Quick Links
Despite the large number of minigames, gimmicks, and Zelda-like overworlds,Deltarune’sthird chapter is one of the easier ones to 100% complete, aside from a few exceptions.
This is because the non-standard nature of things means it’s not going to leave a permanent impact on anything important if you miss something in the Zelda boards, and the few bits of normal gameplay are mostly what matter.

40 Things To Do To Prepare For Deltarune Chapters 3+4
I’ve explored every inch of Deltarune for years now, and every playthrough seems to get dark, darker, yet darker.
That said, you do need to go for a few things here and there, and getting good scores in the minigames and Zelda boards do matter for the biggest secret in the entire chapter, so I’ll be summarizing how to do well with those.

We’ll be grabbing every piece of armor, every weapon, and every item that you can’t easily find elsewhere, on top of getting every fight and unique interaction you might want to see, almost none of which are weird route exclusive.
The first board here doesn’t have anything super important, so if you can’t find something here, don’t stress too much. I’ll mostly just cover the bits you can do to rack up points and damn near guarantee an S rank.

There are five keys in total, and while you only need three to progress, you may nab the extra two for a nice bonus at the end of the board. The first is in the shop and is a net positive on points, so be sure to buy it.
You can get another by drinking the lake, then heading down and pushing the lone green cactus out of the way. Another is obtained by grabbing two Q’s and giving them to the Sphinx, which opens up the way to the third key.

You get one more by freeing Lancer and letting him dig up the L spot just under and to the left of where you found him, and your final key is found at the bottom left of the map, after surviving Susie throwing copious bombs at you.
None of the battles are particularly difficult, but if you need a spot of healing, remember to always use items and never use Ralsei’s or Susie’s magic to heal. TP is really important in getting a ton of points, so defend often and try to avoid taking damage.

Most of these quiz answers are real straightforward, and Kris will even answer some of them for you if you idle for long enough, but here are the answers for a few of the trickier ones.
The Ralsei plush is either “$32” or just “Higher”, the show’s tagline is “Marvelous Mystery Board”, the Awful Guy’s name is “Pippins”, and Asriel’s Smash Bros main was the “Sword Magician”.
The only other way to farm points is by waiting around and letting Susie pull up weeds, but you only require the S rank and going for the T rank isn’t necessary, so as long as you don’t entirely suck at the minigame, you’ll be fine.
The minigame to cap this thing off, the easiest strategy to consistently rack up points in this minigame is to constantly jump for food dishes, while keeping an eye on the fire, then throwing a single dish down to your patrons.
You’ll want to save up around 3+ plates when you get a special customer, as they’ll give a boatload of bonuses, but making as many people as possible satisfied is a great way to ensure an S here.
8 Best Games Like Undertale
Please Toby, we are starving.
Green Room Visit #1
As long as you’ve got an S or T rank on that previous board, you’re good to go, but if you got anything lower, you unfortunately need to restart this chapter and redo the entire board as punishment. If you met the requirement, though, continue and make a save here.
Vending Machine
Here, we’re going to quickly stop to buy a LodeStone and GingerGuard. The LodeStone sucks for defense, but grants a hell of a lot of TP, and the GingerGuard isn’t anything special, but is one of the better generic defense items right now.
After each board, Ramb at the red counter in the middle of the room will be giving out some nice prizes, namely, a Pink Ribbon for S or T rank. Doing worse grants you a ReviveMint, which is, unfortunately, a bit better in my opinion, but what can you do?
Water Cooler
Behind the C-Rank door, you get to fight the Water Cooler, which is a bit of a precursor to a common enemy in Chapter 4. It gives some decent money as a reward, and 200 bonus points for inspecting the hole it leaves.
Gacha Machine
Alright, now for the real meat of this. The Gachapon machine behind Door B is a bit of gambling with points, but with enough time and wasted tickets, you’ll eventually get that stuffed bear you’re after, if that stuffed bear happens to look and feel and sound like Lancer.
There are a bunch of rewards to get here, most of them being Golden rewards. If you want to guarantee goldens, throw in a good bunch of 100-point rolls in the machine, then go in with as many points as it takes to get your gold chance up to 100%.
After a while, your 100-point rolls will always give you back more than 100 points, making this both an infinite money glitch and an annoying use of your time, but a worthwhile one nonetheless, as long as your inventory isn’t full.
From the normal prizes, the mainthing you want is this chapter’s GlowShard, which will increase in value with each new chapter. The gold prizes can get you a TensionMax, ReviveMint, ExecBuffet, TennaTie, and BlueRibbon.
The TensionMax is an item I choose to hoard; the ReviveMint and ExecBuffet come in incredibly handy later, and the Tenna Tie and Blue Ribbon are both pretty unique and great armor at this point, both unobtainable elsewhere.
Feel free to split up your gambling for now, as you’ll be able to come back here anytime. That is, until you decide to put in exactly 1225 points into the machine, where you’ll be taken to a strange dimension and have the Gacha machine disappear entirely.
S-Rank Door
The A-Rank door just allows you to replay the minigames and unlock an optional third minigame, so it’s entirely unnecessary. The S-Rank door, on the other hand, is the key to the secret boss of this chapter.
You have to get this done before you go to Round 2, so you’d best go up there, talk to Ramb, and head inside the room he’s guarding to start playing a fun little game that feelsrather similar to Link’s Awakening.
In this game, go to the bottom to get a sword, then mercilessly kill everything in your path, like you’re in some king of snowgrave. Doing this unlocks the ability to destroy Cacti, and heading past a cacti-blocked path gives you more EXP to find.
Slay every enemy in this area, then head back and find a place where trees are the only thing blocking your way out of bounds. Slash through them, and you’ll eventually come across a chest with the Ice Key, which will boot you out of the game.
Second verse, same as the first. Nothing here truly matters, but I’ll be running through a few things to do if you want to maximize your score, and if you want to eat some moss.
After getting your camera, head up and to the right onto a bridge, which will take you down into a cave. This blows up later, so it’s best to do it now, as the end of the cave contains moss to consume, and you get a bonus for your Bryophyta Buffet.
There are four photos out of the three required ones, which once again means you should go for all four. Heading to the left from the start puts you on a rather long quest that results in Ralsei pointing out the photo and taking it for you, so that’s practically a guarantee.
Once you’re given control of Susie, make sure you keep it until Susie forcefully changes your character, so you may manually pull weeds and flowers wherever possible to squeeze in a couple more points.
Along the way, you’ll come across a cave with bombs, where Susie promptly switches up your controllers so she can throw them. From there, head down and photograph the red Antlions in the sand.
Head left and down to grab a picture of a cactus, then head down and left to purchase a $9 Lancer gift card. With round boy in tow, head back to where you started, and into the hot springs to grab your last photo, and also make some extra bank by heading through the tunnel Lancer made.
If you’d like, you can go up the little river on the left side of the map with the raft, then head due west to find a fun little lawnmowing mini-minigame that gives you some bonus points.
If you decide to venture out on your raft after Tenna leaves, though, you can head up to see something you aren’t supposed to. That said, you should be good on points now, so it’s time to rock and roll.
Rhythm Game
I can’t exactly give you tips on a dead-simple rhythm game. I find it easiest to play using both my hands with Z and Right Arrow as my inputs on my keyboard, but if you fail this… That’s a skill issue I can’t solve.
Once you’re finished, you should have gotten another S or T rank at the end of it all. In case you didn’t, you’ll need to reset from the beginning of the board.
Undertale: All Bosses, Ranked
A memorable design, catchy theme, and relentless attack strategy make the blueprint of a perfect Undertale boss.
Green Room Visit #2
This next visit is simple. You can mop up the gacha stuff if you haven’t already, but we’re mostly here for two things, especially the continuation of our S-rank door quest.
Just like before, talk to Ramb at the counter, and you can get yourself a shiny new White Ribbon, another item you already had if you 100% the previous chapter. It’s fine, and you can make another TwinRibbon in Chapter 4, but it’s not ideal.
S-Rank Room
The other rooms have received zero change aside from the addition of the rhythm game to the A-rank room, so it’s time we gun it to the S-Rank room, where we get right back into business as usual.
Get back to gaming and kill every enemy you can find once again. Once you hit level two, board the raft to your right, and climb up the waterfall, which leads you to a cave you couldn’t access before.
Head up to that ice palace at the top of the map, board the dock, and head right to slash away a bush and enter the palace. Here, it’s once again mostly standard fare, with you killing every enemy in sight.
Once you’ve maxed your level, head along the path blocked by trees near the top right of the map, then meet up with the white-cloaked figure, a stand-in for Noelle. You’ll find that this is essentially a Weird Route tutorial, but doing this doesn’t mess up a pacifist run.
Solve a few simple puzzles with Ice Magic at your disposal, freeze a blue bird that’s doing its best to block your path of destruction valiantly, and then you’ll arrive at a little maze.
To progress through here, you try every route until you find one that doesn’t make the white cloak stop in her tracks. That, or you just head Up, Up, Left, Right, Right, Down, and Right to get access to the Bunker Key, and finish off this game.
Nowwe can finally escape Tenna’s clutches. After a few simple puzzles, a reveal of Toriel trapped in a Gacha Ball, and a rather evil game show sequence, we get set free to finally find a few secrets. Make sure you don’t kill any Zappers. We need them for later.
Lancer Controller
In the room with your first Shadow Men of this segment, head up and to the right for a little hallway full of Lancer controllers. You can use these to dig up holes for points, but we’ll be needing at least one of these controllers later.
Bonus Block
There’s a room after the one that led to Lancer. In it, head down and to the left, and find another puzzle to solve. You need Lancer to solve the puzzle itself, which rewards you with a very nice ReviveMint.
That isn’t the reason we’re here, though. Grab the block with Susie, then throw it between the lower bushes, on the third tile up from the bottom. This will come in rather handy later on.
Water Cooler, Again
If you want a silly recruit for your castle town, head up after the second stealth segment, flirt your heart out in the watercooler fight, then walk past the fake spikes and unlock another Water Cooler, for some reason.
Admittedly, this scene is entirely unnecessary, but have you lived without seeing this? In the room right after you encounter Zappers jumping around, you’ll be assaulted by a dozen quizzes, but steel yourself and head to the bottom left.
Interact with the green Tenna face on one of the screens, and you’ll enter a secret bonus room with a few points on offer. Once you get to the right, you’ll get an awesome scene that features Spamton if you have the DealMaker.
If you want another similarly silly scene, head over to the bottom right of the same room to find another green screen with big lips. You can choose if Love or Hate wins.
After watching Tenna have a breakdown and wading through some piles of dust that are unaffiliated with Asriel, head to the right for a very odd room with a single spotlight inside.
Step into this spotlight, answer with “Cheater”, then “Nowhere”, which takes you into a room with a screen that has the block we threw over here earlier. As a reminder, you need to do thisbefore finishing the third S-Rank room, as all TVs arbitrarily turn off after you finish that.
Solve the rather simple puzzle, then head over to the right, where you’ll find a displaced Chapter 4 enemy. Talk to him a ton of times in the game, open the wardrobe, then talk to him a few more times to receive the ticket.
Now, backtrack to one of the rooms with trash cans, then get into battle with a Ribbick. You’ll notice CroakOnX now has a red X, so hold left while it’s selected, and you’ll be transported to a very weird location.
You’ll be in a game world as Kris in their light world outfit, and you can go ahead and inspect whatever you want, but when you head up top, you’ll come face-to-tree with the Egg man, once again.
Head behind the tree to speak to him as usual, and to get the egg,answer “No”, “No”, “Yes”, “Yes”, “Yes”, “Yes”, and finally you’ll receive the Egg you’ve been after this whole time, with assurance that you should be placing the eggs somewhere, and your Dark World drip re-equipped.
Green Room Final Visit
We’re finally at the end. Once you head through the rightmost door, you’ll be fighting the boss, so you should get the rest of what you need done now, especially finishing up the Gacha if you haven’t already.
These aren’t required, but if you’d like to replay the minigames or fight the water cooler, you’ve been locked out of them now, so you’ll have to replay the chapter to regain access, for some unknown, stupid reason.
S-Rank Room Finale/Shadow Mantle
Aside from topping off your item stash, the most important thing to do here is to see the ending of your S-Rank adventures. Ramb will be half frozen near the door, but it’s ok. You can just push him aside and get back to business.
Far different from the usual, you’ll find yourself in a replica of Cyber City with Susie and Ralsei by your side. Head to the bottom right for a sword, then promptly destroy your friends for EXP, which Kris isn’t too happy about for some reason.
Destroy the rope barrier you get placed right next to, and head to the right, go down a manhole, and end up at another dungeon. You’ve got a ton of enemies here, and it isn’t easy to fight them all, but take your time, and save the easier ones for health pickups later on.
Once you hit max level, head to the bottom right and cut through the trees on your way. Head to the right, slash through Tenna, and you’ll come across the Bunker. Kris fights you for control here, but ignore their attempts to leave and head inside.
Here, you’ll fight a bat that is genuinely difficult to beat, even if you’re good at 2D Zelda. Most of the advice I can offer is slashing at him for constant damage, then backing off when you’re at half health, only getting in the occasional safe slashes until you can heal up with the shadow cats.
Playing patiently, waiting for him to do his fire dash, then spamming attacks on top of him while he’s sitting defenseless is the name of the game. Eventually, you can get there.
After your victory, the chest in the next room will be too high to reach, but no worries. Walk to the right, and Pixel Kris will meet with the real Kris before walking off-screen. Then the real Kris can simply walk onto the screen and get the chest themselves. For another neat scene, hold left while Susie is talking to you.
The Knight
Immediately after you beat Tenna and regain control of Kris, head left and save, as you’ll need that save point after you die a few dozen times to The Knight, the real Secret Boss that isn’t secret at all.
Equip the Mantle to Susie alongside your other highest defense armor, give Kris and Ralsei good defense, and get ready to spam Rude Buster. This will be far easier if you chose to kill Jevil instead of sparing him back in Chapter 1.
Stock up on as many ReviveMints and ReviveDusts as you’ve gotten throughout your adventure, throw in the ExecBuffet and SpinCake if you’ve got them, and stack the rest of your inventory with 100+ HP healing items.
The Knight is essentially a cutscene boss you’re supposed to die to, and the challenge is deciding “nah, I’d win” instead. You should probably finish out the chapter once, first, as you’ll get some dialogue when you’ve decided to reload your save.
After each death,the mystery narrator manthat controls your connection to Deltarune, who is definitely just Gaster, lets you retry the fight immediately after each attempt, but do be warned, you won’t be able to change your loadout if you use this retry option.
This fight is intense, but here are a few tips:
It’ll still take a ton of learning, but you’ll get it after a while of figuring out all its attacks. Make sure to pick up the Shadow Crystal alongside a goated weapon for Kris, and you’ll have 100% completed the chapter, as there is no Light World segment this time.