Scrapped Content/Scrapped Levels

Unused levels may be accessed by changing the level ID in the save file.

One can also edit the rooms in a tool such as UndertaleModTool and, for example, allow the player to leave the level boundary or change the target of a go\_to\_room object. This is particularly useful for the demos, since they do not have save files.

In Winter, the player can also press `Shift` + `N` to advance the room number.

By default, exiting a level advances the room number; this can be overridden, for instance, by go\_to\_room objects.

If underwater, some levels will crash the game upon going through an exit.

## Internal data

### Room number

0

Lets the player select a save file, but shows the old logo.

*The answer to this would contain spoilers and I want you to be surprised by your eternal suffering so...*Warning! This article / section of article contains potential spoilers.
If the pump is broken, sound effects will not play when the current save slot is selected.

LogoSaves (pump inverted)Logo (pump inverted)

## Internal data

### Room number

4

This level has text which reads "Coming March 9th, 2022!". Pressing any key brings the player to the level select.

## Internal data

### Room number

7

This level contains only the animated background.

## Internal data

### Room number

14

An empty level that presumably would have required water physics.

## Internal data

### Room number

23

This level is used in the trailer to explain the AI prediction mechanic. A singular spike always spawns in the same place.

## Internal data

### Room number

25

This is a level that goes unused in-game. It is assumed this is used to test the performance of the game. The player only sees black.

## Internal data

### Room number

27

This level states that the game is at an early build and asks playtesters not to disclose it publicly. Pressing any key brings the player to A01.

## Internal data

### Room number

28

This level warns playtesters that their in-game actions will be tracked for marketing and analytic purposes. Pressing `P` or `Escape` pauses the game, and typing "agree" brings the player to A01.

## Internal data

### Room number

43

This level consists of a small room, though a large black rectangle obscures everything apart from Shelly's glow and Squid. It may have been used in the trailer and devlogs to obtain isolated footage of Squid.

## Internal data

### Room name

* level\_spke\_n\_stop
* level\_n02 *(2018 demo)*

### Room number

146

**level\_spke\_n\_stop** (**level\_n02** in the original demo) is left over in the 2018 demo of Will You Snail and Will You Snail? - Winter that originally followed A13. It features an obstacle that generates electricity the first time the player approaches it. This level leads to level\_enemy\_test.

## Internal data

### Room number

147

This level contains five minions. It leads to level\_cat\_generator.

## Internal data

### Room name

* level\_cat\_generator
* level\_n03 *(2018 demo)*

### Room number

148

**level\_cat\_generator** (**level\_n03** in the original demo) is left over in the 2018 demo of Will You Snail and Will You Snail? - Winter. This level leads to level\_space\_defense.

LayoutWith the pump deactivatedOriginal demo
### Description

The top half of the level is inaccessible because a platform is missing.

## Internal data

### Room name

* level\_space\_defense
* level\_n04 *(2018 demo)*

### Room number

149

In **level\_space\_defense** (**level\_n04** in the original demo), the player controls a spaceship around asteroids by moving around a spinner that points at the player. The direction of the spinner controls the movement of the spaceship.

Layout

## Internal data

### Room number

150

This level contains four fuses that, when broken, alter various aspects of Squid and the game. It contains a note for the log 15.April 2027, 10:19. An opening in the bottom-right leads to difficulty\_select in the final game, and leads to level\_buildup\_01 in the original demo.

The fuses are functional in the demos, though disabling trap limits may cause the game to crash in some levels in Winter. In the final game, only disabling the lights is functional, and it persists until the game is closed.

This room crashes the game in Winter by default since the exit in the bottom-right leads to "level\_buildup\_01", the old name of level\_before\_first\_contact. This value must be changed before the level can load correctly.[*verification needed*]

Note textLayout
This level can be seen developed and in action in some early dev streams:

* Game Dev Daily #020 - Secrets
* Game Dev Daily #021 - conFUSEing

### Fuses

Disables level lightsCauses random speed fluctuations in Squid's voicelinesDisables predicted trap limit and disables AI handicapCauses predicted traps to be scaled and/or rotated randomlylevel\_n01 with lights disabled and with randomly scaled spikeslevel\_n03 with lights disabled and with randomly scaled/rotated trapslevel\_n01 with trap limit disabledlevel\_n02 with trap limit disabled

## Internal data

### Room number

151

**difficulty\_select** was the original mechanism for users to set the difficulty. It appears in Winter after exiting the menu screen. Pressing `Enter` changes the difficulty to the selected option and would take the player to level\_winter\_01.

In the final game, the text is missing, and the cursor has been reduced to only a few pixels. Infinitely Easy is on top and Easy is on the bottom. Pressing `Enter` changes the difficulty of the save file to the selected option but does not exit the room. When `Escape` is pressed, the player is taken to the save selection.

In-game (Winter)

## Internal data

### Room number

152

This level thanks playtesters and shows them their death count. In the demos, the text would fade and reveal buttons linking to a feedback form and Jonas's YouTube channel.

In both demos, this level contains the text file 2.February 2032, 17:02. There is also a hidden entrance on the right that leads to level\_spke\_n\_stop.

Layout

## Internal data

### Room number

153

This is the first level of the scrapped disco boss. This level leads to B\_16\_disco\_puzzle\_04x.

## Internal data

### Room number

154

This is the second level of the scrapped disco boss. This level leads to B\_17\_disco\_puzzle\_05x.

## Internal data

### Room number

155

This is the third level of the scrapped disco boss.

## copy\_me levels

Various mostly empty levels, likely used as presets when creating other levels.

* level\_winter\_copy\_me (*ID: 156*)
* dark\_copy\_me (*ID: 157*)
* disco\_copy\_me (*ID: 158*)
* underw\_copy\_me (*ID: 159*)
* underw\_dark\_copy\_me (*ID: 160*)
* bubbleg\_copy\_me (*ID: 161*)
* bubbleg\_dark\_copy\_me (*ID: 162*)
* level\_basic\_copy\_me (*ID: 163*)

## Internal data

### Room number

160

This level is a fragment of D01.

Pump brokenLayout

## Internal data

### Room number

164

This level contains the note UNote\_01. There is no solid ground.

Layout

## Internal data

### Room number

165

Judging from the name, this level is presumably a template for the Chapter C story levels. By default, this level is underwater; left as is, it shortly crashes the game.

*The answer to this would contain spoilers and I want you to be surprised by your eternal suffering so...*Warning! This article / section of article contains potential spoilers.
However, if the pump is broken, this level leads to a save select menu similar to main\_menu\_backup. Switching save slots at this menu does not change the saved level ID to 0.

## Demo levels

These levels were present in demos but not in the full game.

## Internal data

### Room name

level\_tutorial

**level\_tutorial** is the first level in the 2018 demo. It shows the player the controls. There is a button to "order packages", which simply counts the number of times it is pressed and displays messages warning the player to stop.

In the 2018 demo, it contains the text file 14.April 2027, 18:23.

In Winter, it contains the text file UNote\_01, which tells the player about double jumping.

level\_tutorial can be accessed in Winter by advancing to level\_ai\_introduction and having Squid restart the player.

Start of level (Winter)

## Internal data

### Room name

* level\_before\_first\_contact *(Winter)*
* level\_buildup\_01 *(2018 demo)*

**level\_before\_first\_contact** (**level\_buildup\_01** in the 2018 demo) is the second level in the 2018 demo. It was the final level before meeting Squid.

In the 2018 demo, it contains the text files 14.April 2027, 23:40 and 15.April 2027, 10:17.

In Winter, it contains the alternate version of the text file UNote\_01.

In-game (Winter)Alternate UNote\_01

## Internal data

### Room name

level\_ai\_introduction

**level\_ai\_introduction** is the third level in the 2018 demo and the player's introduction to Squid. He asks the player three yes-or-no questions, which must be answered to Squid's liking to proceed to A13. Otherwise, the player will be sent back to level\_tutorial. The player can jump to answer "yes", or their answer will otherwise be "no".

1. *Can you hear me?* → YES
2. *Have you played this game before?* → NO
3. *Okay, so you play[sic] this game for the first time now. Is that correct?* → YES

If the answers to any of the questions are incorrect, Squid will believe that he is meeting the wrong person (somebody with "brain damage").

## Internal data

### Room name

level\_n05

**level\_n05** seems intended to be a half-underwater version of level\_n03.

This level is only present in the 2018 demo.

## Internal data

### Room name

level\_tower\_defense

**level\_tower\_defense** is a preliminary version of the tower defense levels. The player first sets all the tower types by standing on them and selecting from a menu. Once all the towers are built, enemies spawn on the right. Four enemies drop money, which is used to upgrade towers.

This level is only present in Winter.

Start of levelTower Options menuCombat

## Internal data

### Room name

level\_winter\_01

**level\_winter\_01** was the tutorial room of Winter. It contains the text file UNotoe\_01. It also seems to be a preliminary version of D06.

## Internal data

### Room name

level\_winter\_09

**level\_winter\_09** was the final room that was meant to be accessible in Winter, with a similar purpose to demo\_end.