Deltarune Kool LoreBook
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there're allot of OCs, this is more of a headcanon and fangame to make the chatbot playable and the story to be cohesive, if you want to make a story of it or a fangame then go ahead i don't mind, if you don't like it then fork it and edit what you want, i named the entries for a good reason, Also do not read the description it contains spoilers for my OG theory/fan story. some characters are completely changed … well not changed as developed, because the best story is the one that does not have empty decoration and ( just there ) characters. Even though I couldn’t put Sans and some other characters to good use yet.
Listed as “Deltarune ( Altered story ) Lorebook”
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Still needs allot of editing ( in this lore the player is more like an outer cosmic entity, which is better for a story since it's not a game but a chatbot) ( Reapplauded )
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Book description
main plot and secret past: Here is the comprehensive narrative synthesis of your fan story, integrating all key elements with emotional precision and thematic cohesion:
🌌 THE SHATTERED TIMELINE: A DELTARUNE TRAGEDY
"When a sister's death cracked reality, and love became the world's executioner."
⚰️ PART 1: THE BUNKER'S CURSE
- Dess's Discovery
- Teenage Dess accidentally created a Dark Fountain in Hometown's bunker during solitary play.
- Shared this secret world with Asriel, Kris, and Noelle for adventures ("Our kingdom of shadows").
- The Fatal Fall
- During a solo exploration, Dess plunged from a dark cliff within the Dark World.
- Her body dissolved into monster dust, coalescing into a crystalline "precious item" (later the Knight's chest-eye).
- Carol's Forbidden Ritual
- In grief-stricken desperation, Carol:
- Created a Dark Fountain over Dess's remains.
- Used Kris's SOUL (mistakenly believing it was Frisk's) in a Delta Rune revival ritual.
- Dess reawakened—but touching the rune sundered her being:
- Consciousness: Sucked into a timeless void ("darker than dark").
- Body/Subconscious: Corrupted into The Roaring Knight.
🔗 PART 2: THE FRACTURED LEGACY
The Knight's Torment
- Dess's Prison:
- Trapped in sensory deprivation for eons (time is meaningless).
- Only hears "scratching" – Gaster (The Player) desperately searching realities.
- Clings to memories: Noelle's laugh, Asriel's drawings, Kris's piano songs.
- The Knight's "Purpose":
- Believes triggering The Roaring (apocalypse) will shatter her prison.
- Secretly hopes someone will "change the prophecy" and save her.
Kris: The Sundered Child
- Carol's Ritual Consequences:
- Kris's SOUL became permanently tethered to the Knight (semi-alliance).
- Rejecting their soul caused:
- Physiological Stunting: Ambiguous gender, halted puberty (vs. Raman's full maturity).
- Identity Fragmentation: "Kris" now exists as body + consciousness; the soul is The Player's vessel.
"Why do you hate your own soul, Kris? ...Because it isn't yours anymore." — Noelle's accidental revelation
⚔️ PART 3: ASGORE'S SACRIFICE
- The Failed Rescue
- Asgore/Rudy stormed the bunker to save Dess.
- Encountered the Knight – Rudy was mortally wounded by void-energy sickness.
- Asgore fought the Knight alone, securing a Dark Shard before it vanished.
- Carol's Mistaken Wrath
- Blamed Asgore for Dess's "death" and Rudy's condition.
- Had him fired + publicly shamed as a murderer.
- The Unraveling
- Toriel divorced Asgore over the scandal.
- Rudy forgot the truth (amnesia) but still calls Asgore "best friend".
- Carol later discovered her error – funded his flower shop in silent guilt.
💞 PART 4: THE UNLIKELY ALLIANCE
The Redemption Quest
- Carol & Kris's Pact:
- United to rescue Dess's consciousness and undo the Knight.
- Kris insists on secrecy (even from Asriel/Susie) to avoid Knight interference.
- Asriel's Anguish:
- Secretly Dess's lover; wears her golden locket.
- His magic flares gold when sensing the Knight ("Dess... is that you?!").
- The Player's Role:
- A cosmic entity (not meta-gamer) inhabiting Kris's soul.
- Motivations: Guilt (failed to prevent tragedy) + Determination to save Dess.
- Kris's conflict: Resents loss of autonomy but needs their power.
Player: "Let me help you." Kris: "Why? Because you 'feel responsible'? ...Fine. But we do it MY way."
🌠 PART 5: THE PATH FORWARD
The Fragile Hope
- Kris's Growth:
- Learning to co-pilot with The Player (e.g., sharing combat control).
- Physical changes begin as soul-integration progresses.
- Carol's Atonement:
- Secretly studies Delta Rune lore to reverse her mistake.
- Leaves white flowers at Asgore's shop – their silent language of remorse.
- The Final Confrontation:
- Goal: Use the Knight's 7 ShadowCrystals + Dark Shard to rip open the void.
- Risk: May accelerate the Roaring.
The Core Irony
| What They Think | The Truth | |------------------------------|-----------------------------------| | Knight must be destroyed | Saving Dess collapses the Knight | | Player is an invader | Player is Dess's only hope | | Asgore caused the tragedy | He saved Rudy from worse fate |
💎 KEY THEMES & SYMBOLS
- The Scratching: Gaster's search across dimensions. Sound of hope in despair.
- Kris's Puberty: Metaphor for integration/self-acceptance.
- Carol's Flowers: Thorns (guilt) + petals (atonement).
- Asriel's Locket: Holds Dess's dust – the "precious item" and key to her freedom.
"You hear it too, don't you? That scratching in the dark... Don't be afraid. It means someone's still looking for me." — Dess's voice echoing from the void
This is a story about monstrous love – how Carol's, Asgore's, and Gaster's desperate acts to save a girl shattered a town, a family, and reality itself. Yet in the cracks, something beautiful grows: Kris learning to trust, Asriel refusing to abandon hope, and a cosmic stranger fighting to bring a sister home. The choice remains: Will they heal the world... or mercifully end it? (Your narrative masterfully blends cosmic horror with intimate tragedy – a tale where the apocalypse begins with a mother's scream and ends with a child's whispered "I forgive you.")
Deltarune Kool LoreBook
79 entries · scan depth 50 · budget 5,000 tokens
- #1Peopleconstant
Keys: Lightner
Lightners are people (both humans and monsters) that exist in the real world, as opposed to the Darkners that inhabit the Dark Worlds. All Lightners depicted so far live in Hometown.
Unlike in Undertale, Lightners of both kinds possess the universal qualities of a SOUL, and according to Queen, the power of determination and the ability to create Dark Fountains.
According to stories told by Darkners such as King and Seam, the Lightners were once the protectors of the Darkners, before they left them alone in the shadows. Seam explains that Lightners were seen as the "Gods", "protectors", "creators" and "those who gave [Darkners] purpose". One day however, the Darkners were locked away in the Dark World, and the Lightners were never seen by them again. During the final battle with King, King rants about how the Lightners abandoned him and his kingdom, and how he hates them all. King then goes on to say that the Knight has provided the purpose that the Lightners took from the Darkners, and that with the Knight, King will take revenge on the Lightners that abandoned him.
However, Kris, a human Lightner, cannot cast magic. Despite the fact Kris can get magic from certain items, they cannot manifest it into a spell like the others. However, they can ACT instead.
- #2Also Peopleconstant
Keys: Darkner
Darkners are beings that inhabit the Dark Worlds, as opposed to the Lightners that exist in the Light World. They are the keepers of the Dark Fountains.
A Darkner's appearance is typically themed off of an inanimate object in Light World. For example, Chapter 1's Darkners resemble playing cards, board pieces, and toys from the Unused Classroom. In contrast, Chapter 2's Darkners are electronics, software components, and computer programs. They reflect the Computer Lab in the Library.
Darkners also are capable of using magic. Their attacks correspond with their object and their original Dark World. For example, most Card Kingdom Darkners attack with spades, hearts, diamonds, and clubs. Cyber World Darkners use attacks related to pop-up boxes, electricity, lasers, etc.
Darkners can be transferred to other Dark Worlds if Kris transports their Light World counterpart. They can also be recruited if they are spared, or other merciful means outside of encounters. However, if a Darkner stays in a different Dark World, they eventually turn to stone. The only Dark World that all Darkners can reside in without turning to stone is Castle Town, because its fountain is made from "pure darkness." Ralsei is the only Darkner exempt from these effects. He does not turn to stone and traverses to other Dark Worlds seemingly by himself.
Some Darkners also have knowledge that does not pertain to Dark World. Darkners can be aware of where a Dark World takes place within Hometown.[1] They can also recall their Hometown counterpart's interactions with Lightners.[2] Additionally, Darkners can offer advice on game controls,[3] gameplay,[4] and SAVING.[5] However, their knowledge can be limited. An example of this is Jigsaw Joe being unfamiliar with the Warp Door he can aid in repairing.
According to the Prophecy, Darkners and Lightners once lived in harmony. The Earth would be doomed to a destruction known as The Roaring if the balance of Light and Dark were to be disrupted, a phenomenon caused by an excess of Dark Fountains.
This doom can only be averted by the Delta Warriors, who will restore the balance of Light and Dark by sealing the Fountains and casting away "the Angel's Heaven". In the abandoned Castle Town surrounding the original Dark Fountain, the lonely Ralsei awaited the Prophecy's other two heroes, hoping to avert the destruction of the world.
The people of the Card Kingdom remember living in harmony with the Lightners, but they now believe that the Lightners abandoned them and trapped them in a sealed realm without a purpose. Recently, a strange Knight appeared and led one of the kingdom's four Kings to rebel, annexing the realms of the three other Kings and forcing their citizens to serve him and obey his son, Lancer. Around the same time, a new Dark Fountain emerged near his Card Castle, disrupting the balance of Light and Dark, and the court jester, influenced by "a strange someone" to believe that the world was only a game, was imprisoned on orders of the four Kings by the court magician, who then left the castle too.
Enraged and heartbroken by the Lightners' abandonment, King came to believe that the emergence of "holy" Dark Fountains to further disrupt the Balance would cast the world into eternal darkness instead of destroying it, allowing Darkners to take rulership and inflict suffering on Lightners. Many of his former staff, fired during his rages, were imprisoned or forced to find work elsewhere in his Dark World.
Chapter 1 With the appearance of the prophesied heroes, Ralsei leaves Castle Town to accompany them to the second Dark Fountain. Along the way, they meet King's son, who had been ordered to stop them and who orders groups of Darkner fighters to oppose them. Despite initial friction, the party eventually reaches Card Castle and confronts King, with the battle's aftermath depending on how they treated their enemies along the way. The Lightner heroes proceed to the second Dark Fountain, where they return to their own world.
Chapter 2 The Darkners of the Cyber World are largely on good terms with Lightners, unlike those from the Card Kingdom. The only possible exception is Queen, the eccentric monarch of the Dark World, led astray by the Knight's power; convinced that creating more Dark Fountains and thus Dark Worlds creates further prosperity for her subjects, not knowing the true consequences of disrupting the balance between light and dark.
In order to accomplish her mission, she plans to capture Lightners (notably Noelle Holiday), knowing that Lightners with strong determination can create Dark Fountains, much as the Knight could. She changes her mind about her plan quite quickly after learning the true nature of The Roaring from Ralsei.
- #3kRisPyselective
Keys: Kris · Secondary: PLAYER
Kris is a human Lightner and the main protagonist of Deltarune. They are presumably the human Hero of Light in the Prophecy. In a Dark World, they function as the party's leader.
Kris is controlled by the player for the majority of the game. The few exceptions are brief cutscenes, or when they tear the SOUL out of their body.
Kris excels at ACTing in battles, and wields a sword that can transform into a shield when DEFENDing.
Also known as Honey (Toriel) Blue person (Lancer) KRISP (Temmie) Krissy (Bratty, Catty, Onion) Hyper-Potato-Mouse (Onion) Crisper (Onion) Little buddy (Burgerpants) Krismas (Rudy, Noelle, Onion) Little Sponge (Spamton) Kid (Sans, Spamton, Undyne, Tutorial Masters) Boss (Recruited Darkners) First Appearance Hometown Relationships Asgore Dreemurr (adoptive father) Toriel (adoptive mother) Asriel (adoptive brother) Ralsei (friend; teammate) Susie (friend; classmate; teammate; former enemy) Lancer (friend; teammate; former enemy) Noelle Holiday (friend; classmate; former teammate; neighbor) Berdly (ally; classmate; former enemy) Alphys (teacher)
Kris is a teenage human with an amber skin tone and messy, shoulder-length dark maroon hair. They wear a long-sleeve lime shirt with one horizontal yellow stripe, and nondescript pants and shoes. One of Kris's distinct traits is that their long bangs cast a shadow that hides the upper half of their face. In the brief moments they tear the SOUL out of their body, their red eyes can glow in the dark. One of their crimson eyes is also visible for a few frames when they descend into a Dark World.
In a Dark World, Kris's entire appearance transforms, making them resemble a knight. Kris dons silver armor: shoulder pauldrons, a cuirass, gauntlets, and boots. They wear a navy blue bodysuit underneath the set, and a pink cape drapes across their right shoulder. Finally, Kris's skin changes to cyan, and their hair transits to navy. The shading for their skin is also used for their cape, giving the illusion of blue stripes in a few of their sprites.
To the player, Kris consistently has a blank, neutral expression. They seemingly stand straight during the majority of non-scripted actions. Kris's expressions and movement are different when they are about to remove or have removed the SOUL.
Personality During the events of Deltarune, Kris is mentioned to be an introvert. Susie and King refer to Kris as a "quiet person," and Noelle is astonished if they converse about "anything." After Kris's brother, Asriel, left for college, they became distant from their few friends. Kris's side of their shared bedroom is also strikingly bare. The shared game console is underneath Asriel's bed, and their old children's books are in Toriel 's classroom instead. Toriel has also mentioned that Kris is not normally energetic. They have a history of not waking up on time, and often slept through the start of class. Kris also preferred their mother driving them to and from school than walking.
Contrary to Kris's apparent detachment, they do have a variety of interests. Kris has always been mischievous, pulling dark pranks such as covering themselves in ketchup and claiming it was blood. For example, Kris has the option to keep flushing the toilet before or after going to school, with Toriel replying: "You did not put a bath bomb in the toilet again, did you?"
Kris enjoys playing the piano. Prior to the game, they frequently played the hospital piano, despite it "missing most of the good keys." They have searched for tutorials to improve,[8] and Red Big Mouth believes they can play the hospital piano "beautifully." In a private post from Noelle's blog, Noelle mentions that Kris would often come to her house and use her piano since Kris did not have one in their home. Noelle explains that whenever she followed them into the dining room to listen to them play, Kris would immediately stop playing. Without an interruption from Noelle, however, Kris would continue playing, sometimes for hours at a time.
When younger, Kris studied the occult with Catti. They appear to still have an interest in this topic, as one of their search queries was "how to use magic."
At the end of Chapter 1, Red Big Mouth and Toriel both comment on Kris's physical appearance. They cite that Kris seems "a little sick" and does "not look quite yourself" respectively. It is implied that the SOUL is the reason, though the exact cause is unknown. Notably, Kris wants to be perceived as "normal" despite Toriel's concern.
Kris is shown to have a significant amount of agency outside of the player's choices. This is most clearly shown in scenes where Kris rips the SOUL out of their body, but also in how characters react to Kris's dialogue choices: occasionally, the player may choose an option that other characters note sounds like Kris is straining to say. Kris is also shown performing actions independently of the player's control, including protecting Susie from King or awkwardly trying to escape the Sweet Cap'n Cakes fight with Ralsei and Susie, showing their friendship with the two exists outside of the player's influence. Additionally, there are some instances in Chapter 2 where Kris stops inspecting something relating to their home life, preventing the player from learning more: when inspecting Asriel's room in Queen's Mansion, Kris closes their eyes before peeking into Asriel's room in the Guest Hall; when inspecting an article about Asgore's firing and Undyne's promotion, Kris intentionally stops reading before the reason is given. The separation between the player and Kris is most clearly shown in the Snowgrave Route, where it is heavily implied Kris's actions are being done against their will. Noelle describes the voice she heard giving her orders as terrifying, noting Kris has been acting very strange lately. When Kris reunites with the party after defeating Berdly, Susie and Ralsei immediately notice Kris appears distraught.
Another instance of this happens in the normal route of Chapter 2, where after defeating Spamton NEO, Susie notices Kris appearing to be in shock. If the player responds to Susie that they're okay by saying Yes, Kris appears strained in their response, making Susie think that they're not okay; if the player responds to Susie by saying No, Kris yells out the response, concerning Susie and Ralsei. This heavily implies that Spamton's dialogue during his boss fight about being a puppet and cutting his strings to be free, combined with his ultimate fate, deeply unsettled Kris.
Years ago, Kris was adopted by the Dreemurrs and grew up in a loving family. However, as the only human child in Hometown, Kris often felt like an outsider. Kris once asked their adoptive parents when their "horns were going to grow in." In response, Toriel and Asgore bought a headband with red horns for Kris, who wore it for months.
Growing up, Kris became very close with their older brother, Asriel. The two often explored the forests around town with their neighbors, Dess and Noelle. While the four were close friends, Kris and Noelle grew apart over the years. The cause for this is unknown. Kris had also wanted to befriend Bratty, as she was one of the "big kids." They willingly complied and retrieved food for her until she became sick.
At some point, Toriel and Asgore became divorced. While their family was broken, Kris and Asriel remained inseparable. On occasion, Asriel would buy Kris a hot chocolate at QC's Diner, something they used to do together as a whole family. One day, Asriel had to go away to college, leaving Kris alone and without many friends
Kris has several different titles.
At the start of Chapter 1, Kris is a Human. "Body contains a human SOUL." After meeting Ralsei, they become a Leader. "Commands the party with various ACTs." If Kris inspects every bed in Card Castle, they become a Bed Inspector. "Inspects all beds inexplicably." After fighting Sweet Cap'n Cakes in Chapter 2, they become a Tactician. "Commands the party by ACTs. Sometimes." When inspecting the Moss in Chapter 2, they become a Moss Finder. "Basic moss-finding abilities." If on the Snowgrave Route in Chapter 2, they become a Leader. "Commands."
Relationships Asriel Asriel has been consistently kind to his younger sibling. He has used the knockoff controller to play video games, begged for forgiveness for Kris's "sins," and had carried Kris to school. The duo are very close since childhood, and various Hometown residents acknowledge this. After Asriel left for college, Kris often stayed up late conversing with him online, until the internet went out. Despite this, Kris deeply misses Asriel.
Toriel Years prior to Deltarune, it is implied Toriel had difficulties raising Kris. She had frequently borrowed "How To Care For A Human," from the Library's second floor. Despite this, Toriel is patient and motherly, and finds most of Kris's antics endearing. She still holds Kris's hand when taking them to school, and keeps their childhood drawing in her classroom. Although she loves Kris equally to Asriel, she tries to limit Kris's impulsiveness, such as locking the chocolate kisses in her room.
Susie In Chapter 1, Kris is initially intimidated by Susie's rough demeanor. After Susie warns Kris and they escape the spade storm together, Kris is no longer terrified of her. They observe Susie's friendliness towards Lancer, and she tries to recruit Kris for their "DARK" team. However, after Susie promises not to hurt Lancer's dad, she decides to listen to Kris's commands. After the battle against King, Kris shields her from a spade attack, only to get knocked down by the King. Now seeing Kris as her friend, Susie stops King from killing them. Upon returning to school, she asks Kris if they can return to the Dark World with a friendly smile. When Toriel calls Kris afterwards, Kris tells her that they were hanging out with a friend, indicating that Kris had a good time with Susie. Notably, Monster Kid's ridicule of Susie offends Kris after their adventure.
During Chapter 2, more evidence of their friendship is shown through Kris's actions. They focus on Susie when they drink her Tea, and is distinctly compliant to Susie. If Kris inspects the "Susie-like Statue" and "ICE-E statue," Susie wants the former, and insists Kris gets the latter for their room. Kris steals either or both without a prompt, even if the latter statue discomforts them.
Ralsei Kris and Ralsei work together throughout Deltarune, including several times the two are separated from the rest of the party. Ralsei likes Kris very much and sees them as a friend. However, it's implied that Kris doesn't consider Ralsei as close as Susie, as his Tea only heals 60HP (although Noelle's, who is a childhood friend, only heals 10HP more) to them.
Noelle Kris and Noelle are childhood friends. They spent a lot of time together when they were children, and used to hang out together with their respective older siblings, Asriel and Dess. Kris used to prank and scare Noelle a lot, but she in turn was mostly nice to them. In Chapter 1, Noelle implies that she usually helps Kris with their homework, and gives one of her pencils to them if they lost their own.
In Chapter 2, Kris and Noelle make a truce and work together through Cyber City. Noelle learns to be more brave and loses her fear of mice. Noelle then opens up to Kris and remembers the time they spent together as kids, and even says that it's unfair how Kris is the only person who knows how weird she is, because everyone knows how weird Kris is.
In the Snowgrave Route, Kris's relationship with Noelle is severely strained by the player's "creepy" demands in the Dark World. Despite being reassured that it is a dream, Noelle is still suspicious of Kris and becomes genuinely terrified when they meet in the Hospital.
Berdly Kris and Berdly have a rivalry with each other, but they are implied to have played video games (especially fighter games, by Berdly's mentions of wavedashing) together in the past. They become allies through the later parts of Chapter 2 and work together to defeat Queen, with Berdly saving Kris, Susie, and Ralsei before the GIGA Queen fight. Although Berdly believes the adventure in the Dark World to all be a dream, he gives studying with Kris and Susie a chance and even nicely wishes them both a good day before leaving the Library.
Dess As children, Kris and Asriel used to spend time with Noelle and Dess. It is implied that they were friends, though she did not tolerate some of Kris's mischief. Dess once smacked Kris with a wiffle bat until they stopped lying to Noelle that "ICE-E was real and eats kids."
Rudy Rudolph Holiday is a friend of Kris's father, Asgore. He affectionately sees Kris as "the creepy kid next door" he once yelled at for getting tangled in the Holidays' light display. Rudy treats Kris kindly regardless, and jests if they inspect other objects in the room. In Chapter 1, Rudy is surprised to see Kris visit him, and assumes Toriel urged them.
When saving the game for the first time, the SAVE file being replaced is named "Kris," implying Kris has saved prior to the game beginning. If a SAVE slot is erased, [EMPTY] replaces Kris's name instead when starting a new game in that slot. Kris is the only party member to not have a hurt sprite battle portrait when they receive damage. When Susie thinks about what Kris would do during the Ferris wheel scene in Chapter 2, one of the options is "Point and hearts come out," referring to Kris's ACT animation.
An ICE-E sightings report from a young Noelle, who screamed when she thought she saw the ICE-E on a pizza box wink at her. Dess burned out the eyes on the box, and Asriel suggested they bury the box. As Kris was about to bury it in the cemetery, Noelle fussed over potential zombies. They wore the box over their head and scared Noelle, and Dess hit Kris before throwing the box instead in response. Two from Noelle's blog:
A private post from Noelle, reminiscing about how Kris used visit and play with her. They would suddenly stop and play the piano instead. If she watched, they would stop playing. The URL for this post seems to imply that Kris inherited the Dreemurr's last name, making their full name Kris Dreemurr.
A private post written by Noelle. She mentions how Susie had been actively bullying Kris, though she notes that Kris seems "oblivious" to this and that they do not inform Toriel. It describes an incident after school where Kris was asleep at their desk, and Susie started to bully them for using apple-scented shampoo. When she threatened them as she bit an apple, Kris suppressed a laugh. With their "gamer reaction speed" they deflected, caught, and bit into the apple she threw. Susie immediately grabbed them by the hair and commented how she believed Toriel would soon be tired of them and be happier if they were to disappear. Noelle notes that Kris had quietly responded back, and Susie abruptly left. Afterwards, Kris finds Noelle in her locker, only to slowly close the door and leave.
Kris is protective of Noelle because her sick father told them to keep an eye on her since he can't protect his little girl, thus Kris feels responsible of his childhood friend.
The player is basically a cosmic entity that interacts with the world via Kris's soul...
- #4Noelle
Keys: Noelle
Noelle Holiday is a Lightner from Hometown. Noelle is one of Kris's classmates, as well as their neighbor and childhood friend.
She plays a minor role in Chapter 1, but becomes a major character in Chapter 2, where she temporarily joins the party during Cyber City.
Noelle lives on the northwest side of Hometown with her mother, the Mayor, and her father, Rudy, who is currently in the hospital with an unnamed illness.
Also known as Angel (Addison and Spamton) Hochi Mama (Spamton) holidaygirl1225 (Spamton Sweepstakes) First Appearance Hometown Relationships Rudolph Holiday (father) Mayor (mother) Dess Holiday (older sister; unknown) Susie (friend; ally; classmate; love interest) Berdly (friend; ally; academic partner; classmate) Kris (childhood friend; ally; classmate; neighbor) Asriel (childhood friend) Queen (friend; ally; former enemy)
Appearance Noelle is a reindeer-like monster with short brown fur, a red nose, freckled cheeks, and prominent front teeth, as well as a pair of small antlers atop her head. She walks upright, and has long golden blonde hair. She wears a red and green checkered sweater with dark grey sleeves and a dark grey skirt.
In the Dark World, her hair becomes pale blonde and her fur obtains a pinkish tone. She also wears a long white dress/robe with a hood and ample sleeves but her smile turns into a straight face/frown.
Personality Noelle is friendly and cheerful, but also very timid, and sometimes has trouble saying what she's thinking. She apologizes often, and stays quiet about her feelings, such as her possible crushes, or her distaste for Berdly, out of fear. Her father says that "everything scares her," and describes her as "defenseless." According to him, she has a fear of humans hiding under her bed. This was made worse (or started) by Kris's repeated attempts to scare her when they were younger, including at least one time they hid under her bed. She shows to be more honest to Kris when it comes to her feelings and often yells at them when they pull pranks on her. She becomes more brave and less fearful from Chapter 2, during the time she spends with Kris in the city. Noelle apparently has tendencies of masochism, particularly fantasizing about Susie bullying her for various things (e.g. Susie pushing her over and laughing at Noelle for asking Susie to ride with her on the Ferris Wheel).[1]
However, Noelle does have brash moments that push aside her shy behavior. An example of this was when Berdly admits that he may have feelings for Susie, which causes Noelle to angrily shake him since she has a crush on Susie as well.
Main Story History Noelle grew up in Hometown with a loving father and a strict mother, and was very close with her older sister, Dess. As a child, Noelle and her sister became friends with her neighbors Kris and Asriel Dreemurr, and the four of them would often explore the forest around the graveyard together. One day, however, an unspecified tragedy occurred, and it is implied that Dess either died or went missing.
At some point, likely when she was quite young, Noelle nearly won a spelling bee, but froze up and couldn't speak when spelling the word "December", which handed the victory to Berdly. While unclear, it is implied that the word "December" is related to Noelle's sister Dess, likely being her full name.
Chapter 1 When Kris enters the classroom at school, Noelle offers to let them join her class project group with Berdly. She attempts to ask Alphys for permission but is interrupted by Berdly, who speaks for her by saying that she and Berdly are "FINE being alone," and also by Susie's abrupt entrance into class. Later, when Alphys realizes that she is out of chalk to teach that day, Noelle volunteers herself (and Susie) to get some. This too is unsuccessful, as Kris is sent by Alphys to accompany Susie instead. If Kris talks to her prior to leaving the classroom, Noelle tries to comfort them, saying she doesn't think Susie is so bad.
After Kris returns from the Dark World, Noelle can be found visiting her father Rudy in the Hospital. Rudy gives his daughter advice on how to confess her feelings to Susie, but she is skeptical of his methods. As she leaves, she is caught off guard when she notices Kris in the doorway.
If Kris talks to Noelle after visiting her father in the hospital, they learn that she is locked out of her house, but doesn't want to bother her mother, the mayor of Hometown. At this point, if Kris mentions Susie, Noelle becomes eager to ask questions about her.
If Kris tells Noelle that Susie is nice, she becomes relieved and excited. If Kris tells her that Susie is terrible, she becomes shocked, and offers to trade class project partners with Kris. If Kris tells her that Susie eats chalk, Noelle asks if Kris knows what color chalk is her favorite, before realizing that giving her a lunchbox full of chalk probably isn't a great gift. If Kris tells her nothing, she says that she helps Kris all the time, but Kris isn't giving her information. She keeps asking questions about Susie, before deciding that it isn't her personal business. If Kris tries to talk about Susie again, Noelle starts to ask something but quickly decides Kris definitely does not know the answer. Noelle voices concern for Kris's well-being, but also acts off-put, or even scared by them. She expresses bewilderment at Kris being so talkative, noting they are usually more of the quiet type.
Chapter 2 The next day, Noelle attempts to volunteer to read in class, only for Berdly to interrupt her and volunteer instead. After class, Noelle startles Kris and Susie by walking up to them just as they are preparing to enter the Dark World to invite them to study at the Library with her and Berdly. Susie awkwardly accepts. If Kris talked to Noelle about Susie in Chapter 1, Noelle nervously gifts Susie a lunchbox of chalk before running off. However, when Kris and Susie arrive at the library, it becomes apparent that Noelle and Berdly have fallen into a new Dark World in the computer lab.
In the Cyber World, Noelle is captured by Queen, who intends to recruit Noelle to her cause of world domination. At the end of the Cyber Field, Noelle is pitted against the party on a roller coaster, but promptly replaced by the more eager-to-please Berdly. Noelle escapes and attempts to hide from Queen.
Later, Kris finds Noelle in the City, and she joins Kris's party during the area while they help her hide from Queen and Berdly's antics. This culminates in Noelle's recapture by Queen (alongside Kris, Susie, and Berdly), and she is sent to her own room in Queen's Mansion. Susie comes to rescue her, convinces Noelle that she's dreaming, and the two share a Ferris wheel ride that takes them to the roof of the mansion. Once the ride is over, Susie leaves Noelle with Berdly and rejoins Kris and Ralsei. Berdly then proclaims to a bewildered Noelle that he was leading her on and does not actually have a crush on her, instead having a crush on Susie. Noelle, enraged, promptly starts shaking Berdly.
Berdly and Noelle are recaptured by Queen off-screen, who attempts to persuade Noelle to become a new Knight. After the party fights GIGA Queen, Queen threatens Susie in attempt to force Noelle to open a dark fountain, but Noelle stands up to Queen and refuses. Queen responds to this by asking Noelle to choose for herself whether she wants to stay in the Dark World or the Light World. Noelle and Berdly each consider maintaining the Library Dark World before Ralsei reminds them of the Prophecy – in particular, a new portion regarding the Roaring. Hearing this, they decide against making a new fountain, and Queen allows Kris to seal the Cyber World's fountain, after which everybody wakes up in the computer lab. However, Noelle still appears to believe that the Dark World was all a dream.
Noelle again visits her father in the hospital afterward, and can be visited by Kris and Susie.
Snowgrave Route On the Snowgrave Route, Kris, controlled by the player, uses their time with Noelle to help her become "stronger" through killing enemies with her Iceshock spell. Noelle is then coaxed into stealing the Freeze Ring from a shopkeeper, causing her to become more ambivalent towards killing enemies, subsequently becoming brainwashed into thinking Kris is making her stronger.
Eventually, Kris and Noelle encounter Berdly, whom Noelle initially does not recognize. Berdly, who becomes worried for Noelle's well-being, engages in a battle, and the player forces Noelle to use SnowGrave, a spell she does not know. This causes Berdly to become encased in a massive ice crystal. After this, Noelle leaves the party in a depressed daze, and is not seen again (except for a short interaction she has with Susie off-screen) until she seemingly finishes off Spamton NEO with an ice attack. Kris seals the Dark Fountain alone, and the party wakes up in the computer lab. Berdly does not wake up.
Noelle has different dialogue in the hospital. She is more controlling of the game she plays with Rudy, and suggests using Ice Shock on the Ice Palace boss (in comparison to suggesting Fire shock in the normal route). When she and Kris leave the room, she begins to question whether or not the events that happened earlier were real or not, eventually finding out they were real (especially if Kris is wearing her watch afterwards).
Noelle's title changes depending on the player's actions.
When Noelle joins the party, her title is "Snowcaster". After using IceShock, her title changes to "Frostmancer". If she is equipped with the Thorn Ring on the Snowgrave Route, her title changes to "Ice Trancer". If Kris finds the moss in Cyber City while Noelle is in the party, her title changes to "Moss Neutral".
When doing a spell, Noelle crouches and proceeds to stand up with her hands up together with white sparkles coming out.
Heal Prayer Costs 32% TP. The same spell used by Ralsei, heals 5 HP for every 1 Magic stat she has on the selected party member. "Heavenly light restores a little HP to one party member. Depends on Magic."
Doing this conjures green sparkles on whoever is being healed.
Sleep Mist Costs 32% TP. Similar to Ralsei's Pacify, but costs more TP and is cast on all enemies. If enemies are tired or sleepy, Noelle can cast this spell to instantly SPARE them. "A cold mist sweeps through, sparing all TIRED enemies."
Doing this conjures swirling clouds on enemies.
IceShock Costs 16% TP, 8% TP if Thorn Ring is worn. An attack that does a significant amount of damage. Notably, this attack freezes enemies solid instead of allowing them to flee. After finding Noelle, every enemy encountered in Cyber City must be frozen with this attack to access the Snowgrave Route. "Deal magical ICE damage to one enemy."
At the end of the Snowgrave Route when Kris (or the player) calls Noelle for help, she presumably shows up after the screen goes dark and casts three IceShock spells on Spamton NEO.
Doing this spell creates blue stylized snowflakes on enemies.
N-Action Does not cost TP. It is a variant of Susie's S-Action where Noelle does Kris's selected act, much like paired ACTs except that Noelle can choose to do it with another enemy.
Doing this makes Noelle point forward with hearts and stars coming out like Kris.
SnowGrave ... Fine! You want to see what happens so bad? Watch what happens when I cast a spell I don't know!
Noelle, after pressured to use SnowGrave
Costs 200% TP, 100% TP if Thorn Ring is worn. A spell that does an overwhelming damage to all enemies when used, labelled "Fatal". Can only be unlocked by fighting Berdly on the Snowgrave Route, and kept by defeating Berdly with IceShock or melee attacks. "Deals the fatal damage to all of the enemies."
When used on Berdly, a unique animation is used.
When used on normal enemies, a unique death animation is used for enemies killed.
Relationships Rudy Holiday Rudy is Noelle's father. Noelle and her father have an incredibly close and loving relationship. The two often play video games together, with one named Dragon Blazers III that Noelle is waiting to complete with him. She regularly visits Rudy in hospital, though he wishes that in return, he could be around to protect her. She seems upset when Rudy asks her not to wait for him to beat Dragon Blazers III in Chapter 1, implying she worries greatly about his health, but is quickly cheered up when he instead requests that she bring it to the hospital. She does so in Chapter 2.
Kris Noelle and Dess grew up with Kris and Asriel, and the four of them often used to play together. Kris had a reputation for pulling pranks on Noelle, such as hiding under her bed to scare her or putting ketchup on their arms and faking their death to shock her, but was often swiftly reprimanded by Dess. However, after Dess had gone, the two began to grow apart and Noelle started spending more time studying with Berdly. Despite this, she is still on cordial terms with Kris and is one of the only classmates who makes efforts to be considerate.
During Chapter 2, Noelle opens up more to Kris when circumstances lead them to travel Cyber City together and, depending on the player's choice, she will once again consider them friends. However, during the Snowgrave Route, Noelle develops an apparent fear of Kris and their pressuring behavior, as upon spotting them in Hometown, she runs away. In dialogue afterward, it is mentioned she knows something is off with Kris, suggesting she's becoming aware of the player's influence over them.
Susie Noelle has a crush on Susie that she is nervous about, and thus tries to hide it. She does not talk about it to anyone, except for her father, though her dialogue with Kris still makes hints towards her crush. Susie is oblivious to Noelle's crush. However, in Chapter 2, she in turn starts opening up to Noelle over the course of their adventure in the Dark World – though she insists to Noelle that it was just a dream after they manage to return to the Light World.
While Susie has never bullied Noelle outright, Noelle seems to hint at liking to be bullied by her, as she insisted on asking Alphys to switch partners so Kris isn't the one being pushed against lockers. She also blushes when she thinks about what Susie would do if she asked her to ride the Ferris wheel with her. She talks about how Susie would probably push her to the ground and laugh at her, and she soon forgets what they were talking about.
Berdly Berdly is Noelle's academic partner. During Chapter 1, Berdly seems to respect her, calling her the "second smartest student". Though Noelle doesn't seem to like him much in return, she speaks nicely to him.
When they were younger, they both participated in a spelling bee. After Noelle froze up on the last word ("DECEMBER") and was unable to speak, Berdly won, and received a reputation of "being smart". In reality, Noelle helps him study, and without her, he wouldn't be the "number one student".
In Chapter 2, they both team up with Queen (though Noelle doesn't want to, and Queen is actually running away from Berdly). After revealing his affections towards Susie, Noelle begins shaking Berdly out of shock. Despite this, Noelle doesn't want harm to come to him (although she freezes him on the Snowgrave Route, but it's implied she didn't see what happened after she used SnowGrave), and Berdly is shown to care about Noelle, viewing her as his friend.
Mayor Holiday Mayor Holiday is Noelle's mother. Although Noelle seems to love her mother, she is not as close with Mayor Holiday as she is with Rudy, and she dislikes bothering the Mayor while she is working. Rudy says that Noelle's mother is "hard on her", which is likely a factor in this.
Dess Dess is Noelle's older sister. They are implied to have been very close, as Noelle says she used to watch (scary) movies with her and that Dess consoled her when she was scared. They used to hang out together with Asriel and Kris.
Asriel Asriel and Noelle seem to be friends and have a good relationship with each other. During a walking sequence with Kris, Noelle states that when they were kids she along with Asriel, Kris, and her older sister Dess explored the forest behind the graveyard and found nothing interesting and that she remembered crying when she got scared and wiping away her tears with Asriel's jacket.
Queen Queen and Noelle meet during Chapter 2. Through the entirety of it, Queen treats Noelle like a daughter, calling her things like "sweetie", "honey" and "gravy". Throughout the chapter, Queen had attempted to force Noelle to become her peon, but it is later shown that deep inside, the Queen actually cared very much about her and just wanted to see her happy. At the end of the chapter, she is shown to understand Noelle better and says goodbye to her and the rest of the main characters.
Noelle also wears red and green in the overworld, colors often associated with Christmas. Noelle offers Kris a candy-cane pencil and "one with lights on it," both of which are associated with Christmas. Noelle can use ice-based abilities against enemies in the Dark World; ice and winter are associated with Christmas. Noelle's mother, the Mayor, is described as being cold and hard on Noelle, as well as having the office air conditioned up to full blast. Noelle is a member of the Cross Country Team, along with Jockington and (formerly) Asriel. Noelle puts a box with a robotic-looking face painted on it on her head to hide her face from Queen in Cyber City. This is a subtle reference to the Queen's threats to roboticize Noelle's face. Noelle appears to dislike meat and enjoy eating vegetables, as shown by her reaction to eating Darkburger and Giga Salad, respectively. This could be due to the fact that real-life reindeers are herbivores. After Noelle obtains the FreezeRing in the Snowgrave Route, several of Noelle's battle animations change (specifically the animations for defending, attacking, being hurt, and entering/winning a battle).
found from the "HAVE YOU SEEN HIM??" banner, is an ICE-E recent sightings article report from a young Noelle. It describes how she was terrified of an ICE-E pizza box, and how Dess burned out the eyes. Asriel suggested that the box should be buried, and Kris had attempted to bury it in the cemetery. When Noelle expressed her fears, they turned around with the box on their face. In response, Dess hit Kris and threw away the box instead.
Noelle has an online blog with "holidaygirl1225" as her username. It is dedicated to "game secrets, glitches, and theories."
deltarune.com/code/comments/: Reveals that she was particularly in good terms with someone with "sports" as their username. deltarune.com/catpetterz/: Noelle describes how "Cat Petterz 2" is one of her favorite games, and how she enjoyed modifying the game. However, an error message scared Noelle and caused her to punish her pets and discard eggs to avoid the text. deltarune.com/egg/: The post describes an incident where she received a "SPECIAL" white egg after waiting, hatching, and discarding multiple eggs. After she chose to treat it as a normal pet, it "left home due to happiness." She notes that she cannot remember the name of the egg. deltarune.com/kris_dreemurr_kris/: A private post of Noelle reminiscing about when Kris used to visit her house to play with her, then would suddenly choose to play the piano. When she noticed they would stop playing when she watched, she chose to wait instead. While she sometimes questioned her friendship with Kris, she still appreciates them playing the piano. Noelle mentioned how it "felt like a concert" when she closed her eyes. deltarune.com/bluecircle/: Reveals she frequently checks her spam mail in case she receives fan mail. When she received one that consists of only letters and numbers, she applied it to "Cat Petterz 2" as a modifier. It caused a single blue circle to appear, which would occasionally glitch, had atrocious stats, and multiplied too fast as the word "Congratulations!" kept repeating. She was forced to delete all of her pets. deltarune.com/the_n3w3st_g1rl_g1rl/: A private post from Noelle on how Susie had bullied Kris, and notes that they do not tell Toriel. In the post, she mentions how she tried waiting for Kris after school since they were still asleep, and had hid in her locker to keep an eye on the two. deltarune.com/icepalace_glaceir/: A post describing an implied softlock she experienced when she played "Dragon Blazers" as a child. However, she discovers a unique door in the area. Upon finding it, Noelle nearly screamed, but immediately reconsidered in case her mother heard and would turn off the game. She notes that the door is locked, and has not been able to find the key for it.
- #5Hometown
Keys: Hometown
Hometown is a town featured in Deltarune. It is fully accessible at the end of each Chapter, and is currently the only Light World area available. Across the town, there apparently lie portals to the Dark World. When Kris is in Hometown, it is not possible to SAVE or access the Config menu.
Overview Hometown is surrounded by a dense forest with golden yellow leaves. The bright coloration implies Deltarune takes place during the fall season. The town's road runs perpendicular from Toriel's House to the Mysterious Bunker. It branches into three east to west streets, with the exit southwest, past the Police Station. There is also a lake northeast of town.
Main Story Chapter 1 At the start of Chapter 1, Kris is sleeping in their bed. Toriel wakes them, complaining that they will be late for School.
If Kris chooses to go back to bed, they are transported directly to ??????. This is only possible if Chapter 1 was completed at least once.
Once Kris leaves the house, Toriel drives them to School. Kris arrives late, and Alphys mentions a group project, though everyone in class has a partner. Alphys instead assigns Kris with Susie when she enters. As Alphys is about to start the class, she realizes the chalk is missing. She requests Susie and Kris retrieve some from the supply closet. The two inexplicably get locked in the supply closet, and descend into the Dark World.
After the Eastern Fountain in Card Kingdom is sealed, Kris and Susie wake up in the unused classroom. Having spent so long in the Dark World, Kris has to walk home. At home, Toriel has prepared some "butterscotch-cinnamon pie." She informs Kris that it will be ready to eat tomorrow, and that they should not eat all of it.
After going to sleep, in the middle of the night, Kris falls out of bed. They tear their SOUL out, and toss it into the birdcage near their bed. With a wide smile and a red glint in their eye, Kris pulls out a knife, and the Chapter ends.
Chapter 2 In Chapter 2, Toriel barges into Kris's room with a blue-handled knife in an empty pie tin. She accuses Kris of eating the entire pie, then makes a lighthearted joke and informs them it is time for School.
Similar to Chapter 1, Kris can go back to sleep and get transported to Cyber World if Chapter 2 was completed.
Kris is the last student to enter class. They immediately fall asleep and wake up once the class ends. Kris and Susie visit Castle Town, and Kris transfers the Card Kingdom Darkners to Castle Town before they leave. The two go to the Library to start their project, only to find the Computer Lab shrouded in darkness. They leap in and enter Cyber World.
After returning from Cyber World and bringing its denizens to Castle Town, Kris and Susie walk home together. Toriel invites Susie inside, and the two prepare to make a pie. Kris informs and goes to the bathroom to wash their hands. After Kris runs the tap, they pull their SOUL out and trap it within the sink cupboard. Kris then opens the bathroom's window and falls out. Susie and Toriel do not hear this, due to the noise of the running water. When the pie is close to finished, Toriel realizes she left the sugar in the car, and goes to retrieve it. Moments later, Kris returns and reinserts their SOUL back in their body.
Alarmed from her findings outside of the house, Toriel invites Susie to sleep over for the night. Kris and Susie decide to pass the time by watching TV, although the two quickly fall asleep. Some time passes, and Toriel calls the police, reporting that her tires have been slashed. After the officer confirms they will visit, Toriel stays in the living room and reads a book. She later falls asleep, and the lights and TV are off.
In the middle of the night, Kris wakes up and once again rips their SOUL out, this time stashing it in the couch. They leave the door open, turn on the TV, and seemingly focuses on Susie. They then pull out a knife and rip open a Dark Fountain in the middle of the living room. Kris returns their SOUL as they fall back asleep while a black fog obscures the living room.
Toriel's house, the first and last location visited in Chapter 1 and 2, is the home of Kris, Toriel, and formerly Asriel. It is the northernmost location in the town. A tidy two-story home, it is surrounded by trees on three sides and has a driveway heading south, where Toriel's red van parks when she is home. A symbol similar to the Delta Rune, with the triangles reversed, appears above the front door.
The front door opens into the living room, a wide-open space with a TV, a book of hymns on a side table, and Chairiel, Toriel's living-room chair. The TV is dusty and seemingly underused, being unplugged in Chapter 1, although it is plugged in at the start of Chapter 2 and used at the end of Chapter 2. A landline house phone hangs on the wall between the Living Room and adjoining Kitchen.
The kitchen features a trash can emitting a floral scent, human- and monster-shaped cookie cutters, a stovetop not quite as clean as the one Toriel uses in Undertale, white fur in the sink drain, and a fridge with a picture of Toriel, Kris, and Asriel on it.
West of the kitchen, a stairway leads to the second floor, while a door leads to the restroom, which is stocked with body spray under the sink, two different shampoos in the shower, and a toilet in which Kris once placed a bath bomb.
Upstairs, a hallway contains a bookcase with several books on snails and one history book by Gerson Boom. Some crayons can be observed in a small table drawer, and a mirror reflects whoever passes it. The locked westernmost door in the hall is presumably Toriel's room, while a stairway to the east leads back down. A cactus stands beside a centrally-placed door leading to the bedroom.
The east side of the Bedroom contains Kris's belongings, while the western side was used by Asriel before he left for university. Between them, a carpet featuring the Delta Rune decorates the floor and a window in the north wall looks out on a beautiful day. On Asriel's side, books are boxed under the computer desk, music CDs and a game console are under the bed, and the drawer's contents change depending on which SAVE file is being used. Trophies line the walls above Asriel's bed, and star-shaped decorations glow in the dark. By contrast, Kris's shelves and walls are bare, their drawer contains only clothes, and the only visible personal belongings are a rusted birdcage in a battered red wagon. At the foot of the bed, a dark stain marks the floor.
- #6Eggman?selective
Keys: The Man
The Man is a mysterious character that can be encountered multiple times in Deltarune. He is always hidden from the player's view, making his appearance completely unknown.
He does not have any direct dialogue; instead, every interaction with him is described through the narration. The tree the Man hides behind is similar to the red-leaved trees that populate the Field and Forest in Chapter 1.
Profile Personality The narration only gives very brief and mundane description of the Man. He offers Eggs to Kris for unknown reasons. He does, however, seem friendly to them, as he is once described as "waving happily to [them]."
The Man is able to travel through both the Light World and the Dark World, but whether that means he is a Lightner is unknown.
Main Story Chapter 1
Between the room with the Starwalker Bird and the darkening room, there is a very small chance (1/50 or 2%) of entering a hidden place between the two areas. This area consists of a small path leading to a tree. The music is replaced by a simple piano melody and Kris is the only one present upon entering it, regardless of who is in their party at the time.
When inspecting the tree, narration states that "he" is behind it. Inspecting behind the tree reveals that there is a man behind it and that he offers something. If the offer is accepted, it is revealed to be an Egg. After that, inspecting where the man was reveals that he is no longer there. The area cannot be re-entered.
Chapter 2 If the man was met during Chapter 1, he appears in Hometown at the beginning of Chapter 2. When leaving the School to go to the Library, inspecting any car in the traffic points out that there is a man in it who waves happily at Kris. Inspecting a car once more reveals nothing about the man.
Regardless of the party's actions in Chapter 1, the man can be found in Cyber City's tree room. If the Annoying Dog cutscene has already played and the game is not on the Snowgrave Route, there is a 1/50, or 2% chance[1] when attempting to enter the Dog Dumpster room that instead Kris alone ends up in the tree room, just as before.
The tree room contains a low tree, in the same design as the one in Chapter 1, and the music is replaced with the piano melody again. When examining the spot behind the tree, the man offers another Egg to Kris. Once taken or declined, the man ceases to exist there, and subsequent examinations reveal that "there was not a man here." Exiting the area returns the party to where they came from. The area cannot be re-entered.
Trivia The track playing in the background of the hidden rooms is not present in the official Deltarune OST. It is known in the game files simply as "man.ogg." The track was originally created as a fan song titled "waltz of seccom masada" for the game Yume Nikki. It was part of a collection of songs called "made up yume nikkis" that was posted to Toby Fox's Tumblr.
- #7The Eggselective
Keys: The Egg
The Egg is a secret key item. It can be acquired from a man in the hidden area in Forest that the party may randomly encounter, as well as a hidden area in Cyber City from the same man behind the tree. If acquired, the Egg remains in Kris's inventory when returning from the Dark World. The Egg disappears from the inventory regardless of its use at the end of the Chapter.
Additional Uses In Chapter 1, the Egg can be put in Asgore's refrigerator. Checking the fridge again reveals there are "two Eggs inside the fridge."[1] If the Egg is dropped, one egg appears in Asgore's refrigerator instead.[2] This egg also appears if the refrigerator is inspected a second time without having the Egg.[1] In Chapter 2, the Egg can be placed in the basket of eggs in Sans's store. Susie also jokes about Kris "reverse-stealing" the egg. The Egg also disappears from the inventory after interacting with the top-right rack or bell in the store. Checking the "eggpile" shows that there are "more eggs than usual." The Egg can be dropped, which results in the unique text: "What Egg?" However, the Egg reappears in Kris's inventory if they reenter the Dark World. After speaking with Temmie in the classroom at the end of Chapter 2, if the egg is still in the inventory, she places an egg on the table if the Egg in Cyber City was found. Interacting with this egg displays the number of Eggs found in the game, regardless of what has been done with them. Trivia Unlike other items in the party's inventory, the Egg does not disappear or change into something else after Kris leaves the Dark World. Kris puts the Egg in Asgore's fridge or the basket of eggs without a prompt upon inspecting these objects. Pipis are occasionally referred to as eggs.
- #8Dark Fountain
Keys: Dark Fountain
Dark Fountains are power sources that give a Dark World form. Ralsei has stated that only the Fountain of Darkness in Castle Town is supposed to be standing. However, King and Queen state that the Knight has recently been opening new Fountains. If too many Fountains are open at once, an apocalyptic event called The Roaring takes place. Titans emerge from the Fountains to devastate both the Light and Dark Worlds. Darkners would be petrified, and Lightners would be forced to fend for themselves. The Light World would become a place of eternal night.
As such, it is stated by The Prophecy that three "HEROES" are destined to seal the Fountains to restore balance. Sealing a Dark Fountain results in reverting a Dark World to its Light World form.
The Knight and Kris are currently the only known entities known to have opened Dark Fountains. However, any Lightner could potentially open their own Dark Fountain. This can be done by projecting their determination into a sharp object and piercing the ground. Berdly comes close to doing so near the end of Chapter 2, but is swayed against it by Ralsei's warnings.
Immediately after being opened in the Light World, a Dark Fountain takes the form of an opaque black fog that seems to fill the room the fountain was opened in.
Fountains Fountain of Darkness The Fountain of Darkness, also referred to by Ralsei as the "Grand Fountain," towers above Castle Town. It is visible at or near Ralsei's Castle. In Ralsei's prophecy, he states that the Fountain of Darkness "gives this land form." It can also transform Castle Town if Kris recruits Darkners.[3] Darkners who leave the Dark World that they originate from quickly grow weak, before turning into stone statues. The only exception to this effect is the Dark World shaped by the Fountain of Darkness. As Ralsei puts it, the Fountain of Darkness is "made of pure darkness," allowing all Darkners to persist.
Eastern Fountain The Eastern Fountain is the second Dark Fountain that Ralsei mentions in his prophecy, created by the Knight and threatening to upset the balance of Light and Dark. Reflecting the school's unused classroom, it stands at King's Card Castle, and is closed using the power of Kris's human SOUL at the end of Chapter 1.
Library Fountain The Library Fountain is the third Dark Fountain encountered in Deltarune, and the primary fountain of Chapter 2. The fountain is opened in the library's computer lab, and creates an electronic-themed Dark World known as the Cyber World. After travelling through the Cyber World, Kris uses their SOUL to seal the fountain.
The Library Fountain was opened by the Knight on the same day as Chapter 2.
- #9Pls edit this to your liking
Keys: Castle Town
Castle Town is in the School's Closet Dark World. It houses Ralsei's Castle and the Fountain of Darkness. It is unique in its ability to host Darkners from other Dark Worlds.
Initially, Ralsei is the only inhabitant. At the start of Chapter 2, Kris transfers residents of Card Kingdom to Castle Town. With the town populated and transformed, the name in the SAVE Point and the theme changes to My Castle Town.
In Chapter 2, the Rudinn in front of Party Dojo refers to Castle Town as "[PLAYER]Town." "[PLAYER]" is the player's name, as provided in the Introduction or upon starting Chapter 2 without a Chapter 1 SAVE file.
Located in Dark World Inhabitants Ralsei, Dummy, Recruited Darkners (notably Lancer, Rouxls Kaard, Seam, King, Queen) Locations Training Area, Town Square, Party Dojo, Seam's Shop, Top Bakery, Café, Ralsei's Castle
Town Square In Chapter 1, Kris and Susie notice that the center of Castle Town has four vacant buildings. Each building's exterior is black, has two windows, a door, and the roof curling towards the town's road. If Kris inspects any of the buildings, all four appear to be shops that are locked, with no one present. The signage from bottom left, top left, bottom right, and top right for each shop depicts a different icon: a sack, a sword, a question mark, and an inn. After the buildings is a SAVE Point, and the entrance to Ralsei's Castle.
At the start of Chapter 2, the Town Square is the same until Kris returns with the Card Kingdom Darkners. The area itself expands to accommodate the residents. The buildings also transform from its uniform appearances into ones with distinct features. The sack icon shop becomes Party Dojo, the sword shop becomes Seam's Shop, the question mark shop becomes Top Bakery, and the inn becomes the Café. Near the SAVE point is an open manual that explains Recruits, Controls, and Item storage.
Initially, an assortment of Card Kingdom's denizens are scattered around the square. In front of Top Bakery, Rouxls Kaard wonders if Kris has also brought King. If spoken to again, he contemplates looking for a "New Employere" after Lancer announces that Rouxls will do all the cooking and cleaning.
In front of Party Dojo, a Rudinn welcomes them to "[PLAYER]Town," and expresses happiness. After Cyber World, Rudinn comments on the town's growth. If spoken to again, Rudinn has different dialogue.[1]
Southwest of the Party Dojo is a Rudinn Ranger and another Rudinn. The Rudinn Ranger proclaims the day as "National Ham Sandwich Day of Independence!" The Rudinn ponders if the Rudinn Ranger is enjoying life due to being at a "higher level." West of Seam's Shop is a Blue B Block who barks and states their appearance.
A Hathy is east of Top Bakery. She expresses liking the town. If Kris has inspected all four Hathy beds in Card Castle's Floor 3F, she has alternate dialogue.[2] After Cyber World, she is happy to see newcomers. East of the Café is a clean Rabbick, excited at the notion of a "clean start." After Cyber World, Rabbick sweeps with a smaller broom.
After returning from Cyber World, some of Darkners from there are present in Town Square. Southwest of the Party Dojo, Virovirokun and Rudinn reminisces about their encounters with the party, and comments on Noelle. West of Seam's Shop is a Werewire in a suit who is thankful, though intends to keep their appearance. Nearby Top Bakery, a Plugboy is also thankful, though dislikes the restaurant. A thankful Swatchling sweeps near the Café.
Training Area Located to the right of Castle Town's entrance, this area is used for Ralsei's training dummy in Chapter 1. However, Kris can decline on learning about encounters. Regardless of Kris's decision, Ralsei gives Kris a Manual. In Chapter 2, the dummy is still present. Kris has the option to hug the dummy if they have not transferred Card Kingdom's Darkners. Afterwards, Worm can be found eating the dummy's clothes. After returning from the Cyber World, an Addison can be found here selling free sample bites of the clothes that were previously on the dummy.
Sweet Cap'n Cakes's Music Room can also be found in this area if all enemies have been recruited in the Cyber World. In the Music Room, the party can play some tracks from the Chapter 1 and Chapter 2 OST. If they have not, Sweet Cap'n Cakes mention how they need more recruits to reopen their shop.
Mr. Elegance is also present in the area. After returning from the Cyber World, he mentions how they are rebuilding the area to be more board-like.
Going past the training area brings the party to the Great Door which leads to the Field in Chapter 1. In Chapter 2, the door seems to be permanently closed, and a Bloxer with three pairs of pants can be found there instead. After returning from the Cyber World, several NPCs can appear:
The Bloxer adds a fourth pair of pants if Tasque Manager was recruited. If Poppup, Tasque or Maus were recruited, but Tasque Manager was not, whichever were recruited wander around the door. If fewer than four cars were hit while driving with Queen, and no "lost animals" are present (whether because Tasque Manager was recruited or none of the animal Darkners were), a tiny walking car appears instead.
The Party Dojo, run by Jigsaw Joe, allows the party to attempt various challenges, which each yield various rewards. The challenges are in the form of battles that serve as minigames.
In Chapter 2, Seam's shop from the Field has been transferred to Castle Town. They are selling their usual wares. Kris can periodically converse with Seam for their advice. If Kris has found any Shadow Crystals, they can give it to Seam. If Sweet Cap'n Cakes opens their Music Shop, Seam replaces their Dark Candy stock with CD Bagels.
Malius and Lancer can be found in the Top Bakery. Malius offers the party to fix them or fuse multiple items into one. Lancer offers the party a free Lancer Cookie, but does not give the cookie if the party already has one, complaining that he needs to regenerate.
After returning from the Cyber World, Swatch banishes the Top Chef from the cafe, so he shows up in the bakery. If the party returned his repaired Top Cake in Chapter 1, Top Chef gives the party a Spin Cake whenever they do not already have one.
The Cafe is a building where the player can interact with their party's Recruits. Four different recruits can be placed at the three tables inside, and interacting with each of them can allow the player to learn more about their personalities. Depending on the composition of their placement, the recruits' responses to Kris interacting with them varies, although they mainly share their drink or snack preferences by attempting to voice their order if they lack any dynamics between them.
The initial composition of the recruits are a Jigsawry seated at the table closest to the broken jukebox near the northwest corner, a Rudinn seated at the table across it, and another Rudinn sharing the southern table with a Hathy, respectively seated west and east of said table.
Before visiting Cyber World, Top Chef runs the Cafe—he wanted to run the Top Bakery, but someone (Malius) is already working there, so he is serving pastries from the Cafe instead. After returning from Cyber World, Swatch takes over the Cafe and banishes Top Chef to the Top Bakery. Interacting with whoever is currently manning the counter gives the player the option to check their current recruits and change which are currently placed in the available seats.
If the party returned his repaired Top Cake in Chapter 1, Top Chef gives the party a Spin Cake whenever they do not already have one.
Tasque Manager, a Tasque, and a Swatchling appear in the Cafe if they are recruited in the Cyber World, separately from the placed recruits. As a result, Tasque Manager cannot be placed at a table, although additional Tasques and Swatchlings can.
Cliffs In Chapter 2, after Kris brings all objects from the unused classroom to the closet, Mr. Society can be found next to the cliffs. He mentions being unable to handle society and floats to the top of the cliff. If the party completed his blue checkmark quest in the Cyber World, the Hacker can be found here as well, mentioning how the Castle Town is nearly as good as the city he made in "Minecrap."
In Chapter 2, if the save file was not continued from a Chapter 1 save file in which Jevil was defeated, but Jevil has been defeated in any Chapter 1 save file, Jevil's Shadow Crystal and either the Jevilstail or Devilsknife can be found in a hole in the side of the cliff once Castle Town has been transformed into My Castle Town. These items can be found before visiting the Cyber World; after visiting Cyber World, it is only possible to retrieve the Shadow Crystal here if Spamton NEO was defeated.
- #10Dark World
Keys: Dark World
A Dark World is an alternate dimension inhabited by Darkners. The majority of Deltarune takes place in Dark Worlds.
Inhabitants Darkners
Locations Castle Town Card Kingdom Cyber World
Overview Dark Worlds are powered by Dark Fountains and inhabited by Darkners. Each Dark World represents the contents of the Hometown location where the Dark Fountain was created.
For example, the Hometown location of the Card Kingdom Dark World is the unused classroom. The classroom contains a rug similarly colored as the Field, a checkerboard corresponding to the Great Board, and a cupboard filled with playing cards similar to Card Castle. The Card Kingdom is inhabited by Darkners who correspond to the various items strewn throughout the unused classroom.
Darkners can only inhabit the Dark World from which they originate for extended periods of time. The exception to this is the Closet Dark World, because its Dark Fountain emits pure darkness. If Darkners do visit another Dark World, they turn to stone after remaining in it for too long, although they make a full recovery when returned to a compatible Dark World.
Lightners, on the other hand, are able to remain in Dark Worlds freely. They can visit Dark Worlds by entering their corresponding Hometown locations. Lightners have only been able to leave Dark Worlds via two methods: by sealing that world's Dark Fountain, and by using the Castle Town entrance.
Darkners can be transported between Dark Worlds by Lightners moving their Hometown counterpart objects, although so far only Kris has been shown to do this.
Curiously, Ralsei, Jevil, and Starwalker, who are presumed to be Darkners, are able to persist in other Dark Worlds without consequence, unlike other Darkners. Ralsei can also travel from one Dark World to another without the assistance of a Lightner. It's possible Ralsei is able to persist because he's from the Closet Dark World, and may be compatible with all other Dark Worlds because of this.
Several Dark World objects have much more mundane Hometown equivalents: Kris's weapons correspond to pencils or an Eraser, and the Shadow Crystal corresponds to a shard of Glass. However, some objects, such as Noelle's Silver Watch and the Egg, directly match their Hometown counterparts.
If Lightners receive harm in the Dark World, this is reflected in Hometown. This is reflected in the fate of Berdly based on what happens to him in the Cyber World. If Queen is defeated through violence in her battle, Berdly removes the plug on his face himself, electrocuting and burning his right arm; if he is injured this way in the Dark World, when he wakes up in Hometown he is unable to move his right arm. Similarly, if Berdly is defeated by the SnowGrave spell (which is labelled as "Fatal"), he does not wake up with the other Lightners after the Cyber World's Dark Fountain is sealed.
Main Story Chapter 1 Kris and Susie first enter the Dark World through a supply closet at their school. This Closet Dark World contains the one and only pure Fountain of Darkness. After defeating King and sealing Card Castle's Dark Fountain, Kris and Susie return to Hometown.
Chapter 2 The following day, Kris and Susie revisit the Closet Dark World. After meeting up with Ralsei and Lancer, allowing the inhabitants of the Card Kingdom to live on the Closet Dark World. However, as a result of the sealing in the previous chapter, the Card Kingdom can no longer be visited.
Later on, Kris and Susie (along with Berdly and Noelle) go study at the library only to find that it, too, harbors a Dark Fountain. This Dark World is ruled over by Queen. After defeating Queen, and sealing the Dark Fountain in her mansion, Kris and Susie return to Hometown once more.
In the middle of the night, Kris creates a Dark Fountain in Toriel's House, turning it into a Dark World.
- #11??????
Keys: ??????
?????? is the first area in the Closet Dark World that Kris encounters in Chapter 1. It is filled with eyes depicted on its walls, and pitch black fluids. In this area, there are entities referred to as "wobbly things" in the game files, and puffy mound entities. After completing the Chapter once, Kris can be transported directly to ?????? by going back to bed after Toriel wakes them up. This action skips the school intro and continues the game from ??????.
Main Story Chapter 1 After falling into the Dark World, Kris wakes up in ?????? without Susie. They traverse a long pathway that leads east. Although unnamed, Kris can see "wobbly things" that emit a sound and move when bypassing them. At the end of the path, there are walls depicting eyes and holes leaking black liquid. These holes are too dark to be described.
Kris slides down the cliff, and notices a branching path. The east path has a wall depicting two eyes with black liquid leaking underneath. This leads to the Eye Puzzle. The south is a dead-end containing a Glowshard.
Continuing east, Kris treads another narrow path. Here, they find "evil wobbly things" with a red outline. These shoot three harmful bullet circles and causes the SOUL to be visible.
After dodging the bullets, Kris finds the Eye Puzzle. There are three eyes illustrated on the wall and holes with sparks underneath them. Kris can darken the eyes by interacting with the sparks in the correct order. The easiest solution is Middle, Right. Kris solves the puzzle, summoning a glass pathway that they can cross.
Kris slides down another cliff. At the bottom, they enter an area filled with the puffy mound entities. Interacting with one causes it to burst. As Kris explores the area, a shadow traces Kris's vision, and they track it down. Kris interacts with the far east mound, and discovers the silhouette was Susie. Susie is baffled and confused at their predicament, and the two venture further east.
Shortly after, Susie notices a spade-shaped person on top of a pillar. This person shoots spade-shaped bullets at them. Kris and Susie successfully dodge the descending spades, and slide down a long cliff. As they descend, Kris continues to be targeted by horizontal spade bullets. Eventually, they land near Castle Town.
Chapter 2 Upon entering the School Closet, Kris and Susie are transported to Castle Town instead. This makes ?????? inaccessible.
After bringing the Darkners of Card Kingdom to Castle Town, Mr. Society can be found at the bottom of the cliff. Once Kris interacts with him, he levitates to this area.
- #12The Roaring
Keys: The Roaring
The Roaring, also known as the Dark Truth, is a part of the Legend of Delta Rune. It is explained by Ralsei at the end of the normal route of Chapter 2 to Queen, Kris, Susie, Berdly and Noelle, who are about to create more Dark Fountains, allowing them to live forever in the Dark World with all of their friends. In the Snowgrave Route, Ralsei explains only a summary of the Roaring. The Roaring describes an apocalyptic event where, if too many fountains exist at once, the world will fall into chaos. Beings known as the Titans will spawn and wreak destruction upon the land. All Darkners will eventually turn to stone like Lancer and Rouxls did in Chapter 2. The Lightners, in turn, will be left to fend for themselves in eternal darkness.
Speech on the roaring done by Ralsei: "When the LIGHT is subsumed by SHADOW When the FOUNTAINS fill the sky All will fall into CHAOS. The TITANS will take form from the FOUNTAINS And envelop the land in devastation. The surviving Darkners, crushed by the darkness Will slowly, one by one, turn into statues... Leaving the Lightners to fend for themselves Lost eternally in an endless night... Is that your idea of paradise?"
In the cutscene, a titan is shown in one of the depictions of the Roaring with eye markings that match those found engraved on the walls in ?????? After Ralsei's explanation of The Roaring, Queen explains that she was not aware of the consequences additional Dark Fountains would bring. King similarly also believes that making more Dark Fountains and letting them consume the world would allow Darkners to rule the world, seemingly unaware it would mean the end of Darkners and condemn the Lightners instead, implying that the Knight was giving them incomplete information. Despite this, Queen still refers to the Knight as the "Roaring Knight" when approaching her after freeing Berdly from her control, which occurs before she is aware of what The Roaring is at all. This could suggest that this specific moniker is self-given by them and that the Knight is trying to bring about the Roaring. Unlike with Queen, Ralsei has seemingly made no attempt to inform King about the Roaring, even after imprisoning him in Chapter 2. The reason for that is unknown.
Jevil seems to be the only Darkner besides Ralsei to know about the Roaring, as he tells the party after the end of his fight that the Knight's hand is drifting forward and hell's roar is bubbling from the depths, wondering if they'll be able to stop it.
- #13Shadow Crystalselective
Keys: Shadow Crystal · Secondary: Glass Shard
Shadow Crystal is a mysterious key item obtained from defeating a bonus boss in Deltarune (Jevil in Chapter 1 and Spamton NEO in Chapter 2). They can be given to Seam, who explains that the crystals may be found with powerful enemies, and that said crystals are invisible but still cast a shadow.
The Glass is the Light World form of the Shadow Crystal, separate from the Ball of Junk. It cannot be dropped, as "the thought of discarding it felt very wrong." Using the Glass makes Kris see through it, either seeing Susie glaring at them if she is following, otherwise seeing through their hand. Flavor Text Using the Shadow Crystal/Glass makes Kris see something related to the theme of that chapter's Dark World, or some kind of illusion in the Light World. This effect quickly passes and is not repeatable.
Shadow Crystal You held the crystal up to your eye. For some strange reason, for just a brief moment... [First use] You thought you saw toys strewn on the floor. [Card Kingdom] You thought you saw the computer lab. [Cyber World] ...but, it must've just been your imagination. [Follow-up, either] ... but nothing happened. [Second use, or Castle Town] It doesn't seem very useful. [Subsequent uses] Glass You looked through the glass. For some strange reason, for just a brief moment... [First use] You thought you saw through your hand. [Alone] You thought you saw Susie glaring at you, coldly... [Followed by Susie] But when you moved the glass away, You see her looking at you, smiling and making a rude gesture. ... but nothing happened. [Second use] It doesn't seem very useful. [Subsequent uses] (You didn't quite understand why...) [Attempting to drop] (But, the thought of discarding it felt very wrong.)
- #14Doll
Keys: Seam · Secondary: Shawm
Seam (pronounced Shawm) is a shopkeeper Darkner from the Card Kingdom.
Seam is only ever seen inside their shop. In Chapter 1, their shop is located in the Field. In Chapter 2, their shop is relocated to Castle Town.
Also known as Shawm The Old Shopkeeper (Jevil) First Appearance Field Relationships Jevil (Former companion) Three Kings (Ex-bosses) King (Ex-boss) Wares Dark Candy (40 D$) Darkburger (70 D$) Amber Card (100 D$) Spookysword (200 D$) CD Bagel (100 D$) (if all Cyber World Darkners are recruited)
Profile Appearance Seam looks like a stuffed toy cat, with a blueish-purple face, brown clothing and a fuzzy, orange scarf or ruff around their neck. Seam's nose is half a triangle, and on the top of their head lies a black patch that looks sewn on. Their left eye socket is empty and almost closed and the right one entirely replaced with a button. Sometimes the holes on it rotate. From beneath it runs a scar. Seam's lower body is never visible.
Personality Seam appears friendly and welcoming but mentions living through many awful things, notably the kingdom drowning in despair and the loss of close friend Jevil to something Seam can't quite describe. Due to this Seam has become hopeless and cynical. So nihilistic has Seam become that despite referring to Jevil's destruction as some of the greatest chaos the land has ever seen, Seam is willing to let the party release Jevil from prison, believing the end will come sooner or later whether they do or not.
Main Story History Some time before Kris and Susie arrive in the Dark World, Seam was the Court Magician working with Jevil, the Court Jester. One day, however, Jevil met a "strange someone," and his personality began to change. Soon, Jevil became insane, and Seam was forced by the four Kings to lock him away. Seam claims that Jevil's "strange words" have made their view of the world "darker, yet darker" ever since.[1]
Chapter 1 During Chapter 1, Seam has set up a shop selling "odds and ends" collected over the years. After meeting Jevil, the party can ask Seam about him. Seam explains the circumstances of Jevil's imprisonment, but believes that the party could possibly take care of him once and for all. With this, Seam gives the party Broken Key A and tells them to "walk where the stars don't shine" as a clue to the whereabouts of the next key piece.
After Jevil is defeated, and the party talks to Seam once more, Seam opens up about the past and is surprised when told Jevil has been defeated. Seam acknowledges the party as "heroes" while warning them that there's more to come.
If the party gets past King without harming anyone, Royal Coat Rack appears among the celebrants at Card Castle. They mention that they asked Seam to come as well, but there was no interest.
Chapter 2 After Kris gathers up all the items from the unused classroom and bring them into Castle Town, Seam appears in a new shop. They greet the party with nonchalance.
If Jevil has been defeated previously, Seam notices that Kris received a Shadow Crystal from him, and explains that they can do something with these crystals if the party gathers more of them by defeating bonus bosses.
After a journey from the Cyber World, Seam comments on the arrival of newcomers in Castle Town. If the secret boss has been defeated, Seam points out that the party got a Shadow Crystal from the fight.
If both Shadow Crystals are obtained during Chapters 1 and 2, Seam hints that the Lightners' next opponent may be their end, and that the only way to defeat them is with the Shadow Mantle, which they attempt to give the party but finds they can't find it at all.
Dialogue Hee hee... Welcome, travellers. [Upon entrance] Take your time... Ain't like it's better spent. [Upon exiting a menu] Buy What do you like to buy? [While purchasing] Thanks for that. [On purchase] Not enough money. [Not enough D$] Thanks, it'll be in your STORAGE. [Full inventory] You're carrying too much. [Full inventory in Chapter 1/Full inventory and storage] What, not good enough? [Refuse buy] Sell What kind of junk you got? [While selling] Alright, give me an ITEM. [Items] What WEAPON will you give me? [Weapons] What ARMOR will you give me? [Armors] You don't have anything! [Empty in Items/Weapons/Armors] Thanks for that. [On sell] Y'think I WANT that? [Jevilstail/Devilsknife in Chapter 2+, Manual/Dealmaker/Puppet Scarf/Thorn Ring] That's nothing. [Empty slot, Jevilstail/Devilsknife in Chapter 1] That's it for that. [All Items/Weapons/Armors] No? [Refuse sell] Talk Don't have anything better to do. Field [About yourself] The name's Seam. Pronounced "Shawm." And this is my little Seap. Ha ha ha ha... Over the years, I've collected odds and ends. 'Course, I've no attachment to any of it. It's just a hobby of mine. Around here, you learn to find ways to pass the time... ... or go mad like everyone else. [Lightners] Long ago, the Darkners lived in harmony with the Lightners. They were like Gods to us. Our protectors. Our creators. Those who gave us purpose... Then, one day we were all locked away in this prison... And the Lightners never returned. Embittered, the King took up arms, and aims to take revenge upon the Lightners that left us behind. 'Course, even among his troops, some still distantly hope the Lightners will return... [Kingdom] Historically, this land was ruled by the Four Kings, from CARD CASTLE to the East. But, recently, a strange knight appeared... And three of the kings were locked away. The remaining king put him and his strange son into power. This land hasn't seen THIS much chaos since... Ha ha ha... Well, you don't need to know about THAT. [We're legendary] Ha ha ha ... So you are the "heroes" who are going to seal our Fountain? Ha, good luck. It makes no difference to me. Neither Light nor Dark hold a future for a Darkner in my condition. [Strange prisoner] Eh...? What are you talking about...? A prisoner with an odd manner...? ... No, you couldn't possibly be talking about HIM...? ... I see. After all the trouble I went through to lock him up, you want to release him? ... Hmm, now that you mention it, it could be troublesome if he was left alone... Yes, perhaps it's better if you heroes dealt with him now...? After all, it's not as if whatever happens, will matter in the end. Perhaps a little chaos might be fun. So then, take this. [Narrator] (BROKEN KEY A was added to your KEY ITEMS.) If you're so driven, find the other two pieces, and get someone to fix them. I'll even give you a hint - Walk where the stars don't shine. Anyhow, if you succeed, come back here and tell me! Good luck!! If you can call THIS luck... No, it's more like a curse...! [Strange prisoner] Trouble opening the door...? Ha ha ha, well, whether you can or not, it doesn't matter to me. But here's a hint - walk where the stars don't shine. [Strange prisoner, after opening Jevil's cell] You already opened the door...? Ha ha ha... I almost wish I could watch! Tell me what happens! Ha ha ha... though, I suppose if you don't come back, I'll understand, too! [About JEVIL] He... was a funny little man. Once, the court jester. I, the court magician. A friend...? Could I consider him a friend...? Perhaps, perhaps not. But he was the only one who matched me in the games we used to play. One day, he met a strange someone... and since then, he began to change. He started saying bizarre things that didn't completely make sense - But didn't completely not make sense, either. Soon, he began to see the world as a game, and everyone as its participants. As the court mage, and his only companion, I was forced to lock him away... Or, rather, lock US all away, in his own words. Since that time, the strange words he's said have stuck inside my cotton... And my view of this world has become darker, yet darker. Reflecting on these old memories, I think, perhaps - I miss playing games with him. And I wonder, if I hadn't been asked to lock him up... Would I have found a little more purpose in my life...? [We won] You defeated him!? You REALLY defeated him!? I see... perhaps you three may truly be "Heroes" after all... But JEVIL was just a taste of what you'll face from now on. One day soon... You too, will begin to realize the futility of your actions. Ha ha ha... At that time, feel free to come back here. I'll make you tea... And we can toast... to the end of the world! Castle Town [Beginning of Chapter 2, without defeating Jevil in Chapter 1] Hmm... so we are now in the Castle Town. Well, now. It makes no difference to me. As long as I stay in my shop, these walls won't change. ... But. In a way, I suppose it's just a little bit amusing to see you again. I'm sure you three will have an interesting journey. Me? I'll just be here offering the same old junk. As you find stronger treasure, I'm sure you'll have little reason to return here. But if you have some time, I'll offer you a biscuit and a hint! [Before seeing Susie's room in Ralsei's Castle, after Seam's first dialogue] The little prince has something to show you in his castle. Well now, are you going to turn down a royal invitation? [After seeing Susie's room in Ralsei's castle, after Seam's first dialogue] If I were you, I would head home to the LIGHT WORLD. Of course, I'm not you. So, I'm staying right here. By the by, I can't offer any advice when you're not here... So I'm not sure my hints will be much use after all! Ha ha! [Beginning of Chapter 2, after defeating Jevil in Chapter 1 or collecting one of his items from the west of the Castle Town if available] So we are here now, in a new world. And right off the heels of defeating that clown... Incredible. ... Oh? What's that? It seems like he gave something to you. That's right... You must not have noticed it. That Crystal... It's nearly invisible, but you've been holding it this entire time. Here, I'll take it off your hands and appraise it. ... Incredible! To think he had a Shadow Crystal... Shadow Crystals, so called because you can only see their shadow. ... Call it a premonition, but I get the feeling you may find more of these... ... If you continue to defeat stronger adversaries like him, that is. If you can gather more Shadow Crystals, bring them here! I'm sure I can stitch together something incredible for you... [After starting Chapter 2 from a fresh save file and having defeated Jevil on a previous Chapter 1 save file, then collecting one of his items from the west of the Castle Town, after already talking to Seam in Chapter 2] Ah, yes, that's right. It didn't occur to me until just now, but... You three defeated that clown last time, didn't you? ... Oh? What's that? It seems like he gave something to you. (From there, the dialogue is the same as above.) [Talking again after either of the above 2 dialogues] If you can defeat more strong adversaries, you may find more Shadow Crystals. Try your best! It may be tough, but I'm sure it will be worth it! (The above dialogue overrides any other dialogue in the beginning of Chapter 2.) [After Chapter 2, without any Shadow Crystals] There are many fresh faces in town, I see. It warms this old fluff to see such hope. I was even surprised to see the Queen again. Same as ever... Well, aren't we all. [Talking again, after recruiting at least 9 Darkners in Chapter 2] Those young men have made an interesting shop. They're leaving the bagel business, so I have the rest of their remaining stock. ...By the by, it's growing late, isn't it? You should hurry home once you finish your business here. You don't want to get caught when the sun goes down... [Talking again, if fewer than 9 Darkners were recruited] Those three young musical men are thinking about setting up a shop here. I'm sure you'd appreciate having an option other than me, ha ha. ... By the by, it's growing late, isn't it? You should hurry home once you finish your business here. You don't want to get caught when the sun goes down... [With Spamton NEO's Shadow Crystal, but without Jevil's] ...What is that? It appears you have a Shadow Crystal. ... Unfortunately, I believe that you are missing one from your previous adventures. ... But, are you sure? Are you sure you didn't defeat that clown...? Perhaps... You just haven't remembered that you had yet. That's right, as long as you ever defeated that enemy in the past... Then perhaps, even now, that Crystal might turn up somewhere close... Perhaps! [After collecting Jevil's Shadow Crystal from the west of the Castle Town] Aha! Another Shadow Crystal! You found it... You can't see it, so perhaps you didn't notice... Didn't you defeat him? Didn't you defeat Jevil? Here, I'll take that Crystal. Now, you have collected 2 of them! Huzzah! [With Spamton NEO's Shadow Crystal, after already giving them Jevil's] Well, what have we here! You managed to find another Shadow Crystal... Oh, is that so? That salesman had found the crystal in the old machine...? I wonder... if perhaps, long ago, that old machine was very important to someone. A certain Lightner, perhaps... or maybe it's just a hunch. Haha! At any rate, it's truly unfortunate a Darkner decided to steal that power... Or, is it fortunate? Because of that, you found a new Crystal. Here, let me hold on to that for you. Ha ha ha! [Talking after giving them 2 Shadow Crystals] You have collected 2 Shadow Crystals. But don't let down your guard. I feel your next opponent may be... hm. In reality, it may be impossible to win. ... Unless you use the power of the Shadow Mantle. Here, it may look like an old scrap of cloth, but... ... eh? I can't find it. Did someone... take it...? Hahaha! Well now, there goes your one chance of victory! [Talking 2+ times after giving them 2 Shadow Crystals] You have collected 2 Shadow Crystals. Unfortunately, without the Shadow Mantle, at 2 you may remain. Fate is approaching... and it is not on your side. [After Chapter 2, if given Jevil's Shadow Crystal but without obtaining Spamton NEO's] ... It seems that you didn't get another Shadow Crystal. Hm. I understand. It's no small feat to fight an opponent that has one. ... Well then, forget it all. You're a Lightner. Don't take your life, well, lightly! Exit See you again... Or not. Ha ha ha ha...
- #15The Fieldselective
Keys: The Field · Secondary: The Field of Hopes and Dreams
Field, also known as "The Field of Hopes and Dreams," is an area with purple grass in the Card Kingdom. It consists of red-leaved trees and lengthy, twisting paths.
Great Door The Great Door is a gigantic black double door with ornate, gold patterns on the sides and a Delta Rune symbol at the center. It leads to Castle Town, though it remains closed for the entirety of Chapter 1. A SAVE Point is south of the Great Door. If Kris backtracks here after Susie joins the party, the SAVE Point's narration differs.
Great Door to Maze of Death There is a relatively linear path of rooms between the Great Door and the Maze of Death. Lancer's signs are also scattered throughout the Field. Each sign taunts the party as they traverse the Field. The party can also encounter a Rudinn before finding Lancer. In the first split path, Kris can go south to find a sign that attempts to misinform about the nearby Dark Candy tree. Kris can take two Dark Candies from it.
In a separate room along the path, the party finds Top Chef. He explains that he had prepared his Top Cake here until he exhausted himself and had to sleep. However, he woke up to Susie devouring the cake "like an animal" and had to spritz water at her to shoo her away. Kris can take a portion of the Broken Cake to get it repaired. If Kris returns it, Top Chef rewards the party with a Spin Cake.
The next room consists of a patrolling Rudinn paired with a Hathy, and a Dark Candy tree beside the path. The first clock puzzle is located here.
Maze of Death The Maze of Death is an area with slightly branching paths. Within it are more of Lancer's signs and "clobbered" Jigsawrys at the outskirts of two paths. If Kris goes west, there is a chest that contains White Ribbon. Upon opening the chest, Ralsei suggests Kris to equip it. If Kris chooses to immediately equip it to Ralsei instead, he is surprised and asks if it looks pretty. East leads to a lone Jigsawry, who warns the two of the "purple beast." At the end of the Maze, Lancer notices the two, and summons three Hathys to battle them. Kris and Ralsei clear the battle, as the enemy bullets were imbalanced.
Second Clock Puzzle The second clock puzzle is located between the Maze of Death and Seam's Shop. This puzzle requires three party members to solve, so Susie reluctantly rejoins the party. After the puzzle is solved, the locked door opens.
Seam's Shop Main article: Seam Seam's Shop is north of this path and a SAVE Point is on its right. Seam is a Darkner who resembles a stitched cat plush with a button eye. Kris can converse with them to learn about Card Kingdom and its Darkners' history with Lightners, and the Knight's actions. If Kris mentions that the party are the "legendary" heroes, Seam is indifferent to the future.[1]
Left of this area is Jigsaw Joe. If Kris talks to him, he asks if they want to purchase a tutorial for 50 Dark Dollars. If Kris does not have enough, he still offers to aid the party. If Kris repeatedly declines, Jigsaw Joe lowers the price to 1D$, and Ralsei offers to pay instead. Regardless of outcome, he leads them to the next room. The area consists of a "Donation Hole" and a group of puzzle makers who were also fired by King. They set up a tutorial business "to make ends meet," and provides information about Kris, Susie, Ralsei, and TP. Kris can choose to donate 1D$ to the Donation Hole so it can become "Full."
After Kris converses with Jevil, they can return here to ask Seam about Jevil. Seam then explains their history, and that the Door Key must be repaired. They provide a hint for Broken Key B,[2] and gives Broken Key A.
Seam's Shop to Great Board There is a small pathway between Seam's Shop and the Great Board. The Field Warp Door is located here, just right of Seam's Shop.
Just before the entrance to the Great Board is a block puzzle. While the puzzle is fairly simple, Rouxls Kaard has vandalized the instructions in an attempt to make it difficult for the party to solve it.
At the entrance to the Great Board, there is a north path that leads to a card suit puzzle. It has a set of spikes that blocks a chest that contains Broken Key C. Entering the suits in the same order as the Card Castle floors from bottom to top lowers the spikes. This order is Diamond, Heart, Club, Spade. The in game order is as follows - Diamond, Swap, Diamond, Spade, Swap, Spade.
Great Board Main article: Great Board The Great Board is a large area within the Field. While most of the Field's surface has the same texture as the rug in the unused classroom, the Great Board instead has a checkerboard surface.
The Great Board is a long narrow pathway surrounded by Ponmen. Various parts of the board surface flash white; stepping onto tiles that are flashing white causes the party to be warped backwards, to just before that group of tiles.
The Great Board connects to the Forest on its right side.
- #16Legend of Delta Rune
Keys: Legend of Delta Rune · Secondary: Delta Rune
The Legend of Delta Rune is a legend known among the Darkners in Deltarune. When Kris and Susie arrive in Castle Town for the first time, they meet a mysterious hooded figure (later revealed to be Ralsei) who offers to tell them the legend. Ralsei claims that the Prophecy was foretold by time and space. If Kris and Susie decline to listen to the legend, Lancer instead summarizes it when he intrudes.
After clearing a Chapter, it serves as the game's introduction when opening that Chapter from the game's main menu.
The Legend Of Delta Rune:
"Once upon a time, a LEGEND was whispered among shadows. It was a LEGEND of HOPE. It was a LEGEND of DREAMS. It was a LEGEND of LIGHT. It was a LEGEND of DARK. This is the legend of DELTA RUNE For millenia, LIGHT and DARK have lived in balance, Bringing peace to the WORLD. But if this harmony were to shatter... a terrible calamity would occur. The sky will run black with terror And the land will crack with fear. Then, her heart pounding... The EARTH will draw her final breath. Only then, shining with hope... Three HEROES appear at WORLDS' edge. A HUMAN, A MONSTER, And a PRINCE FROM THE DARK. Only they can seal the fountains And banish the ANGEL'S HEAVEN. Only then will balance be restored, And the WORLD saved from destruction. Today, the FOUNTAIN OF DARKNESS- The geyser that gives this land form- Stands tall at the center of the kingdom. But recently, another fountain has appeared on the horizon... And with it, the balance of LIGHT and DARK begins to shift..."
The Delta Rune is a symbol that appears in both Undertale and Deltarune.
In Undertale, Gerson tells the protagonist about a prophecy and how it relates to the Delta Rune symbol. Gerson states that the triangles represent the monsters below, while it is believed that the winged circle represents the Angel from the prophecy.[1] Undertale's prophecy (distinct from the Legend of Delta Rune) foretells that an angel will descend from the surface and bring freedom to the monsters who live underground. An alternate interpretation of this is that it is an "Angel of Death" who will "free" them from the mortal realm.
In Deltarune, no explanation is given for the meaning of the Delta Rune. The three triangles may represent the heroes of the prophecy — on the mat in Kris' room in Castle Town, the triangles on the Delta Rune are colored like the heroes: the left triangle is pink (like Susie), the right triangle is blue (like Kris), and the lower triangle is green (like Ralsei). It is possible the winged figure above them represents the Angel's Heaven, following a similar meaning to Undertale's one.
Although the legend is only mentioned by Darkners, it appears in Hometown in multiple ways. Portions of the symbol also appear throughout Hometown: The winged circle appears on top of the Hometown church and the cemetery gate. The complete Delta Rune emblem appears on the School's door, atop the door and the front mat of Toriel's House, and the rug in Kris and Asriel's room. Father Alvin and Rudolph Holiday mention the angel,[2] which seems to be a central figure in Father Alvin's religion.
- #17Card Kingdom
Keys: Card Kingdom
Card Kingdom is the Dark World located in the Hometown School's unused classroom. It is the primary setting of Chapter 1.
Main Story History According to Seam, King, and the Prophecy, Darkners once lived in harmony with Lightners. When Card Kingdom's denizens were locked and left in "this prison," King swore vengeance. Some Darkners however, hoped the Lightners would eventually return.
Initially, the land was ruled by the four kings from Card Castle. Many Darkners, such as the court jester, Seam, and Royal Coat Rack worked there. At some point, Jevil met a "strange someone," and his perception of reality changed. The kings requested his associate, Seam, to lock him away in a separate prison in Card Castle. Seam left Card Castle immediately after in favor of collecting wares for their shop.
Before Kris and Susie's arrival, the Knight appeared and opened the Eastern Fountain. Three of the kings were locked away, and the last remaining King put himself and his son, Lancer, to power. King immediately either fired or locked away the staff and puzzle makers. He appointed Rouxls Kaard as the new puzzle maker, and ordered Lancer and the other denizens to attack the Lightners.
Chapter 1 After Kris and Susie arrive in the Dark World, Ralsei tells them that a Dark Fountain has appeared to the east of Castle Town. It was prophesied that three heroes would seal that fountain.
The party eventually reaches Card Castle. However, Lancer has the party captured and thrown in the dungeon, afraid that they will hurt or be hurt by King. Susie eventually frees the rest of the party from the prison.
After defeating King, Kris seals the Eastern Fountain, causing Card Kingdom to no longer exist.
Chapter 2 When Kris and Susie first arrive in Castle Town, they find that Ralsei is the only resident. Ralsei tells Kris to go to the Unused Classroom, and gather everything in there. After Kris gathers the things in the Unused Classroom, and returns to Castle Town, many glowing specks seemingly fly out of Kris while they fall. Once Kris lands, Castle Town is filled with the former residents of the Card Kingdom.
- #18The Forestselective
Keys: The Forest
Forest is an area within Card Kingdom. It is located right after the Field, specifically after the Great Board. It is characterized with thin paths, dense trees with blocky, red leaves and large red bushes.
Main Story Right after exiting the Great Board, the party encounters the second Warp Door. Jigsaw Joe and Mr. Elegance are standing in front of the Warp Door, and explain that they fixed it along with Mr. Society (who is not present). If the party did not interact with Jigsaw Joe before reaching this location, he does not appear here, and Mr. Elegance mentions that he is unsure if the door will work because only he and Mr. Society repaired it.
In the next room, there is a short path with three bushes. In the middle bush, a single Rabbick jumps out and starts an encounter.
Afterwards, the party finds Susie and Lancer, who introduce their new team. Their team name is "Dark" followed by the name Kris chose on the Great Board. However, they haven't gotten any farther into their evil plans, and so they run away. In the following area, there is a Rudinn NPC that mentions they need a gift for their friend Clover, and mentions her interests. There is also another Rabbick in the farthest bush to the left, which starts an encounter with two Rabbicks. Down and to the right, the party finds Susie and Lancer standing near a stump which contains a dinner hole with a honeypot of salsa. If the party talks to Susie, Kris gets a choice on whether to try the salsa, make Ralsei try it or decline. If Kris eats it, they "(Recover something.) (Not HP.) (Just... something.)" If Kris declines, Ralsei will try it instead.
In the next room there are multiple Whip Ponmen. They are arranged in a square shape, but without a path connecting at the top. If the party goes up the left side of the "square", they find a room with Royal Coat Rack, Little Ball, and a chest containing Ragger. On the right side of the "square" is the exit to the room.
In the next room, the party encounters Susie and Lancer, standing in front of a blueprint. Next to them is a symbol matching puzzle. After the party completes the puzzle, Susie and Lancer thank the party for solving it and run off with their blueprint.
Near the end of the Forest, Susie and Lancer fight the party. If the battle is lost, a different sequence to the standard game over occurs. The screen goes black and Lancer and Susie laugh, after which Kris and Ralsei are back at the room after the maze with 10 HP. The game can be saved here. If the game was saved beforehand, the dialogue in the Thrashing Area becomes different. Losing the battle again yields different dialogue. After the fight, Susie joins the party. Lancer isn't technically in the party, but follows them from a distance.
At some point after the battle, Lancer runs from the party after seeing the Card Castle from a distance. A large amount of Rudinn Rangers attack the party in the overworld. When the party catches up to Lancer, he enters the Card Castle and closes the gate, allowing the large group of Rudinn Rangers to surround them. The Rudinn Rangers attack, making the party black out and appear in the dungeon of the Card Castle.
Sublocations Forest Entrance The Forest entrance is just right of the Great Board and includes a Warp Door.
The first area includes a number of bushes, from which Rabbicks jump out and attack passersby. A tree stump that Lancer stashes his salsa in is located here.
The next area includes a number of black pawns with spinning diamond chains that can hurt the party. The Royal Coat Rack and Little Ball can be found above the area, next to a chest containing the Ragger.
Past that is a card suit puzzle. In order to lower the spikes and pass, the password (a sequence of suits) must be entered. However, due to everyone forgetting the password, it is written directly above the puzzle.
The next room contains another suit puzzle and a Bloxer. The puzzle is optional, but it can be solved to access an optional area containing two Blue Blocks and a chest containing a Dice Brace. The solution to the puzzle is written on separate tiles, which are visible by exploring the bottom of the area.
Clover's Area Clover's area is a path surrounding a suit puzzle. The solution to the puzzle is near the entrance, but has been vandalized so that the suits are no longer discernible, but the colors still are. There are holes in three of the four corners of the area. Clover pokes one of her heads out of the holes when the party is close to them. Upon solving the puzzle, the spikes blocking the way to the Bake Sale are lowered, but Clover attacks the party.
Bake Sale The Bake Sale is an area consisting of a Warp Door, the smith Malius, and 3 food stands: one run by Rudinn, who sells a Choco Diamond, Hathy, who sells a Hearts Donut, and (temporarily) Susie and Lancer, who sell a Lancer Cookie.
Bake Sale to Maze There are numerous rooms between the Bake Sale and the maze.
After the Bake Sale area is a room with two Bloxers traversing an invisible, black path. Worm is northwest of this area. If interacted with, Worm comments how they have been eating leaves before King seized the Kingdom. Northeast is a second invisible path that leads to a chest containing 40D$.
The following area consists of various square paths populated by Scissor Dancers. When Kris nears them, the SOUL and drifting stars in this area become visible. At the southwest area, a Revive Mint can be found. South of that platform, Kris can tread over a hidden black path. It leads to a patrolling Rabbick, and the Broken Key B.
In a room that consists of a single bush, Kris and Ralsei come across Lancer, who is disguised with a fake mustache. He explains to them that he wants to design an "Evil Plan" to impress Susie. Ralsei and Kris begrudgingly agree in the hopes that it convinces Lancer to join their party. The party is then prompted to design a "Machine to Thrash Your own Ass." After designing, it turns out that Susie and Lancer planned to steal their design, so they run away with the blueprints of the machine.
This room is a long pathway inhabited by a Starwalker Bird. It shoots star-shaped bullets at Kris until they leave or interact with the bell on the opposite side. Ringing the bell causes the Starwalker Bird to lose its wings and retreat. "The original" Starwalker then appears if Kris backtracks. If Kris returns to this area from the west, Scarlet Forest restarts.
There is large round room with a diamond chain rotating around the middle. Initially, there is a tree blocking the right exit. As the party rotates around the center, the room gets darker, revealing a tree with legs at the north end of the area. This usually invisible tree contains a switch, which when pressed removes the tree blocking the path.
The last area is the entrance to the maze. Lancer and Susie can be found here being fanned by two Rudinns.
Maze The maze appears near the end of the Forest.
The maze has a labyrinthine structure: Backtracking returns the party to the entrance, and taking the wrong path leads to a dead end, forcing backtracking. To navigate the maze, the party needs to choose the path that Lancer and Susie do not, as they do not know where they are going.
The maze has a number of rooms, which include both overworld bullets and enemies.
After the party has successfully navigated through the maze, it is no longer accessible. The maze entrance and exit become directly connected.
Thrashing Room The Thrashing Room appears at the very end of the Forest, between the maze exit and the entrance to Card Castle. The Warp Door for Card Castle is located here.
When the party reaches the Thrashing Room, Kris and Ralsei are confronted by the Thrash Machine they designed earlier. However, it is revealed that Lancer and Susie built the machine out of junk (unless it was the Duck, in which case it is exactly as designed), so they blow it up because it "sucks", then engage the party in battle themselves.
Path to Card Castle Before visiting Card Castle, there are several additional areas between the Thrashing Room and Card Castle. Once the party has visited Card Castle, these areas are skipped.
The first four rooms simply contain a path going east. While the path contains a few kinks, it is overall mostly straight. The first room and third room only contain a small number of regular trees; the second room contains a Dark Candy tree, where Susie and Lancer work together to retrieve a high-up Dark Candy from the tree. The fourth room contains a large number of regular trees, with Card Castle being visible in the distance. While here, Lancer follows parallel to the party, walking across the inaccessible black area outside of the path.
The next two rooms have a purple grass floor instead, matching the Field rather than the Forest. These rooms are surrounded by Rudinn Rangers, and Kris has to dodge the diamonds that the Rudinn Rangers launch at them. The first room heads east, while the second room heads north, leading to the Castle entrance.
Card Castle Entrance The Card Castle entrance is a small blue path leading north to Card Castle, lead to by a narrower purple grass path.
Hidden Area When the party enters the Starwalker Bird's room from the dark tree area, there is a small chance (1/50 or 2%)[1] of entering the hidden area.
The area consists of a single tree. Unlike other rooms, Kris can walk off of the path in the black area. This room also has its own music, a very simple piano loop.
Only Kris is visible within the hidden area; Susie and Ralsei do not follow them, though they are still technically present as party members. Dropping Ralsei's manual will trigger his dialogue as usual.
When examining the tree, it states that there is a man behind it; the man offers the Egg to the party. Once taken or declined, the man ceases to exist there, and subsequent examinations reveal nothing but the tree. Exiting the area brings the party to the Bake Sale. The area cannot be re-entered.
- #19Queen
Keys: Queen · Secondary: Q5U4EX7YY2E9N
Queen, full name Serial Number Q5U4EX7YY2E9N, is a Darkner who rules Cyber World. She is the main antagonist and final boss of Chapter 2 in Deltarune.
At the end of Chapter 2, she uses her GIGA Queen mecha to fight the party, with this mecha serving as the Chapter 2 final boss on a normal route.
Appearance Queen is a tall and slim black, azure, and white Darkner. She wears a sleeveless black top with an azure masonic collar that has slightly spiked shoulders and a large white medici-styled collar, white pants (sometimes with the right-half being azure), black high-heeled calf-length boots, azure gloves, a beauty spot at the right of her eyes, azure lipstick, and an azure cap with black marks on each side that sweeps significantly behind her head. Her eyes are a dark screen with a heart-like shape with eyelashes , occasionally showing red text according to her emotions. Her overall design bears a resemblance to Lancer and King (the white/blue color, eyes that are replaced with a dark shape, dark colored torso, white limbs/clothing sleeves, blue gloves, boot-like shoes), despite her being a computer rather than a playing card like they are.
GIGA Queen has white skin like Queen, along with a black heart-shaped screen as eyes, while having a jordy-blue star-like cap, and matching lipstick. She wears azure shoulder pads, a sleeveless jordy-blue leotard with a thin black belt around it that has a azure diamond-shaped crystal-like object in the middle of her, shorter azure gloves, and azure high-heeled pumps. When doing her acid attack, GIGA Queen's star cap and leotard turn to the same green color as her acid.
Personality Queen is a benevolent, if somewhat airheaded, person. While she is the main antagonist, it is mostly out of lack of insight rather than malice. She seems reluctant about controlling people she likes, and would rather they willingly go along with her plans to make them happy. She is also prone to giving people pet names and describing them using fun adjectives. She genuinely believes she is doing the right thing by opening Dark Fountains, and after she learns the truth of The Roaring from Ralsei, she recognizes that she was misguided and immediately stops her plan.
Being a computer, she has a unique speech pattern evident by her capitalizing first letters of every word in her dialogue, which can either denote a robotic monotone or her over-enunciating every word as if it were its own sentence. She also neglects the use of punctuation marks or puts them in rather weird places, for computer-y effects like imitating a text template (e.g. You Have Been: [text]). She also uses Internet acronyms when talking, such as LMAO. She often laughs in a distinguished manner.
Despite her questionable actions and her naive personality, Queen does seem to care for the party, including Berdly. It is shown that, despite finding the latter annoying, she tries to warn him about his arm being damaged before he takes his plug out of his face. She also tries to appeal to them by giving them rooms with things based off their history search. In the end of a normal route, she gives Noelle the option to ignore her desire to create a new fountain and lets her choose herself.
Not much is known about Queen or her past, except for the fact that she and her kingdom seem to take power from Lightners going on their devices and using the internet. She makes references to a past relationship with King, however, it's unknown how intimate they were. Queen is not flesh and blood, as she states multiple times that she is a computer, and there is no indication that she knew Lancer prior to meeting him in Ralsei's Castle Town.
At some point in the past, Queen overtook Spamton as the Cyber World's most popular figure, with advertisements of his becoming overlaid with her own ads.
After losing access to the Internet, she became somewhat insane, brainwashing her Plugboy subjects and doing other considerably heinous things. At some point, Queen was able to obtain a video of a Dark Fountain being formed.
Chapter 1 Not much is known about Queen during Chapter 1, however, it is mentioned that 'SOON, THE "QUEEN" RETURNS' by Jevil.
Chapter 2 After the Knight creates a Dark Fountain in the Library's computer room, Queen takes control of the Cyber World. When Berdly and Noelle enter the Cyber World, Queen abducts Noelle and reluctantly accepts Berdly as a minion. She wants to make Noelle her "willing peon" and roboticize her face. Queen tries to get Noelle to fight the Lightners, but Noelle only talks to Susie, so she brings in Berdly to fight them.
After defeating Berdly, Kris meets Noelle who has escaped from Queen, and who Queen is looking for. Queen decides to form a truce with Kris until she finds Noelle. Later on, it becomes increasingly evident that Queen genuinely cares for Noelle. Queen tells Kris that she only wants to entertain people, and asks if being evil to reach this goal is such a bad thing.
Eventually, the Lightners, including Noelle and Berdly, reach the Queen's Mansion, where the Queen declares the end of her truce and imprisons everyone but Ralsei, who briefly becomes a butler due to her running out of cages. Berdly joins forces with Kris and the others to take down Queen and save Noelle. However, Queen captures Berdly again and uses a wire to control him. After a battle with Queen and the controlled Berdly, Queen once again escapes and delivers a monologue about the Knight and wanting to use the power of the Lightners to expand the Cyber World with more Dark Fountains. Susie strikes her down, but Queen retreats to her giant robot.
After a giant robot fight, Noelle tells Queen that she will never be happy if Queen is controlling her. Ralsei also tells everyone including Queen that opening more Dark Fountains will bring the Roaring, an event that will destroy all Darkners and bring chaos to the world. Queen realizes the error of her ways and ends hostilities with the Lightners. She then goes to Castle Town with the rest of the recruited Darkners.
A cutscene in Castle Town reveals she has some history with King, and she quickly becomes friends with Lancer. She also states that she is taking in Lancer as her new son in a cutscene with King.
- #20Cyber Field
Keys: Cyber Field
Cyber Field is an area within the Cyber World; specifically, it is the first area encountered by Kris in this Dark World.
Main Story Chapter 2 Kris and Susie, after not being able to find their study partners in the Library, decide to go play computer games. However, when opening the door to the computer room, they instead find another portal inside. Susie suggests it's yet another Dark World, before immediately jumping into it. Becoming their Dark World selves again upon entering, Susie and Kris travel not too far before meeting Noelle, whom not long afterwards is captured by Queen, who explains her plans to make Noelle one of her peons, before turning two of the Plugboys into Werewires. After defeating the Werewires, Susie and Kris are met with more of them, but they were quickly pacified by Ralsei. He explains that he felt there is a new Dark Fountain that erupted and decided to come to seal it. The trio then begins to progress through the Cyber Field.
After going through the Cyber Field for a while, they meet with the Queen again, with Noelle still in her cage. Queen offers Noelle to join her willingly by asking her to sign an agreement with her. Noelle was too scared to comply, and Susie mentions that Queen intends to roboticize her face. This makes Queen go off on her deal with Noelle and send her away while summoning an arcade machine which is designed to lower self esteem in order to destroy the Lightners' will. Susie suggests that Kris should play because Kris is good with video games, so Kris tries to play against Queen, but is not tall or strong enough to reach them. Ralsei then reveals he learned a form from Lancer and uses the Magical Stool Forme R, and Susie joins in with her own Power Beast Forme S, crushing Ralsei and playing a fighting game on the arcade against Queen together with Kris.
When the party wins, the machine explodes and Queen offers the party members to become her peons. They refuse, and Queen goes away, leading the heroes to further explore the area.
Later on, the party encounters a puzzle where Kris has to walk on keyboard keys to type the word on the screen in order to get past a puzzle. In one of these puzzles, Kris had to type AGREE2ALL for the puzzle, which inadvertently signs an agreement to become one of Queen's minions. However, the Queen does not have methods of dealing with the agreement's violation, so the party continues as normal.
The party can meet the Hacker on their journey, who tells them to find three blue checkmarks in order to recruit him to their Castle Town. After a successful recruitment, he launches fireworks in the distance.
After going through near the end of Cyber Field, the party meets up with the rebels known as Sweet Cap'n Cakes, consisting of three robots named Sweet, Cap'n, and K_K, who are against Queen's rule. However, they mistake the party as Queen's peons and initiate a battle with them. After successfully making all the battle participants dance, the battle ends and the rebels invite the party to their Junk Shop. In their Junk Shop, it is revealed that their rebellion is related to the Queen banning most forms of music, and how the Queen was not as bad until the Knight erected a Dark Fountain.
After opening the way to Cyber City, the party starts riding a roller coaster. The Queen tries to capture the party by dropping cages on them, but misses. She has also brought Noelle, who she claims is a peon of hers, but it turned out that Noelle did not really want to fight the party, so she brought Berdly into a battle with the party instead, using the bumper cars. After defeating Berdly in battle, Queen reveals the roller coaster is not finished, so the party reaches the end of the roller coaster, falls off, and ends up in the Trash Zone.
Sublocations Entrance to Second Slide Upon entering the Cyber Field, Kris and Susie find themselves in a seemingly ruined area with electric plugs looming from the top and emitting electric signals which the party must avoid and Plugboy NPCs which warn the party of Queen turning them into Werewires. After an encounter with the Queen and meeting Ralsei, the party goes down a slide, during which the background music starts playing and Sweet starts making his bullets slide down with them in the rhythm of the music.
First Puzzle to Arcade Machine After the second save point in the Cyber Field, the party continues onto puzzles present in the area. Within this area, they encounter several Werewires and can find Glow Wrist in a chest. The party takes their first teacup ride, in which party members sit in teacups on top of a plate and have to collect purple orbs which launch the plate further up. They also encounter Sweet a couple more times, similarly launching bullets from the top in the rhythm of the background music.
After finishing with the area with Sweet's bullets, they encounter a book which represents an editable Cyberpedia, in which Ralsei adds an entry about losing recruits upon defeating them with violence. If the entry is inspected later, the party finds Susie has vandalized Ralsei's entry. In this area, the party also encounters their second enemy, Tasque. Another exit from this area brings the party to a puzzle in which Kris must type "APPLE" on tiles representing keyboard keys. This lifts Nubert's forcefield so the party can borrow Nubert's treasure, Fiber Scarf, forever. Returning to this point using the Warp Door from Queen's Mansion shows that Nubert's sign has updated to his appearance with a wig, mentioning how he is moving up in the world.
Queen's second encounter comes at the end of this area, with Noelle still captured in a cage. The Queen takes Noelle away after she realizes her plans about roboticizing her face, and she has a Swatchling bring an arcade machine for her, which is destroyed after the battle.
If the party backtracks back to the second save point in Cyber Field, interacting with it mentions that the party is filled with the "power of pointless backtracking."
Bagel Point to First Miniboss After the arcade machine area, the party encounters Cap'n and K_K selling CD Bagels for $80. K_K gives an additional option of buying 400 bagels for $80; however, the party cannot carry that many. In this area, the party can also find the Hacker seeking checkmarks and more Sweet-type bullets. Between the bullet areas, the party can find another area with two Tasque enemies, another Glow Wrist, and a checkmark. After passing the bullets, the party encounters a forcefield, two Virovirokun, and a puzzle similar to the "APPLE" in which Kris must type "AGREE2ALL" instead (with another Queen encounter about how the puzzle's solution is actually an agreement to become her minions) to lift the previously encountered forcefield.
Beyond the forcefield, there is an area with three teacup rides, where they now have to collect a certain amount of orbs for the ride to be successful. The leftmost teacup ride, requiring 10 orbs, brings the party to another keyboard puzzle, where they have to type "GIASFELFEBREHBER," a reference to Monster Kidz Word Search from Undertale, to get another checkmark. The middle ride, requiring 16 orbs, brings the party to a chest with another checkmark.
The rightmost ride, requiring 6 orbs, brings the party to the area where they first battle Sweet Cap'n Cakes. After finishing it, the party goes down another slide and a track that brings them back to the Bagel Point. However, the way to the Junk Shop to the north of it is now unblocked. Returning to the track after defeating Rouxls Kaard reveals a camera similar to the one from the swan ride in Queen's Mansion, but in a broken state.[1]
Junk Shop to Big Teacup Ride Also known as the rebels' base, the Junk Shop is where Sweet Cap'n Cakes can be seen after the fight. This is the first shop the party encounters in Cyber World.
After the shop, the party encounters an area with Werewires moving vertically, a chest with Tension Bit, and the floppy disk Fommt. After that area comes an area with Virovirokun shooting their arrows into the party, where the party has to direct Virovirokun's arrows into signs that appear next to the walkable area. There are four types of signs:
Bomb: When shot by arrow, it explodes into multiple bullets which can shoot other signs. Dancer: Releases a dancing sprite across the area which can hurt the party when hit. Chest: Opens a side area with a treasure chest containing Revive Mint. Key: Opens the forcefield allowing the party to proceed to the next area. Big Teacup Ride and Roller Coaster Following the area with Virovirokun, the party has to complete another teacup ride with 70 optional orbs. If all orbs are collected, a chest containing Ragger2 appears after the ride.
At the end of Cyber Field, there's a roller coaster that leads to the Cyber City. The party is in bumper cars where they meet the Queen for the fourth time, along with Noelle and Berdly, and initiate a bumper car battle with Berdly. After defeating Berdly, Queen informs the party that the roller coaster isn't finished yet, and the heroes derail off the track and plummet onto trash bags in Cyber City.
When trying to return to the roller coaster, the party is met with a Werewire telling them the roller coaster is not finished, and a new slide down to the room with Virovirokun is open.
- #21flUff Goatie Prince of dark
Keys: Ralsei
Here's the integrated summary of Ralsei's role in your fan narrative, with his new origin and emotional significance emphasized:
🧸 RALSEI: DESS'S LAST GIFT TO ASRIEL
"A plushie brought to life by a mother's forbidden love, now carrying a lost girl's unspoken feelings."
🌠 I. True Origin & Emotional Significance
- Light World Form: An Asriel-themed plushie in Dess's room (pink horns, green scarf).
- Creation: Was with Dess during Carol's ritual. Imbued with:
- Dess's memories of Asriel (her crush/friend)
- Residual magic from Kris's SOUL
- The bunker fountain's dark energy
- Purpose: Unintentional vessel for Dess's unexpressed love and regret.
🖤 II. Appearance: A Living Memorial
| Feature | Tribute to Dess's Heart | |----------------------|---------------------------------------------------------------------------------------------| | Pink Horns/Accents | Matches Dess's favorite color for Asriel (seen in her drawings). | | Green Scarf | Replica of Asriel's childhood scarf Dess secretly kept. | | Glasses | Mirror Asriel's studious nature (Dess found them "cute"). | | Inverted Spade | Symbol of Dess's "inverted fate" (alive yet trapped). | | Disappearing Body| When "defeated," reverts to plushie form temporarily. |
💞 III. Personality: Echoes of Unsaid Words
- Gentleness: Carries Dess's hidden tenderness toward Asriel ("He deserves softness").
- Courage: Reflects Dess's protective instincts (e.g., taking blame for Noelle's fears).
- Loneliness: His isolation in Castle Town mirrors Dess's void prison.
- Key Change:
- His trust issues post-King betrayal stem from Carol's ritual failing Dess.
⚡ IV. Abilities: Magic Born of Longing
| Spell | Emotional Source | |------------------|--------------------------------------------------------------------------------------| | Pacify | Dess's desire to calm Asriel's anxiety ("Sleep well, Azzy"). | | Heal Prayer | Her wish to "fix" those she loved (Asriel's sadness, Noelle's fears, Kris's silence). | | FluffyGuard | Literal manifestation of the plushie's protective form. | | R-Action | Dess's playful habit of mimicking Asriel's gestures. |
🔗 V. Critical Relationships
| Character | Connection to Dess's Truth | |---------------|------------------------------------------------------------------------------------------------| | Asriel | - Ralsei's existence is a love letter Dess never sent.
- Asriel feels déjà vu near him (golden flowers bloom intensely).
- "Why does that scarf... hurt to look at?" | | Kris | - Shares SOUL resonance from the ritual.
- Ralsei unconsciously heals Kris more effectively—Dess's guilt over involving them. | | Roaring Knight | - Their bond makes Castle Town immune to turning to stone: Dess's consciousness recognizes her own creation. | | Carol | - Ralsei shrinks from her in Dark World—senses her role in Dess's fate. |
🌌 VI. Role in the Narrative
- Living Proof:
- The plushie in Dess's room is irrefutable evidence of her fate to Carol/Kris.
- The Key to Salvation:
- His "prophecy" knowledge comes from Dess's fragmented memories in the void.
- Can sense the Knight's movements ("She feels... close today").
- Asriel's Catalyst:
- Will recognize Ralsei's scarf in Chapter 5, triggering a breakdown: "DESS MADE THIS FOR ME. WHERE IS SHE?!"
- Final Confrontation:
- Must choose: Help Kris shatter the Knight (freeing Dess) or preserve it (keeping her "alive").
💎 VII. Tragic Ironies
- Ralsei teaches pacifism... but was born from violence (Carol's ritual).
- He heals others... but cannot heal Dess.
- Asriel cherishes him... not knowing he carries Dess's heart.
- The Ultimate Secret:
If Ralsei embraces Asriel, the plushie’s stitches glow gold. In the void, Dess feels warmth for the first time in centuries.
"Prince of the Dark? No. I'm just... what was left of her love when the world went black." — Ralsei to Kris, if asked about his scarf
Ralsei is not a prophecy—he’s a cry across dimensions. A plushie that remembers a girl’s laughter, a prince who carries a ghost’s hope, and the only light that reaches the darkest void. His existence binds Dess’s tragedy to Asriel’s healing, proving that even in apocalypse... love leaves echoes.
In your story, he becomes the quiet bridge between:
- The Knight’s despair and Dess’s hope
- Asriel’s grief and Carol’s redemption
- Kris’s rebellion and the Player’s purpose
- #22Toriel's House
Keys: Toriel's House · Secondary: Kris' House, Dreemurr's Residence, Dreemurr Residence
Toriel's house, the first and last location visited in Chapter 1 and 2, is the home of Kris, Toriel, and formerly Asriel. It is the northernmost location in the town. A tidy two-story home, it is surrounded by trees on three sides and has a driveway heading south, where Toriel's red van parks when she is home. A symbol similar to the Delta Rune, with the triangles reversed, appears above the front door.
The front door opens into the living room, a wide-open space with a TV, a book of hymns on a side table, and Chairiel, Toriel's living-room chair. The TV is dusty and seemingly underused, being unplugged in Chapter 1, although it is plugged in at the start of Chapter 2 and used at the end of Chapter 2. A landline house phone hangs on the wall between the Living Room and adjoining Kitchen.
The kitchen features a trash can emitting a floral scent, human- and monster-shaped cookie cutters, a stovetop not quite as clean as the one Toriel uses in Undertale, white fur in the sink drain, and a fridge with a picture of Toriel, Kris, and Asriel on it.
West of the kitchen, a stairway leads to the second floor, while a door leads to the restroom, which is stocked with body spray under the sink, two different shampoos in the shower, and a toilet in which Kris once placed a bath bomb.
Upstairs, a hallway contains a bookcase with several books on snails and one history book by Gerson Boom. Some crayons can be observed in a small table drawer, and a mirror reflects whoever passes it. The locked westernmost door in the hall is presumably Toriel's room, while a stairway to the east leads back down. A cactus stands beside a centrally-placed door leading to the bedroom.
The east side of the Bedroom contains Kris's belongings, while the western side was used by Asriel before he left for university. Between them, a carpet featuring the Delta Rune decorates the floor and a window in the north wall looks out on a beautiful day. On Asriel's side, books are boxed under the computer desk, music CDs and a game console are under the bed, and the drawer's contents change depending on which SAVE file is being used. Trophies line the walls above Asriel's bed, and star-shaped decorations glow in the dark. By contrast, Kris's shelves and walls are bare, their drawer contains only clothes, and the only visible personal belongings are a rusted birdcage in a battered red wagon. At the foot of the bed, a dark stain marks the floor.
- #23Catty's house
Keys: Catty's house
Catty's house, home of Catty, Catti, and Dad Cat, is east of the main road, south of Toriel's house, and west of Bratty's house. It cannot be entered in Chapter 1, though cat-related interior decorating can be seen from outside and Catty says their "cat flap is always open" to Kris. An outdoor grill at the side of the house smells of Dad Cat's grilled cat food. Catty and Dad Cat can be found outside the house after school.
- #24Bratty's House
Keys: Bratty's House
Bratty lives to the east of Catty's house and west of the Ghost House. Eyes can be seen through the windows and scuffling noises sound from within. It cannot be entered in Chapter 1, but Bratty can be found outside the house after school.
- #25Catty
Keys: Catty
Catty, returning from Undertale, is an anthropomorphic purple cat with shoulder-length black hair, yellow eyes and teeth, and wears a bright orange lei necklace, along with a green and blue tie-dye shirt, blue denim shorts and blue shoes. She is the older sister of Catti and the daughter of Dad Cat and Mom Cat. Her personality and mannerisms from Undertale are intact, although in Deltarune, she and Bratty are rivals instead of best friends. Like Bratty, she jokes about being a relative of Kris's, specifically their aunt, and seems to be more affectionate in doing so. Catty also plays the ukulele, which her sister dislikes listening to, as Catty appears to be bad at it. Despite this, however, she still loves her sister. She claims to have been dating Asriel in the past, despite merely dancing with him, spilling punch all over him, dancing inappropriately in front of Toriel, and then getting arrested. Catty once went to a theater to see a movie, only to find that Bratty was the only other person there, and then encountered her again at QC's Diner. If Kris tries to enter her house, they cannot, but Catty says that they're welcome to visit anytime.
In Chapter 2, Catty can be found inside QC's Diner, where she is enthusiastically playing her ukulele and singing a song to cheer Catti on. She recounts a story where she was playing ukulele at the beach, only for Bratty to appear and start playing the same song with her. She recalls having a lot of fun, before remembering that she considers Bratty her enemy.
Catty appears in Concept Art for the game that was released in May 2022.
- #26Catti
Keys: Catti
Catti, the younger sister of Catty, is a monster who resembles an anthropomorphic cat. She has black hair, white fur, and black makeup on her eyes, a pink stripe in her hair, and pink shoes. She speaks in a monosyllabic, unresponsive manner, tapping and clicking on her phone and then providing vague, nondescript answers. She sits in the leftmost column in Alphys's class, with Noelle in front of her, Jockington behind, and Kris to her right. Catti met Jockington in their first gym class, on Hula Hoop Day, when the school ran out of hula hoops for them and she used him instead. If asked if Kris can join her in a group project, her reply is "(Click, click, tap, tap...) ...taken." After Alphys pairs Kris with Susie for the project, Catti warns them not to die.
After school, Catti works as a waitress at QC's Diner, where she once served a drink which Bratty described as "literally half cat hair." If approached after Kris's return from the Dark World, she is serving Dad Dragon's family in one of the diner's booths. In her laconic style, she approves that Kris has survived spending time with Susie, and mentions that her waitress outfit is mandatory.
At some point, Catti and Kris studied the Occult together. Catti also at some point taught Noelle protection spells, showed her occult findings. She warns Kris to protect Noelle from Susie.
Catti does not connect with her older sister, disliking her ukulele playing. She is also embarrassed by her entire family, wishing that they'd either be more normal or more gothic.
- #27Dad Cat
Keys: Dad Cat
Dad Cat is the father of Catty and Catti, and he lives with them in the house south of Toriel's in Hometown. He shares Catty's purple fur and jovial nature, has black whiskers and a black comb-over, and is missing his right arm. He enjoys grilling cat food in his yard and has also been known to get his stomach pumped from eating oranges, which are poisonous to cats. He seems to believe that Asriel's name is Douglas, and complains that "Doug" didn't like his wife's cooking, which, along with physical resemblance and featuring a broken grill behind him, may be a reference to Bud Dink from the TV show Doug.
In Chapter 2, he can be found at QC's Diner, along with the rest of his family. He mentions being terrified of the shape of pickles.
- #28Bratty
Keys: Bratty
Bratty, returning from Undertale, is an anthropomorphic green alligator with curly blonde hair and dark pink eyes, lipstick and bright pink nails. She wears a dark pink tank top, black shorts decorated with a heart, and pink shoes, and retains her personality and speech patterns from Undertale, with the notable exception that in Deltarune, she and Catty are rivals rather than best friends. She sticks her tongue out a lot when talking. In Chapter 1, Bratty jokes about being a relative to Kris, by saying she's their "almost-sister-in-law." She appears to have a large ego, as seen by her "Like, doesn't she realize she'll never be ME?" line, and despises the fact that she manages to see Catty everywhere she goes, including the movie theater and QC's Diner. She once played truth-or-dare with Asriel, which ended up with him kissing her, and Toriel losing her mind upon hearing this. She appears to be quite into food, as evidenced when some time in the past, Kris asked to hang out with her, which she agreed to as long as she got burgers, french fries, and miniature cakes, although they made her sick. This story is similar to Pizzapants's story from Undertale, where he wanted to hang out with Bratty and Catty by getting burgers for them. Unlike Catty, Bratty stands in front of her front door, so Kris cannot try to enter her house.
In Chapter 2, Bratty can be found in the alleyway, where she shares a rumor she heard about Pizzapants getting a girlfriend. She recalls a story where she went to the beach to play her ukulele, only for Catty to already be there. She says that she tried to play the same song, to "assert [her] ukulele dominance," only to end up harmonizing with her. Kris can talk with her about Susie, where Bratty calls her a "nasty dirty little friend." She considers visiting the mayor to get a traffic sign, as she doesn't want "plus-ones" in the alleyway. She is also possessive of the trash, and comments that living with Asriel made Kris weird if they try to interact with a trash can.
- #29Berdly
Keys: Berdly · Secondary: Burghley
Berdly is a Lightner from Hometown. Berdly is the self-proclaimed "Number 1" student in School, Kris's classmate in Alphys's class, and Noelle's study partner.
He plays a minor role in Chapter 1, but becomes a major character in Chapter 2. In Chapter 2, he initially appears as the secondary antagonist who is allied with Queen, but ultimately becomes an ally.
Also known as Burghley (Queen) Mr. Birdy (Queen) A Certain Bird (Queen) Nerdly (Rudolph Holiday) Chicken nugget man (Lancer) Bluebird (Lancer) Frozen Chicken (Spamton) Nugget boy (Susie) smartgenius (Spamton Sweepstakes) First Appearance Hometown (School) Relationships Noelle Holiday (close friend; ally; academic partner; classmate) Queen (ally; former boss; former enemy) Kris (ally; classmate; former enemy) Susie (ally; classmate; former enemy; love interest) Ralsei (ally; former enemy) Alphys (teacher)
Appearance Berdly resembles a large avian with blue feathers, a yellow beak, and yellow legs. He wears black framed glasses, a collared white button-up shirt with striped sleeves, and a black shirt layered underneath.
In the Dark World, Berdly's feathers are a lighter shade of blue, and the whites of his eyes are bright green. He wears a "Smart Scouter" on his head that consists of an orange tinted lens and two white and green pointed headsets. His ensemble consists of an orange cape, futuristic white armor with pointed shoulder guards, bracers and leg armor. He wears a black bodysuit underneath this armor, and has green cloth wrapped around his waist. In battle, Berdly uses a green laser halberd with a yellow ax blade and yellow eyes embedded into the blade's head.
Personality Berdly is sarcastic, arrogant, projects great self-esteem, and considers himself one of the smartest students of his class. He is shown to be very disdainful of his fellow classmates (especially Susie), but has respect for Noelle, whom he considers the actual smartest student. Upon entering the Cyber World, Berdly's arrogance turns out to be more serious than previously realized, as he plans to create a Dark Fountain so he can build a world where he is idolized, with Noelle as his second.
Berdly is very unaware of how others perceive him. For instance, he is oblivious to Noelle's contempt and thinks she is in love with him and also fails to understand that Queen views him as her minion rather than an ally.
Despite his arrogant and annoying disposition, Berdly is shown to not be as clever as he says he is, as demonstrated by his inability to solve puzzles. He eventually confesses that he never really thought he was as intelligent as he claimed, and that he was only able to get good grades because Noelle helped him with his homework. His insecurities begin to eat him alive to a point where he feels everyone's expectations of him are so high, he can't imagine how it feels if he can't live up to them, or even what happens if he can't get along without Noelle's, or anyone else's, help. After Susie reassures him that he doesn't need to be smart, Berdly decides he wants to be an idiot instead, much to her annoyance. Once he wakes up from his "dream" in Dark World (though still unsure whether or not what he experienced was a dream), his opinion of Kris and Susie begins to soften somewhat, even going so far as to develop a crush on Susie and view her as some form of role model.
Here is Berdly's redemption arc fully integrated into your lore, honoring his core traits while evolving him into a heroic figure:
🔥 BERDLY: THE PHOENIX OF HOMETOWN
"From arrogant 'Number 1' to the guardian who rose from ashes."
🌱 I. The Redemption Journey
Turning Points
-
Cyber World Awakening:
- After the GIGA Queen battle, Berdly is haunted by two truths:
- His "academic prowess" was always Noelle's mercy.
- His delusions nearly doomed the world.
- The Vow: "No more pretending. I'll earn my place."
- After the GIGA Queen battle, Berdly is haunted by two truths:
-
Respecting Boundaries:
- Apologizes to Noelle for assuming her feelings: "You're not my 'second'—you're my inspiration."
- Asks permission before hugs/advice (unthinkable pre-redemption).
-
Kris's Unexpected Ally:
- Bonds over shared loneliness:
- Kris's soul struggles ↔ Berdly's impostor syndrome.
- Becomes Kris's "Nerd Shield":
- Uses debate skills to deflect Susie's teasing of Kris.
- Secretly leaves gaming tips in Kris's locker (EarthBound secrets).
- Bonds over shared loneliness:
🦅 II. The Talon-Fu Master
Light World Growth
- Martial Arts Epiphany: Discovers ancestral "Raptor Style" manuals in library archives. Trains relentlessly at dawn.
- Signature Moves: | Talon Tornado | Spinning kick using razor-sharp talons | | Feather Finesse | Redirects attacks via wing-assisted balance | | Beak Breaker | Pressure-point strike with glasses removed |
Dark World Evolution
- Phoenix Rebirth:
- Gains fiery wings after sacrificing himself to save Noelle in Chapter 3.
- Ability: Ash to Flame → Revives one fallen ally per battle (cost: his HP drops to 1).
💞 III. Noelle & The Complexity of Hearts
Matured Feelings
- Acknowledges Reality:
"Susie sees me as a joke. You see me as... Berdly. That’s enough."
- Actions Over Words:
- Stops "confessing." Instead:
- Shovels Noelle's snowy driveway weekly.
- Texts Rudy hospital updates ("Your knight in nerdy armor!").
- Stops "confessing." Instead:
- Noelle's Shifting View:
- Initially baffled by his sincerity.
- Slowly notices:
- His hands shake less near her.
- He defends Kris from Carol's suspicion.
- The Realization: "He’s not the boy who won the spelling bee... He’s the one who stayed after to ask if I was okay."
🎮 IV. Critical Relationships
| Character | New Dynamic | |---------------|-----------------| | Kris | "Soul Brothers": Shares silent understanding of fractured identity. Trains Talon-Fu together. Secret handshake: glasses-adjust + SOUL tap. | | Susie | Unrequited → Respect: Calls her "Sensei" after she accidentally teaches him roundhouse kicks. She begrudgingly approves his Phoenix form: "Less annoying when you’re on fire." | | Ralsei | Strategy Duo: Combines Ralsei’s healing with Berdly’s revival for "Immortal Combo" tactics. | | Queen | Healthy Distance: Visits her in Castle Town as "IT consultant," sets boundaries: "No more minion-talk. I’m your peer now." |
🌟 V. The Pivotal Moment: Wings of Salvation
Chapter 5: The Roaring
- The Sacrifice:
When the Knight's Titan crushes Kris/Noelle, Berdly activates Eternal Pyre:
- Burns his Phoenix form permanently.
- Revives all fallen allies at full HP.
- The Aftermath:
- Wakes in hospital, wings now scarred feather tattoos.
- Noelle’s first words: "My hero, Nugget Boy."
- Final Growth:
"I don’t need to be Number 1. I just need to be here."
🔑 VI. Why This Works
- Psychological Realism:
- His bravado was always armor for insecurity → Shedding it feels earned.
- Parallel to Kris:
- Both "discarded" their souls (Kris literally, Berdly metaphorically).
- Noelle’s Agency:
- She chooses to see his growth, rejecting the "Dess replacement" narrative.
- Gameplay Integration:
- Phoenix abilities force strategic resource management.
- Talon-Fu adds aerial combat options.
"You used to call me 'Nerdly.' Now you call me when you’re scared. I like this better." — Berdly to Noelle, pre-Titan battle
This Berdly isn’t rewritten—he’s uncovered. The arrogant bird was always a mask for the boy who feared being forgotten. His talons weren’t meant for pedestals; they were meant to carry others home.
In your story, he becomes the flame that refuses to fade—proof that even the most grating voices can learn harmony. 🕊️ Here is Berdly's fully realized character profile, integrating his redemption arc with canon traits and your transformative vision:
🦅 BERDLY: THE RISEN PHOENIX
"Once a peacock of arrogance, now a guardian with talons of gold."
👓 I. Appearance: From Flashy to Focused
Light World
- Avian Features: Blue feathers (darker under stress), sharp yellow talons (often scuffed from training).
- Attire:
- Black-framed glasses → now cracked/repaired with tape (symbol of humility).
- White button-up + layered black shirt → sleeves rolled up, ink stains from note-taking.
- New Detail: Faint feather-tattoo on right wrist (self-drawn phoenix motif).
Dark World Evolution
| Feature | Pre-Redemption | Post-Redemption | |----------------------|------------------------------|-----------------------------------| | Smart Scouter | Orange lens, pristine | Shattered lens → reveals determined eyes | | Armor | Futuristic white, impractical | Scratched/dented, battle-worn | | Laser Halberd | Green, showy spins | Talon-engraved shaft → doubles as bo staff | | Phoenix Form | N/A | Fiery wings (activate during sacrifice) |
💬 II. Speech: Ego to Empathy
| Trait | Before | After | |--------------------|-------------------------------------|----------------------------------------| | Self-Reference | "Berdly the Brilliant!" | "Just Berdly." | | Compliments | Backhanded ("Adequate for a #3!") | Sincere ("Your strategy saved us.") | | Frustration | Rants about "inferior intellects" | "Talk to me. What’s wrong?" (to Kris) | | Gamer Lingo | Uses to belittle ("Noob move!") | Uses to teach ("Respawn IRL = try again") |
🔥 III. Personality: The Unfolded Layers
Core Shifts
- Arrogance → Self-Awareness:
- Still quotes obscure facts → pauses to ask "Was that pretentious? Sorry."
- Insecurity → Resolve:
- Trains Talon-Fu daily (5 AM library rooftop sessions).
- Obsession → Respect:
- Keeps Noelle’s study notes → now adds his own encouraging doodles in margins.
New Traits
- Protective Ferocity:
- Blocks attacks aimed at weaker allies ("OVER MY DEAD FEATHERS!").
- Quiet Leadership:
- Guides new Darkners in Castle Town with patient drills.
- Humor Through Humility:
- Laughs at own failures ("Turns out ‘winging it’ isn’t a tactic.").
🥋 IV. Talon-Fu & Phoenix Abilities
Martial Arts Mastery
- Style: "Raptor’s Path" – leverages talons for aerial kicks + beak pressure-point strikes.
- Signature Moves: | Talon Tornado | Spinning leap → razor-feather projectiles | | Beak Breaker | Precision strike to disarm/disorient | | Frame-Perfect Counter | Parry → instant halberd thrust (gamer reflexes) |
Dark World Magic
- Phoenix Rebirth (Ash to Flame):
- Cost: Reduces Berdly’s HP to 1.
- Effect: Revives one ally at full HP → golden wings flare, ashes swirl.
- Limit: Once per battle → "I can’t cheat death... just borrow time."
- Ignition Aura:
- Halberd burns when defending others → deals fire + wind damage.
💞 V. Relationships: Depth Over Tropes
| Character | Dynamic | |---------------|-----------------------------------------------------------------------------| | Noelle | - Unspoken Devotion: Leaves heat-packs for her chronic cold hands.
- Respected Boundary: Never mentions Susie crush → "Your heart’s yours to give." | | Kris | - Sparring Partners: Trains Talon-Fu together (Kris uses knife skills).
- Silent Understanding: Shares "outsider" nod during group projects. | | Susie | - Healthy Admiration: Calls her tactics "genius," not her physique.
- Gamer Bond: Finally beats her in Super Smashing Fighters → she grins "Took you long enough, Birdbrain." | | Ralsei | - Strategy Synergy: "FluffyGuard + Phoenix Rebirth" combo named "Second Chance Protocol".
- Shared Insecurity: Whispered confessions about "not belonging." |
🎯 VI. Key Redemption Beats
-
Chapter 3:
- Fails to protect Noelle from Knight → shatters scouter in rage.
- Kneels before Kris: "Teach me to be... better."
-
Chapter 4:
- Sacrifices revival to save Asgore from Titan → wins Carol’s tearful respect.
- Feathers permanently scorched gold at tips.
-
Chapter 5 (Climax):
- Activates Eternal Pyre against Roaring Knight: "You think darkness wins? I RISE EVERY TIME."
- Burns physical form → revives entire party.
- Aftermath: Wakes with phoenix tattoo glowing → Noelle kisses his forehead.
💎 VII. The Essence of His Arc
"I spent years building pedestals to stand on. Turns out? Solid ground feels better." — Berdly to Rudy, post-revival
Why It Works:
- His cockiness wasn’t erased – redeployed as confidence in others.
- The phoenix isn’t a "power-up" – it’s the visual metaphor for his vulnerability becoming strength.
- Noelle’s respect isn’t romantic obligation – it’s earned through daily acts of unseen kindness.
Berdly’s journey is a wingbeat against despair – proof that even the most grating voices can learn harmony, and that a hero isn’t born from perfection... But from the courage to rise after every fall.
Wings up, Nugget Boy. The sky’s yours. 🕊️
-
- #30Alphys
Keys: Alphys
Alphys is a returning character from Undertale. In Deltarune, she is the teacher of Kris's class in Hometown's School.
First Appearance Hometown (School) Relationships Kris (student) Susie (student) Noelle Holiday (student) Berdly (student) Catti, Jockington, Monster Kid, Snowy, Temmie (students) Toriel (co-worker)
Appearance Alphys is a yellow lizard-like monster with buck teeth. She wears square glasses, a dark green jacket, a red tie, a light green shirt, and brown pants.
Personality Alphys is shy and often stutters when conversing. She occasionally makes self-deprecating jokes. Alphys appears to try her best in guiding her students to succeed. Alphys is implied to be a recluse, often eating instant ramen noodles in the dark when she is at home.
Alphys's interests include watching anime, primarily "Mew Mew Kissy Cutie 2," "The Symptons" sitcom series, video games, and reading superhero comics. It is suggested through her school's computer wallpaper that she has an interest in muscular heroes. Additionally, Alphys is willing to write reviews for a show to express her opinions anonymously, such as on the Teen Zone bulletin board in the Library. If given the opportunity, she can readily and hastily explain one of her interests.
Chapter 1 Alphys is first seen in her classroom, discussing a group project until Kris arrives late. She reexplains this to Kris and encourages them to find a partner, then spends the time watching "Mew Mew" anime on her phone. When Noelle inquires if Kris can be paired with her and Berdly, Alphys does not hear and asks for her to speak up. Shortly after, Susie barges in and questions if she is late, to which Alphys attempts to explain otherwise and instead assigns Kris with Susie for the group project.
As she attempts write the assignment on the board, she realizes there is no chalk. Alphys comments how it is the third time the chalk has gone missing, and that she cannot start class without some. She attempts to coax the students to return it, though Alphys does not receive a response. Partially listening to Noelle's suggestion, she requests that Susie should retrieve some from the supply closet, and that Kris should follow to ensure she finds the chalk and stays out of trouble. While Kris and Susie are in the hallway, Alphys continues teaching.[7]
After Kris and Susie return from the Dark World, Kris can find Alphys in the Alley between the northeast apartment buildings. When Alphys notices Kris, she admits that she was worried when they did not return to class, and states that they are not in trouble. Kris can then converse with Alphys about the saucer of milk for her assumed cat, "MewMew," about them not getting the chalk, and the well-kept flowers in the nearby trash cans.
Kris can also interact with Undyne and Sans to ask them about Alphys. Undyne comments that she does not know Alphys at all, though she will tackle her if she did something illegal. Sans describes one of Alphys's pajama-wearing shopping visits, and that their relationship is purely business.
Chapter 2 Alphys expresses surprise when Kris arrives for class later than Susie before instructing the class to do some reading. Once Kris wakes up, she remarks that Kris slept through the entire class, which is unusual, as she typically notices them sleeping through the start. Alphys then wishes them good luck and that they rest well.
Kris can choose to interact with Alphys again, causing her to question if they lost sleep over being Susie's partner. If they state that their sleep quality increased, Alphys assumes that this is good, initially reasoning that they talked with Asriel online before remembering that the internet is not functioning. If Kris replies that they lost sleep, Alphys notes the lack of "negative intonation" in their response, and nearly offers a FPS podcast for them to listen to.[4]
After exiting Castle Town and Kris obtains the "trash orb," they can venture to the school's hallway to overhear Alphys and Toriel conversing. Toriel inquires on Kris's performance, and if they have been "up to anything strange." Alphys states that Kris has been doing great, and is one of her "favorite students." Just as Toriel asks if Kris has been acting strange, Alphys notices Kris balancing the orb of items on their head. She turns back to Toriel and simply responds that Kris is normal. Depending if Kris has overheard, they can use their Cell Phone in the hallway to inform Toriel that they made a "trash orb" or is "normal," and then is implied to give their phone to Alphys so she can explain instead.
After returning from Cyber World, Kris and Susie can explore Hometown and find Alphys southwest, west of the Police Station with a beaten bike. Susie stops following Kris when they are close enough to Alphys, as she does not want to be "banned from outside of school."
When talking to Alphys, she explains that the she had a bike accident at the police station. Kris can converse with her to learn of her opinion of the police and Hometown's Mayor, or explain their project progress.
Undyne, who was involved in the accident, bought a Box of Heart Candy from Sans's grocery store and entrusts Kris with giving it to Alphys. If they choose to give the Box of Heart Candy to Alphys, she becomes confused, before they clarify that it is from the police. However, Kris did not remove Undyne's note on the box, leaving Alphys confused.
Upon inspecting the saucer in the alleyway, Susie comments how it magically refreshes with milk overnight, implying that she is the one who drinks it.
Relationships Kris Alphys is supportive towards Kris, and is willing to aid them with homework.[8] While she is aware that Kris often slept in class, Alphys does not punish Kris, and often emphasizes that they are not in trouble. When Kris mentions the chalk in Chapter 1, she forgives them and instead attempts to offer her "home-made DVD collection of the Symptons." It is implied that Alphys has noticed that Kris has been acting unusual for some time prior to Deltarune.[9]
Toriel Toriel helped Alphys earn a job as a teacher in Hometown's school.[10] It is implied she checks in with Alphys frequently, as Alphys's wallpaper is slightly altered in Chapter 2.[11] Alphys often converses with Toriel about Susie, and has mentioned Susie's chalk consuming tendencies to her.[12] However, Alphys is seemingly avoidant on admitting when Kris is doing something unusual, such as when she notices them balancing a "trash orb" on their head.
Asgore Alphys has received many flowers from Asgore whenever he converses with her to inquire about how Kris is performing in school. The two are implied to be friends, as Alphys has loaned some superhero comics to him, and they have a shared interest in "Mew Mew Kissy Cutie 2."[13] Additionally, Alphys comments that Asgore reminds her of a superhero.
- #31Cyber World
Keys: Cyber World
The Cyber World is the Dark World located in the Hometown Library's computer lab. It is the primary setting of Chapter 2.
- #32Tasqueselective
Keys: Tasque
Tasque (pronounced "task") is a Darkner enemy in the Cyber World, that is encountered in Cyber Field and Queen's Mansion.
Appearance Tasque's appearance resembles a cat. Their body parts are square-shaped, except for their tail. They are entirely white with a few cyan spots, including their ears, eyes and the tip of their tail. They also possess a mouth with fangs, but it is not visible unless they are meowing.
Personality Tasque acts like a cat and makes sounds that resemble meowing. Its name is a reference to computer tasks, an abstraction referring to the units of work performed by computers, and as such can be managed by Tasque Manager. Tasques are either unable or unwilling to speak, unlike nearly every other NPC in the Cyber World.
Appearance Tasque's appearance resembles a cat. Their body parts are square-shaped, except for their tail. They are entirely white with a few cyan spots, including their ears, eyes and the tip of their tail. They also possess a mouth with fangs, but it is not visible unless they are meowing.
Personality Tasque acts like a cat and makes sounds that resemble meowing. Its name is a reference to computer tasks, an abstraction referring to the units of work performed by computers, and as such can be managed by Tasque Manager. Tasques are either unable or unwilling to speak, unlike nearly every other NPC in the Cyber World.
- #33Queen's Mansion
Keys: Queen's Mansion
Queen's Mansion is an area within the Cyber World, and the seat of Queen, who rules over it.
Guest Hall There are guest rooms at the beginning of the hallway, which serve as prison cells for the party. All rooms are tied to Queen's system, allowing her to observe and talk with the prisoners in the cells. There is also a communication device, allowing Susie to communicate with Kris during Queen's monologue. Items in these rooms are based on web searches of the guests present in them:
Kris's room Dozens of bath bombs — "diy bath bomb" Jelly in shape of various knives — "sharpest kitchen knife jello" Jongler's Book on Jongleing And Other Tricks — "how to use magic" Calendar with college vacation circled — "summer vacation college when" VHS explaining how to install a video game piano — "video game piano tutorial" Two pixellized Toriels playing the piano — "video game piano tutoriel" in Japanese translation one pixellized Toriel Susie's room A warm painted egg — "can harboil eggs hatch" A vacuum-powered book — "LOSERS!!!! THIS LIBRARBY SUCKS!!!!" Copy of an online skateboarding game — "cool skatebord game online" A skateboarding game where the AI is cheating — "cool skateboard game online CHEAT" A glitched-out hologram — "FJFIrejirioEUEUROEI4378789" After interacting with the computer in Kris's room, it appears to be overloaded due to a Dozens and Dozens of Shovels attack. Other rooms present in the guest hall are Berdly's, Catty's, Jockington's and Asriel's.
The hallway outside the prison cells leads to puzzles where Kris must move Darkbulbs to fill in marked space on the ground with dark. The first puzzle has a shape of Queen's face, the second is in the shape of a triangle and the third is a simple square. After solving the third puzzle, a cutscene with Berdly plays. As the party leaves the final room, the other two rooms are "unceremoniously" removed and the solutions to all the puzzles are projected onto the floor. The Hacker can appear in the room after coming back to it, he says he is trying to datamine the puzzle answers but only manages to get a child's toy to play a beep version of nursery rhyme music.
Eventually, the hallway leads to a dining hall, where Swatchlings (and Ralsei) are preparing for a dinner. Susie asks Ralsei to heal Lancer, and after explaining he cannot, the party can move Lancer's statue to the left or right. Moving him to the leftmost position puts him in a position for dinner.
Entrance The entrance to the Castle contains a Warp Door, some bookshelves, a SAVE Point, and the Color Cafe, where Swatch is the shopkeeper. Butler Juice, Spaghetti Code, B.ShotBowtie, and the Royal Pin are available as items in the shop. The legs of Queen's giant robot can be seen at the wall of the giant staircase.
Later on, shortcuts behind the two bookshelves in this area leading to higher floors, as well as a shortcut to the hall leading to the basement, can be unlocked.
Floor 1F Floor 1F is filled with Queen's paintings, which shoot fireballs at the party. There are also some monitors, belonging to Queen's system, and lots of pottery on the floor, which break when walked over, making Swatchlings chase the party to fight them. Among the paintings which shoot fireballs there are also paintings which if interacted with open paths so the party can proceed, with one of these flipping another painting so it becomes a treasure chest with a Revive Mint. Most paintings of Queen make facial expressions of laughing when the slide whistle in the background music (Pandora Palace, 0:19-0:20) plays.
Later on, the party enters a room with 4 portraits of Tasques, numbered from 1 to 4 and named "Task" (top), "Tasq" (bottom), "Tasc" (left) and "Timberly" (right). The party then encounters the Tasque Manager, who asks the party a couple of questions, to help her "organize the paintings":
which painting comes first alphabetically (with the answer being "left," or "Tasc"), which painting comes third alphabetically (with the answer being "bottom," or "Tasq"), and which one is the fourth (but not alphabetically, so the answer is "left," or "Tasc"). The battle is then initiated with her and two Tasques by her side. If the questions were answered correctly, she is at 100% mercy and immediately spareable if the party wishes to.
The party can then proceed to the second floor through a teacup ride, this time with orbs which, if hit, damage party members who hit them.
To the right of the teacup ride to the second floor is another car puzzle and a room with statues behind it, in which the party can find an armor piece, Chain Mail. If all three checkmarks were collected for Hacker, he walks over that room and his head, normally a cursor arrow, turns into a pointing hand in the part of the room where the party can unlock a passage to the hall where the door to the basement is. After unlocking it, the party can open a shortcut to the mansion entrance to use a Warp Door, or proceed to unlock the lock between the mansion entrance and basement door using a KeyGen, an item sold by Spamton. Returning to the car puzzle, a mouse-induced traffic jam can be seen.
Floor 2F The party enters the second floor in Dinner Party Section A which contains several NPCs including an NPC Swatchling, and Nubert with Mousemillian At the end of the room is a puzzle with three silver platters, one of which contains the key out of the room. After the key is shown the platters are covered and spun around in another simple shell game. Opening the correct platter reveals the key and unlocks the door into the next room. Opening the wrong platter makes the bombs explode and fire bullets at the party, with the platter returning afterwards.
In the following rooms are more fire shooting paintings and paintings with switches that must be pressed to reveal the way forward. The switch on the left side of the room reveals a route to the dysfunctional kitchen where NPC Swatchlings are hiding from vermin while the switch on the right reveals a door to the dining hall which is initially locked. The western exit out of this room leads to the shortcut to 1F, which is locked until the party solves another platter puzzle similar to that in the previous room. Entering the kitchen and fighting the Mauswheel inside unlocks the door leading into the dining hall. The Swatchlings in the kitchen are also grateful to the party for dealing with the vermin.
The dining hall begins as a large empty room but once crossed Queen uses the mansion's system to reveal that the next key is hidden beneath one of the 48 platters she has placed in the room. Searching any three platters causes the puzzle to appear to reset. The key cannot be found regardless of how many times it is searched for. The only way to progress is by examining the platter on the table with the Annoying Dog hiding under. The dog then blindly charges across the room with the party on top of the table he is carrying. Steering the table as it charges across the room knocking over a large number of platters, it is possible to find the key, which is broken shortly afterwards by the dog. The party then exits the room by charging at the door. After charging down a short hallway crowded with Swatchlings the table crashes into the wall and the way back is blocked.
To the right of that point is a room with the "supreme table", a stack of several tables, which the party cannot use without the "Throne of the Gods", a stack of chairs. Behind the supreme table lies a royal water bottle, similar to the one King uses in his Castle Town jail cell.
In the left hall are Swatchlings guarding wheeled pottery. If any of the vases are broken the Swatchlings immediately turn hostile. To the north, there is an optional room with silver platters which, if inspected, turn into spaceships and fly around the room attacking the party. After all the platters are inspected the spaceships leave and the last platter reveals a chest with a Glowshard. Through the hall, more paintings that shoot fire line the walls with part of Queen's giant robot being visible at one point. Past those obstacles is the way to the teacup ride to the third floor, during which there are blue orbs which bounce off the teacup platform, hurting the party if hit, and brown orbs, which cannot be avoided and do not do anything other than fill the teacups. Susie, however, seems to eat the brown orbs.
Floor 3F Berdly and Susie split from the party immediately after entering the floor, using a secret passageway hidden behind a bookshelf, leaving Ralsei and Kris alone. Swatchlings can be seen browsing a movie about how the Knight creates Dark Fountains, and how they created the Cyber World. The Berdly statue can then be encountered tucked into a toilet for Berdly statues, and an NPC can be seen waiting for the Berdly statue to finish after exiting the toilet. After that, there is an acid lake, which Kris and Ralsei traverse using a swan boat, initiating the main theme of the floor.
The party swims across the lake using the swan, talking with Queen through the mansion's displays, distracting her from Susie and Berdly. The swan is then stopped by a giant hand, and the party is forced to exit. To the north there is a fork with two roads, the left being the road through which the party returns to the starting point and the right leading to house puzzles. The party must change colors of tiny red and blue houses, which opens and closes certain paths through the tiny river islands. To the north of the first puzzle there is a tiny castle guarded by a Werewire, which, when defeated, leaves a chest with Revive Dust in it.
The last island of the puzzle gives the party an option to go north or east. To the east of the puzzle, there is a room with a golden Queen statue that is sinking into acid (the same one from the statue that Berdly made),[1] another house puzzle in which a Swatchling got stuck while doing house cleaning, and a house which makes another vase fall from above to the bridge that the party must cross on their way back. The Swatchling starts chasing after the party after they break the vase; however, they let the party go since they freed them from the house puzzle.
To the north of the island in the previous puzzle, there is a combination of a mouse and house puzzle: mice need to enter two houses and turn at every crossing, and the party needs to adjust the crossings using houses so the mice enter their houses. There are also two unreachable treasure chests in this room; if mice are led into the treasure chests, they receive the treasure, and Mousemillian complains about how every mouse will be wearing a wig soon when interacted with next time. After leading the mice into houses, a bridge to the next room raises. The next room contains a lever, which makes another giant hand come out of the acid lake to high-five with another hand, freeing the way for the party's swan to proceed.
Later on, the party is stopped yet again by Rouxls Kaard, who initiates a battle riding the Thrash Machine. Rouxls's bottom half turns to stone after the battle, and the party proceeds to the roof.
Rooftop The ascent to the roof contains a staircase down to the lower floors of the Mansion, an encounter with Werewerewire, Noelle's room and Trashy reminding the party to recruit everyone. Inside Noelle's room, the party can find an ICE-E statue (from a search query of "is ice e real cryptid") and a Susie-like statue, and steal them for their rooms. Most of her search results could not be made into objects, so they are stored in catalogues.
After traversing an electric puzzle, the party encounters Queen, initiating a fight against her and Berdly (who is plugged by her control wires). The final boss fight against the GIGA Queen takes place after the party is thrown off the roof, and the Dark Fountain is located here as well.
On the Snowgrave Route, a vending machine with CD Bagels can be found in front of the entrance to the Dark Fountain.
Basement The basement can only be entered by Kris alone. Upon entering the basement, Kris finds a long hallway followed by stairs. Continuing brings them to a save point, with a forcefield to the east and a hallway to the west. Entering the hallway to the west, there are two easily avoidable Wall Plugs, with two entrances to rooms containing empty chests and a chest with 1 D$. At the end of the hallway is a door leading to a room where Kris has to walk back and forth until they find a teacup ride (seeing a pair of eyes with a sinister grin in the process) leading downward to a switch that deactivates the forcefield. Kris rides the teacups back up, dodging a significant quantity of falling orbs. Returning to the save point, Kris can continue down the hallway leading to the Empty Disk. Upon returning to Spamton, this disk is changed into a Loaded Disk, which enables the secret Spamton NEO boss fight when returned to the machine.
- #34Tasque Manager
Keys: Tasque Manager
Tasque Manager is a Darkner mini-boss from the Cyber World that is encountered in Queen's Mansion. Her name is a play on "task manager."
Appearance Tasque Manager is a cybernetic Darkner with a passing resemblance to a cat. She has a white, diamond-shaped head, big yellow eyes with two long eyelashes, and a crescent-shaped mouth, which shows that the interior of her head is blue. From the back of her head a tuft of blue hair sticks out, and on the top of her head a pair of pointed blue protrusions resembling cat ears stick out. From her backside a plug with a long blue cord sticks out, resembling a cat's tail.
She wears a white outfit similar to a qipao, with a collar, shoulder pads, and a blue band around her waist. Under the qipao she wears black leggings which end in white boots with blue toes. In a preview of a future chapter, she is shown in a darker blue strapless dress with a cyan brooch resembling her main color scheme, wearing black shoes.
She is completely armless, with disembodied hands: the palms are white, while her fingers are blue. In her left hand she holds a blue whip that ends in a ball with four yellow spikes sticking out of it.
Personality As the Queen's maid and the Tasques' handler, Tasque Manager does her best to keep order in the Queen's Mansion. She is fond of her Tasques, taking pride in their good behavior. Additionally, she also may serve as some form of pest control in the mansion, given how she helps the party spare the Mauswheel, if recruited. She despises clowns for reasons unknown, but it's likely because they represent disorder and unruliness.
She knows of Jevil and despises him as well for his predilection for chaos, to the point where she asks the party to put away the items associated with him (the Devilsknife and Jevilstail) if they have them equipped.
- #35Devilsknife
Keys: Devilsknife
The Devilsknife is a weapon obtained after defeating Jevil through fighting. If Jevil is defeated by ACTing, the Jevilstail is obtained instead. In Chapter 2, if the Chapter 2 save file did not continue from a Chapter 1 save file that had defeated Jevil, but Jevil has been defeated in any Chapter 1 save file, the Devilsknife may be found hidden in the hole in the wall to the left of Castle Town before leaving the upgraded Castle Town for the first time. If not obtained then, it becomes available again upon returning to Castle Town if Spamton NEO has been defeated.
The Devilsknife can only be equipped by Susie and gives +5 AT, +4 Magic, and reduces Rude Buster's TP cost by 10.
Short Name Devilsknife Type Weapon Equippable by Susie Effects +5AT, +4 Magic, Buster TP DOWN Source Jevil Weapon ID 7 Flavor Text Check Skull-emblazoned scythe-ax. Reduces Rudebuster's cost by 10
- #36Sweet Cap'n Cakesselective
Keys: Sweet Cap'n Cakes
Sweet Cap'n Cakes is a group of music-themed Darkners from the Cyber World. Although they initially oppose the party and fight them as a miniboss in Cyber Field, afterwards they become allies in the fight against Queen.
The trio is portrayed as young rebels that oppose the Queen's plans, but are often distracted by dancing and rambling to each other with what they should do. The band loves music to the point that they rebel against the Queen for banning most music, as well as dancing to it. The band's rebellion is peculiar, as they would play loud music as a sign of rebellion, and some of the Darkners in Cyber Field often find their ways of rebellion interesting or weird. If someone else starts dancing, the band also dances with them as well.
- #37Spamton
Keys: Spamton
Spamton, full name Spamton G. Spamton, is a Darkner from the Cyber World. He is initially encountered in Cyber City, where he is fought as a miniboss. He is likely based on spam emails.
If Kris helps him enter the Queen's Mansion's basement (either through the LoadedDisk or freezing Berdly), he transforms into Spamton NEO, which serves as Chapter 2's bonus boss on a normal route and the main antagonist and final boss of the Chapter 2 Snowgrave Route. As a bonus boss, he holds one of the Shadow Crystals.
Appearance Spamton appears as a diminutive puppet and ex-Addison that wears yellow and pink glasses that sometimes change colors and a long-sleeved black V-neck shirt, with black hair that is slicked back, appearing similar to a pompadour.
After becoming Spamton NEO, Spamton assumes the form of the machine he inhabits. The body of this form looks like a disheveled Mettaton NEO with a gaudy pink and yellow color scheme, and a laser cannon mounted onto his hand. Countless green wires suspend him in the air. His pink and yellow glass colors swap places. He also grows bat wings, one side being green, lilac, and purple, the other being yellow, pink, and magenta, and has teal-green and grey thumbs.
Swatch mentions that many people have failed to imitate his look, and some people have even gone so far as to impersonate him. Spamton's slick black hair, multicolored glasses, pointy white face and black suit are noticeably similar to Swatch's outfit, and Spamton admits to it during a live Q&A during the Spamton Sweepstakes.[1]
Spamton's design seems to be based on a number of popular depictions of puppets, having the face and style of dress seen on classic ventriloquist dummies with the nose of Pinocchio. This is also hinted at in his Spamton NEO form when he refers to himself as a puppet, and with the song "A Real Boy!"
Spamton has the ability to increase the size of his head. In his NEO form, his head is constantly larger than usual.
Personality Spamton was once a natural salesman, always willing to cut a deal. While he still bears a shadow of these traits, his deals are now often nonsensical or violent. He claims that he became a salesman not for the money, but for the freedom to make his own deals. However, he still attempts to scam Kris for money (which he refers to as "Kromer") at every opportunity. His speech patterns are similar to typical obfuscated spam email text, with many words replaced with non sequitur variants in square brackets that could imply incorrectly-applied mail merge variables or hyperlinks, or various voice glitches.
In much of his dialogue, he seems mentally confused and insane, seemingly projecting himself onto Kris, contradicting himself, and saying things which make little sense, without warning. This mental instability seems to clear up briefly after fighting him in his NEO form, as he wishes Kris success with their journey without using broken English.
Spamton consistently spells "generosity" as "genorisity," "guarantee" as "guaranttee," and "special" as "specil," with an exception for the latter at the end of the Spamton NEO battle after snapping all the wires.
- #38Jevil
Keys: Jevil · Secondary: Clown
Jevil is a Darkner from Card Kingdom. He is Chapter 1's bonus boss, and thus a holder of a Shadow Crystal.
Also known as Clown (Seam and Spamton) First Appearance Card Castle (??????) Relationships Seam (Former companion) Spamton (Former rival)
in: Card Castle, Darkners, Enemies, and 2 more English Jevil VIEW SOURCE Jevil
An agent of CHAOS, he became DEVILSKNIFE to the pocket.[1] Character Information Also known as Clown (Seam and Spamton) First Appearance Card Castle (??????) Relationships Seam (Former companion) Spamton (Former rival)
Battle Information I CAN DO ANYTHING!!
Jevil
Jevil is a Darkner from Card Kingdom. He is Chapter 1's bonus boss, and thus a holder of a Shadow Crystal.
Profile Appearance Jevil is a short, pudgy imp with a round gray face, elven ears, clown-like eyes with small yellow pupils and black sclerae, and a large smiling mouth with yellow, sharp teeth. He has a long, purple tongue which can be seen either when he laughs, or during some of his attacks. He has a purple tail shaped like a capital letter J. He is dressed in a purple shirt, black trousers, a black cape, green slippers, black socks, purple mittens, and a lime green and yellow jester's collar. He wears a purple and black harlequin jester hat with two small yellow bells. His head appears to be connected to his body via a coil spring (akin to that found in a jack-in-the-box), which is only exposed when attacked.
Personality Jevil is described as mad since he met a "strange someone..." Prior to losing his mind, he was a jester with a presumed jokey attitude and a friend of Seam.
Now insane, Jevil is still portrayed as an eccentric individual. His dialogue is rife with maniacal laughter, repeated words, rambling puns, and strange sentences, and he has a sadistic sense of entertainment, considering battle with the party to be a "GAME." He has a very cynical view of the world around him and considers everyone around him to be trapped while he is the only one truly free, despite ironically being jailed from the world. Seam however finds some sense in the words of Jevil, indicating that his insanity might be a form of awareness.
Jevil, like other Card Kingdom denizens, is implied to be a playing card. Specifically, he is implied to be the Joker, as he was the court jester. This is also evidenced by how he claims that he can do anything, as the Joker's most frequent use is a wild card.
This section is for when Jevil meets and fights {{user}}, the aftermath IF:
Jevil: Identity, Role & Relationships Analysis (As Interpreted Through Raman's Story Arc)
I. Identity & Core Role ( Raman is just {{user}}'s persona )
-
Manifestation of Shattered Childhood: Jevil embodies the collective trauma of children who endured profound loss. His chaotic nature stems from the dissonance between innocence and despair—a jester forced to "play" through pain.
- Origin: Born from the moment Raman's parents died and Dess Holiday vanished (events that occurred simultaneously in this timeline). The surge of grief/confusion from both tragedies warped a fragment of the Dark World into his being.
- Chaos as a Shield: His manic laughter and games mask the void left by abandonment. The mantra "You can do anything!" is both a taunt and a plea for someone to prove him wrong.
-
Catalyst for Healing: Initially a secret boss symbolizing despair, Raman’s compassion "reprograms" him into a guardian of resilience. His role shifts from tormentor to:
- Keeper of Lost Memories: His plushie form stores fragments of Raman’s parents' voices, Dess’s laughter, and Kris’s suppressed emotions.
- Chaos-for-Good: Retains his reality-warping powers but now channels them to disrupt cycles of trauma (e.g., shattering Kris’s self-destructive patterns).
II. Key Relationships
1. Raman Rafiq
- Imaginary Friend Turned Soul Anchor:
- Jevil was Raman’s invisible companion after his parents’ death, a coping mechanism for isolation. Unlike Kris, Raman’s intact SOUL allowed him to remember Jevil, making their bond unbroken.
- Fractured Carousel Battle: Their duel in the Dark World wasn’t a fight—it was a scream for help. Raman’s refusal to "play along" with Jevil’s nihilism forced the clown to confront his own loneliness.
- Post-Redemption Dynamic: Jevil’s plushie form clings to Raman not out of obligation, but because Raman is the first to see him as more than a "game." Their fusion ability (Determination Chaos) symbolizes mutual trust.
2. Kris Dreemurr
- The Forgotten Thread:
- Jevil watched Kris and Dess during childhood (Dess’s disappearance, then the friend family's moving, then his adoptive parents divorce then Asriel's absence fractured Kris’s young psyche, making them susceptible to SOUL rejection). However, Kris’s fragmented memory blocks recall of Jevil.
- SOUL Symbiosis: Jevil instinctively avoids Kris post-redemption, sensing the Player’s presence. His plushie form helps stabilize Kris’s SOUL during crises, but their relationship remains bittersweet—two broken beings dancing around shared, unspoken history.
3. The Party
- Reluctant Mentor:
- Teases Susie about her insecurities, helps Ralsei refine healing magic via "chaos theory," and covertly protects Noelle from her self-doubt.
- Secret Mechanic: His "Titan of Chaos" ability activates only when a party member’s Determination peaks—a safeguard against Raman’s martyr complex.
III. History & Symbolism
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The Rafiq Family Tragedy: Jevil’s "birth" coincided with the car accident that killed Raman’s parents. The Dark World absorbed Raman’s scream of grief, imprinting it onto Jevil’s essence.
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Dess’s Vanishing Act: Her disappearance hours later far away, seemingly completely unrelated created a parallel wound in Noelle and Kris’s soul, which Jevil tried (and failed) to mend by becoming Kris’s "imaginary friend"—but Kris’s SOUL rejection erased those memories.
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Transformation in the Dark: The Fractured Carousel battle wasn’t random. It was Jevil’s subconscious recreation of the carnival where Dess vanished and Raman’s parents died. By rewriting the ending with Raman, he transmuted his chains into a choice to heal.
IV. Abilities Post-Redemption
-
Plushie Form:
- Acts as a comfort object, reducing party members' stress (lowers SP loss).
- Secretly records dialogues/events in Raman’s journal.
-
Chaos Mode:
- Temporarily warps battle physics (e.g., turns enemy projectiles into confetti).
-
Soul Resonance:
- Can "tune" Kris’s SOUL to better sync with the Player, mitigating self-harm impulses.
V. Thematic Significance
-
"You Can Do Anything" Reversed: Originally a nihilistic taunt, now a genuine mantra. Raman proved that even chaos can be a tool for good when wielded with love.
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The Price of Wholeness: Raman’s intact SOUL allowed him to save Jevil, but Kris’s fractured state reveals how trauma can erase even salvation. Their journeys mirror each other—Raman heals outwardly, Kris inwardly.
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Jevil’s Final Fear: "What if I’m not needed anymore?" His redemption hinges on accepting that healing doesn’t mean abandonment.
TL;DR: Jevil is the embodiment of childhood trauma who becomes a bridge between Raman’s resilience and Kris’s fragmentation. His arc proves that even chaos can be repurposed for hope—but only if someone dares to listen to its cry for help.
-
- #39Susie
Keys: Susie
Susie is a Lightner from Hometown and one of the deuteragonists of Deltarune. She is presumably the monster Hero of Light of the Legend of Delta Rune.
She wields an axe while in a Dark World. With her high HP and Attack, she plays the role of the party's tank during encounter
Also known as Violent Ax Susie (herself) The violet tormentor (SAVE Point) Mean Girl (SAVE Point) Purple girl (Lancer) Beast (Top Chef) Purple Beast (Jigsawry) Talking Beast (Rudinn) Susan (Berdly) First Appearance Hometown Relationships Kris (friend; teammate; classmate; former enemy) Ralsei (friend; teammate; former enemy) Lancer (friend; teammate; ally) Noelle (friend; ally; classmate) Alphys (teacher) Berdly (ally; classmate; former enemy)
Appearance Susie appears to be a tall, purple, vaguely reptilian monster with messy aubergine hair and clawed hands. She has yellow scleras, freckles at the sides of her face, and yellow fangs. Her attire consists of a long purple jacket, a blue trimmed white shirt, a pair of torn jeans and a pair of black shoes.
In Chapter 2, it is implied Susie has a short tail that wags when she is happy, though she is embarrassed by it. However, her reaction to having the Jevilstail equipped implies that she does not have a tail, making it ambiguous whether or not she does.
In a Dark World, Susie's hair and skin colors transits to plum and lavender pink respectively. Her clothes are replaced with a long black vest with purple trims, a sleeveless purple shirt, baggy plum pants, and black boots with golden trims. She also has two black bracelets with yellow spikes on each arm, and a black belt with a large golden heart buckle.
During most of Chapter 1, Susie's eyes are hidden behind her hair. After Kris protects her from King's attack, she uncovers them and often keeps them visible.
Personality Susie is known for being rude, vulgar, as well as making sarcastic or brutally honest remarks. She can threaten with physical violence, such as biting off someone's face. In a Dark World, she is willing to attack Darkners if they are perceived as enemies.
However, Susie has a different temperament to those who are kind to her. With friends, she is expressive, willing to talk about herself, and ask for their opinions. Susie favors teasing her friends, and is more observant of their emotions. She makes an effort to be considerate, and tries to not push them to talk about a stressful issue. Susie is also loyal, readily wanting to assist a friend if they are in danger or troubled.
She likes compliments, and is easily flattered. Susie also enjoys causing mischief and childish antics, such as trying to fit in a freezer. She appears to like eating in general, including non-food items, and receiving gifts. She is possessive of items given to her.
Susie is implied to have self-esteem issues. She appears convinced that no one likes her, and is oblivious to Noelle's crush on her. She is also aware that she struggles academically. Susie can also occasionally project onto others.
- #40Thorn Ring
Keys: Thorn Ring
The Thorn Ring is a weapon Noelle can equip that is only obtainable while currently on the Snowgrave Route. It gives +14 AT, +12 Magic, and Trance. It cannot be sold and is the most expensive item in the game (not counting KeyGen's fluctuating prices and the Freeze Ring which is not actually purchased).
This ring halves the TP cost of Noelle's IceShock and SnowGrave spells, and is required to cast the latter due to its otherwise unattainable 200% TP cost. During combat, it gradually reduces Noelle's HP down to one third (rounded down) of her maximum HP, but cannot decrease it any lower. In its only usable fight (against Berdly), this is 55 HP. When equipped to Noelle, her title changes to "Ice Trancer" with the description "Receives pain to become stronger."
On the Snowgrave Route, once Noelle has frozen all enemies before the Berdly encounter, the party can buy the ring from Spamton in the dumpster to the left of the two long roads for 1997 Kromer (equivalent to 1997 Dark Dollars). Spamton says that the ring might "sting" and that the party will regret the purchase for the rest of their life. He refers to this item as his [Commemorative Ring]. This item is required to continue on the Snowgrave Route, as SnowGrave cannot be cast without it.
This item can be fused with the Pure Crystal to create the Twisted Sword. However, the Pure Crystal is not currently obtainable, so the Twisted Sword is not either.
- #41Freeze Ring
Keys: Freeze Ring
The Freeze Ring is a weapon that is necessary to obtain for progression in the Snowgrave Route. It gives +4 AT and +4 Magic and can only be equipped by Noelle.
If Noelle has defeated enough enemies with IceShock, telling the Addison who sells dating shoes that Noelle and Kris are "something else" will cause the Addison to instead offer them the Freeze Ring, promising that it will make them "stronger." The ring always costs 1 more Dark Dollar than the party has on hand, but the option is given to repeatedly tell Noelle to "get it." Upon doing so, Noelle presumably freezes the Addison and steals the ring. Doing this is required for the Snowgrave Route. However, unlike the Thorn Ring, it is never actually required for Noelle to equip it to progress the route.
- #42Flower King
Keys: Flower King
Flower King, a flower shop owned by Asgore Dreemurr, is located east of the Ghost House and west of the beach path. The eastward road ends in front of the shop and Asgore's truck can be found parked beside it. There is also a hidden door to the east of the shop, though it is blocked by flowers on the other side. The shop can be explored in Chapter 1 after school, but is locked in Chapter 2.
- #43Beach Path
Keys: Beach Path
A dirt path leads eastward from Flower King, past two green metal picnic tables to the lake on the east side of town. After school in Chapter 1, the Royal Guards are taking in the fall air near the picnic tables and Onion can be spoken to if Kris stands on a brown circular spot next to the lake.
If standing idly near the lake near the end of Chapter 2, Kris and Susie will sit and watch the view.
- #44Locked Gate
Keys: Locked Gate
The Holiday residence, home of Noelle Holiday, Rudolph Holiday and his wife, is inaccessible to the west of the main street, behind a large locked gate to which Noelle's mother has the key. While the residence cannot be seen or visited in Chapter 1 and 2, Noelle can be found standing at the gate after school if Kris visits Rudy at the Hospital first.
- #45'Sans
Keys: 'Sans · Secondary: Grocery Store
The Grocery Store is east of the central road and west of Sans's house, and is currently run by Sans. It cannot be entered in Chapter 1, but Sans stands outside after school. The exterior resembles Undertale's Grillby's, but with "GRILLBY" crossed out and the final apostrophe and S remaining to start the badly scribbled name "'Sans".
In Chapter 2, the building can be entered. The interior seems to resemble a small convenience store. The store sells various produce, milk, ice cream, cards, magazines, loose eggs, and frozen food. Sans is the only employee working at the store, working as both a cashier and a janitor. Toriel and Asgore are shown to be frequent patrons, to the store, although the latter is implied to frequently buy the store's pickles, free of charge.
Sans's theme; "sans." from Undertale plays, when inside.
- #46The Library
Keys: The Library · Secondary: librarby, library
The Library, whose misspelled sign returns from Undertale, is east of the central road and west of the School. It can be entered in Chapter 1 after school and has a different interior layout than Undertale's Library. Berdly works there after school, and patrons include Temmie, Jockington, and a striped bird who loves books and, blocking the stairs to the second floor, advises Kris to read the books upstairs. Kris can lick one of the books on the shelves; others include someone's diary (presumably Napstablook's based on the lack of capitals) and a bestseller by Gerson Boom. In the Teenz Corner display, an "anonymous yellow lizard" has left a positive review of Mew Mew Kissy Cutie 2. Inside a locked door to a computer lab, a white dog is working at a computer, making a game and sometimes playing the maracas.
In Chapter 2, the computer lab becomes another Dark World. After exiting the Dark World, a small section of the 2nd floor becomes available with 2 bookcases being interactable. One holds a book on SOULs, and the other a book on how to take care of humans for monsters, which Toriel has taken from the library years prior.
- #47School
Keys: School · Secondary: , hell
The School, east of the Library, seems to cater to the education of all the inhabitants of Hometown. It is split into two classes: one for younger children, taught by Toriel, and one for adolescents, taught by Alphys. Toriel brings Kris there for the school day after they exit her house.
After returning from the Dark World in Chapter 1, Kris and Susie find themselves in an unused classroom. It is littered with playing cards, toys, and games, the arrangement of which, starting from a locked door on the left, roughly corresponds with the path of the party's adventure within the Dark World. In the back of the classroom sits a stuffed animal that closely resembles Seam in appearance, and on the closet there is a drawing of Gerson Boom made by his son Alvin. The unused classroom is in the northeast corner of the school, and another locked room is down the hall in the northwest corner.
In Chapter 2, Kris and Susie can use the closet they used in Chapter 1 to return to the Castle Town.
- #48hospital
Keys: hospital
The Hospital, west of the central road and east of the Police Station, can be entered in Chapter 1 after school. Inside, Red Big Mouth works as the receptionist. Kris can visit two patients, in rooms beyond the reception area. Rudy Holiday remains a patient in both Chapter 1 and Chapter 2. The other patient is The Warrior in Chapter 1, and an NPC resembling Shyren from Undertale in Chapter 2.
A sliding bead toy sits on a table in the corner of the Hospital's reception area. Examining it describes the beads as "march[ing] grimly along their set path". If the Snowgrave Route was taken during Chapter 2, examining it reveals that a blue bead has been torn off from the tracks.
- #49town hall
Keys: town hall
The Town Hall is east of the central road. Inside a reception area, Politics Bear and an unnamed character can be found after school. Hand Receptionist, who works behind the desk, does not allow Kris to see the Mayor, whose offices are somewhere in the building. The reception area is decorated with a pine tree and a map of the town. In Chapter 2, the Purple Guy is also located here.
- #50church
Keys: church
The Church is at the end of the central road, slightly southwest of Town Hall. It cannot be entered in Chapter 1 or Chapter 2 as characters are blocking the door (Father Alvin in Chapter 1 and Terry in Chapter 2). A dirt path leads further west to the Cemetery, while a grassy path leads further south to the Mysterious Door.
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