AfterDeltaruneChapter 3 had you performing your best in a bunch of minigames for full completion, Chapter 4 is far more standard. On the other hand, it is way more packed with content, too.

You have a whole light world, three different dark worlds, and a few things along the way to find, making for one of the longer chapters that will take a while to get through.

Thumbnail for 40 Things To Do In Deltarune Before Chapters 3 And 4.

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, I’ll be covering every important, optional thing you may get in this chapter, including the Secret Boss, Egg Room, and every unique piece of armor or weapon.

Screenshot of the 5 Dollar Asriel Gift Card in Deltarune.

There are a few optional bits of dialogue, and some chests containing infinitely renewable items that I won’t be covering, but for everything important, this is where it’s at.

Light World

Before we get into the meat of things, we’re exploring the Light World with Susie, where we can get a bunch of unique interactions and cutscenes that feel pretty important.

Kris' Room

Before you go to church — or after, it doesn’t matter — you can go to Kris' room and have Susie help you clean up the bloodstain beneath their bed, among other things.

You can steal five dollars from Asrielbecause clearly you need it more, and inspect Kris' bed to get the Susie award. Both of these things will have some effects later.

Screenshot of Tenna asking to find someone to Adopt him in Deltarune.

Castle Town

It may seem contradictory for the Light World segment to have you immediately go into the dark world, but it’s worth being the first thing you do as soon as you’re out of church.

Doing it this early brings Tenna to your castle town, which itself is the source of a ton of silly interactions, especially with King. You’d be missing out on a lot of that if you did this later.

Screenshot of the Egg Desk in Deltarune.

That said, you can also talk to Seam, who will be incredibly impressed if you nabbed the Chapter 3 Shadow Crystal, check out the weird Party Dojo changes, and hit up the new songs for the Rhythm Game in TV World.

If you’d like to, you can also head into Mike’s room using the code 6453, which is how you’d type in the word Mike on a phone keypad. This leads to some very neat console-exclusive content.

Screenshot of the Diner’s Susie Scene in Deltarune.

you may do this later on after you’ve finished the entire chapter, or grab it now and save yourself from reloading your save after you’ve beaten the final boss and watched the credits.

The only thing left to do after that is head up to the castle, have tea with Ralsei, and see his upsettingly empty room on the second floor, as well as prepare for the next dark world however you wish.

As we’ve been pretty much directly told to store the eggs somewhere now, head over to your classroom and interact with Berdly’s desk to store away your egg from Chapter 3, as long as you have it.

Now that you’ve stolen five bucks from Asriel, you can afford to have a nice sit-down meal with Susie because the economy is doing pretty well in the Deltarune world.

This little cutscene hasn’t had a major impact so far, but given it’s a pretty long scene with some extra character development and background for Susie, it’ll likely be important later.

As is usually the case, we’ll be finishing out the Sans interaction solely for the potential of seeing Papyrus later. This one is simple: talk to him until he says to come back, leave, and re-enter, then speak to him again.

Tennadoption

If you did what I said previously and promised the suspiciously Mettaton-shaped ghost some entertainment, you may knock on their door again and give them Tenna, as long as you pacified him in the previous chapter.

Deltarune Chapter 3: 100% Completion Guide

We’re getting everything, even the weird stuff.

First Sanctuary

This is the introductory and longest sanctuary of the three you’ll be exploring, but it’s also relatively straightforward. There are just a good bunch of optional things to do, so we’ll run through them all.

Darker Candy

After a long time of only finding Rhapsoteas or Scarlixirs, both of which can be bought later, you’ll come across a fork in the road where the Old Man goes one way, and Ralsei and Susie go another.

No matter which way you go, as long as you go to the top right before playing the piano and leaving the room, you can grab a Darker Candy, which is somehow one of the only ways to get this item.

Waferguard/ScarfMark

Once you’re at the study, you can cop the WaferGuard, which is a generally decent defense item that ends up being one of the better ones to not come from a secret boss, more often than not.

The ScarfMark is a weapon for Ralsei that gives him +4 attack at the expense of some magic, which isn’t great for the most part, but I’d recommend equipping it before the final boss of the chapter.

Money Pool

You don’t need to do this right this minute, but the Money Pool is to the left of the bookcase room and provides various rewards for the amount of money you put in, which you can get in the second sanctuary later on.

Donate more than zero, and you get another Darker Candy. Less than 500 grants you a Scarlixir, less than 2000 gives you a ReviveMint, and less than 9999 gives you a Bitter Tear, which heals double the Max HP of the party member it’s used on.

Donating 9999 or more grants you a Gold Widow, a very unnecessary piece of armor that gives you +1 Attack, +5 Defense, +1 Magic, and reduces your gold gain by 10%. Just get the Bitter Tear, in my opinion.

Donating any amount splits the waterfall and shows you an entrance to a dark room, which leads to a technically optional puzzle once you’ve gotten the climbing gear.

In the room to the north of the bookcase room, you’ll find a puzzle with two pianos controlling two different blocks. You get the main progression by going through the rightmost door, and another item for the leftmost door.

The middle is where it gets interesting. Put the green block right below the chest, and put the blue block in between the bookcase and the set of bookcases with a ladder, where you’ll get the chest.

This gives you the AbsorbAx, which is usually a downgrade in terms of damage for Susie, but gives you vampirism, which comes in very handy for the next few big fights.

MysticBand

In that same room where you found the AbsorbAx, move the green block to the leftmost part of the room, in-between the bookcase near a door and the bookcase set with a ladder on it.

Shift it one over to the right, and you’ll be able to climb the ladder and enter the room for the MysticBand, which grants +4 magic and nothing else, occasionally good for Ralsei.

Ladder/Couch Cushion

Once you get to the rightmost room in the hallway with the floating Guei spirits, talk to Susie, and she’ll grab the couch cushion for Ralsei’s room, so he’ll have somewhere to be comfy later. you’re able to also get similar dialogue by talking to her next to the Ladder in the previous room.

Miss Mizzle

After you beat the funniest boss ever put in a video game, you’ll get the climbing gear and can now start backtracking to do the questfor the Secret Boss of this chapter.

Not all the steps are necessary, so I’ll just be going over the two that give you something, namely the one you get from backtracking to the room with all the shadow balls, heading to the top left to find a climbable bookcase.

You’ll go up through an obstacle course where you climb across a bunch of flowing water, ending with an encounter with Miss Mizzle, who’s a unique recruit we’re getting for completion’s sake, and another source of a Bitter Tear if you embezzle her, not just because she’s hot.

Tea Time Two

Head back to the fountain room, then go through the split waterfall, climb up the bells at the end, and have Gerson turn the lights on. This permanently alters the room and is an important cutscene for Gerson, so I figured I should mention it.

Secret Boss

Now that you’re back at the Study, climb up the set of books next to the save point at the top of the room, and head up to the piano. Here, you need to play a specific sequence, then you may head to the Secret Boss.

This sequence of notes is Up, Neutral, Up, Left, Down, Neutral, Right, Neutral, Right, Down, Left, and Neutral, and once you play it, you’ll have opened up the fireplace in the Study.

Equip your best defensive items to Susie in combination with the AbsorbAx, don’t bother with items, and head into the boss fight with the Hammer of Justice.

You mostly need to react to oncoming arrows and dodge out of the way when the soul turns red, and since you’re limited to Susie, it’s mostly a game of skill and healing with her magic whenever you get the chance.

Your reward for this will be a Shadow Crystal and the best damaging Axe for Susie, and there isn’t any split decision to make here, depending on violence or mercy, so enjoy your spoils.

Finally, heading right from the Study, head up and down the stairs, go down and to the left, and climb up the pillar for the Winglade, a pretty decent weapon for Kris if you’re money hungry or don’t have the Black Shard.

While you’re climbing up a wall where you can grab coins for the first time, you can head to the right past a bunch of flowing water traps, entering a Cup Challenge room that requires good timing.

You’ll constantly be thrown into timed climbing challenges where you need to jump as far as possible and keep your momentum going by never running into any of the walls along the route.

Once you get to the top, you’ll run through a bunch of cups, eventually getting to a very lightly guarded chest with a PowerBand, which is a half-decent but unique piece of armor.

TensionGem

Right outside the Cup Challenge room, jump onto the first set of climbing rocks underwater, then sit still in the middle, and let the water flow onto you, bringing you down to a small alternate path where you’ll get a TensionGem.

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Please Toby, we are starving.

Light World Visit 2

Susie Piano

We aren’t going to be here long, but I wanted to point out that you can get another important, missable Susie cutscene by heading to the leftmost room in the church and interacting with the piano, giving you more info that may be important in the future.

Second Sanctuary

After Susie decides to cleave her path into the darkness, you go through quite a bit of very mind-bending reality before the first collectibles come through, but there are a few things to grab here nonetheless.

Fountain Item

Once you get to the room with the upside-down save point, head down to enter the other side of the fountain donation room, where you’ll have a chest containing your previously discussed reward.

Egg and Moss

After your rather emotional tower climb with Susie, she’ll run towards the left completely independent of you. Go to the right instead, and enter the door.

Alternatively, if you’ve missed this, in the Third Sanctuary, you may find an invisible path near the end of the room where you dodge tons of shadow balls, go across it, enter the room, head to the left, then talk to the NPC and tell him “Yes”.

Either way, you’ll be in a long hallway with tons of stained glass windows, which should be familiar if you’re up to date with the Spamton Sweepstakes. There’s moss in here, but we’re going for the egg first.

Walk down until you’re near the end of the hallway, where you’ll find a window that has the egg shape at the top of the texture with very slightly different shading, far more light on the top.

Enter this window for some neat lore and cryptic sweepstakes references, but as is usual, start exiting and re-entering the window over and over until you end up in a hospital.

Enter the tree door in here, and bump around in the dark while pressing interact a bunch until you eventually interact with the canvas. Here, Kris will get out their far-repressed trauma, and you’ll get an egg from the ordeal.

After that, feel free to get back in the hallway and go all the way to the right, consume the moss, then walk back knowing you’ve got the breakfast of champions.

Third Sanctuary

Finally, we’ve sealed the second fountain of the day, and are on to the third and final sanctuary with the best music in the game. Although the first thing we’re doing here is immediately leaving this sanctuary.

This one is silly. The second you’re in the third sanctuary, you may interact with the green flame to your right and head back to the Study in the first sanctuary, then go up and into the middle door, where you previously went to seal the fountain.

You’ll enter a race with the Annoying Dog, and as far as I’m aware, you cannot win this, so don’t worry too much about going fast. Your reward is a single Dog Dollar, which is best used by selling it immediately.

Princess Ribbon

In the room where all the books are attacking you, quickly rush over to the top right corner, where you’ll find a conspicuous line of bookshelves obscuring a hidden path to get a new accessory.

This room is another jumping puzzle, primarily requiring incredibly good timing. You need to charge your jump and release it the second you’re able, which is a rather tight input, all things considered.

Your reward here is a PrincessRibbon, an armor that grants +4 defense, +2 attack, and elegance. No, I don’t know what elegance does either. Still a pretty good armor, stats-wise.

This is pretty much the final thing to do here. After riding the piano and getting to a save point, ring the bell on the right. If it says you spared everyone you could, then you did a good job; else, go back and find whoever you haven’t recruited yetbefore your final fight.

WHERE TO PLAY

Deltarune: How To Find And Defeat The Secret Boss In Chapter 4

This fight isn’t going to go down without a bang.