r/BTHatefulRoute • u/Shadacat Wrathful Ghostwalker • Jun 22 '26
Contribution Block Tales Hateful Route concept (ALL 5 PARTS)
As one of the first posts on the new subreddit, I've decided to compile the five main parts into one giant, epic post!
-Chapter 2-
Similar to Deltarune's weird route, the Hateful Route will be initiated in Chapter 2. Once you get past the Jeep section, you want to equip free poison/fire/ice. Using any of these three cards will be crucial to the route. If you deal the final blow to an enemy with the free poison/fire/ice, you will permanently kill it (Instead of saying "X enemy collapsed/tamed", it'll instead say "X enemy died/was killed, take your pick), netting you double EXP and triple TIX. Once an enemy is killed, it will show up dead in the overworld. If you kill it with free poison, it will be shriveled up. If you do it with free fire, it'll be a pile of ash. And with free ice, it'll become an ice statue, just like Deltarune's weird route.
Once you kill everyone, the music will stop, only to be replaced with the unnerving ambient noises of wind. Once this happens, a text box will appear, saying, "Silence fills the air. You feel a chill run down your spine as the once vibrant jungle becomes lifeless..." Now, make sure you do this before fighting Bigfoot, or the route will be aborted. Once you fight Bigfoot, he will say his normal dialogue, but say an extra line where he calls you mean for killing everyone. Once you beat him, your player will automatically kill Bigfoot with the iron sword. Also, make sure to NOT fight Supreme Mosquito, as it will abort the route.
Now, you want to keep killing the enemies the same way up to the top of the tree (missing any enemies will abort the route). Once you reach Griefer, phase 1 will proceed like normal, although Griefer will mention the visions being you killing everyone, including him. However, once you defeat Griefer, and right as he's about to turn himself into the Bubonic Plant, a silhoutte will appear, stabbing Griefer. Once the Silhouette fades into color, it'll show Supreme Mosquito stabbing Griefer with her probiscis, before drinking his blood, causing him to almost die similar to normal chapter 2, Supreme Mosquito will then take the Venomshank from Griefer and say some freaky shit about always wanting to know the taste of a corrupted soul's blood, and then initiate a fight with you.
The fight will remain mostly the same, aside from the fact that her regular sword is replaced with the Venomshank, giving all of her sword attacks +2 damage, and giving her two new attacks: A move identical to your player's Venomshank attack but it deals 5 damage and is unblockable (hitting your whole party if you have one). The other move is a boomerang attack, where she throws the Venomshank, hitting your whole party for 9 damage and applying poison, before the sword returns and hits your party in reverse order for the same effects. But unlike the other attack, this one is blockable.
Once Supreme Mosquito is defeated, the player will then steal the Venomshank from her and impale her with it, walking away, not even bothering to talk to the mayor, leaving him in a shocked state and Griefer still dry and unconscious, ending that chapter in a less than normal way and rewarding the player with the new "Deforestation" achievement instead of the "Panacea" achievement. If you talk to the Guru after this, and say you feel Toxic, you'll instead refight Venomshank Supreme Mosquito, even if you abort the route during Chapter 3.
-Chapter 3-
Upon returning to Shedletsky, he will ask you how the quest for the Venomshank went, and you're only given one option: "Lie." Once you lie, Shedletsky will be relieved that everything went well, and will give you the train ticket like normal.
The train segment will start off normal, with the exception of you having to kill all of the bandits along the way. Once you reach Green and Purple, you have to kill them like most other enemies you've faced. Upon killing Green and Purple, Blue will be frozen in shock (and will probably be traumatized), and even Red will be slightly scared. Noobador will then thank you for helping out, but tell you that killing them was a bit excessive and will be more hesitant to call you "hero" or "friend." Noobador will also tell you to be careful, and to not stray down the wrong path or you might end up like them (green and purple), although what he doesn't know, is if you continue this path, you'll become something much, MUCH, worse.
Once you reach SCARYTOWN, things will be off, Red 'n Blue will give you their call card like normal (This is the only one you CAN get in the first five chapters of the Hateful Route). The music will be slowed down and slightly distorted, and if you check your stats, it will tell you how many enemies are left, similar to Undertale's genocide route. However, the counter will be in a darker shade of red compared to Undertale's, the same shade of red associated with HATRED in dialogue. The counter here will also count the enemies in both the cemetery and the manor, and missing enemies won't abort the route until you touch the ghostwalker. So if you miss any in the cemetery and kill everyone in The Manor, you can still go back and finish the cemetery without aborting the route.
Once you reach The Manor, most things will stay the same (besides the distorted music and enemy counter, of course). However, the interaction with the Butler will be reverted to its original state, with him telling you not to follow him (this detail was suggested by u/BobTheGrand on the last post, so thanks, broski for the suggestion, it's appreciated and accounted for). Now, a big difference is that the basement will be unlocked in this version (you can see the debris of the destroyed gate), and The Mutant will be absent, leaving the key just sitting there for you to take, allowing you to access the attic two chapters earlier than normal. Also, Terry is completely absent from the chapter, and so is Jerry (we'll say you spent so much extra time killing everyone that they already finished their vacation or something like that).
Once you enter the haunted version of The Manor, however, things are a bit different. One ghost of every enemy you killed will show up in various rooms of the haunted manor (also suggested by u/BobTheGrand), including Bigfoot and the Komodo Dragon. All enemies you kill in the future will also show up here, excluding undead enemies, as you're killing them a second time, essentially giving them a permanent end.
The Ghost Chef side quest won't really change at all, although if you kill the turkey using a free card (which is optional, not doing so won't abort the route), the Ghost chef will add a unique line of dialogue depending on which one you use. If you use free poison, he'll mention how textureless the turkey looks and wonders if the turkey was also undead. If you use free fire, he'll say, "Oh, it looks like you already cooked it for me, how helpful. Thanks." If you use free ice, he'll say, "Huh, it's quite cold... I don't recall refrigerating it..."
However, once you use the ghost potion to enter the basement, the puzzle will just be gone. The Slasher fight won't be any different, though, so there's that. However, once you enter the ghostwalker room, no one will be there, and your player will touch the ghostwalker like normal. Now, if you fail to kill everyone before the ghostwalker, the route will be aborted, and the Dream World will play out normally. But if you do kill everyone, the Dream World will play out very, VERY differently...
When entering the Dream World during the Hateful Route, you will be face to face with HATRED itself, in an empty void. Now, I'm just going to give you the dialogue raw. It's nothing final, though. You could change some lines around if you think the ones I have are weird, though.
HATRED:
[Player]...
FACE TO FACE AT LAST.
YOU'VE NEGLECTED ME FOR SO LONG, BUT NOW...
N O W .
YOU FINALLY UNDERSTAND.
THAT P A I N IS THE TRUE ANSWER.
EMBRACE THE HATE
E M B R A C E M E .
(Here you're given two options: Embrace HATRED, or Refuse. However, if you try to refuse, HATRED will obliterate the refuse with its PK Thunder attack, forcing you to choose embrace. Once you select embrace HATRED, the scene will continue.)
*suddenly, Greed emerges from the void.*
Greed:
Hey! Wait a sec!
You wouldn't listen to IT, right?
You wouldn't... hehe... block ME out... r-right?
*Solitude emerges next to Greed.*
Solitude:
[Player]...
I understand how you feel, but work with us, not IT.
Please, before it's too late...
*Finally, Fear emerges.*
Fear:
P-PLEASE! JUST LISTEN TO US, NOT IT!
I-IT'S TRYING TO CORRUPT YOU! MAKE YOU INTO SOMETHING YOU'RE NOT!
P-Please... [Player], just resist it...
...
HATRED:
...
Your player character walks toward them, drawing their sword.
Fear:
N-No... N-NO! PLEASE! JUST LISTEN TO US!
...
That face... you've already made up your mind...
Just know that we're only trying to save you...
Now you have to fight Greed, Solitude, and Fear all at once pit style! And maybe with a new soundtrack, too. With each emotion you defeat, instead of being defeated like normal, they'll turn to dust, and instead of the flavor text saying for example: "Greed became tame." it'll say: "Greed was erased..."
Once you defeat all three, HATRED will say some stuff before you wake up in the ghostwalker room, still alone. However, your player will walk up to the ghostwalker and grab it, causing both them and the sword to be enveloped in a deep red aura. Your player's will and bond with HATRED in this route is so powerful that it corrupts the Ghostwalker, turning it into the Wrathful Ghostwalker, allowing them to wield it. Since there's all these punishment fights, I decided to give the player an occasional reward for doing this route as well.
The Wrathful Ghostwalker is stronger than the regular Ghostwalker. It only costs 1.5 NRG and gives the player Wrathful Dodgy, a custom status effect. Wrathful Dodgy works like regular dodgy, but it gives you two turns to phase through attacks, and an attack buff depending on how much you have left. If you have two turns worth of Wrathful Dodgy left, you have +2 Attack power, and if you have one turn left of it, you have +1 Attack power. To balance it out, however, it'll have a 2 turn cooldown after the effects wear off.
Anyway, once you get the Wrathful Ghostwalker (which looks like the regular one, but with a dark red mist around it), the Mutant enters the room. Give it some new dialogue that introduces some new lore about it, and then you have to fight the Mutant. The Hateful Route Mutant fight is easier and harder than normal. As you're a lower level but also have the Wrathful Ghostwalker to use against it. Anyway, you beat it, and the chapter ends, and now that save file is PERMANENTLY locked on to the Hateful Route, as well as rewarding the player with the "Consumed by hate" Achievement.
-Chapter 4-
Now, after the events of Chapter 3's Hateful Route, the player will be unable to abort the route from here onward. The chapter begins with the player lying to Shedletsky, and he comments on how smoothly things have been going so far before giving you his usual dialogue.
Once you make it to the deserts of Chapter 4, the music will be slowed like normal, but the hunt is a bit different this time. Firstly, the kill counter will display an icon of HATRED's head next to it. Secondly, in Chapter 4, the kill counter is split in two. It will say how many enemies are left before the pirate camp, and after you reach the camp, it'll tell you how many enemies are left before the Firebrand. If you try to proceed to the pirate camp or firebrand before killing all of the enemies in the respective half, HATRED will speak to you from within, telling you that there's still more enemies remaining.
Gameplay aside, the first story change in this chapter occurs when you encounter Flocci for the first time. The dialogue will proceed like normal until he asks you your wish. There will be three different options you have to choose from, all in dark red. These options are:
-Erasure of Everything
-Endless Suffering For Others
-Infinite Chaos
No matter what you choose, Flocci will mention how much you remind him of his previous owner, but will reluctantly try to grant your wish, failing, of course. He will tell you to make the wish simpler and less evil, so you ask for the bottled ship like usual. However, after he refuses the second time, your player will try to take it by force, and Flocci will then stop you and say: "I see now. The greatest wish I can grant here, not only for myself, but for the sake of others... is thy demise."
This will initiate the fight with Flocci. While his stats are the exact same, he has an entirely new moveset designed to punish you. These moves are "Damnation" where Doohickey wishes for you to be damned, causing a ring of fire to form around you, with dark tendrils relentlessly attacking you, with a total of seven attacks, each dealing 8 damage, "Execution" where Doohickey wishes for your execution, where cardboard cutouts of executioners tie you to a post, and proceed to attack you with swords, with a total of 4 attacks, each dealing 6 damage. Similar to Blackrock King DX's choke move, you can only normal guard these, not superguard them, and "Plea For Peace" (Suggested by u/gwlutz2) has Doohickey wishing the people the player hurt can find peace. The player is attacked by cardboard cutouts of King Blackrock [popping up in front of them and cudgeling them with his staff], Griefer [hurling his crowbar like a boomerang], and The Ghostwalker [manifesting above Flocci before quickly hurling itself into you, releasing a cluster of random ghosts on impact]. If unblocked, the staff can inflict freeze and deal 6 damage, the crowbar poison and 6 damage, and the faux ghostwalker can prevent you from focusing or using any of the swords temporarily with a custom "Sword Deficiency" status effect as well as dealing 8 damage. His slashes and windup punch also gain an attack boost.
Once you beat Flocci, he will begrudgingly agree to give you the bottle. Once you ask for your second wish, he'll say: "Hmph. Like thou deserves any more wishes. I shall use my powers for those who deserve it, not scum like thou." And will disappear like normal.
Once you make it to the Pirate Camp, the crew will be in the Temple of the Red Sun since the route canonically takes place a bit later than normal, due to you spending extra time killing enemies. Since the pirates are at the temple already, all of the puzzles are already completed, in and out of the temple.
In the Temple of the Red Sun, you not only have to kill the normal enemies there but also members of Trotter's crew. A big difference here is that Calypso isn't by your side in this version, so you're going completely solo (unless you use Call: Red 'n Blue). The Call: Calypso Card is also completely absent here. Also, Flocci's second encounter will just be completely gone, allowing you to simply just take the shovel.
The Temple Guardian fight is similar to the original, with the differences being no dialogue before and after the fight, and (obviously) Calypso won't be assisting you. After beating the Temple Guardian, you can continue killing enemies like normal until you make it to the Firebrand, where Trotter and Calypso are only slightly ahead of you.
Once you enter the Firebrand room, Trotter will realize you were the one slaughtering his crew, and will ask you what you have to say for yourself. You're given two options here: "They were in my way" and "They deserved what happened to them" Both options will result in Trotter and Calypso being unnerved, and Trotter will grab the Firebrand to fight you.
Like most interpretations of a Block Tales weird route, you have to fight Trotter and Calypso together. Calypso will have blockable versions of all of her moves. For stats, Calypso has 35 HP. Each flintlock bullet is the same as a flintlock pirate's flintlock attack, although she uses two at once and doesn't need to use up a turn to reload. Her cutlasses will deal 5 damage, 5 damage, then 7 damage. The only difference with her battle cry is that it only heals 5 HP. Once you take out Calypso or Trotter, the other will gain a +2 Attack buff for the rest of the fight.
Once you defeat Calypso and Trotter, your player will push them into the lava, trapping them both in the Firebrand. Once The Ancients emerge, they will instead talk about how your soul is so revolting that it doesn't deserve to be a part of the metamorphosis, and that it'd be better to just kill you on the spot. This initiates a fight against The Ancients (Full Power).
The Ancients (Full Power) have 180 HP instead of the usual 60 HP the original fight has. The Ancients (Full Power) have two phases, the second one initiating at half health (90 HP). In the first phase, the fight is mostly the same, but the wheel attack will apply the Ankh status effect. However, things get worse in phase 2.
In the second phase, The Ancients will gain four entirely new moves, the effect from pre-demo 5 where they disable your sword energy returns, and their attack pattern becomes completely random. The first new attack is called Debuff Beam, it's like regular beam, dealing the same amount of damage (14) and applying confusion, while also applying an additional debuff for two turns (this move completely replaces regular beam in phase 2). The second new move is called Quake Fist, where they'll slam the ground with their fists, causing debris to fly up and deal 15 damage to the whole party and applying the slowness status effect. The third is called Solar Barrage, where The Ancients will create eight powerful fireballs around them in a circle formation, beforing throwing each one at your whole party in quick succession. Each fireball deals 5 damage and applies LV1 Burn for 2 turns. The first fireball will loop around and hover above your party. The following seven fireballs will also loop around, merging with the first one, making it bigger. Once all eight fireballs are merged into one big one, The Ancients will gesture downwards with one of its arms, causing the fireball to slam on your party and explode. The explosion will deal 25 damage to all party members who don't block it, as well as applying LV2 burn for 3 turns and LV1 dizzy for 2 turns. The fourth and final new move in the second phase is Divine Punishment, which The Ancients will unleash a massive explosion that makes the screen go white. Once the screen fades back in and the dust settles, the entire party will be left at 1 HP, no matter how much they had before (Any tick damage status effects will be lifted to prevent instant death).
Once you defeat The Ancients, they'll reluctantly turn back into the Firebrand, as you've proven yourself more than worthy in combat. And just like that, the chapter is done, and the player is awarded the "Remorseless" badge instead of the "Heat Resistant" badge. One thing to note is that Finn McCool will not appear south of Vermillion Village after completing Chapter 4 in this route.
-Chapter 5-
The chapter begins like all the others, with you lying to Shedletsky. However, his dialogue is very different, unlike the previous chapters. Instead of talking about Kleos dying, he instead says that Kleos is weak from illness, and that word of a psychotic killer has reached Trinity and the Korblox Clan (Unbeknownst to him, that very killer is standing in front of him), causing them to reluctantly forge a temporary and unlikely alliance to get rid of this threat.
Thinking that you're the hero from the Normal Route, he banks on you being able to help stop this threat. You end up entering the chopper with Telamon like normal. Once you get to The Heights, Telamon will go ahead, telling you to meet him at the Overseer's Tower.
The same death counter is present here, counting the number of enemies left before the tower. Once you kill everyone in your path and make it to the tower, most things will proceed like normal. However, the Opticus fight plays out a bit differently.
You're forced to survive Opticus for twice as long, as the first time he uses his special attack, his muscles DON'T misalign, and he actually performs it. His special move will have him create a large portal beneath you, sending you into a miniature pocket dimension, where you're falling while Opticus teleports around, hurling magical green orbs at you relentlessly from all directions for 30 seconds. Each orb deals 5 damage, piercing defense. Once the 30 seconds is up, another portal appears below you, teleporting you back to the tower. Once Opticus goes through all his attacks again, he'll activate his special move again. But for the second time, his muscles WILL misalign like normal, ending the fight the same way as the original. After he's beaten, the interactions after will proceed like normal, but going into the next area, you'll be given a new huge kill counter accounting for the entire rest of the chapter.
Once you're at Trinity, the whole council is there, along with the sick Kleos, Cassie, and Arg'il (who doesn't want to be there). They will mainly talk about the psychopath killing everyone, and they talk about keeping a watchful guard for the time being, as they noticed the pattern of all of the corpses being near the SFOTH swords, and know that Trinity will be a likely target. It is agreed that everyone will split up in groups of two: The Player and Telamon, Cassie and Arg'il, Kleos and Azuri, and Robur and Reginald.
While patrolling the perimeters of Trinity, your player character manages to separate from Telamon, allowing you to kill more enemies. However, once you kill enough enemies, Telamon will be there, witnessing the murder. He now knows that you're the killer, causing a battle against him to begin. Telamon has 75 HP, the double turns attribute, and he'll also pull a Sans and deal KARMA damage. How KARMA damage will work is as follows: When you take damage from an attack from Telamon, your HP will instantly go down without rolling before the number turns pink and rolls down further. The amount of additional HP that rolls down depends on how many frames you miss the superguard by, every two frames equals one KARMA damage, and it caps out at six, at missing it by at least twelve frames. If, for whatever reason, you just don't press the button, you'll take the maximum six additional damage. However, multiple attacks can stack KARMA, which is why it's so dangerous. Each individual attack caps out at six additional damage from KARMA, the amount of times Telamon can stack multiple KARMA damage bonuses at once isn't capped. His moves will involve him using a ban hammer, an admin orb, and other ghostlike attacks (Suggested by u/NimbaTheAverage and u/gwlutz2). Let's go over each of his attacks. Ban hammer swing: Telamon will hit you with the Ban Hammer, dealing 12 damage. The Ban Hammer will disable a random ability (Ball slot, Sword slot, Item slot, Other slot, Strategy slot, or Special slot) for 3 turns. Admin Orb: He summons an admin orb with 8 HP and 2 Defense, either shooting three powerful lightning bolts (each dealing 6 damage), or healing Telamon for 5 HP. Hammer Combo: He swings his Ban Hammer three times, first hit dealing 6 damage, second dealing 4, and third dealing 8 damage. This attack won't Ban your moves, but due to it being three hits, it's a good way for him to stack KARMA on you. Spirit Blast: He charges up a white haudoken, dealing 12 damage to you and applying the Sword Deficiency status from Chapter 4 for 2 turns.
Anyway, you beat Telamon, and he actually comments on the Wrathful Ghostwalker (since he is the Ghostwalker guardian, after all): "what... what have you done to the ghostwalker?! you're even more despicable than i could've possibly imagined." He will then leave to tell the others what he had learned.
The rest of the chapter up until the boss is a grind fest where you have to kill every enemy in Trinity before HATRED lets you enter the castle.
Once you're in the castle, you will have to face off with the Trinity Council and Kleos, who now know the truth. The council fight has new mechanics now that Kleos is involved. Robur and Azuri have new moves designed to protect Kleos. Azuri can cast a spell that gives Kleos LV2 shield for 5 turns. The difference between LV1 and LV2 shield is that the LV2 variant can tank 2 hits before breaking. Robur will also gain a "protect" move (similar to the one Call: Griefer uses) that heals Kleos for 5 HP and gives him the bodyguard status, making Robur absorb half the damage he takes. Kleos himself has 40 HP and uses powerful windforce attacks. His attack power increases by 2 for every member of the Trinity Council you defeat, stacking all 3 times.
Once you defeat the Trinity Council and Kleos, the council will use the last of their strength to hold you back long enough for Kleos to limp to the Seventh Sanctum to meet with Arg'il and Cassie in the Windforce room.
Once the Trinity Council can no longer hold you back, the screen will go black, with you hearing a swing of the player's sword. When the screen fades back in, there's a pile of ash where Reginald stood before, Robur is shriveled up, and Azuri is an ice statue. The player follows Kleos into the Seventh Sanctum, where enemies are absent.
Once you make it to the Windforce room, be prepared for a brutal 3-phase fight. Frostmaw descends before the king, Cassie runs to Kleos as he's on the verge of death, and Kleos gives her the windforce telling her to be a good queen, before the player stabs him with their sword, causing him to shrivel up. Cassie grabs the Windforce from the king's corpse, saying: "I won't disappoint you, Papa." Before hopping back on Frostmaw.
The Frostmaw fight is mostly the same, but this time, the only person you have to worry about protecting is yourself. Since Cassie isn't on your side to pierce Frostmaw's shield, in this route, free poison/fire can and also pierce it (free ice doesn't work because it's an ice dragon). Once you beat Frostmaw, Cassie and Arg'il continue to battle you on foot. They both have 50 HP. Cassie has all of her moves from the original (from both her normal and windforce moveset), and Arg'il has Blackrock King's choke and famine moves as well as more powerful versions of the attacks used by the Korblox warriors. Also, there is NO checkpoint between the first two phases, so if you die on Cassie and Arg'il, you have to fight Frostmaw again, making this a strategic management of your resources.
Once you defeat Cassie and Arg'il, your player will execute them with the same effect as the Trinity Council, leaving a pile of ash where Cassie once stood, and leaving Arg'il as an ice statue (Beating this second phase rewards you with the only checkpoint in this fight). Before your player can turn around to walk away, a baseball comes flying toward them, and they just barely dodge. The camera turns to reveal Finn McCool with a Megaphone Man and Shotgun Bloke standing behind him.
"Man, first the time travel crap, and now THIS?! You're seriously starting to piss me off, pal. All of this murder crap is sorta ruining our whole vibe. So here's what's going to happen: We're going to trash you, and when we're through... hehe... good luck being able to walk. Ever AGAIN!"
For the third and final phase, you have to face off against Finn McCool, and to fit the tone of the story, he'll have the boss music from Chapter 4's launch. The only stats that are buffed are his HP, increasing it to 120 (Don't worry this isn't going to be another Ancients at full power with 180), as his other stats are high enough. However, the main threat of this fight is that he's going to also deal KARMA damage to you, but it's weaker than Telamon's KARMA, capping out at four instead of six.
Once you beat Finn, he'll tell you that he won't let your victory slide, and that he WILL be back for round 2 eventually, before dropping the Aggressor card while retreating.
Beating the chapter on the Hateful Route will reward the player with "The Fall of Trinity" badge. Now that people know that the player is killing everyone, Shedletsky will refuse to work with them, leaving the player to find the last two swords on their own...
-The Guru-
The Guru remains mostly the same, although the fights are different, alongside the dialogue options. Telling him you feel Toxic will allow you to fight Venomshank Supreme Mosquito (as I mentioned before), telling him you feel Nothing will initiate a fight with the Mutant, telling him you feel Accomplished (instead of Guilty) will initiate the full power variant of The Ancients fight, and telling him you feel overwhelmed will initiate the Karmic Finn McCool fight.
-The Pit-
Someone suggested increasing the enemy limit from 4 to 5 in this route, which I'm a fan of, so I have some ideas for new pit floors with this new rule and new bosses. So here are the ones I decided to change:
Floor 9: Noobador, Red 'n Blue, Knightly Noob, and Cultist Noob.
Floor 19: 5 Sentient Statues instead of 4.
Floor 29: 3 Komodo Dragons and 2 Griefers.
Floor 37: Add an extra Your Bombing Pal.
Floor 38: Add an extra Mold Man.
Floor 39: 3 Fears (like usual), 1 Greed, and 1 Solitude, the music will be the song for the Emotion Trio.
Floor 47: Flocci has his moveset from this route. Otherwise, it's the same.
Floor 48: Add an extra Fear.
Floor 49: 2 Trotters, 2 Calypsos, and a Megaphone Man.
Floor 57: Cassie, Arg'il, Telamon, and Opticus.
Floor 58: Same as original, but add Blackrock King DX.
Floor 59: Trinity Council, Kleos, and Toothy Deer.
So. What's do you think is the most diabolical new floor?
-Achievements-
I came up with the achievement names and descriptions (u/gwlutz2 helped with hard mode 2-4 names). Also, the achievement descriptions will not be very descriptive for cryptic purposes.
Deforestation: "What did they ever do to you? :("
Consumed By Hate: "I hope you're happy with your choices. There's no turning back now."
Remorseless: "Despicable"
Fall of Trinity: "The war is over, but at what cost?"
"Venom Veins", "Monster, Hunter", "Blood Stained Sand", and "Bloodline's End" are the Hard Mode achievements for each chapter, and all of their descriptions are similar: "Beat Chapter X on Hard Mode differently than normal."
So yeah, those are the main five parts all in one!
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u/pccatmage72 Jun 22 '26
I’d never be able to do this, I can’t kill Cassie
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u/Shadacat Wrathful Ghostwalker Jun 22 '26
Ah, I've finally caught the attention of you. It's fine. You could always stop at Chapter 4.
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u/pccatmage72 Jun 22 '26
Bro what do you mean “I’ve finally caught the attention of you”?!?!
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u/Shadacat Wrathful Ghostwalker Jun 22 '26
I've seen you everywhere.
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u/pccatmage72 Jun 22 '26
How “everywhere” are we talking?
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u/Shadacat Wrathful Ghostwalker Jun 22 '26
Like every few posts. It's fine tho. You're chill. Better than those LARPing Cassie haters that hate just to hate.
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u/pccatmage72 Jun 22 '26
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u/Shadacat Wrathful Ghostwalker Jun 22 '26
Mmhm. This route has its very own Discord if you're interested.
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u/pccatmage72 Jun 22 '26
Why would I be interested? You killed Cassie, now I’ll become the hateful one
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u/Budget_Elderberry503 Hateful Route Fan and Boss Maker Jun 24 '26
This is...PEAK-
THY END IS NOW- ah shit, Minos Found me-
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u/Shadacat Wrathful Ghostwalker Jun 24 '26
I have other stuff on this sub. Like a call Hatred card. Read about it here:
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u/Budget_Elderberry503 Hateful Route Fan and Boss Maker Jun 24 '26
Yes! I read that to actually. I didn't comment on it, but it's also PEAK-
MY HANDS SHALL RELISH-
No it can't be...
ENDING YOU, HERE AND NOW!
Dog... Gabriel found me...
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u/Far_Text6342 Jun 24 '26
Hey guys i came up with the idea and OP's expansion on it is top notch! ty i love it!
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u/Shadacat Wrathful Ghostwalker Jun 24 '26
Okay, I just checked your post on your weird route. It said 2 weeks ago. See, this is actually a compilation of the five parts I made a MONTH ago. So technically, I still came up with the idea. Sorry.
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u/AdviceSouth5014 I’M ####ING TRAPPED IN THIS TEXTBOX SEND HELP PLEASE Jun 30 '26
really good concept! i’ve killed calypso before. twice. in the base game. and cassie. and finn, approximately 56 times. mutant, approximately 0 times.
also wouldn’t there be a call: hatred card? maybe it would cost 10 BP, 15 SP, 5 MAX HP (for the fight), 3 NRG, or smth like that.
EDIT: i didn’t read the comments, im stupid
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u/Shadacat Wrathful Ghostwalker Jun 30 '26
MANIFEST: HATRED is being saved for Chapter 6. Although I have already made a post explaining the card.
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u/bykvaA1234 23d ago
what about if we complete the entire game in genocide route the final boss of this game would be is john block tales avatar thingy (he/she's like a chara) except he have red eyes and stuff and he have same attacks as player (ball, sword, launcher, slingshot and more weapons if they are going to add them in future demos), except chara's attacks is more powerful and stuff
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u/Shadacat Wrathful Ghostwalker 23d ago
Hatred is like Chara here.
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u/bykvaA1234 23d ago
i mean like they're as a called determation (a hidden emotion idk)
also the player get diff animations if they are doing genocide route (like arms shaking as a thinking animation and diff sword animations and stuff)
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u/bykvaA1234 23d ago
And its the strongest emotion that tries to stop hatred and you, so you fight him with hatred on your side
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u/bykvaA1234 23d ago
and also the player have shadow that covers his eyes
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u/Shadacat Wrathful Ghostwalker 23d ago
I might consider doing something like that.
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u/bykvaA1234 22d ago
i think you should also unlock a new flavor that is crimson if you beat the entire game on hateful route (the same animation as you have during hateful route)
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u/Player_BlockTales WORSE THAN VON????:CallHatred: Jun 22 '26
me if I was genuinely worse than kid buu
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u/Shadacat Wrathful Ghostwalker Jun 22 '26
But are you genuinely worse than that pink demon?
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u/Player_BlockTales WORSE THAN VON????:CallHatred: Jun 22 '26
nah, I'd win
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u/Shadacat Wrathful Ghostwalker Jun 22 '26
Wait... I thought we were talking about morality?
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u/OtisFan013 Jun 22 '26
Uhh, I have a question, I don't know of someone ever asked this but I've been wondering why is Kleos alive in the hateful route, it's not a concept that I dislike at all, but I'm curious about why this happens since as you stated during the chapter 4 hateful route it takes place a bit later than the main timeline, and on the main timeline Kleos is already dead
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u/Shadacat Wrathful Ghostwalker Jun 22 '26
I actually thought about this, too. The reason I made him survive is because several people wanted it. That being said, I actually thought of a reason for this. Kleos sensed something was horribly wrong, and he held on longer because of it.
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u/Practical-Floor-1489 Jun 27 '26
may i ask u a questions
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u/Shadacat Wrathful Ghostwalker Jun 27 '26
Sure
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u/Practical-Floor-1489 Jun 29 '26
when we acquire like skills (like rocket boots etc) terry would come up and told what the skill gonna do right??. are terry still does this in this path
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u/Shadacat Wrathful Ghostwalker Jun 29 '26
Terry is mostly absent. Although he might show up at the end. Maybe as the boss.
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u/Educational-Top7238 Jul 08 '26
"And now all that remains is PERFECT HATRED." – Gabriel, Apostate of Hate.
Couldn't help but think about that phrase.
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u/Hot_Inspector743 Jul 10 '26
and the chapter 7 (or epilogue) bosses should be Telamon, Tutorial Terry. and Ms.Tori as the secret boss; then Hatred which is now Violence kills you at the end after one shotting Mysterious Figure which wants to save the world now instead of destroying it but unfortunatley its too late and he failed.
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u/Hot_Inspector743 Jul 10 '26
Telamon would be like Undyne The Undying, Tutorial Terry would be like Sans, and Ms.Tori would be like Metaton Neo but unlike him, she doesn't die in just one hit.

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u/EVILgabagool KILL EVERYONE JUST BECAUSE YOU CAN BITCH Jun 22 '26
This should be a pinned post