Undertale Adventures X Souls and Gold Guide

How to earn Souls, Gold, XP and Underpass XP in Undertale Adventures X, the exact rewards per Act, and the fastest early farming loop.

Last Updated: 2026-10-18

Undertale Adventures X Souls and Gold Guide

Undertale Adventures X pays a fixed bundle for every Act you clear: 50 Souls, 5 Underpass XP, 10 Gold, plus area-specific XP and a chance at an item drop. Because the Soul payout is flat across the whole game, the fastest farm is not the hardest area you can reach — it is the fastest Act you can clear.

  • Souls per Act — 50, flat, in every area except the Corridor
  • Gold per Act — 10, flat
  • Underpass XP per Act — 5, flat
  • Area XP — 100 in Ruins, 150 everywhere else
  • Corridor payout — 75 Souls instead of 50
  • Best early loop — the highest Ruins Act you can clear quickly

Official Undertale Adventures X key art with the game's Undertale cast
Official Undertale Adventures X key art with the game's Undertale cast

The Exact Reward Table

Every area page on the community wiki lists the same structure. Here is the full picture, area by area.

Area Souls Underpass XP XP Gold Item drops
Ruins 50 5 100 10 Spider Donut, Cinnamon Bunny
Snowdin 50 5 150 10 Hot Dog, Nice Cream
Waterfall 50 5 150 10 Astronaut Food, Ketchup, Sea Tea
Hotland 50 5 150 10 Spider Cider, Glamburger
CORE 50 5 150 10 Starfait, Face Steak
The Judgement Hall (Corridor) 75 5 150 10 Sans, 10%

Two things stand out. The Soul payout is identical across five of the six areas, which flattens the economy in a way most tower defense games do not. And the final area pays 50 percent more Souls, which makes it the best repeatable Soul farm in the game once your team can clear it.

Why You Should Farm Ruins, Not the Newest Area

The instinct is to farm the furthest area you have unlocked, because it feels like progress. The math says otherwise.

A Ruins Act pays 50 Souls. A Waterfall Act pays 50 Souls. If the Ruins Act takes half the time, you earn Souls at twice the rate. The only thing the later areas give you is more XP per clear (150 versus 100) and different item drops.

So the correct early loop is:

  1. Pick the highest Ruins Act you can clear without losing a Unit.
  2. Clear it repeatedly until your Soul pile is big enough for the next summon.
  3. Move up only when a higher Act clears nearly as fast.

The drop rates also reward climbing within Ruins: Act 1 has a 2% chance at Spider Donut and Cinnamon Bunny, and Act 6 has a 10% chance at both. The sweet spot is Act 5 or 6 if you can clear them quickly, not Act 1 forever.

Speed matters more than difficulty

Because Souls are flat, every minute spent in a slow clear is a minute not spent earning 50 more Souls. If a clear takes more than twice as long as the Act below it for the same payout, drop back down.

Souls, Soul Fragments and Summoning

Souls are the summon currency. The older wiki for this game states 50 Souls per pull, which makes one Act clear roughly equal to one summon — a clean, readable economy.

There is also a fragment layer. GamesRadar's coverage states that Soul Fragments can be combined into Souls, which means the game has a secondary currency that feeds the primary one. Fragments typically come from events, dismantles or duplicate Units, though the exact conversion rate is not published.

The current code payout is large enough to distort this early: MOREFREESTUFF is listed at 1,000 Souls, which is twenty Acts' worth. If it redeems for you, your first several summons are covered. The codes page tracks its status.

Gold and What It Buys

Gold is the smaller currency: 10 per Act, flat. The community wiki's Shop page is still a placeholder, so there is no reliable item price list, but the structure is standard — Gold buys consumables and shop stock, Souls buy Units.

The practical consequence is that Gold accumulates slowly and predictably. There is no Act that pays more Gold than another, so there is no Gold farm; there is only playing the game. Do not hoard Gold hoping for a big purchase, and do not convert Souls into Gold if the game offers it.

XP and Underpass XP

Two separate experience tracks exist, and they are easy to confuse.

XP is the per-area number: 100 in Ruins, 150 everywhere else. It is the slower track because it is fixed per clear.

Underpass XP is 5 per Act in every area, including the Corridor. The name suggests a separate progression track, and the game lists it as a distinct reward alongside XP, which means it likely feeds a different system than Unit levels.

Neither track has a published level curve, so there is no way to say "you need N Acts to reach level X." What is safe to say is that Underpass XP is flat, so if you are chasing it specifically, the fastest Act is once again the best Act.

Item Drops and Why They Matter

Each area drops its own themed consumables. The drop chance rises with Act number — Ruins Act 1 is 2%, Ruins Act 6 is 10% — and the later areas add a third item to the pool.

The valuable drops are not the healing items; they are the evolution items, which the Items page lists as a separate category alongside Equips and Upgrade Items. Challenges are the documented source of "generic evolution items," but area drops are the passive source.

That is another argument for clearing high Acts rather than fast low Acts once your team can handle them: the item pool is the long-term reward, and it scales with Act number.

The AFK Chamber and Infinite Mode

Two facilities supplement Act farming.

AFK Chamber: the wiki describes it as a place where "you can wait for payouts every (x) seconds, which have various Items." The interval is not published, but the mechanic is free value while you are away from the keyboard. Use it between sessions.

Infinite Mode: an endless wave mode that pays Souls, XP and Underpass XP, with leaderboards and exclusive titles for high placements. It is the best farm in the game if your team can survive deep waves, and the worst use of time if it cannot. The wiki recommends bringing a farm-type enemy Unit, which is the same economy role the beginner guide describes.

Infinite Mode is not an early farm

Enemies scale with each wave. A team that clears Ruins Act 6 comfortably may still fall over at wave 15. Test it, note your wall, and come back when your damage Unit has traits.

A Repeatable Session Loop

Here is a loop that works from the first hour to the mid game:

  1. Clear your fastest reliable Act three times.
  2. Spend Souls on one summon.
  3. Roll one trait on the new Unit if it is a keeper.
  4. Stand in the AFK Chamber for a payout.
  5. Check the Challenges room for the 30-minute challenge.
  6. Repeat.

That loop converts play time into Souls at a steady rate and keeps your reroll supply from running dry. The raids and Gauntlet page covers the side modes that break the loop when you want something different.

Sources and Further Reading

Official source: Undertale Adventures X on Roblox — the official description confirms the tower defense loop of defending a base with Undertale units.

Frequently Asked Questions

How many Souls does an Act give? 50 in every area except the Corridor, which gives 75.

How much Gold does an Act give? 10, in every area.

What is the fastest way to farm Souls? Repeat the fastest Act you can clear reliably. Because the payout is flat, speed beats difficulty.

What are Soul Fragments? A secondary currency that can be combined into Souls, per GamesRadar's coverage.

What is Underpass XP? A separate experience track that pays 5 per Act in every area.

Is Infinite Mode worth farming? Only once your team can survive deep waves. Before that, Act farming is faster.

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