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TSBTC is a fanmade AU/DLC that takes place after MTT EX is defeated. After entering the elevator (In the core), The lift will collapse and fall at a rapid speed. then, the screen will fade black and the elevator will crash. The screen will then fade back, and frisk will wake up in the elevator. you must then exit the elevator, and enter the beginning room.

To start the AU, you must kill all the bosses (Except for asgore and omega flower) and not the monsters.

the only way to heal is sleeping on the bed, in bedroom 1.

Setting[]

The setting at TSBTC consists of a creepy old mansion. The regular rooms have popcorn ceiling, and have wooden floors.

Rooms[]

Main part[]

  • Beginning room - The starting area where frisk leaves the elevator. There is the only save point beside the elevator. there are 3 doors, one of which is wrapped tightly in chains, one is accessable, and the other is locked. The walls have a creepy blue wallpaper.
  • Den - A room with an old television and a "Bintendo pii". this room has a rug, Fireplace, Red couch, Blue wallpapers w/ flowers on them, and a small table w/ a Map on it. It has 2 doors in it. this room is found inside the beginning room.
  • Bedroom 1 - Beside the Den. It consists of a bed, a locked glass cabinet w/ a gun inside it, and a broken doll on a shelf. There is a key under the bed that can only be grabbed with the walking cane.
  • Hallway 1 - This hallway has 4 doors. 2 of them lead to an "Empty" bedroom (By empty, It means that there are no keys or clues), 1 leads to a bathroom, and 1 leads to a kitchen area.
  • Kitchen - a room with checker floors, counterspace, a locked microwave, a stove, cabinets, and a table with 4 seats. there is a walking cane leaning beside the fridge, required to obtain the key in bedroom 1. It also has a grill to melt the Plastic book.
  • Living room - A room with the first monster. it has 3 couches, a big flatscreen, 2 glass tables, and 2 doors on the sides.
  • Maintenance room - A room with a power generator, Water heater, and a circuit breaker.
  • Living room closet - On the other side of the maintenance room. Inside is an axe, Body armor and an M1 garand.

Mid game[]

  • Big room - a room with nothing but a table at the end. there are 2 doors on the side which lead to the library and Play room.
  • Library - A room full of bookcases, beanbags, chairs and a coffee machine. a plastic book can be found in a bookcase.
  • playroom - a room full of toys, Play rugs and happy paintings. there is a bag of charcoal under a big pile of toy cars used to fuel the grill.
  • secret staircase - Unlocked after inserting the fake CD into the CD player.

Secret basement[]

  • Storage - Located at the end of the sinister staircase. This room consists of crates, knocked over furniture and 3 doors (the door in the front is guarded by an electric barrier). there is a mannequin that is very creepy looking. The secret basement has boreal wood walls, and concrete ceiling.
  • Train deck - Found within the storage area, and is blocked off by crates. Has the train used to end the game, However it needs to be prepared to leave the underground. You must insert the 2 batteries and acquire the keycard to gain access to the interior.
  • Storage 2 - Full of empty storage racks, empty rack cages, and knocked over empty storage racks. An outline in the floor can be seen, and can be moved to reveal a secret ladder.
  • Mine - Consists of rails and a minecart. You must ride the minecart and grab the shovel at the end, and dig the path for the train. the cart will collapse and you will

Secret basement 2[]

Secret basement 2 consists of crossroads that connect these rooms.

  • original room - Entrance by the ladder. The walls are rusty and red, The floors are meaty, and the ceiling is dirty looking.
  • Plant room - Has 3 plant racks, a broken refridgerator, and a table broken in half.
  • Boss' office - Has a train battery on a table, a key to the jail room, and a knocked over bloody chair.
  • Jail cells - A room with multiple empty cells. One cell will have a clown inside of it. beside one of the cells is the 2nd train battery. Grabbing it will cause the clown to break out.
  • Security room - Has a computer Which shows security footage of the jail cells. has a keycard on top of it to unlock the train.
  • Endless tunnel - found behind a cracked wall. Unlocked after getting hit with the axe. Walking down the hallway for a long time will cause a light to appear at the end. Continuing to walk down the hall will result in you being rushed and killed.

Characters[]

  • Broken doll - A minor character that can point out if you will encounter something new.
  • Undyne's ghost - Rushes you in hallway 1 if your gun's ammo is low (2 rounds or lower). If she comes in contact with you, She disappears and takes 5 hp away from you.
  • Severed - Spawns in groups and roams hallway 1 and the living room after grabbing the cane.
  • Slaughterer - A dirty man with tattered clothes and a bloody machete.
  • Mr slash - A freakishly tall, wormy man who busts into the library after you unlock the secret basement. He cannot be killed, but stunned. to escape him, enter the sinister staircase or escape otherwise. He will roam the Mid game area for the remainder of the game.
  • Clown - grabbing the last train battery will cause him to break out of his cell and begin to chase you. facing him will cause him to stand completely still.
  • Flying body - Rushes you after walking down the endless tunnel for too long. Comes out of the door and kills you if your idle for too long in basement 2.

Items[]

  • Walking stick - Found resting upon the fridge. Required to get the key under the bed that unlocks the living room.
  • Living room key - Found under the bed in bedroom 1. Unlocks the living room.
  • Gun - The only weapon in this AU, or as it seems. it is used to fight back against the monsters.
  • Gun cabinet key - Found stuffed in the living room couches.
  • Body armor - Optional but recommended. Reduces the amount of damage taken by 75%.
  • Axe - Used to break open the chained door in the Beginning room.
  • M1 garand - A weapon better than the Gun (Pistol). It does more damage and reload time is shorter. Firerate is 1.25x slower than the original gun.
  • Coal - Found in the playroom buried in a pile of toy cars. Use it to fuel the grill to melt the plastic book, to obtain the fake DVD.
  • Plastic book - Found after interacting with one of the bookcases.
  • Fake DVD - Used to insert into the DVD player in the library. this will cause a bookshelf to move and reveal a secret staircase.
  • Map - an item you use so you dont get lost. Optional but suggested.
  • crowbar - Found inside the room with the movable plate to basement 2. Used to move the crates.
  • Battery 1 - Found within secret basement 2.
  • Battery 2 - Found in the clown's jail room.
  • Wire cutters - Disables the electric barrier, by cutting the wires.
  • Lighter - Found on top of the conductor's seat in the train.
  • Keycard - Found inside basement 2. Required to open the train.

Notable Props[]

  • Ammo box - Found inside the living room, Interact with it to refill your gun. Doesnt work with the M1 garand.
  • Advanced ammo box - Found beside the armor and m1 garand. Refills ammo for the m1.
  • Living room couch cushions - each can be interacted with. One will have the key to unlock the gun.
  • bintendo pii - A game console in the den. it has no power, and you must find a randomly generated code by powering it on. the code is always random, and is used to unlock the microwave.
  • Circuit breaker - The door to this item is broken and must be shot by the gun, to open it. Interacting with this prop after unlocking it will bring up a wire UI. you must fix the wires to power the pii and microwave.
  • Microwave - After powering it and putting in the passcode, The microwave will swing open. Inside of it will be the key to a closet in the living room.
  • Grill - Used to melt the plastic book to obtain the Fake DVD.
  • Pile of toy cars - you must move them and pick up the bag of coal.
  • DVD player - Used to unlock the secret basement.
  • Movable plate - In storage 2, There is a plate that can be moved to reveal basement 2.
  • Train - After inserting all 2 batteries, the train door will unlock. Inside will be wire cutters, to disable the electric barrier. The train's path is blocked off by debris and must be cleared with a shovel.

Ending[]

When you cleared a path for the train, Have the keycard and got both batteries, You have to board the train and activate it. When you start the train, a sequence will happen where the train is moving very fast. You will arrive at the vine-Wrapped elevator in new home where you continue on the pacifist path and all bosses will have been revived somehow.

Trivia[]

  • The circuit breaker puzzle is based off among us task: Fix wiring.
    • you have to match the wires with their corresponding color.
  • the bintendo pii is intentionally called a pii for obvious reasons.
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