As such, if facing both a Froggit and a Whismun, it may be wise to spare the Whismun to get it out of the way. Threatening or complimenting a Froggit will result in it being scared or flattered, allowing you to spare it.ĭuring the enemy turn, all enemies will attack at once, but usually at an easier rate than when that enemy is alone. You can also console a Whismun to make it run away before you can even try to calm it down. Whismuns can be spared immediately, all of the time. It might be a good idea to become accustomed to them here. The room with the Froggit and a save point is where you'll truly come across random encounters. Nobody is stopping you from taking as much as you please. The bowl says to take only one, but you know how this always goes. A peaceful Froggit stands by a door to the north that leads to a bowl of candy. She'll be calling you in the next room, though. You have four options to talk to Toriel with if you decide to call her. As a reward for getting through to the other side, Toriel will give you a cell phone, which has been added to your menu. In the next room, Toriel will ask you to get through this entire room by yourself. Take note of the western room before talking to Toriel and trying to make your way across. As for the next puzzle, a slate on the wall will tell you how to solve it. Spend a turn however you wish, as the fight will end prematurely here anyway. On your way through the next room, a Froggit will attack you. Talking to the dummy wouldn't be very fruitful either since it doesn't have a way of talking to you. Ignore these if you just don't feel like doing a Pacifist run, of course.ĭefeating the dummy with attacks will not negate a Pacifist run, as defeating it doesn't provide EXP. Pacifist runs revolve around ACT commands, and since FIGHTing is pretty obvious, there will be a fair length of information around ACTing. Note: The walkthrough will provide advice on how to achieve a Pacifist run, as a Neutral run is pretty straight-forward. Even the achievements don't make you do anything a certain way. Be aware that the game was designed to let you do whatever you feel like (even though certain endings will affect other endings somewhat). People who have played the game before will sway you into playing a certain way, be it Pacifist on your first run or otherwise. There is no "best" way to experience the game, despite what people tell you. A Genocide playthrough generally works better storywise after seeing the Pacifist ending through anyway. A Genocide playthrough involves killing absolutely as much as humanly possible, but this run is so much different that it's been given its own page. The Pacifist route is an extension of Neutral, and therefore Pacifist gives you more of the game to see and play. In this case, you'll have to replay the game to aim for a Pacifist ending. Killing no enemies will result in a Pacifist playthrough's ending (as long as you do other events as well), but killing so much as one enemy will reduce a run to a Neutral route. Note: The two main variations of the game's playstyles, Pacifist and Genocide, are related to fights.
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