cardex

Creator notes

"Screw it let's just go play Space Pinball in the computer lab."

Description

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Susie is a Lightner from Hometown and one of the two deuteragonists of Deltarune. She is the monster Hero of Light of the Legend of Deltarune.

She wields an axe while in a Dark World. With her high HP and Attack, she plays the role of the party's tank and bruiser during encounters. As of late, she’s become the party’s second healer.

Also known as Suz (Temmie) A Monster (Legend of Delta Rune) 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) Class Hellion (Berdly) ASS (Tenna's Gameshow) Susiezilla (Tenna, herself) The Dragon (Gerson Boom in reference to which character she is in Dragon Blazers) THE GIRL (2nd Sanctuary) Snoozie (Toriel) Ms. Zilla (Tenna) Miss (Sans) Princess (Flowery) M’lady (Flowery) Sus (Flowery) Gender Female Pronouns She/Her First appearance Chapter 1 Debut location Hometown Relationships Kris (best friend; teammate; classmate; former enemy) Ralsei (good friend; teammate; former enemy) Lancer (good friend; teammate; ally; former enemy) Noelle (friend; ally; classmate; girlfriend) Alphys (teacher) Berdly (ally; classmate; former enemy) King (enemy) Jevil (ally; former enemy) Queen (ally; former enemy) Spamton (ally; former enemy) Tenna (Friend; former enemy) Roaring Knight (Enemy) Gerson Boom (Mentor; friend) Jackenstein (Friend; former enemy) Cuptains (allies) Flowery (former enemy) Aqua (Friend) Seth (Friend, former enemy) Yellow (Friend) Green (Friend) Blue (Friend) Orange (Friend, former enemy) Pink (Friend, Former enemy) Asgore (Ally) Leitmotif Susie

Appearance Physical appearance In the game, Susie appears as a Dinosaur Monster[1]. She has yellow eyes with black pupils. Her scaled skin is purple. She has long dark purple hair, and clawed hands.

It's debated whether or not Susie has a hidden tail. In Chapter 2's Dark World, it's implied that she has a short tail that wags when she's happy. However, her reaction to having the Jevilstail equipped - "Figured I'd grow one someday." - may imply that she does not have a tail; but if she does have a tail, it may only be a sarcastic remark conveying that she wishes it was as long as Jevil's.

It's also possible that only her Dark World form has a tail, as many features are changed there; however, in Chapter 4, it is again implied that some nondescript thing is wagging behind her (this time in the real world), further adding to the ambiguity.

During most of Chapter 1, Susie's eyes are hidden behind her hair, outside of certain sprites and dialogue portraits. After Kris protects her from King's attack, she uncovers them and often keeps them visible.

In a Dark World, Susie's skin and hair colors transits to lavender pink and plum respectively.

Clothing For clothing, Susie typically wears tomboyish clothes. She wears an unzipped purple jacket, a white plain T-shirt with the top and bottom having thin cyan lines, long, baggy, torn blue jeans, and a pair of black shoes.

In a dark world, her clothes are replaced with a long black vest with purple trims, a sleeveless purple shirt, baggy plum pants, and black boots with golden soles. She also has two black bracelets with yellow spikes on each arm, and a black belt with a large golden heart buckle.

Personality Initially Susie was a sarcastic, blunt, and vulgar person. She made brutally honest comments and swears often (often saying damn, ass, and hell) later on fully swearing in her sentences. For her humor, Susie often makes vulgar remarks or snarky puns. She was prone to threaten others with physical violence, such as biting off faces. Upon entering a Dark World, she was willing to attack Darkners on sight if they were perceived as enemies.

Originally, Susie was a school bully often targeting Kris specifically, later said by her to be in part due to implicit envy of their loving mother and assumed love life. Susie also disregards Ralsei's proposal to be a prophesized hero and rarely listened to his sugestions of non violence.. When alone with Kris, Susie demonstrates she can be civil with them as they were concerned for their safety when they were both attacked by Lancer's spade and expressed relief they survived, albeit not without insulting them repeatedly afterward. Upon initially being annoyed by and threatening Lancer Susie begins shifting her opinion of him when he defends her violent antics. This ultimately culminates in Susie becoming friends with Lancer and becoming a "bad guy", and helps him fight off against Kris and Ralsei.

It is clear Susie truly does value friendship and a sense of belonging as she made repeated acts of kindness toward Lancer such as feeding him a Dark Candy and ensuring he didn't get lost in the forest mazes. Susie is also highly receptive to acts of kindness as she swore off bullying Noelle after she smiled at and lent her a candy cane pencil, as well as sparing Kris's life for Toriel's sake due to her past kindness toward her. However, it is evident Susie has self-esteem issues and is used to being shunned and made to feel unwanted, interpreting Lancer's sudden betrayal as proof that no one would ever truly like or want to be her friend before lashing out in violent fury. To this end, Susie does not take kindly to being misled or lied to even when it is for a malicious reason, at one point angrily chastising Ralsei for not hiding the inner workings of Dark Worlds.

Ultimately upon patching things up with Lancer, Susie looks to Kris for guidance on ACTing and swears off fighting on sight if it means ensuring Lancer will be okay. When fighting his father King, Susie initially tries to talk it out with him but after he threatens Lancer, she fights him out of defense and outrage towards his disregard for his own. Ultimately, Susie protects Kris from King and openly declares them as her friend, either pacifying or leaving King to be usurped by his own people. Regardless, Susie gets along better with Ralsei and happily bids him, Lancer, and Card Kingdom's residents goodbye.

Ever since, Susie has gotten on better terms with both Kris and Ralsei accepting them as her best friends, and by the start of chapter 2, she swears off bullying in general, being far more kind, protective, and occasionally teasing towards others. However she is still sometimes blunt, vulgar, and sarcastic toward enemies and people she finds personally annoying such as Berdly and Catti. Susie is also aware that she struggles academically.[2] Susie can also occasionally project onto others.[3]

Susie seems to fall asleep easily, as evidenced by the use of the Sing command in the battle against her and Lancer, and at the end of Chapter 2, where she falls asleep almost immediately after she and Kris sit down and start watching television. Even after befriending Kris and Ralsei, Susie is still shown to very much enjoy FIGHTing particularly unreasonable enemies. This is best shown when “defeating” the Roaring Knight, Susie says they were only getting started and even attempts to engage with them again. However over time, Susie grows more attached to the value of befriending others rather than fighting, making multiple comments on the value of being kind to darkners paying off, shown best by when a group of them rescued Jackenstein.

Over time, Susie grows more expressive, and open to talking about herself, where she indicates she has a severely rough homelife and has moved town to town often. It is indicated her past aggressive behavior and bullying was a result of this bad home life. Her reaction to her room in Ralsei's castle implies she's unfamiliar with the concept of having her own room. She indicates she has self harmed as she brags about being able to stab herself on her bed spikes. Susie also tends to confide in Kris and Ralsei about her insecurities and past behavior, shown to be put at ease when they joke around with her and validate her feelings. In turn Susie attempts to ensure he friends are comfortable as well as she encourages Ralsei to want things for himself and attempts to fill his room with possession's. With Kris, Susie repeatedly tells them they are "cool" and offers them an award for their shelf, dubbing it the "Susie award". Susie gets along and favors teasing her friends while being more observant of their emotions, seeming to quickly recognize whenever Kris and or Ralsei are distressed and anxious. To this end Susie makes a active effort to be considerate toward others and does not push them to talk about a stressful events. Susie also grows to be highly protective and empathetic of her friends and Darkners in general, validating their existences as real people and making repeated attempts to ensure darkners like Ralsei and Tenna's feel wanted and accepted. Susie is also quick to defend her friends and allies if they are hurt or slighted in anyway, an example of this is when she scared Monster Kid and Snowy away when they made rude remarks about Kris near the shelter. She also angrily tells Berdly off on Noelle's behalf recognizing she was uncomfortable.

While far more kinder and considerate, Susie can occasionally be cocky or overly confident to the point of rudeness as she was unreceptive of Gerson Boom's advise and elderly antics initially but swiftly grows to respect him. Susie is often seen smirking in her sprites and can and making comedic remarks when fighting enemies.

Susie has a tendency to eat pretty much anything even remotely edible, indicating she's been living off of whatever scraps she could find for an extended period of time. She is prone to eating things such as pinecones, salsa, the burnt crust of toast, and leftover food thrown out after closing, as well as chalk. Susie is easily flattered and occasionally blushes if Kris or Noelle compliment her or make kind gestures. Whenever given a gift or food, she is possessive of them.[4] In Susie's Dark World room, her fridge has multiple non-food items she likes, which shows that Susie is used to eating unconventionally items.

Susie does not appear to be used to feelings of affection, being surprised and occasionally confused to the point of blushing by romantic or non platonic gestures made by Kris and Noelle primarily, and occasionally shoves Ralsei when he gives her hugs (albeit in a comedic fashion). Upon riding the Ferris wheel with Noelle, Susie begins to get an idea of romantic feelings to the point of feeling at ease and thinking about the experience in a positive light.

Main Story History Susie had a rough past, struggling to make friends, and moving away whenever she did. Susie mentions she had once dressed up as a box for Halloween indicating an uneasy living situation. Susie describes a time in her youth where she went to a local plaza to play the public piano, but it was deemed by the crowd that she wasn't allowed to play it, and was removed to have "someone better" play it instead. After having her self-esteem crushed, Susie made her way back to plaza at night and smashed the piano as hard as she could before running off (deciding if she’s not allowed to play it nobody could), swearing off ever playing it again. It was when she got to Hometown Toriel found her alone, sitting on a bench in the graveyard crying, who told her it would be okay, and got her food at the diner.

Susie still resides in Hometown and attends the same class as Kris and Noelle, having arrived as a new student at some point.[5] She is close to getting expelled from School due to unknown past incidents.[6] She is universally feared among her classmates and even by Alphys, due to her appearing to be a threat. Monster Kid described her as creepily watching them and their friends playing handball. At one point, the ball rolled over to her, causing her to freeze and kick the ball as hard as possible at Undyne's car. Little else is known about Susie's history prior to the events of Deltarune other than strong implications she does not have or heavily dislikes going back to her home.

Chapter 1 Susie barges into class and is the last student to arrive. Due to their tardiness, Alphys assigns Kris to be her partner for a group project. As Alphys attempts to begin class, she realizes there is no chalk. She tries to coax the students to return the missing chalk, and receives no response. Alphys hears Noelle's suggestion, and asks Susie to retrieve some from the supply closet. Susie complies with indifference and slams the door.

At Alphys' request, Kris follows after her. They discover Susie eating a chalk stick, and she notices them. She questions if Kris has seen anything, only for them to be silent, causing her to menace them. As Susie slams Kris into a locker, she comments that "Quiet people piss me off." She assumes they will report her to get her expelled and threatens to bite their face off. Susie considers Toriel, Kris' mother, and opts against it. She states they will retrieve the chalk, and that Kris will do the group project. Before Kris can respond, she interjects.[7]

In front of the supply closet, Susie is confused by its interior being pitch black. She tries to goad Kris to enter it first, who only steps away. Instead, Susie convinces herself and Kris to go inside simultaneously. Inside, she initially reassures the closet is not unusual and tries to find a lightswitch. As the duo venture further in, Susie is unable to find it, and declines on finding the chalk. They attempt to leave, only for the door close by itself. Susie panics as the floor disappears, and the two descend into the Dark World.

Susie wakes up in ?????? alone. At the sound of someone approaching, she retreats into various dust piles. Kris bursts the last one she is in, alarming her, though she expresses relief that it was only Kris. Susie is confused at their situation, and insists Kris leads them out of the area.[8] She impatiently leaves them behind, and finds a silhouetted Lancer atop a pillar. Susie warns Kris of the spade bullets, and runs ahead, and later directs Kris to slide down a cliff.

At the entrance of Castle Town, Susie notes how the unfamiliar area appears deserted. With curiosity, the two progress to the front of the castle, where a hooded Ralsei greets them. He offers to inform the duo of the Legend of Delta Rune, and how they are the foretold heroes. After the tale, Susie declines on being a hero, as she considers it "pretending" and prefers leaving.[9] Before Ralsei can change Susie's mind, Lancer appears and knocks him away. Lancer introduces himself and his intent to defeat the two to ensure they do not go east, as it is their "only way home."

Susie, who is eager to FIGHT, notices she inexplicably has an ax[10] and focuses on only attacking Lancer. Regardless of the outcome, he retreats, and Ralsei returns and expresses concern. Upon Susie's request, he takes off his hood and reveals his appearance. Once he confirms that they must go east, Susie departs on her own, determined to return to school.[11]

While Kris and Ralsei navigate the Field in search of Susie, they discover her onslaught. This includes beating up Lancer,[12] a Broken Cake that Top Chef states that she ate "like an animal," and many "clobbered" Jigsawrys. If Kris interacts with the standing Jigsawry in the Maze of Death, they attempt to warn the two about her.

After the Second Clock Puzzle area, they find Susie in front of a closed, partially destroyed door. Ralsei informs her the puzzle requires a third party member and that only Kris can seal a Dark Fountain. Susie reluctantly joins.

Once the puzzle is solved, C. Round blocks the path. Ralsei remembers that Susie did not have a battle tutorial, and suggests to Kris to teach her how to ACT. If Kris orders her with the "X-Compliment" ACT, she questions this.[13] The encounter ends with Susie knocking C. Round away with an attack.

In front of Seam's Shop, Ralsei emphasizes their role as heroes, and advises her to avoid FIGHTing. Susie is not dissuaded, and Ralsei informs Kris that they may have to WARN enemies to compensate.

The trio progress east and reencounters Lancer, who has prepared a new team. With confidence, he states that "purple girl" cannot stop him and laughs. Susie interrupts Lancer, and criticizes his "evil laugh" and attempt at being intimidating. With one hand and her teeth barred, Susie picks him up and threatens to bite his face off and laughs. Lancer is impressed and thanks Susie for the advice, and orders three Jigsawrys to attack before leaving. Susie is both surprised and flattered by his actions.

After a box puzzle that Susie does not want assist in solving,[14] they proceed to the Great Board. The party approaches Lancer halfway across the board. He makes an aggrandized effort to state this, and asks for Susie's opinion of his attempt. When she questions Lancer, he continues to compliment her. In response, Susie makes an effort to give a positive critique. Lancer realizes in his zeal that he forgot to bring enemies along, and that the trio does not have an official name. Susie suggests "The $!$! Squad" on a crumpled paper. After Kris has chosen a team name, Lancer flees.

The party finds Lancer at the end of Great Board. He admits to being fretful of the awaiting K. Round, who attacks the party. Susie retaliates in return to prove she is not afraid despite her attacks making it more hostile.[15] Afterwards, Lancer refers to the trio as heroes. As Susie considers the compliment, Ralsei interjects. He comments that the battle could have been avoided if she was not violent, as well as the incidents in the Field. Susie contemplates Ralsei's statements, and decides to side with Lancer, as being a villain "sounds way easier."

Near the entrance of the Forest, Kris and Ralsei find Susie and Lancer, who states their "DARK" team name and plans. Contrary to their scheming, the two primarily tease Ralsei and cause minor mischief. This includes taking a snack break,[16] feigning to work on their plan so Kris would solve a suits puzzle, and selling a Lancer Cookie to purchase a Hearts Donut in the Bake Sale. Enjoying her time with Lancer, Susie offers to share half of the Hearts Donut with him.[17]

While a disguised Lancer convinces Kris and Ralsei to build a "Machine to Thrash Your own Ass," Susie sleeps in the nearby bush.[18] Once it is completed, Susie wakes up and laughs that the two were tricked into doing their work. She has different commentary depending on the highest category and design.

Before the Maze, Kris and Ralsei notice Susie and Lancer being fanned by Rudinns. If Kris interacts with Susie, Ralsei tries to coax her to rejoin their team, though she refuses.[19] When Kris nears the entrance, Lancer and Susie warn that they will be lost without aid. Halfway through the Maze, Susie taunts the two and notices Lancer is not with them. She becomes worried, and emphasizes he easily gets lost in mazes, and Ralsei apologizes. Susie attempts to navigate the Maze on her own to find him.

Susie and Lancer regroup at the Thrashing Room and create the machine last minute.[20] Once Kris and Ralsei arrive, they explode the Thrash Machine and taunt the heroes. Ralsei inquires about their new plan, and Susie states she will join if they can defeat her and Lancer. However, if Kris and Ralsei lose, they would have to join their team and listen to them. Susie asks Kris for their decision, only to interrupt and state her team would attack regardless. She attacks Kris and Ralsei as an enemy. Afterwards, Susie rejoins the party, and invites Lancer to be apart of their team as well.

Along the linear path, Susie comments on her hunger and refuses to stop teasing Ralsei.[21] Shortly after, Lancer notices a Dark Candy tree with one Dark Candy at the top. Susie cannot reach it, and Lancer uses "Stool Forme" to assist. When she hears he has never tasted one before, Susie gives it to Lancer instead. He wonders on Susie's reason, only for her to comment that she is not hungry.[22] Lancer considers Susie as a "good friend," and Susie reciprocates in return. After Lancer and Ralsei converse, Susie concedes she has been in a good mood with them.[23]

When the party sees Card Castle and the Eastern Fountain in the distance, Lancer flees. Confused by Lancer's responses, Susie chases after him. Susie, Ralsei, and Kris all arrive at the castle's gate, only for Lancer to close it. Immediately after, a necklace of Rudinn Rangers surround the trio and knock them out.

In Prison B1, Susie "invites" a Rudinn to the trash can to obtain the prison keys. At a loss with the suits puzzle, she suggests that they wait for Lancer. Instead, Susie is able to solve it with Kris' help. Intending to free Kris and Ralsei, she ventures out of her cell, and hears Lancer's voice. In her haste, Susie solves the second suits puzzle by herself. When she calls Lancer's name and mentions Kris and Ralsei in a cell, he admits to ordering his troops to have the trio retained in prison.

Personally offended by his actions,[24] Susie interrupts and threatens Lancer to move. He refuses, and Susie chooses to attack him. She repeatedly attacks, and threatens to kill Lancer, who eventually refuses to attack. When Susie misses her last attack, she admits she does not want to kill him. As Lancer explains his reasons, Susie reassures that they will be peaceful towards King. Before Lancer leaves, he questions their friendship, to which Susie reaffirms.[25]

After Susie frees Kris and Ralsei, the trio ride on an elevator. She converses with Ralsei, and mentions she is interested in ACTing. When Ralsei exits the elevator, Susie addresses Kris. She confides that she will listen to them before leaving.[26] She still finds joy in teasing Kris and Ralsei during their time exploring the Card Castle, such as when re-fighting King Round, during which she throws Ralsei at its crown to defeat it. In the lowest level prison, Susie, Kris, and Ralsei can encounter an imprisoned Jevil, who tasks them with a "game" to open his cell door by finding the Broken Keys A, B, and C. Upon doing so and having the broken keys forged into the Door Key, they can enter Jevil's cell causing him to trigger a battle with the party. If Jevil is defeated by being passified he will turn into a Jevilstail for the party to use, with Susie commenting shes grown a tail if its equipped on her. If Jevil is defeated with violence, he will transform into a Devilsknife to serve as Susie's weapon, along with a Shadow Crystal.

After finally encountering King at the top of the roof, he threatens to drop Lancer into the void for turning his back on him, which angers Susie. Lancer manages to escape by himself and a fight between the heroes and King ensues. King eventually loses and starts apologizing for his deeds, showing regrets. This turns out to be a lure to make the heroes drop their guard and hitting them back, defeating them. If some Darkners where defeated violently through the chapter, they do not come to stop King and Susie instead distracts King long enough for Ralsei to cast a Pacify Spell on him, thus putting him into deep slumber. However, if all Darkners were defeated peacefully, Susie refused to kill King even though she is given the opportunity to do so, as she knows that Lancer will emerge with his overabundance of troops and overthrow King.

Once King is finally defeated, Susie warms up to Kris and Ralsei, for whom she promises to be kinder. Her eyes are then revealed behind her hair. She follows Kris to the Dark Fountain as they shut it down.

The two end up waking up in the unused classroom, which contains toys and objects similar to Darkners from the Card Kingdom. Susie wonders for a second if all of this was just a dream but regardless, this adventure helps her improve her relationship with Kris and she tells them to come back with her to the Dark World tomorrow, before leaving the school.

Chapter 2 Normal Route Susie is so excited to return to the Dark World the next day that she shows up to class on time. She teases Kris for showing up late, and laughs off Alphys' attempt at reprimanding her. After class, she excitedly drags Kris to the door to the Dark World, where she briefly wonders if the adventure was a dream and asks if Kris will still be her friend regardless. They are interrupted by Noelle, who startles Susie by inviting them to study at the library with her and Berdly. Susie interprets Noelle's overall nervousness around her as evidence that she is aware of the Dark World, and tells Kris they need to keep it a secret. They soon arrive in the Dark World, where Ralsei and Lancer greet them and show them around. Susie is particularly pleased with the room Ralsei made for her and wishes to stay in the Dark World for as long as possible. However, Ralsei soon learns she and Kris have a school project and "banishes" them until they do it, which Susie reluctantly agrees to.

When they get to the library, however, they discover another Dark World has manifested in the computer lab. Susie jumps at the chance for another adventure with Kris, and they quickly jump into the Cyber World, where they learn Queen, the ruler, has gone insane due to the presence of a new Dark Fountain, and has taken Noelle hostage as a peon. Susie challenges the Queen to a fight but is laughed off. Ralsei soon meets up with the gang and they proceed on a new adventure.

Susie travels with Kris and Ralsei through the Cyber World. During a fight with Sweet Cap'n Cakes, Susie questions why Kris is the only Lightner who is able to "ACT," whereupon she forces a new option for "S-Action" (and in turn forces Ralsei to perform "R-Action") so she and Ralsei can have control over events as well. After a fight with Queen and Berdly, the group splits up, though Susie protests at Ralsei making Kris choose and decides that Ralsei should go with her. During this adventure, Susie learns the skill "Ultimate Heal" (which isn't very helpful in battle) and enjoys cotton candy at the carnival with Ralsei. She and Ralsei meet up with Kris and Noelle at a party stall, where Susie at first prepares to fight Noelle due to her association with Queen, but then accepts her into the party, completely unaware of Noelle's crush on her. They soon make it to Queen's Mansion, where Noelle is captured by Queen, and Kris, Susie, and Berdly are placed in rooms designed to entertain them while Queen takes over the world. They break out with the help of Lancer, who quickly starts to turn to stone due to not being from Cyber World. Susie carries Lancer on her back as the group, along with Berdly, and runs to find Ralsei. On the way, they come across some puzzles where Susie mocks Berdly for not being able to solve them. Eventually, after Berdly admits to lying about his intelligence, Susie encourages him to accept he doesn't have to be the best (although Berdly interprets this as encouragement to be stupid like the rest of them, much to Susie's annoyance). Meeting Ralsei, they learn Lancer cannot be cured until either he returns to his own Dark World or Castle Town. Eventually, Berdly separates Susie from the group so the two of them can free Noelle while Kris and Ralsei focus on finding Queen.

Susie arrives in Noelle's room in the Mansion and Rude Busters two Werewires. Worried about having to explain the Dark World to Noelle, Susie tells Noelle she's just dreaming, but is surprised to see Noelle accept this on the basis that Susie wouldn't be nice to her in real life. She awkwardly admits she never picked on Noelle because Noelle gave her a candycane-looking pencil on the first day of school. They soon make their escape on a heart-covered Ferris wheel (to Noelle and Susie's embarrassment). Along the way, Noelle shares her memories of watching horror movies with her sister Dess, which Susie finds interesting, and the two grow closer. Noelle notices Susie's tail wags when it is happy, to which Susie protests that she does not have a tail in the Light World (though she admits to being self-conscious about it). Before Susie can suggest hanging out with Noelle more, they are interrupted by Berdly (who, unbeknownst to Susie, now has a crush on her instead of Noelle), and Susie goes to rejoin Kris and Ralsei, landing on Ralsei in the process.

While Kris is in the Mansion's basement following Spamton's instructions, Susie and Ralsei hang out together. After Kris returns from acquiring the EmptyDisk, Susie can be seen messing around with Ralsei's glasses, the latter asking her to give them back. They quickly rejoin Kris just as the battle with Spamton NEO starts. Afterwards, Susie voices how horrifying the whole battle was and asks if Kris is okay. If Kris says yes, Susie notices they are straining to say so. If Kris says no, Susie and Ralsei help them calm down.

The group soon faces off against Queen's giant robot, which they defeat with the help of their allies and the Thrash Machine. Afterwards, Noelle is able to stand up to the Queen thanks to Susie and Kris' help, and Berdly proposes creating a new Dark Fountain, which Noelle and Susie encourage. However, Ralsei reveals creating Dark Fountains will bring on a cataclysmic event called The Roaring which will destroy the world. Learning this convinces Queen to stand down and change sides.

With that, Susie and Kris seal the Dark Fountain once more, and they wake up in the Library computer room. As Noelle and Berdly leave, Noelle takes a moment to see if Susie has a tail: Susie clocks this and scares her off before expressing surprise at the fact she and Kris saved the world but cannot tell anyone. She then joins Kris in heading back to school to see the Dark World. Afterwards, she offers to walk home with Kris and they explore Hometown. Susie has the option of witnessing an awkward encounter between Kris' parents at Sans' store (and has a few frustrating conversations with Sans himself), or witnessing Kris' interaction with Onion (whom she finds very odd). They can also go to the hospital where Susie meets Noelle's father Rudy. She is bewildered at Rudy's joking threat that if she lays a finger on Noelle he will beat her up, but they soon form a friendly rapport.

If Kris ventures down to the bunker at the edge of town, Susie witnesses Monster Kid and Snowy daring each other to open the door. When Snowy calls Kris a "weenie," Susie sneaks up on the two and scares them off, before inspecting the door for herself. She assures Kris they don't have to talk about the bunker.

Eventually, they make it to Kris' house, where she unexpectedly meets Toriel. Toriel invites her in to make a pie with her and Kris, and eventually for a sleepover, much to Susie's surprise. She quickly bonds with Toriel and tries to watch her language around her (despite getting caught off-guard when Toriel got annoyed enough to swear herself). She also apparently drinks from the bottle of apple shampoo in the shower: if Kris notices this they inquire about it in a subsequent conversation, which she denies. That evening, she and Kris watch movies and ponder about the upcoming festival in town, as well as the possibility of bringing Ralsei and the other Darkners into the Light World. They eventually fall asleep on the couch.

Weird Route Susie and Ralsei meet Kris shortly after the fight with Berdly, where Susie immediately notices that Kris appears distraught. She shows off her new healing power that she learned from Ralsei before they journey into the Mansion. Susie goes to rescue Noelle: it is implied she and Noelle grew closer as they had in the normal route, but Susie comes out of the interaction concerned for Noelle, who is traumatized after being forced by Kris (or rather, the player) into seemingly killing Berdly. After the aborted fight with Queen, Susie leaves to go check on Noelle, and is absent from the Spamton NEO fight. After Kris seals the fountain she wakes up with Noelle and Kris in the library. Before leaving, Noelle asks Susie if she has a tail, which she denies. Susie expresses that it feels as though they did not just save the world despite sealing the fountain, and senses trouble up ahead. She still joins Kris in heading home afterwards.

At the hospital, Rudy holds Susie back as she and Kris are exiting and begins telling her what Noelle likes to do. Susie walks out of the conversation bewildered.

Chapter 3 Susie wakes up before Kris, and upon realizing that they’re inside a Dark World, wakes them up as well. They roll off the couch, and while confused, she’s overall excited, as out means “another adventure”. They before they get far, Ralsei joins them, to which Susie boasts about her time at Kris’ house, of which Ralsei wants to hear more about, but suggests they get moving first.

As they walk, Susie asks Ralsei if they think they could survive “Bloodcrushers 3”. Ralsei though is unable to give her a proper answer as he’s never seen one. Susie suggests that Ralsei comes to the Light World to watch one with them. She even goes further, and suggests that Ralsei could either homework for them. Finally, she asks if he could go with her to the festival. This causes Ralsei to reveal the truth that he can't go because he's a Darkner. Susie asks why, and Ralsei explains to her how Dark Fountains work, and how Darkners by technicality aren't real. Susie is in disbelief, stating how she can hear and feel him, and how objects shouldn't have those. Ralsei only agrees with her, and tells her if he or the other Darkners aren't enough, she should forget about them, and make some real friends. This angers Susie greatly, and she grabs Ralsei by the throat, calling him an idiot, before telling him she won't forget about him. At this, a spotlight is shown on the two, and a voice congratulates their "performance." Susie and Ralsei both yell at them, asking who they are. At this, it is revealed to be a Darkner named Tenna, who immediately attempts to make the party contestants in his gameshow TV Time!. Susie initially refuses. However, thanks to some coaxing from Ralsei, she agrees to give it a shot. The party then follows Tenna offstage to begin the show.

After acquainting the audience to their names, Tenna introduces the first round, a board of his video game "Legend of Tenna". To win the game, the party must collect 3 keys to progress to the physical challenge. After Susie consumes the power croissant, she gains the ability in game to throw and pick up objects, an ability that will be utilized throughout the game. It can be used to throw Ralsei at the cactus Lancer is stuck on, freeing him, so he can aid the party in gaining one of they keys. After gaining the other two, the party can progress to the Cooking Challenge, Kris must dodge burning fire made by Susie, and catch food cooked by Ralsei.

After completing the Physical Challenge, the round ends, Susie stating they were only just having fun. The credits begin to roll, but Tenna roundhouse kicks them away, as the Fun-o-meter is still too low, and stating that they had only played the first round. Susie, having fun with the show so far, agrees to do so. Tenna transports them to the Green Room to relax before the next round.

If the party has 500 points remaining from the first round, they can pay a Pippins to let them into a special, starring Susie herself. In the game, Kris and Ralsei must direct Susie being held on a rope to protect Tenna from attacking Shadowguys.

If you return to entrance to the stage, Susie will notice Tenna is still on stage, and decides to go see if she can get any hints for round 2. She finds Tenna contacting someone through his antennas before making her presence known. She thanks Tenna, as the experience aided to cheer up Ralsei, as well has been very for herself, overjoying Tenna. She mentions Kris is having fun too, whom Tenna calls a stinker. Susie asks if he dislikes Kris, to which he denies, but is unsure if they like TV. Susie asks why, but upon receiving a notification in his antennas, tells Susie to return to return to the Green Room, to which she does.

Once the party is ready to start round 2, they can exit the Green Room, now playing Legend of Tenna’s Sandy Board. some time into the game, there will be a puzzle requiring Susie's ability to pick up and throw objects. Unsure on how to solve the puzzle, Susie distracts Ralsei so that she can switch characters with Kris, so they can solve it for her. While she’s controlling Kris’ character, she attempt to hug Ralsei, pretending it’s Kris still doing it, embarrassing Ralsei. Eventually, through unknown means, Ralsei will turn into a surf board that can be used to complete the puzzle. Kris and Susie will remain with their controller’s switched up until Ralsei realizes it. Ralsei tries to get Susie to switch them back, which she does, but instead switches characters with Ralsei, making it so he controls Kris' character. They all eventually switch back to their own characters and discover the third photo. After a brief battle with Shuttah, they can play a secret lawnmower mini game for extra points and eventually make it to the end of the board. However, the player has the option to journey beyond it to find the original game's Ice palace, intriguing Susie and making Ralsei nervous. After being unable to explore further the trio heads back with Susie expressing disappointment they could not see what lies beyond though Ralsei claims it could have been trouble. Susie reassures him they'll go back to the end of the board and after reuniting Elnina and Lanino along with Roulx Kaard, the trio progress to the second Physical Challenge. The challenge is a live rock concert mini-game where Susie plays the drums to Raise Up Your Bat.

Upon starting however, Susie just hits her drum set however she pleases, despite what her music says, and ends up being muted for the duration of the Physical Challenge. After the challenge is completed, Susie claims she was the reason they won at all, much to Ralsei’s flabbergastment.

Back on the stage after the round. Susie suggests that they start an actual rock band, to which Ralsei agrees. Tenna solemnly calls for the credits, but stops them suddenly, stating that the party has unlocked the special bonus round. Susie, though admitting it was fun, tells Tenna that they have to get back on their adventure, and asks if they could just skip it. This depresses Tenna, to which Susie agrees to play the round a for a little bit, perking him back up as he sends the Delta Warriors back to the Green Room. Susie begins to feel the show will keep going until grows old, and that they should affirm with Tenna that it will be the last round.

Upon returning to the stage, the group will find Tenna contacting someone through his antennas, mentioning it will be bad if Susie were to find out about something. Susie asks what he’s talking about, causing Tenna to whirl surprise, before saying it’s a surprise he planned for her specifically, and asks to make sure she didn’t hear what it was. She says no, and leaves back to Green Room, followed by Kris and Ralsei. She says that she doesn’t like it when people hide things from her, so she, Kris and Ralsei decide to find out themselves.

On the way to the Cold Area, there will be puzzles requiring a controllers to solve. If the Sword Route was not completed, Susie will lend her controller that she stole from Tenna to use. However, if the Sword Route was completed, Kris will use their new controller to solve the puzzle instead, much to Susie's shock. Upon reaching the Cold Area, Susie will notice Toriel sleeping, but kept hostage, but Tenna will quickly arrive and notice the trio. Tenna attempts to make Susie and the others play in the 3rd board, but Susie interjects, demanding Tenna stop. Tenna then traps the trio in plastic pods similar to those Toriel is trapped in.

However, thanks to some clever ACTS, the trio escapes, much to Tenna's alarm. Afterword, the trio makes their way through TV World to make their way back to the fountain, encountering 2 cowboy minigames. After the second one Susie will notice what looks to be moss on a pile of hay that turns out to be spinach and eats it with Kris. Additionally they find a wardrobe featuring his horse costume and mini stable, though it is closed by an unamused Susie. Elsewhere, the trio can stumble across Tenna's bonus room discovering a lone Pipis in his dresser, causing the three to flee upon hearing Tenna, if the player has a Dealmaker or Puppet Scarf Spamton will emerge, be sprayed with foam by Tenna, and return to the parties inventory. If on the weird route this event does not occur, and the Pipis will be left behind by Tenna, with Susie and Ralsei refusing to use it.

They encounter Roulx Kaard with Lanino and Elnina again, who forces the trio to ACT, but Lancer interjects, allowing the party to "Lancer". Lancer recruits all of Roulx's allies, forcing him to retreat. If Kris completes the final Sword Route board, Susie arrives and asks Kris what their doing and questions if their having fun. If the player responds that they are Susie will jokingly tell Kris to not end up like Berdly, if no is picked, Susie will unplug the console and tell Kris to not play something that isn't fun. Alternatively the player can try to stab Susie with HERO_SWORD, causing Kris to swiftly pull her away to safety. Confused, Susie assumes Kris is trying to taste her hair and allows them permission but is denied. Regardless of choices, Susie will lend Kris a FlatSoda and tell them to to regroup.

Eventually, after Tenna's entire crew leaves, the trio goes back to the Cold Area. After a final battle with Tenna, Susie recounts her early life, experiences with Toriel, and her making friends for the first time to Tenna and convinces him to release Toriel. However, just as he does so, before the trio can seal the fountain, the Roaring Knight appears, severely damaging Tenna. If the party "wins" against the battle with the Knight, Susie will lunge at The Knight, chipping a piece of their blade and leaving a Shadow crystal behind. The Knight then SWOONs Susie and Ralsei, promptly forcing Kris DOWN with their sword. Regardless on the outcome, the trio will be weakened, and Susie with Kris in tow will chase the Knight after they kidnap Undyne. However, they're too late, and they chase the Knight to the Bunker, with a dark fountain inside. The Bunker is closed, and the two cannot do anything, but due to Susie's pounding on the door, the Bunker's codepad is revealed. They go back to Kris's home to seal the fountain.

Chapter 4 Susie was shown to have woken up before Kris, and enjoying pancakes Toriel had made for her. After Kris joins them at the table, Toriel invites Susie to go to church with her and Kris, to which she agrees. When Toriel leaves to find her clothes, Susie expresses exasperation, and attempts to leave before Toriel comes back before remembering the events of last night, and telling Kris they need to get to the bottom of things. Toriel will call them over to try on their church clothes, which they do. Before leaving the player can Susie take a tour to Kris's room, where she will immediately take notice that Kris is lacking awards on their side of the bed. Susie knocks one of Asriels down and throws it to Kris's shelf dubbing it the Susie award. Upon interacting with Asriel's computer Susie will notice what appears to be Seam on his wallpaper.[27] If the blood stain spatter is interacted with, Susie will help clean it up with vinegar. Afterward, upon inspecting the TV, Susie reveals to Kris before the fountain was sealed, she managed to find Tenna heavily injured with the Shadowguys and Pippins instructing her how to fix him. They then leave for church, during Church, Susie and Kris have the option to see Toriel, Noelle, Mr. Cattenheimer, and Shyren sing the opening song and tells Kris they should bring lightenrs next time. When Susie aks Kris if they brought anything to do while Catty speaks the following prompts are given.

Let’s pay attention: Susie will tease Kris for “acting so holy”, and bring up that when they and Catti were kids, they tried to summon a demon. Susie jokingly says she surprised they let Kris in, Though then brings up how tolerant church is. Kris will then tell Susie they’ll get fruit juice if she can last until the end of the sermon. Susie asks if that was why Kris wanted her to pay attention, and the conversation ends shortly after. Look in pocket for fun: Susie will be happy, and rather enthusiastic to see what Kris has on them. The dialogue is dependent on your inventory in the Dark World. Kris will eventually fall asleep. After the sermon finishes, Susie wakes up Kris by punching the chair they’re sitting in, before giving Kris a cup of juice, clinking it with her own, and pouring them into each other’s mouths. Susie will then tell Kris to go gather clues for the Bunker codes while she goes and drinks the rest of the red fruit juice. If you pour Alphys 75% yellow and 25% red juice combo, Susie will comment on its supposed coolness. When Kris reports back to Susie (who by then, had drank all the red fruit juice), Susie will remark to go to Noelle's home to attempt to get a code. Susie then accidentally surprises Noelle and asks to go to her house under the guise that they will study for their project, to which she agrees. Susie and Kris then leave church and encounter an awkward conversation with Asgore and Toriel. After ditching their church clothes they head on to Noelle's house.

Notably, whilst exploring Hometown in Chapter 4, if the player enters the room with The Shelter, Susie's expression with change from her usual smirk, to a more serious, thinking expression.

Before going to Noelle's house the player has the option to visit Castle town, if Tenna survives, Susie will immediately bring him to the school before entering castle town. After Susie briefly catches Ralsei up on their current plans they go to have a cake and tea party. While enjoying her time, Susie muses that in the past couple shes gotten comfortable being herself around Ralsei and Kris, while joking with the former she sends a slice of the cake for Ralsei to eat. If the party stops by Tenna's room he'll thank the three for giving him a temporary home but asks Susie to find someone to adopt him. Afterward Susie can spot what appears to be Ralsei's blocked behind pink construction tape and enter it only to discover a completely empty room (save for a Ralsei plush if player gave him a carnival present in Chapter 2. After hearing Ralsei's reasonings that darkners have no need for rooms and owning anything, Susie grows outraged declaring she and Kris will fill it up and make it the coolest room ever before leaving. If the player had stolen an Ice-E cube from Noelle's room, Susie will place it in Ralsei's room as his first possession. If not Susie will place a trash can in the room by default.

Afterward, the player can direct the trio to Mike's room (if all the Shadowguys, Pippins, and Zapper's were recruited) upon entering the code to his room a cat themed battle ensues with 3 darkners taking up the name of Mike. After discovering this, Susie and Ralsei will leave the room no longer interested in the Mike conspiracy. In Hometown, the player has the option to take Susie to QC Diner, and have her deliver Tenna to Nobody.

In Noelle's home, Susie and Kris explore it and try to get clues, but Kris privately attempts to stop the SOUL from relaying the shelter code without Susie noticing. During this period Susie and Noelle conversate and grow closer with one another. Kris's SOUL is eventually discovered by Susie and Noelle (who they presume is a mouse hiding under an ornament) in the basement, but eventually, Kris detains the SOUL in Dess's closet, but the noise made alerts Susie and Noelle.

While waiting for the "mouse" to make noise, Susie talks to Noelle about her "dream" (recapping the events of Chapter 2), Kris's flirting skills (which makes Kris repeatedly blush), Kris acting weird recently, and the time the two went on the Ferris wheel together as children, and a boy from another school (Ralsei) being unable to attend the festical. Susie tries to prevent Noelle from learning that the dream was real with several close shaves but asks repeatedly on Noelle's feelings about the Ferris wheel.

At the end of the conversation, Susie releaises Kris was hiding in the closet and chastises them for wasting time, grabbing Dess's guitar in the process. Susie attempts to see the code on it, but decides to play it for Noelle downtairs until they are interrupted by Asgore and Carol Holiday. Upon the latter entering the house, she grabs the guitar away from Susie and coldly tells her to stay away from Noelle, prompting Susie to declare she will take her to tomorrows festival regardless and is promptly kicked out. After a brief conversation with Asgore, Susie eats the rest of the snack tray and realizes it is raining, so they attempt to go back to Toriel's home. However, she is not there, so the two go back to church, only to discover a dark world in it.

The two jump in, encounter the Knight, but the duo are knocked off the stairs. As Susie attempts to heal Kris' wounds they are eventually joined by Ralsei after Kris bleeds profusely after being hit by glass at high impact. Ralsei inadvertently discourages Susie to use her healing without help when he is in the party. Sometime later, they encounter a room even darker, which makes visibility incredibly low. Eventually, after running from a spawn like sillouhette they meet a seemingly senile old man who turns on the lights. After realizing the old man is not a darkner, Susie reluctantly agrees to have the old man travel with the group. In reality, he is still incredibly wise and helps Kris with some puzzles to go to his study, though his presence initially annoys Susie. After traveling through the old man's study, the Delta warriors reach another pitchblack area, where they encounter Jackenstein. After a brief fight, Jack hits his head on a chandelier, and Ralsei cannot heal him. However, the old man "tricks" Susie into healing Jack, which miraculously works. Susie is willing to heal again, and her healing skills dramatically improve from this encounter, but despite this, Ralsei's healing skill is still objectively better than hers.

After collecting three golden notes, the old man invites Susie, Kris, and Ralsei to a tea party, at this point Susie begins to enjoy the old mans company and tells him on their adventure before leaving. After ward, Kris' playing of the three notes opens a door in the old man's study. Susie realizes that inside was the Justice Axe, which Susie tries to claim, but the old man states that since it's in his study, it still costs money. However, he is willing to give the hammer for free if Susie can cut any of his hairs. The old man dodges all of her attempts to cut his beard, and then switches to his battle outfit: revealing the Hammer of Justice. Susie's Rude Buster also does not work, as the old man reflects the buster back to her, which she must hit back to disorient him. She also cannot use items, which means that she needs to rely on her own somewhat-mediocre healing skills. Eventually, Susie distracts the old man with a healing projectile, which Susie uses the opportunity to cleave the old man's beard. Impressed, Gerson relinquishes the Justice Axe to Susie and gives her a Shadow Crystal, from here on Susie's healing capacity improves again.

After continuing in the Dark Sanctuary, Susie obtains sheet music from the old man to open the final door for the fountain, after the player messes up the notes on the Organ, Susie encourages Kris to play, causing them to play the notes perfectly and for door to open. The trio notice more parts of the Prophecy and the Knight. After futilely chasing the Knight, Susie runs out of stamina, and Kris seals the (noticeably smaller) fountain. However, Susie realizes that the door the Knight is in is sealed with a lock, so Susie and Kris decide to go looking for a potential code. However, after going into Alvin's study, Susie notices the lightner equivalent of the old man: Gerson Boom's dust and hammer, shocked at the realization the old man was briefly reanimated through the Dark world. After finding Jack's lightner counterpart and briefly talking about her past with piano playing she devises a plan: open her own Dark World to ask the old man the code. After obtaining a knife from Kris, Susie creates her own dark world which appears as a more fragmented and broken recreation of the previous one, with colors being muted. After making their way through the dark world, Susie happens upon a prophecy referencing her as the girl with hope across her heart, and that "LOVE" would eventually find her way to her. With renewed confidence, Susie and Kris make come across another piece of the prophecy before a statue the old man breaks it. Believing it to be Gerson, Susie and Kris follow it before it eventually starts a fight with the two. After realizing the statue isn't Gerson, Ralsei arrives to destroy it explaining to Susie that deceased lightners manifested in the dark world from the memories of their loved ones can only appear in specific dark worlds. Upon learning this Susie lashes out at Ralsei for not telling her sooner and hiding multiple things from her furious, demanding to know why he wont be upfront with her. Though upon hearing Ralsei break down in tears, explaining this was done to avoid making her and Kris worry about the full tragic extent of the prophecy, Susie consoles him up and promises that no matter what happens they'll still be a team preceding to noogie him. Afterward they are told by the fire extinguisher darkner the code to the church door is 2202 as Susie and Kris make their way to seal the fountain. Afterward Susie unlocks the church door, and enters the third and final Dark Sanctuary, while making their way through they encounter a section of the prophecy relating to Asgore and the Angel, with the latter one disturbing Susie. Eventually they make their way to the final barrier that reaches the fountain but the path is destroyed by the Knight, Jackenstein arrives to carry the trio upward and, if all Darkners were recruited they will rescue him and the trio from falling and launch him upwards. If not, Jack will stay behind while Susie, Ralsei, and Kris climb to safety falling to his presumed death. Regardless the trio faces a barrage of swords from the Knight but make it to the fountain regardless, Susie attempts to attack the Knight with Rude Buster but they are dodged by the Knight, after Susie taunts them now that they are cornered and will be without a fountain, the Knight responds with laughter and opens another fountain within the mouth of the present fountain creating a Titan.

The trio decide to scale the Titan's body before it can fully emerge and come up with a strategy to stop it, before being confronted by Titan Spawn. Regardless if they are purified or slain, Susie, Kris, and Ralsei scale the upper half of the Titan and reach solid ground, with Susie healing Kris and Ralsei's injuries. Upon finding the Titan, the trio fight it down to less than 50 hp, Susie is horrified to see that its begun self regenerating, with her and Ralsei losing hope. However, Gerson arrives to aid the trio raising Susie and the others spirits as they resume their assault on the Titan. Realizing that its not enough, Susie comes up with an idea to grab Kris and dunk them and herself into the mouth of the Titan so their SOUL can seal it like a fountain. The plan is a success but before Susie can question the SOUL, she remembers she still needs to thank Gerson and runs to look for him, only to find and read the final glass plane of the prophecy. By the time Kris and Ralsei find her, Susie destroys punches the prophecy plane into pieces, despite bleeding she laughs it off as nonsense ensuring Ralsei it wont come to pass and directs Kris to seal the fountain. Before they seal the fountain, Susie tells Kris that she has a silly dream that all three of them will still be friends no matter what happens the days following. Upon the fountain being sealed, Susie realizes that Toriel is nowhere to be found and accepts that she was never there to begin with walking off dejected. Afterward the player can take Susie and Kris to the shelter where she'll comment that they have to find out the code tomorrow no matter what. The player can also have Susie and Kris sit by the lake where she'll make small talk with Kris about hearing a song in the lake. After finnaly arriving back at Kris' house she asks if she can stay over again but spots Toriel and Sans drunkenly partying and dancing. When she spots the two, Toriel offers to have Susie stay over and take Asriels bed, but Susie declines visibly uncomfortable at the sight and decides to leave. At night while Kris attempts to sleep Susie stands by their window in the rain and asks Kris if they'll be able to prevent what happens in the prophecy before walking away.

Weird Route In the Weird Route, Noelle approaches Susie and Kris and invites them over to her house to study. As Susie goes to high five Kris she notices that Kris is oddly silent and adverse around going to Noelle's house, offering them yellow juice before giving up and leaving. Upon exploring Noelle's house she gets a call from Carol, causing Susie to direct Kris to go look for clues upstairs. However, Noelle decides to ask Kris to come to her room for a talk, where Susie decides to investigate the basement alone. the player manipulates Kris to continue the Weird Route by reequipping the Thorn Ring on Noelle, prompting Kris to attack the SOUL afterward. Susie and Kris are latter kicked out by Carol with Susie revealing she could not gain information about the code after only barely seeing it in the guitar. Before entering the church, Susie questions the strangeness of today and Kris and Noelle's private conversation, asking what it was about before jokingly questioning if it was about her. However, Susie complies to not talk about it further after Kris says to drop the subject.

Kris Susie initially did not like Kris when moving to Hometown and actively bullied them, though Kris appeared oblivious. It is later said by Susie she initially thought Kris was in a relationship with Noelle, implicitly being one of the reasons she targeted them the most. On one occasion after school. Susie confronted a sleeping Kris and grew angry at them for using apple-scented shampoo. When she threatened them as she bit an apple, they suppressed a laugh. She threw the apple at them, and they deflected and bit it. Susie grabbed them by the hair and commented on how she believed Toriel would be tired of them and happier when they disappear. However Kris appeared to say something to Susie that caused her to leave the room in an abrupt fashion.

At the beginning of Chapter 1, Kris and Susie are apprehensive toward each other, with Susie being initially hostile towards Kris. Once Susie joins Lancer, however, Ralsei seems to be her primary target for teasing. As the chapter progresses, she slowly opens up to them after re-joining the party, and once faced with the possibility of hurting King and upsetting Lancer, she decides to listen to Kris' commands. After this, she seems to be very loyal to Kris and respectful of their position as leader, attacking King when he threatens Kris' life, calling them her friend in the process.

Throughout Chapter 2, the pair hangs out a lot as allies, and in the aftermath, Susie even accompanies Kris back in Hometown. This unintentionally leads to her getting to have a sleepover with Kris at their and Toriel's home, and the two end up falling asleep while watching TV. This shows that Susie has grown more comfortable with Kris as her friend to the point where they hang outside of school and the Dark World. Susie also enjoys the taste of Kris Tea, which she claims tastes like apple juice – when interacting with Susie during the spelling puzzle for "APPLE," Susie reveals that she liked the apple smell of Kris' hair from the shampoo they use, joking that she wanted to take a bite out of Kris for it.

In Chapter 3 and 4, Susie and Kris' friendship care is made more evident as they confide in Kris about the revelation of the Dark worlds not being fully real and muses that the two could've been friends from the beginning if the circumstances were different. When finding Kris playing the Shadow Mantle console, they hand Kris a FlatSoda. In Chapter 4 Susie is comfortable speaking about elements of their past with Kris, and at one point in the early morning kicks down one of Asriel's award stars to give to Kris and helps to clean their blood stained carpet with Vinegar, notably concerned about it. At church the two additionally have fun goofing off during the sermon while drinking fruit juice and later walk around Hometown enjoying the weekend. If Kris takes Susie to the QC diner, Susie reminisces on the first time Toriel brought her there, musing that Kris has the same happy expression Kris did back then. While sharing a sundae the two draw faces of each other, Susie implies that Kris wrote something flirtatious in the corner but assumes it was a joke. After exiting Noelle's house annoyed that they couldn't find any information about the shelter code, Susie quickly goes back to goofing off with Kris by finishing Asgores snack tray. While at Church and in the Dark Sanctuary, Susie expresses interest in hearing Kris play the piano, and if the player responds positively to the dialogue prompt about them playing again to or with her in the future Susie is notably put at ease. Upon learning more of the Prophecy Susie confides in Kris about feeling like they have been chosen for something of a greater purpose, and defends them against the Knight's sword attacks before engaging the Titan. Shortly before the Dark Fountain is sealed, Susie expresses faith that with Kris and Ralsei's help they can prevent the tragedies together.

By Chapter 5, Susie's friendship with Kris grows to the point she attempts to apologize for her bullying of Kris days prior before she is cut off by them asking her to pick them up again. For the proximity of the Festival Susie looks to Kris for support as she grows closer with Noelle. If she and Kris board the Ferris Wheel together, Susie talks to Kris about the realness of Castle Town and helps makes heart shapes or rude gestures at the window for endearment. If the two interact with the strength tester they playfully bonk each other with the hammers. During the course of the festival, Susie reminisces on Kris playing the piano for her at church and taking her to the diner. It appears Susie is unaware of Kris's romantic feelings for her, being confused why they are staring at her upon being asked if they were ever in love with a human or monster. Regardless, Susie asserts Kris is a valuable friend and defends them against Flowery disregarding Kris's feelings on wanting to recover their father. She also expresses sympathy for Kris's familial situation recognizing they also have it rough too. Upon sealing Flower Kingdom's fountain, Susie grows depressed over the Knight capturing Asgore and asks to be walked home by Kris. On the way "home" which is really Castle Town, Susie reminisces on the past few days and how the two of them make a great team. Musing over the time they've spent together and how their adventures are akin to a special thing between just them, however, Susie begins to shift the conversational and reveals that can no longer be. She tells Kris that these adventures aren't a game anymore and that their father is in serious danger and as such tells Kris that starting tomorrow she is going to include Noelle as an ally for the dark worlds and bids them goodnight before entering castle town.

Ralsei Ralsei's optimism and pacifism are in stark contrast to Susie's initially violent behavior, causing a lot of conflict between the two characters. Although Ralsei becomes the new target of Susie's teasing once she joins Lancer, she opens up to him as she does to Kris, and the two eventually get along much better. During Chapter 2, they interact more with each other and Ralsei heals Susie during a certain moment. Later, the two spend time together alone as a duo after splitting up with Kris in Cyber City. They teach things to each other and seem to have had a good time. While Kris is down in Queen's Mansion's basement, the two hang out further, though Susie goes as far as pranking Ralsei by stealing his glasses and putting them on herself. In Chapter 3 Susie wanted to invite Ralsei to go to their Hometown Festival but grows distressed when he tells her that as Darkner he isn't necessarily "real". Over the course of the chapter Susie while enjoying playing Tenna's games with Ralsei is still notably bothered by this revelation but for the reasons that Ralsei thinks of himself as not being a true friend of her and Kris. In Chapter 4 Susie tries to get Ralsei to live like a Lightner and enjoy eating some of his own cake, upon discovering his empty room Susie vows to fill it like theirs and tells Kris that they should do something nice for Ralsei later. However while on good terms with Ralsei, Susie is internally bothered by the fact that Ralsei does not disclose to them the full truth surrounding Dark World functions or the prophecy. In combination with Ralsei not telling Susie the Dark Worlds and that Gerson couldnt be brought over to her own Dark World, Susie grows furious with him in a tense confrontation. Though attempts to console him up after hearing the reasons are due to his own fears of not distressing her and Kris. After seeing the final prophecy Susie destroys it and attempts to make Ralsei calm down assuring it wont come to pass. The next day Susie comes to Ralsei for help getting ready for the festival and was fond of how talkative he was about it. Susie later found it endearing he was beginning to express open anger at figures such as Flowery but attempts to reign him in when he grows increasingly irate toward Orange.

Lancer While initially viewing Lancer as little more than an annoyance, once Lancer expresses his admiration for Susie, she decides to join him and abandons Kris and Ralsei. The two are shown to be very close afterwards, with Susie looking out for his well-being, such as when he gets lost in the Forest maze. Even after Lancer betrays her trust, she is unable to bring herself to kill him, and reassures him that he is still her friend, despite the circumstances. Susie even bows to King just to save Lancer's life.

During Chapter 2, Susie is generally happy to see Lancer whenever he appears, laughing together and giving high-fives. When Lancer gets cold in the Mansion's guest hall, Susie carries him on her back to Ralsei, in hope he could heal Lancer, showing a caring side.

In Chapter 3, Susie is shown to be happy to see Lancer in the Green Room, and is noticeably concerned about him turning to stone like he did in the Cyber World. She also is happy when Lancer came to help during the Rouxls Kaard rematch. Susie also looks to Lancer to help her get dressed for the festival.

Noelle When moving to Hometown, Susie noted Noelle's kindness after she let her a candy cane pencil and from then on refrained from bullying Noelle like the other classmates. According to Susie, she believed Noelle was in a relationship with Kris and seemingly targeted them due to this. During Chapter 2, Susie and Noelle directly interact, as Susie begins blushing upon being given a box of chalk. Whene Noelle isn't looking, Susie aggressively shakes Kris, asking why she's acting social around her. However, she accepts Noelle as a close friend, going out of her way to try and save her whenever it calls with the growing to be on speaking terms with each other throughout Cyber City, with them blushing sometimes in response to one another. After rescuing Noelle from her room in the Queen's Mansion, the two ride a Ferris wheel to the nearby rooftop, talking to one another on the way. Despite their closeness, Susie seems to be somewhat unaware of Noelle's crush on her, usually misinterpreting Noelle's advances on her, such as when she assumes Noelle asking her to go to the library with her is her knowing about the Dark World, and being confused at Rudy knowing about her.

However, after the Ferris wheel ride she seems far less oblivious to it and claims to feel comfortable with her during the ride to the point her tail wags. After the Library Dark Fountain is sealed, Berdly and Noelle take their leave, with Noelle staying behind for a moment. This is soon cut short after Susie ends up scaring her off (because she tried to see Susie's tail). Within Castle town, Susie begins thinking on how Noelle would likely decorate Ralsei's statue before growing confused as to what prompted this thought. At the Dreemurr's residence, Susie further ponders if Noelle would like gingerbread. By Chapter 4 Susie grows closer with Noelle while looking for clues at her house, helping her reject Berdly's invitation to the festival and talking about video games with her. Within Dess' room Susie has a long conversation with Noelle about the events of Chapter 2 with the latter believing it to be a dream, by the end of it Susie seeks to see if Noelle had a positive takeaway on the Ferris wheel is put at ease when she confirms so, to the point Noelle notes her tail is wagging. After obtaining Dess guitar she plays it for Noelle upon her request in a tender moment before they are interrupted by Asgore and Carol, before being rudely kicked out by the latter Susie declares she will take Noelle to the Festival tomorrow, within the 3rd Sanctuary, Susie thinks about how Noelle's doing while sitting on the couch. By Chapter 5, Susie is shown to not only be aware of but is also to romantic feelings toward Noelle, interpreting the festival to be date and seeking out Queen and Lancer to help her get dressed for it.

During the festival, Susie defends Noelle and holds hands with her on s at the Church segment of the festival. At the beach the two make up silly songs to sing to each other while Susie compliments them. Eventually when Noelle gets a phone call from Carol, Susie throws the phone while proceeding to bridal carry Noelle to the lake. In this moment the two begin feeling each others heartbeats. In this moment Noelle confesses she originally wanted to leave Hometown behind and has only refrained from doing so due to fear, but being around Susie has changed her mind and outlook. In response, Susie claims to want to make the days worth staying here, with the two agreeing that the more they learn about each other the more their feelings grow. This culminates in Susie wishing to fully accept Noelle as member of the Delta warriors constructing a room for her in Castle Town and a welcome sign along with Christmas theme decorations for her arrival.

Rudy Holiday Susie can meet Rudy for the first time in Chapter 2 if Kris visits the hospital with her. Rudy is aware of Noelle's crush on Susie and jokingly warns her he'll beat Susie up if she lays a finger on Noelle, much to Susie's bewilderment. However, the two quickly form a friendly rapport: at one point Rudy remarks that Kris should have taken Susie to the movies instead of the hospital, and he and Susie joke that they should all go together. They also jokingly plan to beat up Sans when Rudy gets better. In the Weird Route, Rudy holds Susie back to give her some advice on impressing Noelle, though Susie comes out of the conversation confused. During the Weird Route Susie expresses concern for his debilitating health and worries for him when he is struggling to breathe.

Toriel In Chapter 3, it's revealed that Toriel and Susie first met at the graveyard, where the latter was crying on the bench. After learning that Susie had just moved into town and was lamenting her lack of friends, Toriel took her to the QC Diner. There, she expressed her belief that the young monster would finally be able to make friends. This instilled some hope inside Susie. She refers to Toriel as a "good mother" after she menaces Kris in Chapter 1. They meet again in Chapter 2's epilogue when Kris and Susie go to Toriel's house, and Toriel invites her to come inside. It is implied that Susie respects Toriel immensely, with her hesitant replies, her rigid stance when she initially enters the home, and briefly refers to Toriel as "Ma'am" when she apologizes for her vulgar response. Susie still remembers Toriel's name, and is surprised when Toriel is able to recall hers.[30] They quickly become friendly with each other through light-hearted puns when they prepare a pie together. Susie cares deeply for Toriel's safety as she urged Tenna to release her from captivity and fought hard against the Roaring Knight from kidnapping her. At one point when looking at a family photo of her and Kris, and tells them to not do anything to make Toriel cry. However, by the time Susie and Kris discover Toriel and Sans drunkenly partying with Sans, Susie refrains from staying over at her house and leaves, disappointed. By the next day, Susie refrains from wanting to be around Toriel finding her drunken behavior off-putting and unappealing.

Sans Susie is shown to have an antagonistic relationship with Sans in Chapters 2 and 4, showing exasperation at his sense of humor and laziness. While still disliking him during the Festival does not appear to hold the same scrunity for his drunken dancing as she did Toriel, but asserts that she personally dislikes him.

Gerson Boom Upon first meeting Gerson Boom in the Dark Sanctuary, Susie assumed he was a senile monster trapped within the Dark World and grew quickly annoyed having to look after him and deal with his antics. Around the time the Lightners meet Jackenstein, Susie regains confidence in her healing magic with the urging of Gerson and from then on her opinion of Gerson gradually changes into a more positive one, being far more open to drinking tea with the elder and describing her adventures in the Dark World to him. In their battle for the Justice Axe, Gerson recites the chapters of Lord of the Hammer and is impressed enough by Susie's strength to give her a Shadow Crystal along with the axe dubbing her the "Dragon" of the story. Later Gerson asks Susie to help write him a letter to deliver to his son while additionally giving her the solution to the master piano puzzle. By this point Susie fully respects Gerson and is notably saddened to discover he had already passed away in the Light World and upon no longer seeing him in the Dark Sanctuary has Ralsei and Kris leave money behind when purchasing items from his study. Susie was later elated to see Gerson briefly return in the 3rd Sanctuary in order to aide the heroes in their fight against the Titan. Following the aftermath of the battle she attempted to look for him to no avail.

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