Undertale

Undertale

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DELTARUNE Chapter One: An Ultimate Guide
By ravrinplays
Do you want to do everything DELTARUNE Chapter One has to offer in one run? Well... that's impossible. But this guide will take you through the steps on how to get everything possible on a single file!
   
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Before we get started...
Yes, this guide contains spoilers for both Chapter One and Chapter Two of DELTARUNE. (Shocking, I know.)

This guide assumes you have beaten Chapter One and Chapter Two of DELTARUNE or at least have pre-existing knowledge of the events and battles in the game.
General Things: Equipment Setup
PRE-K. ROUND
By the end of the Field, you should have the following items equipped:

Kris: Spookysword (optional), White Ribbon (or Amber Card), Amber Card

Susie: Mane Ax, Amber Card, Amber Card

Ralsei: Red Scarf, Amber Card (or White Ribbon), Amber Card



PRE-LANCER/SUSIE - SPARE THEM
By the end of the Forest, and you plan on Sparing them by convincing Lancer to stop, you should have the following items equipped:

Kris: Spookysword (optional), White Ribbon (or Dice Brace), Amber Card

Ralsei: Ragger (optional), Dice Brace (or White Ribbon), Amber Card



PRE-LANCER/SUSIE - BEAT THEM UP
By the end of the Forest, and you plan on defeating them by lowering their HP, you should have the following items equipped:

Kris: Spookysword, White Ribbon (or Dice Brace), Amber Card

Ralsei: Ragger, Dice Brace (or White Ribbon), Amber Card



PRE-JEVIL (PACIFY)
Before fighting Jevil, if you plan on defeating him peacefully, you should have the following items equipped:

Kris: Spookysword (optional), White Ribbon (or Iron Shackle/Dice Brace), Amber Card

Susie: Brave Ax (optional), Amber Card, Amber Card

Ralsei: Dainty Scarf, Iron Shackle (or White Ribbon/Dice Brace), Dice Brace (or White Ribbon/Iron Shackle)



PRE-JEVIL (FIGHT)
Before fighting Jevil, if you plan on defeating him violently, you should have the following items equipped:

Kris: Spookysword, White Ribbon, Amber Card

Susie: Brave Ax, Iron Shackle, Dice Brace

Ralsei: Ragger (or Dainty Scarf if you want to use Ralsei's healing spells), Amber Card, Amber Card



PRE-CHAOS KING - TIRE HIM OUT (JEVILSTAIL)
Before fighting the Chaos King, if you defeated Jevil peacefully, and you plan on exhausting the Chaos King by going through all the availabe turns, you should have the following items equipped:

Kris: Spookysword (optional), White Ribbon (or Dice Brace/Iron Shackle), Amber Card

Susie: Brave Ax (optional), Dice Brace (or Iron Shackle), Amber Card

Ralsei: Dainty Scarf, Iron Shackle (or White Ribbon/Dice Brace), Jevilstail



PRE-CHAOS KING - TIRE HIM OUT (DEVILSKNIFE)
Before fighting the Chaos King, if you defeated Jevil violently, and you plan on exhausting the Chaos King by going through all the availabe turns, you should have the following items equipped:

Kris: Spookysword (optional), White Ribbon (or Dice Brace/Iron Shackle), Amber Card

Susie: Devilsknife (optional), Dice Brace (or Iron Shackle), Amber Card

Ralsei: Dainty Scarf, Iron Shackle (or White Ribbon/Dice Brace), Amber Card



PRE-CHAOS KING - BEAT HIM UP (JEVILSTAIL)
Before fighting the Chaos King, if you defeated Jevil peacefully, and you plan on exhausting the Chaose King by lowering his HP, you should have the following items equipped:

Kris: Spookysword, White Ribbon (or Dice Brace), Amber Card

Susie: Brave Ax, Iron Shackle, Jevilstail

Ralsei: Ragger, Dice Brace (or White Ribbon), Amber Card



PRE-CHAOS KING - BEAT HIM UP (DEVILSKNIFE)
Before fighting the Chaos King, if you defeated Jevil violently, and you plan on exhausting the Chaose King by lowering his HP, you should have the following items equipped:

Kris: Spookysword, White Ribbon, Amber Card

Susie: Devilsknife, Iron Shackle, Dice Brace

Ralsei: Ragger, Amber Card, Amber Card



If you start directly from Chapter Two instead of continuing from a Chapter One file, the default equipment loadout will be as follows:

Kris: Wood Blade, Amber Card, Amber Card

Susie: Mane Ax, Amber Card, Amber Card

Ralsei: Red Scarf, Amber Card, White Ribbon
General Things: Dark Dollar Farming
At the end of every battle, your current Tension Points (TP) are converted into Dark Dollars (D$), this game's currency. If you are trying to farm D$, you should make sure to end every fight with a 100% TP gauge. Certain encounters reward more D$ per completion. These encounters are listed below.



FARMING IN THE FIELD

Right before entering the Great Board (where K. Round is fought), there is a Rudinn blocking your way. Entering a battle with this Rudinn reveals two more Darkners alongside it. The full battle consists of two Rudinns and one Hathy. Ending this battle with a full TP gauge rewards you with 113 D$.



FARMING IN THE FOREST

In the Scissor Dancer room, near where you get one of the Broken Key Pieces, there is a Rabbick blocking your way. Entering a battle with this Rabbick reveals two more Rabbicks alongside it. Ending this battle with a full TP gauge rewards you with 139 D$.



FARMING IN THE CASTLE

While scaling the Card Castle, in the room before the Scissor Dancer room, there are two Head Hathy's, one of which is blocking your way. Entering a battle with either of them reveals two additional Head Hathy's by their sides. Ending either of these battles with a full TP gauge rewards you with 145 D$. This is the most D$-efficient, repeatable battle in the Chapter.
General Things: Dark World Items
You can hold a maximum of twelve items at once, so if you plan accordingly, you can have every item in the Chapter at once. Any items that are exclusive to Chapter One MUST be collected, otherwise they will be lost forever. These items will be marked with [C1 Exclusive]. if an item is required for Fusion in Chapter Two, it will be marked with [Fuse].

DARK CANDY

Uses:
- Heals 40 HP to a single Party member.
- Sells for 13 D$.

Locations:
- Two separate trees in the Field of Hopes and Dreams.
- Bought from Seam's Shop for 40 D$.
- In a trash can in Chapter Two.



REVIVE MINT

Uses:
- Fully restores the HP of a downed party member during an encounter. If used on a conscious party member, half of their maximum HP is restored.
- Sells for 200 D$.

Locations:
- In a Scarlet Forest Chest after the Bake Sale.
- In a Card Castle Chest obtainable after interacting with three portraits.

Notes:
- Can be helpful for the Jevil battle.



GLOWSHARD

Uses:
- Can make Rudinns instantly Spareable.
- Sells for 100 D$.
- Increases in D$ value every Chapter.

Location:
- In a wall during the ?????? area of the game. (Before Castle Town).

Notes:
- Mandatory to keep at the end of the Chapter for future Chapter usage.



MANUAL [C1 Exclusive]

Uses:
- Can make Rudinns instantly Tired.
- Can add 50% to Clover's Mercy Meter.

Location:
- Given to you by Ralsei after the Battle Tutorial.

Notes:
- If thrown out twice, the Manual stand Ralsei puts inside Kris's room in Chapter Two is replaced with a trash can.
- Cannot be sold at shops.



TOP CAKE [C1 Exclusive]

Uses:
- Heals 160 HP to the entire Party.
- Can be sold for 75 D$.

Location:
- Obtained after Malius fixes the Broken Cake.

Notes:
- Must be traded away in order to get the Spin Cake.
- Can be helpful for the Jevil Battle.



SPIN CAKE

Uses:
- Heals 80 HP to the entire Party.
- Heals 140 HP to the entire Party in Chapter Two.
- Sells for 3 D$.

Location:
- Obtained after giving Top Chef the Top Cake.

Notes:
- Can be helpful for the Jevil Battle.
- Mandatory to keep at the end of the Chapter for future Chapter usage.



DARKBURGER [Fuse]

Uses:
- Heals 70 HP to a single Party Member.
- Heals 20 HP to Noelle in Chapter Two.
- Sells for 35 D$.

Location:
Bought from Seam's shop for 70 D$.

Notes:
- Can be helpful for the Jevil Battle.



LANCER COOKIE

Uses:
- Heals 4 HP to a single Party member when used in the overworld.
- Heals 1 HP to a single Party member when used in the overworld in Chapter Two.
- Heals 50 HP to a single Party member when used in a battle.
- Sells for 5 D$.

Locations:
- Bought from Susie and Lancer in the Scarlet Forest Bake Sale.
- Bought from Lancer in Chapter Two.



CLUBS SANDWICH

Uses:
- Heals 30 HP to the entire Party.
- Heals 70 HP to the entire Party in Chapter Two.
- Sells for 35 D$.

Locations:
- In a Card Castle Chest in the spinning diamond laser room.
- A Party Dojo reward in Chapter Two.

Notes:
- Can be helpful for the Jevil battle.



HEARTS DONUT [C1 Exclusive]

Uses:
- Heals 20 HP to Kris when using it in the overworld.
- Heals 80 HP to Susie when using it in the overworld.
- Heals 50 HP to Ralsei when using it in the overworld.
- Heals 30 HP to Noelle when using it in the overworld in Chapter Two.
- Heals 10 HP to Kris when using it during a battle.
- Heals 90 HP to Susie when using it during a battle.
- Heals 60 HP to Ralsei when using it during a battle.
- Heals 20 HP to Kris when using it during a battle in Chapter Two.
- Heals 80 HP to Susie when using it during a battle in Chapter Two.
- Heals 50 HP to Ralsei when using it during a battle in Chapter Two.
- Heals 30 HP to Noelle when using it during a battle in Chapter Two.
- Heals 20 HP to the Thrash Machine when using it during Chapter Two.
- Sells for 20 D$.

Location:
- Bought from the Hathy at the Bake Sale for 40 D$.



CHOCO DIAMOND [C1 Exclusive]

Uses:
- Heals 80 HP to Kris when using it in the overworld.
- Heals 20 HP to Susie when using it in the overworld.
- Heals 50 HP to Ralsei when using it in the overworld.
- Heals 35 HP to Noelle when using it in the overworld in Chapter Two. (Also heals 35 HP to Kris)
- Heals 80 HP to Kris when using it during a battle.
- Heals 30 HP to Susie when using it during a battle.
- Heals 30 HP to Ralsei when using it during a battle.
- Heals 80 HP to Kris when using it during a battle in Chapter Two.
- Heals 20 HP to Susie when using it during a battle in Chapter Two.
- Heals 50 HP to Ralsei when using it during a battle in Chapter Two.
- Heals 70 HP to Noelle when using it during a battle in Chapter Two.
- Heals 80 HP to the Thrash Machine when using it during Chapter Two.
- Sells for 20 D$.

Location:
- Bought from the Rudinn at the Bake Sale for 40 D$.



ROUXLSROUX [C1 Exclusive]

Uses:
- Heals 50 HP to a single Party member in the overworld.
- Heals 60 HP to a single Party member during battle.
- Heals 50 HP to a single Party member during battle in Chapter Two.
- Sells for 25 D$.

Location:
- Bought from Rouxls Kaard's Hip Shop for 50 D$.
General Things: Light World Items
BALL OF JUNK

Uses:
- If dropped, when returning to the Dark World in Chapter Two, all of your items will not carry over.

Location:
- Automatically transferred from the Dark World.



BOUQUET

Uses:
- Can be given to Toriel. She will proceed to throw it away.

Location:
- Given by Asgore when leaving the Flower King store.



HOT CHOCOLATE

Uses:
- Changes some dialogue in Chapter Two.

Location:
- Given by QC in QC's Diner.



EGG

Uses:
- Can be put inside of Asgore's refrigerator.

Location:
- In a secret room in the Scarlet Forest. Given by the man behind the tree.



GLASS

Uses:
- Can be used to look through your hand.

Location:
- Automatically transferred from the Dark World if Jevil has been defeated.
General Things: Key Items
There are eight Key Items you can obtain in Chapter One.

EGG

Uses:
- Can be put inside of Asgore's refrigerator in the Light World.

Location:
- In a secret room in the Scarlet Forest. Given by the man behind the tree.



BROKEN CAKE

Uses:
- Can be fixed into the Top Cake by Malius.

Location:
- Obtained by interacting with the smoldering cake by Top Chef in the Field of Hopes and Dreams.



BROKEN KEY A

Uses:
- Can be fixed alongside Broken Key B and Broken Key C to create the Door Key.

Location:
- Given to you by Seam after talking to Jevil in his cell.



BROKEN KEY B

Uses:
- Can be fixed alongside Broken Key A and Broken Key C to create the Door Key.

Location:
- In the Scarlet Forest by taking the path where the stars don't shine.



BROKEN KEY C

Uses:
- Can be fixed alongside Broken Key A and Broken Key B to create the Door Key.

Location:
- In a Chest in the Field of Hopes and Dreams, obtainable after solving a four-symbol code.



DOOR KEY

Uses:
- Can be used to unlock Jevil's Carousel.

Location:
- Obtained after Malius fixes the Broken Key A, Broken Key B, and Broken Key C.



SHADOW CRYSTAL

Uses:
- Can be used to see through the Dark Fountain's illusion.

Location:
- Obtained after defeating Jevil.
General Things: Weapons
There are ten unique Weapons you can obtain in Chapter One. If it is possible to obtain an item in Chapter Two, it will be marked with [Chapter Two Possible].

WOOD BLADE - Kris Weapon

Location:
- Kris's default weapon as soon as you land in the Dark World.

Sells for:
- 30 D$.



SPOOKYSWORD - Kris Weapon [Chapter Two Possible]

Stats:
+2 AT
Spookiness UP

Location:
- Bought at Seam's Shop for 200 D$.

Sells for:
- 100 D$.



MANE AX - Susie Weapon

Location:
- Susie's default weapon as soon as you land in the Dark World.

Sells for:
- 40 D$.



BRAVE AX - Susie Weapon

Stats:
+2 AT
Guts UP

Location:
- Bought at Rouxls Kaard's Hip Shop for 150 D$

Sells for:
- 75 D$.



DEVILSKNIFE - Susie Weapon [Chapter Two Possible*]

Stats:
+5 AT
+4 Magic
Rude Buster's TP cost reduced by 10%

Location:
- Obtained after defeating Jevil violently.

* If your most recent Chapter One Save File is a File where you defeated Jevil violently but didn't load from it when starting Chapter Two, the Devilsknife can be found in a Chest to the left of Castle Town.



RED SCARF - Ralsei Weapon

Location:
- Ralsei's default weapon as soon as you land in the Dark World.

Sells for:
- 50 D$.



RAGGER - Ralsei Weapon

Stats:
+2 AT

Location:
- A Scarlet Forest Chest.

Sells for:
- 100 D$.



DAINTY SCARF - Ralsei Weapon

Stats:
+2 Magic
Fluffiness UP

Location:
- Bought at Rouxls Kaard's Hip Shop for 200 D$

Sells for:
- 100 D$.
General Things: Armor
There are 5 unique pieces of Armor you can obtain in Chapter One. If it is possible to obtain an item in Chapter Two, it will be marked with [Chapter Two Possible]. If an item is required for Fusion in Chapter Two, it will be marked with [Fuse].

AMBER CARD [Chapter Two Possible] [Fuse]

Stats:
+1 DF

Location:
- Bought either Seam's Shop or Rouxls Kaard's Hip Shop for 100 D$.

Sells for:
- 50 D$.



DICE BRACE

Stats:
+2 DF

Location:
- A Scarlet Forest Chest locked behind a three-symbol code.

Sells for:
- 75 D$.



WHITE RIBBON [Fuse]

Stats:
+2 DF

Location:
- A Field of Hopes and Dreams Chest.

Sells for:
- 45 D$.



IRON SHACKLE [Fuse]

Stats:
+2 DF
+1 AT

Location:
- Kris and Ralsei's prison cell in the Card Castle.

Sells for:
- 75 D$.



JEVILSTAIL [Chapter Two Possible*]

Stats:
+2 DF
+2 AT
+2 Magic

Location:
- Obtained after defeating Jevil peacefully.

* If your most recent Chapter One Save File is a File where you defeated Jevil peacefully but didn't load from it when starting Chapter Two, the Jevilstail can be found in a Chest to the left of Castle Town.
General Things: Miscellaneous Stuff
While not apparent, the game actually keeps track of how many Darkners you have "Violenced" (defeated using the Fight command), Spared, and Pacified. It also keeps track of how many Darkners were defeated by Susie without the player's input. The only way to reduce the number of Violences is to get forgiveness from either Rudinn or Hathy in the Card Castle. The fact that these numbers are being tracked probably means they will come up later.

This Chapter has two Dark World endings. The Peaceful ending, which can only occur if your violence level is 0, and the Massacre ending, which can only occur if your violence level is anything above 0. Keep this in mind as you are playing through the game.
Part One: CONTACT
When creating your Vessel, you have many different choices to make. While these may seem unimportant, all of this data is actually saved into the game's code and even carried over to Chapter Two, so you should probably take this seriously. Or don't, and there could be a funny cutscene in a later Chapter!

If you have not made a Vessel and instead start directly from Chapter Two, the Vessel in the code will default to every first option, except weirdly, the gift of mind, which is the second option. It is unknown if this was intentional or an oversight. Strangely, this version of the Vessel has no name in the game's code, so if the Vessel DOES actually show up, its name most likely will not be mentioned.

Part Two: The Beginning
Make your way through the intro of the game as normal until you are outside your class with Susie.
After Susie runs off to go get chalk, you have two options...

Option One: Take your time, look around, and walk to Susie.
- Susie will make fun of you for taking so long to follow her.

Option Two: Run directly to Susie.
- Susie will comment on how fast you got to her before calling you a freak.

Regardless of which option you choose, make your way into the closet and into the Dark World.

Part Three, Segment One: The Dark
As soon as you wake up in the Dark World, feel free to change your settings to whatever you feel like. You can access the Settings menu by pressing C and selecting "CONFIG." Here are some settings, and if I would personally recommend you change them or not:

Master Volume: Completely your choice, change it if the game is too loud. Caps at 100%

Controls: Feel free to change up your controls a bit! Different people are used to different types of controls!

Simplify VFX: You should probably keep this one off if you can. There are a lot of really cool effects that just become nullified if you turn this on.

Fullscreen: Self-explanatory. Alternatively, pressing F4 on your keyboard forces the game to enter fullscreen.

Auto-Run: ABSOLUTELY! You really do not want to have to hold down the run button every time you want to go faster. Besides, you pretty much always want to be running, anyway.

With all that being said, continue onwards.



Keep walking along the path as normal until it splits into two directions. Instead of going to the right towards Susie, go down to find a new room. Interact with the glowing spot on the wall, and the game will ask you if you want to reach for the item inside. Say yes to obtain the Glowshard.



Keep walking along the intended path and you'll eventually run into an eye-switch puzzle. The solution is the second eye, then the third eye. Completing this puzzle opens the path to the rest of the Dark World.



Keep walking along the path until you meet up with Susie. Here, you have three options...

Option One: Walk slowly along the path to the right.
- Susie will scold you for being so slow and then run off on her own.

Option Two: Run quickly along the path to the right.
- Susie will take your running as a challenge and then run off on her own.

Option Three: Go to the left.
- Susie will comment on your lack of direction and then run off on her own.

Regardless of what you do, continue forward on the path.



Keep moving forward until you reach Castle Town and begin talking to Ralsei. He will ask you to listen to his prophecy. Here, you have two options...

Option One: Listen to his prophecy.
- Ralsei will explain the prophecy of the Delta Warriors to you.

Option Two: Decline listening to his prophecy.
- Ralsei will become insistent about telling the prophecy to you. Saying no again results in Lancer coming in and being required to explain the prophecy to you.

Regardless of what you do, defeat Lancer and continue onward.



Once Ralsei joins your party, if you move onwards without sprinting, he will give you a quick tutorial on how to run.



Moving forward, Ralsei will eventually ask you if you want him to teach you how to fight. Here, you have six options...

Option One: Skip the tutorial.
- Ralsei will not teach you how to fight.

Option Two: Successfully learn how to fight,
- Say yes. Follow all of Ralsei's directions. Ralsei will be proud of you.

Option Three: Continuously Fight.
- Say yes. Only use the Fight Command. Hit every attack. Ralsei will eventually end the fight.

Option Four: Continuously Miss.
- Say yes. Only use the Fight Command. Miss every attack. Ralsei will eventually end the fight.

Option Five: Continuously Defend.
- Say yes. Only use the Defend Command. Ralsei will eventually end the fight.



Regardless of what you picked for the battle tutorial, afterwards, Ralsei will give you a Manual. Once he does, you have three options...

Option One: Keep it.
- Do nothing with the Manual. This results in Ralsei giving you a Manual stand in Kris's room in Castle Town during Chapter Two.

Option Two: Throw out the Manual once.
- This results in Ralsei picking it back up for you and placing it back in your inventory. Ralsei still gives you a Manual stand in Kris's room in Castle Town during Chapter Two.

Option Three: Throw out the Manual twice.
- This results in Ralsei getting sad and saying that he'll try to make a better Manual next time. Ralsei instead gives you a trash can in Kris's room in Castle Town in case you want to throw out the Manual again during Chapter Two.

Part Three, Segment Two: The Field of Hopes and Dreams
Upon exiting Castle Town, head down the path as normal until you encounter a Rudinn. Defeat the Rudinn. Before you move on, however, go back and reload the room. Encountering this same Rudinn a second and a third time gives you some special dialogue each encounter.



Go down the path as normal until the path splits, and you can see Lancer. Instead of going right towards the rest of the Field, head down to find a new room. In this room, you'll see a lone tree. Interact with it, and the game will ask you if you want to take one of the objects down from the it. Say yes to get a Dark Candy. You can do this one more time to get an additional Dark Candy.



Go back to Lancer. Here, you have two options...

Option One: Talk to Lancer.

Option Two: Don't talk to Lancer.

Both of these options simply give you different dialogue when continuing along the path.



Move back along the intended pathway and you'll eventually enter a room with a character named Top Chef. In this room, there is a smoldering cake on a table. Interact with it and take a slice to obtain the Broken Cake.



Move forward, and you'll soon find another Dark Candy Tree along your path. You can once again interact with it twice to get two Dark Candies.



After completing the timer puzzle, continue to the next room. Upon entering, you will see a Chest that is out of reach. Continue down the path and take the first split on the left. This will lead you to the Chest. Open the Chest to obtain the White Ribbon.



Keep moving forward along the path until Susie has joined your party and you are in a battle with C. Round. Here, you have three options...

Option One: Have Susie compliment it.
- Susie will attack C. Round, raising her Violence count.

Option Two: Warn it.
- Susie will attempt to attack C. Round, but it will run away. This will not affect your Violence count.

Option Three: Attack it with Kris or Ralsei before Susie gets a chance to.
- The battle simply ends without Ralsei scolding Susie for attacking. Your Violence count goes up by one.

Regardless of what you do, continue to the next room.



In this room, you will see an NPC who looks like a jigsaw puzzle piece (Jigsaw Joe). Here, you have two options...

Option One: Talk to him.
- Talking to him makes him offer you a tutorial, for a price. Regardless of if you say yes or no, he will eventually allow you to use a new pathway to the left. Talking to him also affects a later event in the game, where he will assist Mr. Society in fixing the Warp Doors.

Option Two: Do not talk to him.
- He will not assist Mr. Society in fixing the Warp Doors. This has no functional consequences. You will also miss out on some extra dialogue in Chapter Two.



If you chose to NOT talk to Jigsaw Joe, skip this section.

Going left reveals a room full of similar jigsaw puzzle piece NPCs. Feel free to talk with any of the bottom four NPCs to learn some of the mechanics of the game. Most importantly, though, interact with the hole at the top of the room and throw in one D$. This changes some dialogue in Chapter Two.



Continuing forward on the intended path will eventually lead you to a room with a large gate blocking the path. The only way to remove this gate is to solve the box-based puzzle in the center of the room. Simply push the boxes with Z to where they are both on the two switches.



Continue forward. Instead of going right towards the great board, go up. Here, you will find a four-symbol code puzzle you have to solve. The solution is Red, Swap, Red, Black, Swap, Black. After putting in the correct combination, the nearby spikes will fall, allowing you to reach the nearby Chest. Open the Chest to obtain Broken Key C.



Moving forward on the intended path through the Great Board will have you be chased by multiple groups of Ponmen. Instead of trying to evade them, however, battle them. The first few times you encounter them permanently alter how fast they can move in the overworld. This must be done multiple times for BOTH groups of Ponmen.



Moving forward, eventually, you will reach Lancer. A long scene will play, but eventually, you will have to pick a name for your team. You have three options...

Option One: Crumpled Paper.
- Results in your team name being the "$!$? Squad."

Option Two: Neat Paper.
- Results in your team name being the "Fun Gang."

Option Three: Lancer-Labelled Paper.
- Results in your team name being the "Lancer Fan Club."

Afterwards, once Susie and Lancer make their team, they will name their team the "Dark" version of whatever you named your team. EX: "Dark $!$? Squad."

Regardless of what you pick, continue onwards to the K. Round battle.



Once you initiate the K. Round battle, there is one thing you should do before working on Sparing it: use the Check Act. Doing this changes the "Check" Act to "Checkers" in both of K. Round's battles. After this, complete the battle as normal and continue to the Scarlet Forest.

Part Three, Segment Three: The Scarlet Forest
In the first room after the Save Point, instead of avoiding the Rabbick, encounter it. Encountering Rabbick here makes its run speed slower later on in the maze.



Go down the path as normal until you enter the room with Susie and Lancer standing by a tree stump. Talk to either of them, and they will offer you some salsa. Regardless of who you make eat the salsa, the result is the same. Move on to the next room.



In this next room, instead of going right to where Susie and Lancer are, go up. Following the upper path will eventually lead you to a Chest. Here, you have two options...

Option One: Talk to the NPC to the left (Royal Coat Rack) prior to opening the Chest.
- Royal Coat Rack will give you permission to take the scarf from the Chest.

Option Two: Open the Chest prior to talking to Royal Coat Rack.
- Royal Coat Rack will comment on how you took the scarf without anyone's permission, making you a criminal.

Regardless of which option you pick, open the Chest to obtain the Ragger. Talk to Royal Coat Rack afterwards to get your special dialogue.



Continue as normal until you are in the room directly after the room Susie and Lancer are in. Here, you will find a three-symbol code puzzle you have to solve. The solution is Black, Red, Swap, Black, Swap. After putting in the correct combination, the nearby spikes will fall, letting you take an alternate pathway. Going up brings you to a room with a Chest. Open the Chest to obtain the Dice Brace.



Back on the intended path, you will find another three-symbol code puzzle you have to solve. The solution is Red, swap, black, red. After putting in the correct combination, the nearby spikes will fall, letting you continue on the path. Moving forward initiates the Clover battle.



During the Clover battle, there are a couple of things to note...
- The fastest way to Spare Clover is by using the Manual twice and then Sparing.
- If you end the battle using Violence, there is no way to get Clover to forgive you, unlike the other enemies who reside in the Card Castle. Violencing Clover IS tracked by the game, though.

Regardless, continue to the next room.



In this room is the Bake Sale. While here, there are a few things to do. For starters, buy a Lancer Cookie from Susie and Lancer. This will cause them to run over to the Hathy in the room and buy a Hearts Donut from them.

You can also buy a Choco Diamond and a Hearts Donut from the Rudinn and Hathy NPCs respectively.



Still in the Bake Sale, take the upper path. This path leads you to an NPC named Malius. Talk to Malius and tell them to fix an item. This will result in them fixing the Broken Cake into the Top Cake.



Once you have the Top Cake, it's time for some backtracking. Use the nearby Warp Door to go back to the Field. Backtrack further until you see Top Chef again. Interact with him and give him the Top Cake. He will give you the Spin Cake in return. Doing this also makes it so you can get a new Spin Cake in Chapter Two in addition to the one from Chapter One.



Go to the room after the Bake Sale, which contains two Bloxer enemies. Instead of avoiding them, encounter them. Doing so will make it so they will never chase you here again.



After taking care of the Bloxers, take the invisible path (discernible by the awkward sides of the main path) to the right. Taking this path will lead you to a Chest. Open the Chest to get 40 D$.



Go to the next room, which is full of Scissor Dancers. Instead of going right to where you create the Thrash Machine, go down. Following this path directly will lead you to a Chest. Open the Chest to obtain a Revive Mint.



While in this same room, from the Chest, take the lower path and follow the lower wall. You will notice your Party begin walking on an invisible path, discernible by the star particles disappearing over it. Take this path down to find a new room with a Rabbick encounter. After dealing with or avoiding the Rabbick, continue on the path and go up. Here, you will find a Chest. Open the Chest to obtain Broken Key B.



Move back on the intended path. In the next room, you will run into Lancer. He will tell you to create a machine intended to "thrash your ass." Here you have... a LOT of options. Let's start with the head... (Rouxls Kaard/Giga Queen descriptions taken from the unofficial DELTARUNE wiki.)
Part Three, Segment Three, Intermission: Thrash Machine
THRASH MACHINE, HEAD:

Option One: Laser.
- Increases "Cool" and "Gun's" stats.
- Rouxls Kaard Battle, Chapter Two: Fires lasers that snake around the bullet board.
- Giga Queen Battle, Chapter Two: LaserMode - Increases damage somewhat and allows for faster punches for a turn afterwards.

Option Two: Sword.
- Increases "Elegant" and "Lively" stats.
- Rouxls Kaard Battle, Chapter Two: Fires spinning swords that boomerang back.
- Giga Queen Battle, Chapter Two: SwordMode - Increases damage moderately and makes each successive hit stronger until the next miss.

Option Three: Flame.
- Increases "Cute" and "Hot" stats.
- Rouxls Kaard Battle, Chapter Two: Spews fiery projectiles in a vertical sweeping motion.
- Giga Queen Battle, Chapter Two: FireMode - Increases damage from attacks afterwards (with about 420 initial damage on Phase 1).

Option Four: Duck.
- Does not raise any machine stats.
- Rouxls Kaard Battle, Chapter Two: Fires a duck that travels in a horizontal line slowly. This attack deals 1 damage if it hits.
- Giga Queen Battle, Chapter Two: DuckMode - Gives duck orbitals that heal the machine by 2 HP per hit, or 4 HP for hitting back the final attack. Duck Aura also heals 35 HP upon initial hit but does not deal as much damage (about 150 Phase 3).



THRASH MACHINE, BODY:

Option One: Plain.
- Increases "Elegant" and "Cute" stats.

Option Two: Wheel.
- Increases "Lively" and "Cool" stats.

Option Three: Tank.
- Increases "Hot" and "Gun's" stats.

Option Four: Duck.
- Does not raise any machine stats.



THRASH MACHINE, SHOES:

Option One: Sneak.
- Increases "Lively" and "Cute" stats.
- Rouxls Kaard Battle, Chapter Two: Shoots star projectiles as the machine stomps.

Option Two: A.Whl.
- Increases "Hot" and "Cool" stats.
- Rouxls Kaard Battle, Chapter Two: The machine lunges faster. Also shooting tire projectiles when the machine is on the left side of the board.

Option Three: Tread.
- Increases "Elegant" and "Gun's" stats.
- Rouxls Kaard Battle, Chapter Two: Fires missiles upwards from the tread. The missiles fall back when the machine returns to its original position.

Option Four: Duck.
- Does not increase any machine stats.
- Rouxls Kaard Battle, Chapter Two: The Thrash Machine charges across the board. If the whole machine is a duck, this attack explodes for 1 damage if it touches the SOUL. Otherwise, it continues moving for moderate damage.



Maxing out any of the six listed stats (or making the whole machine a Duck) gives you unique dialogue after the machine's creation.

The color of any of the Thrash Machine's segments don't seem to matter currently. Just be aware that the machine will appear later in the game.

If you start directly from Chapter Two instead of continuing from a Chapter One file, the default Thrash Machine options will be as follows:

Head: Laser.

Body: Tank.

Shoes: Tread.



After creating the Thrash Machine, continue onward.

Part Three, Segment Three, Continued: The Scarlet Forest
In the next room, you will be chased by a Starwalker Bird until you exit the room at the other side. Instead of continuing as normal, go back into the Starwalker Bird room. Evade the Starwalker Bird and run to the left. Eventually, you will see a bell to the side of the path. Interact with it, and the Starwalker Bird will begin to run away to the right. Follow it to the right, and you'll see a new NPC who was not originally in this room, known as the Original Starwalker. Talk to the Original Starwalker. This is important for later. Continue to the next room.



Before we solve the puzzle in this room, we're first going to have to collect the Egg. The steps to do this are simple. Simply move back and forth between this room and the Starwalker Bird room continuously. Eventually, Kris will warp to a new room with a single tree. Walk up and interact with the empty space behind the tree. This will give you dialogue. Choosing "Yes" will give you the Egg.

Exiting this room warps you back to the Bake Sale. Make your way back to the room after the Starwalker Bird.



In this room, there is a single spinning diamond laser in the center of the area. There are also spikes blocking your path forward. To lower the spikes, simply interact with the blank space at the top-middle of the room. The spikes will lower, and you can continue forward.



While running through the maze, there is actually special dialogue the first few times you follow Lancer down the wrong pathway.



This is the same with Susie.



After making your way through the maze by avoiding the paths Susie and Lancer go on, you will soon enter a battle against the two of them. Before you actually begin working on defeating them, you should actually lose the battle. Doing this doesn't actually give you a game over, and you will reawaken before the fight. Doing this repeatedly features unique dialogue the first few times you do it.



Once you actually begin the battle, you have two options...

Option One: Spare.
- Repeatedly use the Anything or X-Anything Act on Lancer until the battle ends, while making sure Susie is asleep with the Sing Act. This results in Lancer wanting to end the fight.

Option Two: Fight.
- Deal enough damage to either Susie or Lancer to where they give up the battle. This results in Susie being upset at you for beating up either her or Lancer.

Sparing and Fighting both have unique outcomes.



After defeating Susie and Lancer, move forward to the Card Castle. Feel free to read Susie and Lancer's dialogue while you're moving along the path.

Part Three, Segment Four: The Card Castle
Upon waking up in your jail cell, interact with the shackles on the wall to get the Iron Shackle.



While here, you can also interact with the moss on the floor. Eat it. Consume the Moss.



Interact with one more thing in this room, and then Ralsei. You can now continue the story.



On Floor One, instead of running away from the Rudinn Ranger, encounter it. Make sure to use Susie's Compliment Act on at least one of the two Rudinn Rangers. This plays a unique event that can never happen again.

Doing this also makes it so Rudinn Rangers no longer chase you in the overworld.



After getting past the Rudinn Ranger, enter the Diamond-shaped door. There are two Rudinns in this room. Talking to the Rudinn on the right brings you three different options...

Option One: Apologize.
- If you have Violenced any Rudinns, talking to the Rudinn will result in it being upset at you for beating it up earlier in the game. If you choose to apologize, your Violence count will be lowered by one.

Option Two: Intimidate.
- If you have Violenced any Rudinns, talking to the Rudinn will result in it being upset at you for beating it up earlier in the game. If you choose to intimidate, your Violence count will not be lowered (despite what the Rudinn says), and you will get a free Choco Diamond.

Option Three: No need to apologize.
- If you have not Violenced any Rudinns, the Rudinn NPC will give you a Choco Diamond. If you backtrack to the Field after doing this, Violence a Rudinn, and then return to the Rudinn NPC, it will have special dialogue. You cannot get the Rudinn NPC to forgive you for this.



Continue forward. In the spinning diamond laser room, take the right pathway and solve Rouxls Kaard's puzzle.



Go back to the previous room. Instead of going up to the rest of the Castle, go down. Going down will lead you to a Chest. Open the Chest to obtain the Clubs Sandwich. Move to the next room.



In the room with two Head Hathy's, instead of running past either of them, encounter one. Make sure to use Susie's Flirt Act at least once on EACH of the Head Hathy's. This will result in unique cutscenes for each time you use her Flirt Act. This is important because there are only unique cutscenes for the first three times you use the act, so why not get them all done here?

Doing this also makes it so Head Hathys no longer chase you in the overworld.



Before going left towards the Scissor Dancer room, go to the right and enter the Heart-shaped door. There are two Hathy's in this room. There are a couple of things to do here. First, talk to the Hathy to the right. If you have Violenced two or fewer Hathy's, your Violence count will be lowered by one.



Before leaving, there is one more thing to do. Interact with all four beds in this room. Doing this will change Kris's Title in the Power Menu from "Leader" to "Bed Inspector." Now, continue on the intended path.



In the Scissor Dancer room, take the right pathway and solve Rouxls Kaard's second puzzle.



Go back to the previous room. There are three portraits on the upper wall. Interacting with all three of them summons a Chest on the lower route. Open the Chest to get a Revive Mint.



Moving on to the next room, there are a few things to do here. For starters, you can buy quite a few items you could not, or did not, obtain earlier from Rouxls Kaard's Hip Shop.
- RouxlsRoux
- Brave Ax
- Dainty Scarf
- Amber Card



The other thing you can do here is use the Floor Five Elevator to go back to Floor One for easier backtracking.

Part Three, Segment Four, Intermission: Jevil Fight
Time for some backtracking. Return to Floor One and enter the Elevator there. Go to the floor that appears only as question marks. Doing this will take you to a long staircase. Going all the way down the staircase and interacting with the jail cell will put you in a conversation with Jevil. Agree to play his game. After this, backtrack out of the Castle and all the way back to Seam's shop in the Field. Talking to them about the "Strange Prisoner" results in them giving you Broken Key A.

While you're here, feel free to buy some of the items you haven't already obtained from Seam.
- Spookysword
- Darkburger



If you've been collecting all the items so far, you should have all three Broken Key pieces (A, B, and C. They should all be in your Key Items menu). Make sure you have all three, and then go to the Bake Sale room. Use the upper path and talk to Malius again. Tell him to fix an item once more. He will fix all three of the Broken Key Pieces and turn them into the Door Key.



Return to Jevil's cell and interact with the prison bars. Regardless of if you choose to insert the key or not, a door will appear. You can now enter the Carousel and fight Jevil if you please. Before doing so, however, you can go back to Seam and talk to them about Jevil once more for some new dialogue. Enter the Carousel and begin the fight.



In the Jevil Battle, you have two options...

Option One: Devilsknife.
- Defeat Jevil using the Fight Command/Rude Buster. This does not raise your Violence count.

Option Two: Jevilstail.
- Defeat Jevil by first tiring him out using the Hypnosis Act enough times and then using Ralsei's Pacify spell.

Talking to Seam after the battle will have unique dialogue for both Fighting and Pacifying Jevil.

Regardless of how you finish the fight, you will afterwards get your reward in either a powerful piece of Armor called the Jevilstail, or a powerful ax-type Weapon for Susie called the Devilsknife.



Upon defeating Jevil, if your inventory (Armor inventory if Spared, Weapon inventory if Fought) is full, your reward (Jevilstail if you ended the battle using the Pacify Spell, Devilsknife if you ended the battle using the Fight Command/Rude Buster) will be placed in a Chest outside of the Carousel. Make sure to free up a slot in whichever inventory your reward is in and pick it up before you finish the Chapter.



Defeating Jevil also gives you the Shadow Crystal. Using the Shadow Crystal at any point in time while in the Dark World gives you some special dialogue.

Part Three, Segment Four, Continued: The Card Castle
Return to Floor Five and begin moving forward, past K. Round, and to the battle against the Chaos King. Here, you have two options...

Option One: Exhaust him.
- Go through every turn of the battle, and the battle will automatically end.

Option Two: Fight him.
- Deal enough damage to the Chaos King so that the battle ends.

Note that even if you choose to Fight the Chaos King, your Violence count will not be raised.



After you defeat the Chaos King, a cutscene will play. This cutscene has two different outcomes that rely on the things you have done earlier in the game.

Outcome One: Peaceful Ending.
- If your Violence count is zero. A large group of Darkners comes and takes the Chaos King away.

Outcome Two: Massacre Ending.
- If your Violence count is any number above zero. A large group of Darkners force you out of the Dark World.



Skip this section if you did not get the Peaceful Ending.

If you traded the Top Cake for the Spin Cake earlier in the Chapter, you can get some extra dialogue during the Peaceful Ending. Before you go to seal the Dark Fountain, go talk to Top Chef. He is in the Throne Room with Lancer.



Finally, seal the Dark Fountain and return to the Light World.

Part Four: The Return
After arriving in the Light World, if you defeated Jevil earlier in the Chapter, you will notice you have the "Glass" item in your Items Menu. Go ahead and use it. Using it gives you some unique dialogue at random.



Call Toriel a few times. She has unique dialogue the first few times you call her.



Head over to the Hospital. Before entering, talk to Undyne, the police officer, about all four of her dialogue options.



Enter the Hospital. Go through the first door, and then the left door in order to see Noelle and her father, Rudy having a conversation.



Noelle will leave. Before you talk to Rudy, interact with the sink in his Hospital room a few times.



Now, talk to Rudy about all four dialogue options.



After talking to Rudy, exit the Hospital and head over to the "Librarby". Talk to Berdly while you're here. This is important to do after talking to Rudy, as if you do so, Berdly's dialogue changes. Make sure to talk to him a second time after his window dialogue.



Leave the Librarby and go up and to the left to find a restaurant named "QC's Diner." Enter the diner and talk to QC (the purple rabbit at the counter). She will give you some Hot Chocolate. Exit the diner.



Run to the left past the restaurant named "ICE-E's P'E'ZZA." You will find multiple NPCs in strange mascot outfits. Talking to the leftmost one reveals he is actually Burgerpants from UNDERTALE. Talk to him about all four of his dialogue options. This is important for Chapter Two.



Start heading over to the right. Here, you will find Sans the skeleton in front of a shop simply named "Sans." Talk to him about all four of his dialogue options. Doing this will end up with you obtaining his phone number.



Before calling his number, however, begin walking away from Sans. This will result in him asking if you want to come over to his house the next day. Saying "Yes" quickly or slowly has some unique dialogue.



Go ahead and call his number now. Doing so ends up giving you four dialogue options...

Option One: One.
- Idiot.

Option Two: Two.
- Baby.

Option Three: Three.
- Idiot Baby.

Option Four: Four.
- None.

All this does is give you some fun dialogue, and you can only choose one option per playthrough, so choose wisely!

After this dialogue, Sans's phone number will be changed to "Not Sans's Number."



Head to the right. You will soon find an alleyway placed between two buildings. Entering the alleyway shows a cutscene with Alphys. After the cutscene plays, talk to her. Doing this alters some dialogue in Chapter Two. Exit the alleyway.



Head up the road. You will see a shop named "Flower King." Enter it to view a cutscene with Asgore.



Head down either of the stairs to make it to Asgore's basement. If you collected the Egg earlier in the Chapter, interact with the fridge. Kris will choose to place the Egg in the fridge. Interact with the fridge once more to see that the Egg has duplicated. If you have not collected the Egg, the dialogue here will change.



Going towards the exit of the shop begins another cutscene. At the end of the scene, Asgore will give you the Bouquet. You can now exit Flower King.



Go to the room to the right. Here, interact with either of the picnic tables. Choose to stick your fingers in the picnic table holes.



From here, move a little further to the right. You will see a weird dark spot on the ground. Stand on it and wait. Eventually, an old NPC from UNDERTALE, known as Onionsan, will appear from the water. As you are talking to them, you have many options...



BEFRIEND?

Option One: Yes.
- Continues dialogue.

Option Two: No.
- Ends dialogue. They will not appear in Chapter Two.



YOUR NAME?

Option One: Kris.
- Onionsan calls you "Krismas." Dialogue continues.

Option Two: Hippopotamus.
- Onionsan calls you "Hyper Potato Mask." Dialogue continues.



THEIR NAME?

Option One: Onion.
- Onionsan calls themself "Umyum."

Option Two: Asriel II.
- Onionsan calls themself "Cereal."

Option Three: Beauty.
- Onionsan calls themself "Bootis."

Option Four: Disgusting.
- Ends dialogue. They will not appear in Chapter Two.



If you properly befriended them, after some dialogue, Onionsan will now sink back into the water.



Now, head to the left. You will pass by a house with two cat NPCs in front of it. Talk to the female cat, who is near the door (Catty). Talk to her about all her dialogue options.



Move further to the left to find Noelle standing by a fence. Talk to her about all four of her dialogue options. When you are talking to her about Susie, make sure to tell her that Susie likes Chalk. This gives you a unique item in Chapter Two.



After everything else in the Light World, make your way back to your Home. Here, there are a few things to do. Firstly, talk to Toriel, and choose to give her the Bouquet.



Now, leave the house and return. Interact with the trash can in the kitchen to learn that Toriel threw away the Bouquet.



While in your house, call Home using your Cell Phone. This will give you some unique dialogue.



Leave and return to your house until Toriel comments on the sheer amount of times you've done so. For some reason, the game keeps track of the 8th time you exit and enter the house, even though that is after Toriel's dialogue.



Finally, enter Kris's room and go to sleep to end the Chapter.

That's All, Folks!
And that is literally everything you can do in DELTARUNE Chapter One! I will be working on a similar guide for Chapter Two pretty soon, so check that out once it comes out! Anyways, I hope you enjoyed this guide, and I'll see you next time! Merry Christmas!
5 Comments
June 12 Jan @ 8:36am 
Thank you SO MUCH for this! I'm going to be attempting to get everything I can unlocked in 1&2 to get prepare for 3&4, and this guide will help immensely. I hope you make that guide for chapter 2 soon, but if you need time please take it. Have a good day!
ravrinplays  [author] 5 Jan @ 2:28pm 
DELTARUNE's Steam page does not allow guides, therefore, UNDERTALE's Steam page is it's best fit.
Ouroboros 4 Jan @ 6:25pm 
post this in the deltarune game not undertale dawg
dirtdonny 30 Dec, 2024 @ 7:10pm 
this is long
frasexav7 30 Dec, 2024 @ 7:08pm 
omg ima use this when i play this next year