clover's case being when they first entered the Underground. While Clover loses most of their memories when Flowey resets, it's not made clear if they keep them after they themselves reset
- LV: Short for LOVE, which is an acronym for Level of Violence. LV is a measurement of someone's capacity to hurt others: The more they have, the easier it becomes to bring themselves to do it[5].
LV increases Attack, Defense and HP as it grows thanks to EXP (Execution Points), which can be obtained by killing others, but also by an intense surge in murder intent - Justice Mode: Exclusive to the Pacifist and Genocide Runs, it makes Clover's SOUL pulsate with great power, making it able to fire energy shots
The shots can be charged, letting Clover fire a more powerful Big Shot that can hit several times as it moves forward
The Genocide Route expands on this ability, letting them fire a Big Beam that lasts for a few moments and hits several times
One of the additional features of Justice mode is the ability to see the truth of situations[10]: Clover can search through the memories of the opponent when said opponent is in a vulnerable state, allowing Clover to better carry out judgement. However, this ability is not subtle and the opponent will relive whatever memory Clover was looking at.
Unlocking Justice Mode also gives access to exclusive acts:- Hope: Clover holds onto their hopes, granting them 1 PP if they didn't had any beforehand. Only available in a Pacifist Run
- Endure: Clover refuses to back down, recovering a random ammount of HP between 5 and 10 (Pacifist), or between 20 and 25 (Genocide)
- Remember: Clover thinks of those that they love most, receiving 1 SP if they didn't had any beforehand. Only available in a Pacifist Run
- Dash: Unlocked along with Justice Mode. Clover can move a short distance in a burst of speed, being able to move through attacks unharmed
Notes:
- During a Neutral Run, Clover's maximum LV possible is 13, which can be obtained without preventing them from getting any item outside of the Adult Soda
- The entirety of Flowey's fight on the Neutral Run takes place within his mind, which is why the healing acts, Justice Mode and Dash shown on said fight are not included on Clover's Neutral Route key
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches:
References[]
- ↑ Official UTY Tumblr page
- ↑ True Lab - Entry Number 7 (Undertale)
- ↑ Waterfall: The War of Humans and Monsters
- ↑ True Lab - Entry Number 3 (Undertale)
- ↑ 5.0 5.1 New Home - Sans Judgement (Undertale)
- ↑ New Home - Flowey's Story (Undertale)
- ↑ Asgore Fight (Undertale)
- ↑ Ruins - 4 frogs room (Undertale)
- ↑ True Lab - Entry Number 3 (Undertale)
- ↑ Undertale Yellow Chat Request Art Stream with Devs 4/24/2024
Discussions
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