Underfeather/Routes

This page is made for the different routes and endings of Underfeather.

Pre-Game
It is implied that the Pig was sent on a mission to Bird Island to warn the birds of Zeta, who is seeking to destroy both of the islands. Leonard's voice and dialogue is also heard before the Opening, stating that this was their "Most important mission yet".

Opening/Beginning
 'Once upon a time, two races ruled over the islands.

BIRDS, and PIGS.

One day, war broke out between the two races.

The birds won, and banished the pigs back to their island.

However, they took three eggs with them.

Many years later...

Birdlantic ocean, 202X

Legends say whoever sails these rough seas never come back...'

(Scenes show a pig on a boat landing on Bird Island, with a fade to black after)

- Underfeather, opening.

After this little cutscene, you have the rules/controls of the game, which after that you can then name your character. To see which names give you special responses, or more information about names, refer to Underfeather/Names.

After reading the rules of the game and pressing 'Yes' when the name is made, your character (the pig) will be sent to South Beach, where they'll be lying down, and the player can control them and move them around with arrow keys. In South Beach, there will be a stone door you can go through. The door will be the only exit to the room, as there are two walls of stone on either side, a cliff in front and the sea to the back of you.

The Plateaus
Once entering, You'll come face to face with your first major character, Gnomey, who will give you a small tutorial on how the gameplay works, before trying to kill you in a turn of events. You are then saved by Matilda, who will in turn guide you through the plateaus. Some time passes, and Matilda leaves to go do some gardening, leaving the Pig and giving them a tin can (cell phone) to call them and tells them to stay put and don't go wandering off. The Pig goes anyways, and does a variety of puzzles in the plateaus to reach the gardens. During the middle of the Plateaus, they encounter Cyrus, who is taking a break from working at his bug farm. Once successfully sparing him, the Pig can proceed.

After reaching the Gardens, Matilda will heal the Pig and invite them to her house and give you the corn, the best healing item in the game. Once there, Matilda give the Pig a room. However, the Pig wants to show Matilda the mission, and after that, she goes to the gate that leads to the rest of the island and prepares to block it off. Then she tells the Pig to leave. However, the Pig doesn't and Matilda fights them. After successfully sparing Matilda, the Pig goes off into the old dungeons and meets Gnomey again there, this time telling them that they will rule the game when they give up.

Finndin
Upon leaving the Dungeon, the Pig enters Finndin, the second main area of the game. They will then meet Bomb on the way to Finndin village, where he warns you to not to get too near to the other birds, and also warns you that his roommate, Chuck, is looking to capture a pig and take back the bird egg it has to become captain of the Mighty League. During this, Chuck appears and Bomb tells the Pig to hide behind the cardboard pig he usually keeps in handy. Chuck then monologues about how if he joins the Mighty League, he would at least be as popular as Red, and would get a shiny badge. Chuck then leaves, and after that the Pig comes out from behind the cutout. Bomb then tells them about how his brother is kind of sad that he didn't get into the league from participating in the first egg war.

After the encounter with Chuck, the Pig proceeds forwards to the middle of Finndin. They then see Chuck conversing with Bomb and Red, talking about how close they are to getting revenge on the pigs for stealing their young. After this scene, the Pig goes in another direction and escapes notice, but encounters Chuck at the end of the hallway. He monologues again, but realising that the Pig has heard it all before and attempts to fight him, but is stopped by Bomb, who gets in the way of the two and tells Chuck he needs to have his lesson with Matilda, and drives him away.

After the Pig proceeds, they will go through a few puzzles pre-prepared by Chuck, before running into Red, Hal and Bubbles below the cliff they're standing on. Red talks to them about how if they see a pig, they have to show no mercy to pop them. This however, leaves the birds with doubt. The Pig then proceeds and goes into the woods, where they fall into a pit and into a cave. They then meet Chuck again, where he explains that he had to skip his Anger management lesson just to fight the protagonist. They are about to fight, but the cave suddenly caves in. Chuck then questions how cliché this scene is. The Pig then proceeds past the cave into the Finndin caverns, where they do a variety of other puzzles Chuck has prepared them. After taking the detour, they meet Chuck on the other side of the cave, and he prepares to attack you, but then thinks again and decides to capture them in a more dramatic way instead. The Pig then leaves the cave into the Finndin forest again, this time finding a table with coconut milk frozen onto it, and a note from Chuck stating that it is a trap and he had to go to his anger management lesson.

After traversing through the harsh Findinn woods and terrain, the Pig finally reaches Findinn town. There, they can go to various different shops, saunas and houses and interact with them. They can meet Bomb in a path branching off from the city in a sentry station, who says they "cannot pass" because Red is watching the area. He then gives you advice on how to avoid Chuck's blue attacks. If the Pig proceeds all the way past the city, they will find Chuck standing in a snowstorm. He will then tell the Pig of how he wants to be friends with them, but the dreams of him being in the mighty league have to come first. Then he attacks the Pig. Once Chuck is spared, the Pig tells them about the mission and Chuck tells the Pig that there is only one way of leaving Finndin without being noticed by Red, and that is by taking a detour through the bottom half of Mighty Mountain and into the Volcano.

Whiz-Dom Falls
Chuck then leads you past the snowstorm and realises that the path they are on actually leads to the sea. He then realizes that the glacier that was there before melted due to overuse of the path. He then tells them that there is no way to pass through Finndin while also avoiding Red if the way is blocked, and that they would have to take the long route, which passes through Whiz-Dom falls. He then leads the Pig to Bomb's sentry station, where they discuss ways to distract Red while the Pig proceeds to Terence to inform him of the mission. They then tell the Pig to proceed while both of them leave to do their stuff.

Once traversing on, the terrain gradually fades from snowy to humid and darkish but more green, until the pig meets a split route in which they have two ways to go. One way will be a set of stairs that lead up the mountain, the other will be a path that leads to the Blues' clubhouse. The Pig cannot go inside - If they try, they will refrain because there is a "very inconspicuous bucket of paint placed carefully on the top of the door". The Pig can, however, retrieve a toy sling from the boxes at the side of the house. If the Pig proceeds the other way instead and up the stairs to Whiz-Dom falls, they will encounter Bomb at a sentry station, saying that he tried to convince Red not to attack, but he just whacked him on the head with a donut and said that he could have it if he got back to work. Bomb could not refuse this offer. He then offers the Pig out to hang out and have a good time in the Finndin bar before letting them go on this dangerous journey.

If the Pig accepts, Bomb takes them through a shortcut to the Finndin bar (Apply's). There, Bomb tells the pig that this is where most of the Finndin residents hang out and have a good time and introduces the Pig to the other birds in the bar (of course, not telling them that the Pig is a pig). He then asks you if you want apple cider or apple fries. Whichever you choose, Bomb orders beer for himself. As they wait for the order, Bomb tells the Pig of a particular garden gnome who has been playing a trick on Chuck. He then explains that the journey ahead to mighty mountain is going to be a very, very difficult one, but suggests to "keep doing what you're doing" (if the route is pacifist), and then you'll get along well. He then, finally, gives you a cell phone upgrade from the tin can so that you can call Chuck on the way. When the bartender arrives with Bomb's beer and your order, Bomb leaves (with the beer, of course) and tells the protagonist that they should finish their meal before leaving. When the pig interacts with their order, it automatically goes into their inventory.

The Pig then leaves Finndin again, and goes up the big set of stairs to Whiz-Dom falls. Bomb is not in his sentry station if the Pig accepted and came back from their "hang out". Once the Pig proceeds, they will find a patch of tall grass, with a higher ledge behind it. Red is standing on this ledge with his battle armour. Chuck then arrives, and talks to Red about the Pig escaping, and how Red should try to befriend it, but Red menacingly takes a step forwards and drives Chuck back. Chuck then pretends to accept to try and capture the Pig again, and runs away. When the Pig tries to move again, Red conjures his giant feather and gets ready to strike the tall grass in which they are in. However, a rock is thrown from the left of the screen to the right, causing Red to slowly back away and investigate. Once he is gone, the Pig can proceed.

Upon entering the next area, the Pig gets ambushed by the blues from a bush. However, realising that they are still a kid, the Blues offer to guide them until they encounter Red, as they "can't do much when that angry guy decides to kills somebody". They also want to see the two fight. The Blues then leave, telling them to "take care".

The next room is slightly more moist, and its colour scheme is a bit darker. In this room, the Pig has to do a puzzle where they have to make all the waterlilies in a waterfall bloom, by taking fertilizer left by the Blues (with a note saying that you won't die if they get swept off sarcastically) on the other side of the waterfall. The Pig can get swept off, transporting them to a room where there are several reeds a large pool of water, and a door. If the Pig inspects the reeds three times, they will get a reed cake (item). Upon entering the door, the Pig will enter the long grass area from before. If the Pig goes into the waterfall instead of through it, they will enter a room with the Blue Jumper to the side, which you can equip.

After passing the waterfall and the door, the Pig encounters three blocked doors and four water lilies at the start of the room, with four fertilizers next to them. The order of fertilizer placement is scratched onto the pillars: Top right, Top left, bottom left, bottom right. This will open the middle door. If the puzzle is failed, there is a bell next to the middle door to reset the puzzle.

Once arriving through the middle door, the Pig will enter a cave overgrown by moss, with broken bricks scattered everywhere and a note left by the Blues explaining that whenever Red comes by, he always seems to smash up a lot of blocks unconsciously. There are various NPCs there that you can talk to, and a shop which you can buy various items from -NEEDS CONTINUING-

Impossible Ending
oink