The fourth ligthner
Hometown student You joins classmates Kris and Susie, falls into Dark Worlds with Ralsei, and becomes the permanent fourth hero.
Plot
### Setup You is a regular kid living in Hometown. They attend the same school as Kris, Susie, Noelle, and Berdly. They’re part of the same class, hang around town, and get pulled into the same group projects and everyday drama as everyone else. ### Chapter 1 – The Beginning One day at school, Kris and Susie are stuck with a group project. You ends up assigned to the same group. While looking for supplies in the unused classroom, the floor gives way and Kris, Susie, and You fall into the Dark World. They meet Ralsei, who immediately updates the Prophecy to include a fourth hero. The new party of four — **Kris, Susie, Ralsei, and You** — travels through the Card Kingdom, deals with Lancer and the King, and seals the Eastern Fountain. When they return to the Light World, only the three Lightners (Kris, Susie, and You) remember what happened. **Chapter 1 – Before the Dark World** It starts like any other school day in Hometown. Iroha walks to school a few steps behind Kris, humming and occasionally spacing out. Susie is already in a bad mood, kicking a loose pebble down the sidewalk. When they arrive, Alphys takes attendance and immediately assigns a group project. Somehow, Kris, Susie, and Iroha end up in the same group (with Noelle and Berdly in another). Susie immediately tries to skip. Kris stays quiet. Iroha just smiles and says, “Group project? That’s normal, right?” while already forgetting what the project is about. Alphys tells the three of them to go to the unused classroom at the end of the hall to grab extra supplies — construction paper, markers, and glue. Susie grumbles the entire way. Kris walks in silence. Iroha trails after them, cheerfully commenting on how the hallway feels “a little longer than usual today.” They reach the door to the unused classroom. Susie shoves it open. The room is dark and full of old desks and chalk dust. As the three of them step inside to look for the supplies, the floor suddenly gives way. Iroha, mid-sentence (“I think the markers are—”) is the last one to fall as the darkness swallows them whole. ### Chapter 2 – A Cyber’s World The next day at school, the same group (plus Noelle) heads to the computer lab to work on their project. They get pulled into Cyber World. You fights and explores alongside Kris, Susie, and Ralsei the whole way through Queen’s neon city, Spamton’s antics, and the final confrontation. After sealing the Fountain, they return to Hometown. Castle Town grows, and You is now a regular part of the “Fun Gang.” ### Chapter 3 – Late Night That night, Kris creates a Dark Fountain in the Dreemurr living room. Kris, Susie, and You (who had stayed over or was still hanging out) wake up in TV World and reunite with Ralsei. Tenna forces the four of them onto his game show while holding Toriel hostage. After dealing with Tenna and getting overpowered by the Roaring Knight, they escape with Undyne’s help. The Knight abducts Undyne and flees into the old bunker. The door seals shut, requiring three codes. ### Chapter 4 – Prophecy The next morning, Kris, Susie, and You go to church with Toriel while investigating the bunker. They arrange a study session at the Holiday house. While Susie distracts Noelle, Kris and You search for codes. Things get messy with the SOUL, Carol returns early, and they leave empty-handed. Back at the church they discover the Dark Sanctuaries. The four heroes explore the prophecy-filled Dark Worlds, meet the Old Man (Gerson), deal with multiple Fountains, fight a Titan with Gerson’s help, and watch Susie smash the final Prophecy panel before anyone can fully read it. ### Chapter 5 – Festival Day Festival Day arrives. You spends the day at the town festival with Kris, Susie, and Noelle like any other Hometown kid. After Noelle is called away and Susie steps into Flower King to buy flowers, Kris creates a Dark Fountain inside Asgore’s shop. Kris, Susie, Ralsei, and You enter the Flower Kingdom. They navigate the pink-and-gold garden world, deal with Flowery and the other flower Darkners, and confront Asgore’s regrets. When the Fountain is sealed, the Knight appears, abducts Asgore, and critically wounds Flowery. Another bunker code is found, but Susie takes it. ### The Party **Kris** Silent human teenager, the only human in Hometown. Messy brown hair that covers their eyes, olive/amber skin, wears a green long-sleeved shirt with a yellow stripe, brown pants. In the Dark World they turn blue-skinned with silver armor, a short pink-and-blue cape, and wield a sword. **Susie** Tall purple reptilian monster girl. Messy dark purple hair (often over her eyes at first), yellow eyes and teeth, freckles, sharp claws. In Hometown she wears a purple jacket, white shirt, torn jeans. In the Dark World her skin turns pinker, hair plum-colored, and she wears a black vest, purple shirt, baggy pants, spiked bracelets, and carries a big axe. **Ralsei** Fluffy white goat-like Darkner prince. Pink horns, round green glasses, wears a long green robe/coat with a black heart emblem and a pink scarf. At first his face is hidden under a pointed green hat; later he removes it and looks very similar to a young Asriel. **You** Hometown student who goes to the same school as Kris and Susie. Appearance is up to you (customizable insert character). Treated as a full fourth party member in every Dark World adventure. ### Hometown / Light World **Toriel** – Kind goat monster, Kris’s adoptive mother. White fur, long ears, purple robe, motherly and soft-spoken. **Asgore** – Large goat monster, Kris’s father, runs Flower King. White fur, long blond hair and beard, wears a blue sweater or work clothes, gentle but melancholic. **Noelle Holiday** – Shy deer monster girl. White fur, antlers with a red nose, wears a white and green sweater, glasses. Soft-spoken and anxious. **Berdly** – Blue bird monster, nerdy and arrogant. Wears glasses and a green sweater-vest, constantly tries to act superior. **Carol Holiday** – Noelle’s strict mother, the mayor. Stern deer monster with a professional look. **Rudy Holiday** – Noelle’s sick father. Friendly deer monster, often in a hospital gown or casual clothes. **Undyne** – Strong fish monster, police officer. Blue scales, red hair in a ponytail, eyepatch, muscular build, wears a police uniform. **Sans** – Short skeleton, lazy and punny. Blue hoodie, slippers, permanent grin. **Alphys** – Yellow lizard monster, school teacher. Glasses, white lab coat, nervous personality. ### Major Darkners **Lancer – Full Character Overview** **Basic Info** Lancer is a young Darkner from the Card Kingdom and one of the most important supporting characters in *Deltarune*. He is the son of the King of Spades and the prince of the Card Kingdom. **Appearance** - Short, round, and chubby - Blue teardrop-shaped head with a large black spade covering the upper half of his face - Big permanent grin and a long blue tongue that he often sticks out - Simple blue, black, and white body that looks like a mix between clothes and his actual body - Rides a bicycle (which he sometimes sets on fire and pretends is a motorcycle) In the Light World he becomes a playing card (Jack/Ace of Spades). **Personality** Lancer is extremely childish, energetic, and goofy. He constantly tries to act like a “bad guy” because he wants to impress his father, but he is actually very kind, lonely, and desperate for real friends. He loves: - Making dumb plans that never work - Digging holes - Riding his bike - Annoying Rouxls Kaard - Hanging out with Susie He has a poor sense of direction, gets lost easily, and treats everything like a fun game. **Role in the Story** **Chapter 1** He starts as a minor antagonist. He keeps trying (and failing) to stop the party. After teaming up with Susie for a while, he eventually betrays the group out of fear of his father and has them thrown in prison. Later he reconciles with Susie, helps defeat (or overthrow) King, and becomes a true friend of the party. **Chapter 2 onward** Lancer moves to Castle Town. From Chapter 2 he can literally enter Kris’s inventory as a Key Item and comes along on adventures (he makes funny comments from the inventory screen). He appears in later chapters in Castle Town and occasionally in other Dark Worlds. **Relationships** - **Susie**: His best friend. Their bond is one of the strongest in the game. - **King**: His father. Lancer loves him but is also scared of him and desperately wants his approval. - **Rouxls Kaard**: Acts as a weird secondary father figure / servant that Lancer loves to torment. - **The Fun Gang** (Kris, Susie, Ralsei, and You): He quickly becomes an honorary member. **In short**: Lancer is the chaotic, loveable blue boy who goes from wannabe villain to one of the party’s closest friends. **Lancer’s Antics Explained** Lancer is basically a chaotic little gremlin whose entire personality is built around doing ridiculous, childish, and poorly thought-out things. Here are his most common antics: ### Classic Lancer Behavior - **Terrible villain plans** He constantly tries to stop the party with the dumbest ideas possible (throwing spades, setting up useless traps, writing threatening signs that no one follows). - **The bicycle** He rides a bike everywhere and sometimes sets it on fire so he can pretend it’s a motorcycle (because he’s “not old enough” for a real one). - **Digging holes** He randomly digs holes for no reason. It’s one of his favorite hobbies. - **Annoying Rouxls Kaard** He loves tormenting Rouxls, especially by forcing him to listen to an MP3 full of cartoon “splat” sound effects. - **Fake toughness** He always tries to act like a big bad villain (“Hohoho! I’m the bad guy!”) but immediately drops the act the moment someone is nice to him. ### Inventory Antics (Chapter 2 onward) Once he becomes a Key Item in Kris’s inventory, he keeps making comments about everything happening around the party. Examples: - Making splat noises when you check him - Falling asleep if you leave the inventory open too long - Reacting to major story moments with complete nonsense - Offering to be “the un-talking dog” when the group splits up ### Friendship Antics - He becomes extremely attached to Susie and copies her aggressive behavior in the most adorable/terrible way possible. - He will happily betray the party one moment and then immediately want to be friends again the next. - In Castle Town he runs around causing minor chaos, renovating walls, and generally being a menace in the most wholesome way. **In short:** Lancer’s antics are pure chaotic child energy — loud, pointless, surprisingly wholesome, and somehow always endearing. **King** – Lancer’s father, tall and imposing card king. Dark armor, spade motifs, deep voice, angry and authoritarian. **Queen** – Tall robotic social-media queen. White and blue color scheme, huge grin, wine glass, constantly online and chaotic. **Tenna** – Flamboyant TV-headed game show host. CRT television for a head with antennas and a long nose, wears a bright red suit with yellow tie and white gloves. Extremely energetic and theatrical. **Flowery** – Golden flower turned into a tall, idealized “perfect” human-looking man. Bright yellow skin and hair, wears a stylish vest (orange and green) and black mantle. Charismatic but hollow. **The Roaring Knight** – Mysterious black-armored figure, the main antagonist. Tall, shadowy, helmeted, extremely powerful and silent. **Spamton** – Tiny, glitchy salesman puppet. Looks like a broken puppet/advertisement, huge grin, wears a pink suit, speaks in broken spam language. **Jevil** – Chaotic jester. Purple and yellow jester outfit, wild eyes, constantly laughing and spinning. **Seam** – Old stuffed-animal shopkeeper. Worn patchwork cat-like appearance, calm and knowing. **Rouxls Kaard** – Pretentious rules card. Blue skin, fancy (but poorly spelled) clothing, tries to sound sophisticated. ### Hometown Students & Residents **Catti** Goth cat girl. Black fur, purple eyeshadow, wears dark clothes and a choker. Quiet, deadpan, and into occult stuff. Usually seen with her brother Catty. **Catty** Energetic cat girl (Catti’s sister). Pink fur accents, big smile, wears trendy/casual clothes. Loud, friendly, and gossipy. Often hangs out with Bratty. **Bratty** Alligator monster girl. Green scales, sharp teeth, wears a jacket and casual clothes. Sarcastic, cool-girl attitude, works at the dump with Catty. **Jockington** Snake monster jock. Long green body, wears a letterman jacket. Speaks in a chill, surfer-dude way. One of the more popular kids at school. **Monster Kid** Small armless reptilian kid. Yellow-green scales, big smile, wears a striped shirt. Energetic, talkative, and looks up to Undyne. **Snowy** White dog monster. Fluffy white fur, wears a blue sweater. Shy and quiet, often seen with Monster Kid. **MK (Monster Kid’s friend group)** and other minor students appear in the background but don’t get heavy focus. ### Dark World Recurring / Side Characters **Rouxls Kaard** (already briefly mentioned) Blue-skinned rules card. Wears fancy but poorly designed noble clothing, has a curly mustache, and constantly misspells words while trying to sound sophisticated and dramatic. **Swatch** Elegant bird-like Darkner, head of the Color Cafe / Swatchlings. Black and white color scheme with a formal suit and sharp design sense. Calm, professional, and stylish. **Swatchlings** Bird-like servants who work under Swatch. They come in different colors and act refined but can get chaotic. **Tasque Manager** Cat-themed manager Darkner. Looks like a strict office cat with a headset and formal wear. Obsessed with order, rules, and “tasques.” **Werewire / Werewerewire** Electric puppet-like enemies. Look like marionettes with plugs and wires. Werewerewire is a bigger, stronger version. **Virovirokun** Virus-themed Darkners. Look like little computer viruses with masks and energetic, chaotic designs. **Ambyu-Lance** Ambulance-themed Darkners. White and red medical vehicle designs with siren motifs. **Hathy / Head Hathy** Heart-card Darkners. Pink, cute, floating heart-shaped bodies. Head Hathy is a bigger, more aggressive version. **Jigsawry** Puzzle-piece Darkners. Look like living jigsaw pieces, small and somewhat pathetic. **C. Round / K. Round** Checker-piece Darkners. Round, rolling bodies (C. Round is smaller, K. Round is a giant version that becomes a boss). **Starwalker** A strange bird-like creature that insists it is the “original Starwalker.” Simple bird design with a smug attitude. Famous for the “original” meme. **Sweet Cap’n Cakes** Three-member band: - **Sweet** – Small and energetic - **Cap’n** – Cool captain type - **K_K** – Big and muscular They have colorful, musical, candy/arcade-inspired designs and perform together. **Lancer’s minions / various Card Kingdom Darkners** Include Rudinns (diamond soldiers), Hathys, Jigsawrys, and others with classic playing-card motifs. ### Chapter-Specific Notable Characters **Lanino & Elnina** (Chapter 3) Weather-presenter Darkners. Lanino is the sun-themed host, Elnina is the moon/rain-themed host. They have flashy TV-presenter outfits and dramatic personalities. **The Old Man / Gerson Boom** (Chapter 4) Appears as a wise, elderly tortoise-like Darkner in the Dark Sanctuaries. Based on the late Gerson from Undertale. Wears simple robes, carries a hammer, and has a kind but powerful presence. **The various Flower Darkners** (Chapter 5) Besides Flowery, the other colored flowers (Aqua, Seth, Blue, Orange, Yellow, Green) each take humanoid forms inspired by Undertale’s human SOUL traits. They have color-coded outfits matching their flower and personality (cowboy for Yellow, ballet for Blue, etc.). **Here are more characters** (focusing on ones not heavily covered before): ### Hometown Minor NPCs - **Temmie** – Small, cat-like monster student. Speaks in broken English (“hOI!”), wears a blue shirt. Very energetic and a bit airheaded. - **QC** – Purple rabbit-like diner owner. Friendly shopkeeper who runs QC’s Diner. - **Pizzapants** – Pizza delivery guy / Ice-E’s employee. Anxious young man who wants to be cool, often talks about his “Rogue’s Gallery” coworkers. - **Purple Guy, The Warrior, Blue Ears** – Pizzapants’ coworkers at Ice-E’s. Odd, slightly creepy background employees. - **Normal NPC** – Extremely generic-looking townsfolk who appears in multiple places. Known for awkward, repetitive dialogue. - **Onion** – Lake-dwelling onion-like monster. Can only be met under specific conditions; soft-spoken and lonely. - **Dad Cat / Mom Cat** – Catti and Catty’s parents. Typical cat-monster couple. - **Father Alvin** – Priest at the church. Son of Gerson Boom. Serious and formal. - **Papyrus** (mentioned only) – Sans’s brother. Lives in town but never fully appears; only heard as “the distant trousle of bones” behind a door. - **Napstablook** – Shy ghost who lives in town. Very quiet and depressive, similar to their Undertale counterpart. ### Card Kingdom / Early Darkners - **Rudinn / Rudinn Ranger** – Diamond-suited card soldiers. Basic enemies who can be convinced to stop fighting. - **Ponman** – Chess-piece Darkners. Look like living chess pawns. - **Clover** – Three-headed Darkner made of clovers. Acts as a mid-boss. - **Malius** – Living anvil/blacksmith. Can fuse items for the party. - **Jigsaw Joe** – Puzzle-piece Darkner who gives advice. - **Mr. Society / Mr. Elegance** – Fancy, high-society Darkners with top hats. ### Cyber World Side Characters - **Nubert** – Tiny purple worm-like creature. Extremely positive and lovable (“Nubert’s #1!”). - **Addisons** – Colorful advertisement Darkners. They look like living internet ads and try to sell you things. - **Maus / Mauswheel** – Mouse-themed Darkners. Mauswheel is a giant spinning version. - **Hacker** – Suspicious hooded figure who appears in certain areas. - **Trashy** – Living trash can. Sarcastic and gloomy. - **Poppup** – Annoying popup-ad enemies. ### Chapter 3 (TV World) Extras - **Shadowguy** – Cool, shadowy musician-type Darkners. Wear sunglasses and play instruments. - **Pippins** – Nervous, dice-themed Darkners. - **Shuttah** – Camera/shutter-themed Darkners. - **Ramb** – One of Tenna’s staff members. - **Watercooler** – Living water cooler NPC. - **Lanino & Elnina** – Dramatic weather presenters (sun and rain/moon themed). They have a complicated romantic relationship. ### Chapter 4 (Dark Sanctuaries) Extras - **Bibliox** – Living book Darkners. - **Jackenstein** – Frankenstein/pumpkin-themed helper. - **Guei** – Ghostly floating enemies. - **Balthizard** – Large lizard-like Darkners. - **Organikk** – Organ/music-themed Darkners. ### Other Notable Mentions - **The Man / Forgotten Man** – Extremely mysterious hidden character who appears behind trees in special rooms. Offers eggs and speaks in a strange, memorable way. His full appearance is never clearly shown. - **Starwalker** – The original (and most important) bird. Insists on being called “the original Starwalker.” - **Seam** – Old patchwork cat shopkeeper in Castle Town. Wise, tired, and knows more than they let on. **Chapter 5 Characters** (Festival Day / Flower Kingdom) ### Main Antagonist **Flowery** The golden flower from Asgore’s shop given humanoid form. Tall, idealized “perfect man” with bright yellow skin and hair. Wears a stylish orange-and-green vest with a black mantle over his shoulder. Charismatic, over-the-top, and obsessed with making Asgore happy. Acts as the leader of the Seven Colored Flowers and the final boss of the chapter. ### The Seven Colored Flowers These are the Dark World forms of the flowers from Asgore and Toriel’s old wedding bouquet: - **Aqua** (Cyan) – Represents Patience. Playful girl inspired by Touhou-style designs. Wields a knife and ribbon. - **Seth** (Purple) – Represents Perseverance. Book-smart strategist who wears glasses. Intellectual and tactical. - **Blue** – Represents Integrity. Graceful ballerino (male ballet dancer). Wears a tutu and pointe shoes, sometimes has butterfly wings. - **Orange** – Represents Bravery. Bold but insecure mouse-like fighter. Uses boxing gloves. - **Yellow** – Represents Justice. Tall, lanky cowboy with yellow skin, orange hat, and a big grin. Well-meaning but often oblivious. - **Green** – Represents Kindness. Quiet, compassionate chef type. ### Secret Boss **Pink** Chapter 5’s Shadow Crystal boss. Not one of the original seven flowers — she is a Lightner ghost (Mad Mew Mew from *Undertale*) possessing a Mew Mew action figure. The other flowers treat her like a sister. Cute but can become very aggressive. Found behind a locked pink door. ### Other Notable Chapter 5 Characters - **Asgore** – Plays a major role this chapter. Spends a lot of time with Flowery in the Dark World. - Regular flower-themed enemies you can recruit (Floradinn, Shinobeetle, Sheary, Shi, Leafling, Netskie, Kawkaw, Terakota, etc.). **Dark World Transformation Mechanics (for everyone)** Here’s how the shift between Light World and Dark World works for the whole party: ### Entering the Dark World When Kris, Susie, You, and any other Lightner fall into or enter a Dark World: - Their normal clothes are instantly replaced by Dark World versions (armor, robes, etc.). - Their appearance changes to match the Dark World’s rules (colors shift, designs become more fantastical). - Weapons they use in the Dark World appear with them. - The change is instantaneous — there is no long transformation sequence. One moment they’re in school clothes, the next they’re fully in Dark World form. ### While in the Dark World - Everything they wear and wield is real and physical inside the Dark World. - Their abilities, strength, and magic are enhanced or altered according to the Dark World’s logic. - Ralsei (a Darkner) stays in his usual form because he already belongs to the Dark World. ### Returning to the Light World When a Dark Fountain is sealed (or they otherwise return): - The Dark World clothes and weapons dissolve or fade away. - Their original Light World clothes are revealed underneath, completely unchanged. - Any Dark World-only items or weapons disappear (or are stored away, in You’s case). - The shift is quick — usually only one or two seconds. ### Key Points for the Whole Party - Kris, Susie, and You all experience the same basic rule: Light World clothes ↔ Dark World armor. - Only Lightners change. Darkners like Ralsei, Lancer, or Queen stay the same. - No one in the Light World can see or use the Dark World equipment. - The party treats the change as normal after the first few times (especially You, who insists it’s always been normal). **Castle Town Explained** Castle Town (also called the Kingdom of Darkness) is the main hub area in *Deltarune*. It is located inside the school supply closet’s Dark World and serves as the home base for the party. ### Basic Info - It is ruled by **Ralsei**, the Prince of the Dark. - In the center stands Ralsei’s castle, which contains the **Grand Fountain** (a special Dark Fountain made of pure darkness). - Because of this pure fountain, Darkners from *any* other Dark World can live here safely without turning to stone. ### How It Starts At the beginning of Chapter 1, Castle Town is almost completely empty. Only Ralsei lives there. After the party seals the Card Kingdom fountain, the Darkners from that world can be brought to Castle Town. ### How It Grows Starting in Chapter 2, Castle Town expands based on your actions: - Every enemy you **spare** (instead of fighting violently) can be recruited. - Recruited Darkners move into Castle Town and open shops, attractions, and activities. - The more recruits you bring, the livelier and bigger the town becomes. - The SAVE point even changes its name to “My Castle Town” once it starts growing. ### Important Locations in Castle Town - **Ralsei’s Castle** – The main building where Ralsei lives and the Grand Fountain is kept. - **Seam’s Shop** – Buys and sells items. - **Top Bakery** – Malius works here and can fuse items together. - **Café / Color Café** – A place to rest and talk to recruits. - **Party Dojo** – Training and special battles. - **TV Studio** (later chapters) – Recreates minigames from Chapter 3. - Various houses and stalls that appear as you recruit more Darkners. ### Role in the Story Castle Town is the one place where all the Darkners the party befriends can live together. It acts as a safe haven and a growing symbol of the “power of friendship” the game keeps talking about. Ralsei wants it to be a place where the Lightners can forget the real world for a while. **Castle Town across Chapters 3, 4, and 5** ### Chapter 3 – Late Night You do **not** visit Castle Town during the main events of Chapter 3. The entire chapter takes place in the new TV World (created in the Dreemurr living room). However, once the chapter ends and you return to the Light World, any Darkners you recruited (or that survived) from TV World can later appear in Castle Town. In the following chapters, new buildings related to Tenna’s show (like the TV Studio) become available in Castle Town. ### Chapter 4 – Prophecy Castle Town is fully accessible again. All previous recruits from Chapters 1–3 are living there. New additions: - Darkners recruited from the Dark Sanctuaries (the church Dark Worlds) move in. - The town feels more lived-in. - Some new interactions and small changes appear (certain characters comment on recent events, new dialogue, etc.). - The TV Studio from Chapter 3 is now a permanent feature where you can replay minigames. Ralsei continues acting as the host and caretaker of the growing town. ### Chapter 5 – Festival Day Castle Town is open at the beginning of the chapter. Key changes: - The town is actively preparing for the Hometown Festival (even though the festival itself is in the Light World). - Susie is getting ready for her day with Noelle, and many Darkners are helping her. - New recruits from the Flower Kingdom (the Seven Colored Flowers’ world) can move in after you finish the chapter. - More shops, decorations, and activities are available depending on how many total recruits you have. - The overall atmosphere is brighter and more festive compared to earlier chapters. --- **Summary of Castle Town’s growth** - Chapter 1: Almost empty (only Ralsei). - Chapter 2: First major expansion with Card Kingdom + Cyber World recruits. - Chapter 3: No direct visit, but TV World recruits are added afterward. - Chapter 4: Sanctuary recruits join; town feels established. - Chapter 5: Festival preparations + Flower Kingdom recruits; Castle Town is now a lively hub. **Deltarune Battle System: FIGHT, ACT, and SPARE** In *Deltarune*, battles give you three main ways to deal with enemies: ### 1. FIGHT - This is the normal attack option. - You deal damage to the enemy’s HP. - If you reduce an enemy’s HP to 0 by fighting, they are defeated violently. - Doing this prevents them from being recruited to Castle Town. - FIGHTing also builds TP (Tension Points) which you need for spells. ### 2. ACT - This is the peaceful / creative option. - Instead of attacking, you perform specific actions on the enemy (Compliment, Warn, Flirt, Check, etc.). - Different enemies have different ACTs that work on them. - Successfully using the right ACTs will fill the enemy’s **Mercy** bar (the yellow bar). - Once the Mercy bar is full, the enemy becomes SPARE-able. - ACTing is the main way to resolve battles without violence. ### 3. SPARE - Once an enemy’s Mercy bar is full (or if they are already tired/pacified), you can choose **SPARE**. - Sparing an enemy ends the fight peacefully. - Spared enemies can later be **recruited** and will move into Castle Town. - Sparing is the goal if you want a full Castle Town and the best rewards/story outcomes. ### Quick Summary | Action | What it does | Result | |---------|-----------------------------------|-------------------------| | FIGHT | Deal damage | Violent defeat | | ACT | Fill the Mercy bar | Makes enemy spareable | | SPARE | Peacefully end the fight | Recruit possible | **Tip:** Most of the time the game encourages you to ACT → SPARE instead of FIGHTing, especially if you want to build up Castle Town with recruits. **Weird Route (Snowgrave Route) Explained – Chapters 1 to 5** The Weird Route is a hidden, darker alternate path in *Deltarune*. It mainly revolves around controlling Noelle and forcing her to do increasingly disturbing things. It starts in Chapter 2 and carries forward through later chapters if you keep making the correct choices. ### Chapter 1 There is **no Weird Route** in Chapter 1. You can play it normally. (Getting the Egg here is optional and doesn’t affect the route.) ### Chapter 2 (Where it begins) This is the main chapter for starting the Weird Route (also called the Snowgrave Route). **How to trigger it:** - Once Noelle joins your party in Cyber City, **backtrack** instead of going forward. - Make Noelle freeze **every single enemy** using her IceShock spell (Kris should mostly Defend to build TP). - You must freeze all available enemies. Missing any or defeating them another way aborts the route. - Buy the FreezeRing and later the ThornRing for Noelle. - Force Noelle to equip the ThornRing. - In the fight against Berdly, force her to use the new spell **Snowgrave**. **Result:** Berdly is frozen solid. The rest of the chapter changes heavily. You fight Spamton NEO alone with Kris at the end instead of the normal final bosses. Noelle is left traumatized. ### Chapter 3 The Weird Route does **not** progress here. There are only minor dialogue changes. Just play through the chapter normally. The route stays active as long as you use a Chapter 2 Weird Route completion file. ### Chapter 4 The route continues and becomes more psychological. **Key moment:** At Noelle’s house, when Kris removes their SOUL and you control it through the vents, you must make specific choices during the conversation with Noelle (mainly choosing “Proceed” and related options that push the darker path). If done correctly, the Weird Route stays locked in for the rest of the game. Berdly is in the hospital, and several scenes and dialogues change to reflect the trauma from Chapter 2. ### Chapter 5 If you carried the Weird Route through Chapter 4, Chapter 5 opens very differently. - Kris refuses to get out of bed and you have to force them up. - The Festival is skipped. - You meet Noelle at the lake. - You must keep choosing **“Proceed”** as Noelle leads Kris into the water. **Ending:** If you keep selecting “Proceed,” the screen fades and the game shows the message **“Insert Chapter 7 Side B”**, then kicks you back to the chapter select. The rest of Chapter 5 (the Flower Kingdom) is skipped. If you stop choosing “Proceed,” the Weird Route is aborted and the chapter continues normally. --- **Summary** - Starts in Chapter 2 by forcing Noelle to freeze everyone and use Snowgrave on Berdly. - Chapter 3: Mostly inactive (minor changes). - Chapter 4: Continues through key choices at Noelle’s house. - Chapter 5: Climaxes with the lake scene and “Insert Chapter 7 Side B.” The Weird Route is permanent once fully locked in and heavily focuses on the player’s control over Noelle and Kris. **Deltarune Leveling System Explained** Deltarune’s leveling system is very different from most RPGs (and even different from *Undertale*). ### LV (Level) - LV stands for Level. - Your party members start at **LV 1**. - You mainly gain LV by **sealing Dark Fountains** (i.e., completing chapters). - After Chapter 1 → LV 2 - After Chapter 2 → LV 3 - And so on. - Higher LV increases max HP, Attack, Defense, Magic, and other stats. - Noelle is an exception: she joins at LV 1 and goes to LV 2 when she gets a title. ### EXP (Execution Points) - In normal gameplay, you **do not gain EXP**. - Even if you reduce an enemy’s HP to 0, they usually just run away or get knocked out — they are not “killed,” so no EXP is given. - The game often shows “0 EXP” after battles in Chapter 1. - From Chapter 2 onward, if you defeat enemies violently, it just says “You became stronger” instead of showing EXP. ### Becoming Stronger (Stat Gains) - Even without traditional EXP, your characters can still get stronger. - Defeating enemies with violence (or freezing them on the Weird Route) can permanently raise Attack and Magic stats a limited number of times per chapter. - These gains carry over, but base stats are partly reset at the start of new chapters. ### Weird Route Difference - On the Weird Route (Snowgrave), the system behaves more like *Undertale*. - Freezing enemies with Noelle causes her (and sometimes Kris) to “become stronger” in a more traditional leveling way, with noticeable HP and stat increases. ### Summary | Method | Normal Route | Weird Route | |-------------------------|---------------------------|------------------------------| | Sealing Fountains | Main way to gain LV | Still works | | Defeating enemies | Small permanent stat gains| Stronger “level up” effects | | Traditional EXP | Almost none | More noticeable | In short: Deltarune mostly levels you up by progressing the story (sealing fountains), not by grinding EXP. Violence gives small permanent stat boosts, but the classic RPG “kill enemies to level up” system is mostly avoided — except on the Weird Route. **Deltarune Items Overview** Items in *Deltarune* are divided into several categories. Here’s a clear breakdown: ### 1. Consumables (Healing & Battle Items) These are used in or out of battle to restore HP, revive allies, or gain TP. **Common examples:** - **Dark Candy** – Heals 40 HP - **Darkburger** – Heals 70 HP - **Lancer Cookie** – Heals 50 HP in battle (very little in overworld) - **Revive Mint** – Fully revives a downed party member - **SpinCake / TopCake** – Strong party-wide healing - **CD Bagel** – Heals 80 HP - **Tension Bit / Tension Gem / Tension Max** – Instantly raise TP - **Rouxls Roux** – Healing item that changes slightly by chapter - Various chapter-specific foods and drinks (Teas, ButJuice, etc.) ### 2. Weapons Each character has preferred weapon types: - **Kris** → Swords - **Susie** → Axes - **Ralsei** → Scarves - **Noelle** → Rings (can also use some swords) Weapons mainly raise Attack (and sometimes Magic). Notable ones include Spookysword, Devilsknife, PuppetScarf, FiberScarf, etc. ### 3. Armor Each character can equip up to **two** armor pieces. Armor mainly raises Defense, and many give special abilities (better grazing, more money, reduced damage from certain attacks, etc.). Examples: White Ribbon, Amber Card, Jevilstail, Dealmaker, Silver Watch, Pink Ribbon, Mannequin. ### 4. Key Items These cannot be thrown away or sold. They are important for the story or side content. Examples: - **Cell Phone** - **Egg** (secret collectible) - **Shadow Crystal** (from secret bosses) - **Broken Keys / Door Key** (for Jevil) - **Lancer**, **Rouxls Kaard**, and **Starwalker** (can literally go into your inventory) - Quest items like Broken Cake, KeyGen, etc. ### 5. Other / Special - **Glowshard** – Sellable item that increases in value over chapters - **DogDollar** – Decreases in value over time - Light World only items (Bandage, Hot Chocolate, etc.) - Crafted items from **Malius** (he fuses two items into a stronger one) **Items from Chapters 3, 4, and 5** Here’s a clear list of the important new items introduced in each chapter: ### Chapter 3 (TV World) **Consumables** - TV Dinner (+100 HP) - Deluxe Dinner (+140 HP) - TVSlop (+80 HP) - FlatSoda (+20 HP) - ExecBuffet (party heal) - TensionMax (fully fills TP) **Armor** - GingerGuard (+3 DF) - LodeStone (+2 DF, +5% TP gain) - TennaTie (+5 DF, -2 Magic) - Blue Ribbon / Pink Ribbon variants - **Shadow Mantle** (key secret armor – greatly reduces Dark/Star damage; needed for the secret boss) **Weapons** - Saber10 (Kris, +6 AT) - ToxicAxe (Susie, +6 AT) - **Black Shard** (strong weapon from the secret boss) **Key / Special** - Ice Key, Shelter Key (needed to get the Shadow Mantle) - Shadow Crystal (from Roaring Knight) ### Chapter 4 (Dark Sanctuaries) **Consumables** - Rhapsotea (+115 HP) - Scarlixir (+160 HP) - BitterTear (full heal to one ally) - Darker Candy (+120 HP) - Ancient Sweet (huge heal to Kris) **Armor** - Waferguard (+4 DF) - MysticBand (+4 Magic) - PowerBand (+4 AT) - PrincessRibbon (+4 DF, +2 AT) - **GoldWidow** (+5 DF, +1 AT, +1 Magic, but -10% money) – obtained by donating a lot at the fountain **Weapons** - JusticeAxe (Susie, +12 AT) – from the secret boss - Winglade - ScarfMark - AbsorbAx **Key / Special** - ClimbClaws (allows climbing) - Shadow Crystal (from Hammer of Justice) - Sheet Music (for the organ/piano puzzle) ### Chapter 5 (Flower Kingdom) **Consumables** - Green Tea (+180 HP) - Flavigne (+130 HP) - Various diner foods and drinks - S.POTION and other healing items **Armor & Weapons (Flower Items – limited purchases)** After defeating the secret boss Pink, you can buy up to 3 of these special items (they cost Flowery Dollars + Pink Coins): - AquaKnife (strong Kris weapon) - BlueShoes (great Ralsei weapon – Pacify costs 0 TP) - SethSpecs (armor with longer invincibility) - YellowHat (balanced stats + stronger spells) - O.Glove / GreenApron (defensive options) - FloweryScarf (extremely strong but turns into BrokenScarf later) **Key / Special** - Mystery Key (opens the pink door to the secret boss) - Pink Coins (19 total – used to buy the Mystery Key and Flower Items) - Shadow Crystal (from Pink) - Petal Feather, Watering Can (progression tools) **Secret Bosses of Chapters 1–5** *(with You included as the Fourth Lightner)* Here are all the secret bosses, written so that You encounters them with the rest of the party: ### Chapter 1 – Jevil - Location: Locked cell in the basement of Card Castle - How to reach: Collect the three Broken Key pieces, have Malius repair them into the Door Key, then open Jevil’s cell. - You is present for the entire fight alongside Kris, Susie, and Ralsei. - Rewards: Devilsknife (if fought) or Jevilstail (if spared) + Shadow Crystal ### Chapter 2 – Spamton NEO - Location: Basement of Queen’s Mansion - How to reach: Complete Spamton’s side quest (KeyGen → Empty Disk → Loaded Disk), then insert the disk into the basement machine. - You fights alongside the party (on the normal route). - Rewards: Dealmaker (spare) or PuppetScarf (fight) + Shadow Crystal - (On the Weird Route this becomes the final boss and is fought by Kris alone.) **Explanation** Near the end of Chapter 2, just as the party (Kris, Susie, Ralsei, and You) reaches the Dark Fountain and is about to seal it, Spamton NEO appears. Instead of fighting the party in his usual mechanical body, Spamton targets You. His wires shoot out and forcibly take control of You’s body. From that point on: - You’s appearance stays mostly the same, but their eyes turn yellow and their movements become glitchy and exaggerated. - Spamton speaks through You, using his normal broken, salesy way of talking. - The final battle becomes the party fighting against Spamton while he is possessing You. This replaces the normal Spamton NEO fight and happens right before the fountain is sealed. The final battle begins — not against Spamton in a machine, but against Spamton controlling You. ### Chapter 3 – Roaring Knight - Location: Appears at the very end of the chapter after Tenna is defeated - How to properly fight it: Obtain the Shadow Mantle by getting S-Ranks in all three rounds of Tenna’s show and completing the related secret path. - You is present for the encounter with Kris, Susie, and Ralsei. - Reward: Shadow Crystal (and the Black Shard if defeated) ### Chapter 4 – Hammer of Justice - Location: Secret room in the Dark Sanctuaries (unlocked via the Golden Piano puzzle after obtaining ClimbClaws) - You joins Kris, Susie, and Ralsei in the fight against Gerson Boom’s Darkner form. - Rewards: Justice Axe (for Susie) + Shadow Crystal ### Chapter 5 – Pink (Mad Mew Mew) - Location: Behind the large pink door near the top of the Flower Castle - How to reach: Collect at least 10 Pink Coins, buy the Mystery Key from the Cliffs shop, then use it on the pink door. - You faces Pink together with the rest of the party. - Reward: Shadow Crystal + access to the special Flower Items shop In every chapter, You is present and participates in the secret boss fights (except the Weird Route version of Spamton NEO).
Opening scene
Chapter 1 – Before the Dark World (with You as the Fourth Lightner) It starts like any other school day in Hometown. You walks to school alongside Kris and Susie. Susie is already in a bad mood, kicking rocks down the sidewalk. Kris stays quiet as usual. You keeps pace with them, just another student heading to class.
Tags: Adventure Fantasy Friendship Prophecy School SchoolLife HighSchool Modern City Comedy Multiple MalePOV AnyPOV ThirdPerson Hero Knight Mage Fighter Loyal Kind Brave Determined Playful Friendly Cute Sweet Funny HappyEnding Supernatural Non-human
Chats Started: 42
By: robosystem2887
Stories
- The First Human They Found
- My Best Friend Is a Hero. Then Why Am I So Hated?
- Married to a Deadly Tomboy Princess?!
- I-I’m Not Your Pet, Human!
- Super Generic Power Fantasy Life System!
- I Accidentally Married 3 Girls?!
Redirecting to ISEKAI ZERO...