ZONE 1 - WILTED


WILTED is the first zone closest to The Corridor. After Desriel saves Clover from the line of Flowey's sight, they enter into the zone. Once a desert filled with life has now completely dried up and become a waste of the most recent memories. It is the most vast zone as sort of the covering "upper layer".

There are several spots in this zone. The exit out is through the Tornado from afar, but its winds are too strong to be bested. Halfway is The Sorrow Monolith, a rocky welted statue of Flowey that has a secret passage way but only accessible with a key. Naturally the only remaining location would be the town to the left...

RISKBET


Riskbet is the first town accumulating from a mash of the Wild East and Hotland with the many wooden buildings, infamous ringing bell, and many steaming vents littered around. There Clover and Desriel can rest a little at the Hueharth Inn to sit around Hue Salon portion or break from the commotion in the Harth Library. They're run by the Flower Sisters, Azula and Pya, who keep the town active with their diverse personalities.



If not to pace, then a replica of the shooting range is found at Rouletteon run by Spboark with a side trivia quest by the Quizzard. After impressing Spboark and winning Quizzard's Quivering Questionnaire, the two will get a hint towards the whereabouts of a lost traveler who terrorizes the town. If the two can stop the fiend, then Spboark can access his home further away and present the key.

After a long time wandering, the two encounter the Howling Wind, the shell of Starlo distorted in memory. It doesn't waiver and needs to be beaten by the two, as much as Clover hates doing so. When it crumbles, the two return with its fading hat as proof. Spboark leads them to his home and passes them the key which they use to unlock the Limbic Tunnels beneath the Sorrow Monolith.

THE TEMPLE OF CURIOSITY
The Limbic Tunnel opens up to the final location, a temple of a lot of cats. Before Clover could consider Flowey just 'happening to like cats', the first pollar appears. It turns out to be the tornado itself, forming into the Pillar of Curiosity. Clover and Desriel attempt to defeat the Pillar as the method worked with everything else, but it proved to be extremely difficult. Desriel eventually concludes that they're going about it wrong and tries to ease it down instead. Clover follows in his steps and they successfully calm the Pillar down enough to win the fight. The Pillar as a determination hot spot grants some of it to Clover and remains in the tunnels, opening up the next zone.

ENEMIES
Clichaah, Howling Wind, Mirr-rey, Prickley

ZONE 2 - BAY OF THOUGHTS



After travel through the rest of the desert, the world opens to a more blue-ish beachside separated by night and day. This isn't at all related to the sky but instead whether the sand is a dark indigo or a bright azure. The nighttime surrounds the day as the brighter beach opens up into three pathways, one leading into a series of rivers called Meninges (after the fluid layer of the brain of course!) with a few lilypads like Waterfall. Meanwhile going more north brings you into a new town with a shape that Clover's never seen before themself. Maybe its from another one of the fallen kids. Or maybe even one of his own memories...

ETERNITY
This isn't actually the town's name, but its earned a more popular nickname for its leader, Chamila. She isn't the mayor at all but she runs it like one...actually no one really knows where the actual mayor is. Though otherwise everything is sunshine and rainbows with a fishing spot and a little arcade. Unfortunately not of the games work but they look cool. Eventually though Clover and Desriel loop back to the Sweetflower Shop to gain a tip of how to reach the next pillar. Unfortunately, Chamila runs the shop and she has her own ways to find Clover in capture. She promises to give both the key and the location to the pillar, but only after running three errands for her. The first, the Polarplant.

QUESTS



A mix of the Steamworks and both desert mines, the Polar Plant is mostly closed off but has a convenient path to the center. The main target is the generator that had mysteriously shut down, cutting power from Eternity. Cutting the generator back on after getting rid of its leech both brings power back to the town, but also opens up a few gates that lead into a new quest. They head back out towards the nights to enter Meninges where the newly opened gateleads into a dark, shiny, colorful cavernous opening. A pearl is taken from the stead, but when there's a pearl there's often its creator. Clover and Desriel has to face off against Clamity, the deadliest in the Bay of Thoughts, and return with the pearl. Chamila even expected the creature to kill Clover itself. She begrudgingly fesses up and hands the pin and map towards...

HYPOTHALASSIS



Or the Temple of Nothing. Floating pathways between rooms both with and without a step downwards eventually lead into the Depths, the heart of the pillar itself unlocked with the pin. A way to face the pillar seems unknown at first with no entry, but the pillar will drag Clover and Desriel beneath the water in the center when they're close enough. After making the pillar realize its not so empty after all with it numerous hands, it surrenders and Clover achieves a second point of determination. The two return to Chamila to rub in their survival and head down the boardwalk back into the nights that slowly increase in vegetation towards the next zone.

ENEMIES
Clamity, HYPRCUTTR, Mirr-rey, Sawrow

ZONE 3 - DECIDUCATIONS



The growing grass builds up into a full on deciduous forest with many dead ends and not-so-but-kinda-of dead ends. At a crossroads, Clover and Desriel are separated while fleeing an unseen yet loud danger. Desriel falls to the lower layer but urges Clover to remain above in case the underground led nowhere.

Clover isn't alone. Conveniently a little rabbit going by Faux just happened to be around and offered to help them out of the forest. He temporarily joins their party and Faux seemingly was a suspicious but helpful partner. He accidentally revealed a fox form to scare them, yet Clover wouldn't know until later that it wasn't a fox form at all. When Faux revealed to be leading Clover to a closed off field, they prepared for a little fox only to face a giant bear. Desriel luckily managed his way to the upper layer and joined Clover in stunning Faux until they ran out of his view. They traveled out to the Trail of Mind until stumbling around a large wooden house...

MEROYAH
With nowhere else to go unless they wanted to take chances off of a foggy cliff, Clover and Desriel approach the home. The Gardens of Treasure around it was dotted with glowing golden flowers, perfect for Clover to hide in the shrubbery when the home owner came out.

Desriel second guesses finding a way through it but Clover convinces him that they need to keep moving. The resident eventually leaves into the Wayward Forest for an unknown task, leaving the house open to entry. Clover learns a bit about the resident and even Flowey as a whole as Desriel reveals the stead to have similar features to the New Home Castle, circling it back to being similar to the Ruins.

After enough looking (and maybe some permanent borrowing), the two leave out the back into another portion of the gardens. The trees are familiar, but Clover can't comprehend why, at least not before the surprise. It turned out that the resident was here this entire time. A fight breaks out at the attacker, Meroyah, refuses concession. Though Clover connects the dots and asks Meroyah too many questions of which thought process of Flowey they were. Desriel joins in and eventually they convince Meroyah that the Asriel of the past would want Clover to be safe and that is more important that what anyone else wanted him to be, by extension them. They give up and frustratedly bash themselves for not finishing the job, but Desriel offers understanding and instead offers for them to join the party instead. Clover approves as Meroyah knows a lot about the road ahead. They begrudgingly accept too, feeling that there was nothing else they could do.

STAMPEDE
Across the chasm, the new party of three head out into the first half of Windy Hill. Beyond them was nothing but empty plains. Meroyah believed it wouldn't be possible to just walk along those plains without being open and slow enough for Flowey to catch them.

And then a convenient stampede of neuron cats. Hordacaton. Horde. Cat. Cation.

Their stampede was strong enough to crumble the cliff the party was standing on and forced them to try to take the free ride. The hordacatons didn't care much for Desriel and Meroyah, but Clover's presence made them less obedient and attempt to catch them. With a bit of practice herding they've never done before in their entire life, Clover managed to use the tail as a makeshift rein, controlling each hordacaton they shift to as their behavior becomes increasingly unmanagable.

The group leaves the neuron train after reaching the otherisde, traveling out of the valley and into the rest of Windy Hill. They reach a short but bright section of Funny Deflection that turned from an eyestraining but peaceful break into a run from killer flowers. They kept their pace until there was no color left and everything faded to black.

ENEMIES
Alark, Fallkid, Faux, Hordocaton, Meroyah, Mundane, Murgolds, Rambling Pie

ZONE 4 - BIOSOLUANAR



In complete darkness was a forest, shifting between a swamp (that's a reference!) and wintery tree-land. Smack dab in the heart of it all is one glowing town, Station Zero.

PAST RIDDLES
While the Quizzard is here, she does not hold the questionnaire for this zone. Instead a resident of the town square gives a quest for finding three photographs. On the first search, none were found, but after staring into the pond Meroyah enters it and drags the other two. They are teleported into a new zone each for each photograph. The first location further drops the weather, leading off to a vast land of ice with spikes protruding around the photograph. The next is much warmer but with torrenting rains. The photograph there lies at a waterfall edge right next to a blue spear. The final location is hotter than before with intense steam that blots out the sky. The photograph sits at the end of a laser maze. With each photograph they become easier to find and Clover's worries became true when they returned them to the shopkeeper. They put together the photograph, showing an image of all of Clover's deaths Flowey presented to them moments after they were absorbed. The shopkeeper suddenly disappears and everyone chases them back to the pond where they reveal to be Thunder van Noir. A quick but rough fight, the defeated Thunder surrenders away a light which helps everyone find an exit.

TO THE PILLAR
Everyone heads out of the forest into the appropiately named Breath of Land for a more inhabited town. Meroyah immediately dislikes the place as nobody seemingly got along well. Desriel was concerned too and it was enough for Clover to agree to take a break in a further away cabin. Clover gets up early to look for where to go next, picking up on the talk around town. A kid had apparently died and everyone was blaming each other. They woke Desriel up as the next trustable being and they tried to figure out who killed the kid. They were inconclusive and ended up stoking the fire stronger when Meroyah had woke up. Angrily with a new want to end a chapter of guilt in their life, they blurt that it wasn't who killed the kid that disturbs them, but that they 'let it happen'. They then drag the two off towards the distant volcano to take on its pillar in hopes of freeing the town from self-hatred. Through the Ash Forest and Bellow of Thorns, they descend into the heart of the zone and face Hate. The pillar both damaged itself and the party in a free-for-all fight on everyone until Meroyah was able to convince it that the kid's death wasn't their fault. In the process they reveal to Clover that the kid was a best friend of theirs, a practical sibling, but only mentioned that he, Flowey, simply 'failed them', but he didn't kill them. It was enough to quell the pillar, offering the fourth source of determination to Clover. They return to the town to see the tensions had died down and everyone thanked Meroyah the most who embarrassedly and guiltily thanked them.

'WINTER'
The group heads back outside of town again. Nearly in an instant, the world shifts into a bright white winterland. However the snow that falls is not of water, but it is of dust. After a quick explaination of monster death to Clover, the three make it their mission to get out as fast as possible. Not only is the region a graveyard for the deceased but for the soon-to-be-deceased as some of the strongest attacking figments of Flowey's mind roam here. The weather upkicks right before they head through a tunnel into somewhere...not new...

A FAMILIAR FACE (AND TOWN)
The Essence of Snowdin remains empty. Everything has either melted over or have been buried in dust. It is contorted between all zones of Snowdin, the most prevelant being tha part Clover themself experienced. The only non-withered building is Gone-Inn, the party taking the advice of the sign and entering. They meet someone Clover swore was familiar. The shopkeeper and only resident, Harle, introduces herself and clears the confusion between her and Martlet. She tries to convince Clover to return to Flowey's conscious again, that he will hurt them less now than if they made him wait longer. A bit of talking and Harle eventually gives in and hands the group a map to the next zone. They leave, Harle hoping Clover finds whoever they are looking for.

ELECTRIC GARDEN
They travel a shadowy forest before reaching an arbetorum. The once dust now clearly is covered in empowering flowers instead like from Steamworks, signaling the next zone's presence. Before they leave, they scatter around the Arbetorum to take another break. Desriel sings to pass the time but stops right before finishing a famliar melody. He tells everyone that they must keep moving when Meroyah confronts him, finding an opening.

ENEMIES
Alark, Blooming Angel, Consequiance, Dustman, Fallabloom, Fallkid, Grullitz, Iseyu, Mundane, Thunder van Noir

ZONE 5 - LABAMORIA



From the Arbetorum surrounds the laboratory. Mix of Steamworks, New Home, and a bit from Snowdin, the laboratoy is also a piece of Flowey's memory that he'd want Clover to explore the least. Corridors lead into a door room with three switches. Between the first and second is a room of an appearance completely new to Clover. They read screens on the wall, recapping the tale of a king, a queen, a prince, and a newfound heir. Clover remembers Meroyah's words in the town before the Pillar of Hate, wondering if those two are connected. On the way from the third switch, the path they once took shifts and separates them from the others for a moment. They reach the crossing pathways only to run into a lost amalgam of two kids, human and goat. Clover at first thought it was an attack, but adjusted their strategy once the amalgam revealed to just have been spooked. They reunite with the group and decide to save the discovery for later, opening the huge metal door to the next area.

DEEP DETAIL
The next room is more unfamiliar than the first. They travel through more rooms with more informational text until reaching an opening. They press a button to open what was thought to be the exit, but it didn't seem to work. The next button did the trick but they realized the first released a pug-snake chimera. It chased them through the rooms which each encounter being deadlier than the last when in one room the chimera damaged part of the outer wall. When things couldn't get worse, the opening in the building was timed just as a ray of light was scanning it. Through the crevice itself, Flowey found Clover. Desriel baited the chimera into destroying another pillar and causing a cave in, separating everyone. Clover recovers and believes they're in the clear when vines begin to attack them. They run as fast as they can but meet a dead end as Flowey tries to carve in a way to see them. Just as they were about to be caught, a melody rings through the room. Still deep into Flowey's mind, the song begins to create a new location.

Home.

The familiarity of it all shocks Flowey enough for Clover to slip out of his view again. He tires to keep up the pursuit but Desriel's singing and Meroyah's intervention makes him lose them. They run through corridors of darkness until a familiar new sound radiates from afar. With a series of sudden vent jumps and lava tanks, the area fully loads.

CORE MEMORY
The Hotland-CORE hybrid, it has the most residents. Many play, sell, and even dance in the area as Clover looks around for a way to activate the elevator. They run into the MTT Hotel, obscured slightly into someone else's name called 'AlphysV'. Whoever that is.

Spending some time exploring (including finding a huge arcade with games from Riskbet and Station Zero), Desriel and Meroyah would catch up. They access the elevator and begin to leave when the chimera falls through the roof and gives chase. The group falls into another corner where this time there is no way out, beginning a fight against the chimera. A successful bout seemed to put the beast at bay but it was only preparing for a surprise attack. It instead damaged the power to the area and started a mass fire the group re-entered the elevator to escape.

TIME LIBRARY
The next and highest floor is the Time Library. Everyone decides to take a break here as Clover reads upon the many their former best friend executed. They revisited some good times of genuine bonding between them and Flowey, immediately ruined by the many absorptions of their soul. They eventually had enough and went to Desriel to tell Meroyah that they needed to leave. They decide to head out when they're stopped at the Run Count Center by a Flowey-like robot. The Really Observant Obviously-Better-Than-You Timeline Sorter (R.O.O.T.S) mistakes the very alive Clover for one in memory and configures where to slot them. Clover and Desriel busy it with questions before Meroyah finds a perfect angle to cut Clover free. Right as the group left, R.O.O.T.S finally gained the warning that the Clover had been one that escaped, prompting it to open the gates.

The three temporarily stop believing there to be no chase, but a Foxtrot surprises them into its first battle. They escape when it proved too powerful, fleeing into the exits. They cross the arbetorum again by the boardwalk when the chimera suddenly popped out of nowhere. They braced for an attack, but the chimera leaped at the foxtrots instead. Meroyah located a vent shaft and the two walked through it until dropping deeper 'underground'.

SMOLDERING PITS
The hottest in the mind, the Smoldering Pits turned out to be the place they needed to go. Before they could get deep into the area, the chimera returns. Though instead of attacking them, it scares off an approaching enemy. The three concluded that it was their friend now and they gain their fourth and final member. Oh, also decided to name it 'Snug', and Snug is very much needed with the more difficult aggressive thoughts ahead. They eventually make their way to the Temple of Will and face off the giant Pillar of Will. They convince it that after years of trying, it can ultimately rest. The pillar is almost pacified when it the flower powering it gives a final retaliation. Snug and Meroyah eventually sever the caged flower from the bird and allowed it to surrender. It not only gave Clover the second-to-last piece of determination, but it would give them a ride back to the surface on the other side of the lab.

ENEMIES
Chimothra, Foxtrot, Fusion C, Frendele, HYPRCUTTR, R.O.O.T.S, Snug

ZONE 6 - HOME



The deepest and most covered part of Flowey's mind represents when he first met Clover, but especially someone that they slowly have pieced together the identity overtime: the adopted heir.

TREK UP THE MOUNTAIN
After taking a sip from a lake, everyone makes their way up the mountain. Clover eventually recognizes that its the one they traveled up before falling down which was confirmed by the later cave opening. They wonder how Flowey knows almost exactly how this place looks when Desriel finally confirms that Flowey wasn't always the way he was. He implores them to see for theirself, everyone taking the fall.

FALLEN DOWN
Clover walks through their first moments in the underground almost perfectly replicated. Though it is vacant, no Toriel-like in sight nor a Flowey-like. No one but the four was there. Yet in the house ahead, everything was warm and ran as if someone was there a second ago. Clover reads through memories made into diary entries, finding answers. They connect Desriel's appearance to Asriel and Meroyah's to the lost heir. Everything combines to make sense and Clover feels completely fulfilled. They're in a safe place with nothing trying to hurt them, two of the parts of Flowey's mind that care for them the most despite their spikiness, and one that doesn't seem to be murderous anymore. Matter of fact, Meroyah confirms that Flowey would never revisit this place and may not even be able to. Clover begins to wonder if they even want to continue and that if they should just stay where they are. Now with everything know they, Clover feels confrontation will only lead to their death again.

While deciding, they hear the full story from each of their teammates, both of the past and all of the times with Clover. They additionally point out that Clover has a sort of memory of events that is evolving. That news alone gave Clover enough confidence to decide that they wanted to confront Flowey. Even if they could lose, it was worth giving it a chance.

THE FINAL PILLAR
The four make their way through a soft mash of memories until leaving out the ruins basement to an empty room. Right there in the center was a new version from the place they fell from. It was more vibrant and relaxing with a single star below the sky light. Desriel and Meroyah's confusion of another new pillar raises concerns, and those concerns became true. The new pillar is one of Order, though instead of forming into an abstract creature it instead became a near replica of one member. Clover. In battle, the "Clover" revealed itself to be a harbringer of 'justice'. Piece by piece they get the Pillar of Order to eventually talk then reveal itself as the 'True Clover'. Bit by bit, Clover realizes that this 'Clover' is exactly how Flowey feels about himself. Just creation only seen as a means to an end to discover something, to reach someone else's goal. Clover confronts the Flowey-made mirror of themself until finally concluding that no matter what Flowey does, they will always be themself and not some 'souless' tool for someone else's gain. The subversion led the Pillar of Order to suddenly surrender the last piece of determination to Clover.

Clover, now with nearly all of themselves together, also gains the last bit of confidence they need to confront Flowey. They're now almost on the same playing field as him and they decided they were going to use the opportunity to at least try. Everyone leaves out the mountain down the other side. Out in the open, they travel back through the mind with the help of many traveling thoughts from Snug to Hordacatons to even a Consequaince that attacked them back in the dust-filled arctic. They reach the highest point in Flowey's mind looking over the wilted zone and Clover loudly shouts to draw Flowey's attention.

Then darkness.

ENEMIES
None

ALARK

FLAVOR | "TBA...."
AT | 0
DF | 0
SP | 0
IT | 0
CHIMOTHRA

FLAVOR | "TBA...."
AT | 0
DF | 0
SP | 0
IT | 0