DELTARUNE: Chapter 1&2 100% Pacifist Guide

This guide is for 100% all significant events in chapters 1&2 with ALMOST AS MUCH FLAVOUR TEXT AS YOU CAN POSSIBLY GET IN A SINGLE PACIFIST PLAYTHROUGH. I have included instructions on how to get every single scrap of flavour text and unique touches I can find. This guide was made over a long period of time and may have some inconsistencies as a result but I will improve it in the future!

 

Chapter 1 Prologue

If you’ve just downloaded the game, ACCEPT EVERYTHING THAT WILL HAPPEN FROM NOW ON and, when you’re ready to play, enjoy a very creepy customisation menu. Say, this music, does it sound familiar?

You can say whatever you like in the customisation, but when you type in your character’s name, be sure to try ‘Gaster’ first, and second, a main character from Undertale. Then, if you want some more unique dialogue, type in the same name for the second name selection screen.
Get out of bed, it’s time for school! Your mum will wait as long as you need, though, so take the time to explore your house. Flush the toilet nine times to make sure it’s very clean and look at the fridge. I wonder who your brother is? You’ll find out very soon. Also, try making a call on your phone. The one in your menu, not your landline. In fact, try calling it both in the HALLWAY and in any other room, like your BEDROOM.

Leave the house, enjoy the nostalgic cutscene, and get to know your classmates. Introducing the first rule: Talk to everyone TWICE, and do NOT accept Noelle’s offer (the girl in the front-left seat) until you’re ready to move on. Observe the egg after you speak to the top-right student, and check out the computer screen. Basically, every object that’s not a blank table face.

Accept Noelle’s offer, you’ll get some dialogue, and then it’s time to go up to the closet but don’t forget to go all the wrong ways first. Twice. Then observe the water fountain. Twice. Another rule: interacting with an object which evokes dialogue is the same as speaking to a person: always check twice. After you find the wardrobe, you’ll get a cutscene. Try leaving the wardrobe before you walk further in. Keep walking further in, and you’ll get another cutscene. And from this moment on, nothing will ever be the same…

??????

As soon as you’re in this place, access the menu by pressing [C] and go to the configuration menu. Set the game to full-screen and turn auto-run on. You can also hold [X] to change your speed, but really, why wouldn’t you want auto-run? After this, try calling on your Cell MOBILE phone.
Finally, get exploring! The path’s pretty linear, so there’s not much to say other than interact with the familiar two-sprite star you will see in the second room. First time you reach a cross-road, go down first. Second rule: always say ‘No’ to something first if you want all the dialogue. There ARE exceptions, and I will describe them.

Going further along, you will soon reach your first taste of bullet-dodging. Deliberately get hit by the bullets from these wobbly things, then cross the transition into the next room where the second save point is, save, then turn back and get hit again. Repeat this process until you are down to 9 HP, then go back to the same save point. You will get some unique dialogue.
(For when you save while healed, there is a very interesting comment about “Breaking through the barrier.”)

Go further on and reach the Eye Puzzle. I tried deliberately messing this up a hundred times and constantly re-reading the sign to see if there was any mocking dialogue… but there isn’t, so just solve it normally and move on.

After sliding down a few times (there’s a lot of downward movement in the Dark World, but I’ll get to that later), you’ll reach a platform filled with weird white puffy things. Interact with the one the one blocking the way forward, then check your Equipment and Magic menus. Next walk back the way you came as far as you’re allowed before following your companion.

Now, serious dodging time! If you saved recently, try deliberately dying before coming back to this, then do the smart thing and run ahead. I’m not smart, so I actually tried hanging around, going the wrong way for a while, and surviving for a minute or two to see if something happened, but for the time I waited there’s nothing. Don’t waste your time like me.

After this, go over and talk to your companion. If this is getting annoying, don’t worry, I’ll be using real names very soon. Check the shops, then turn off auto-run and go up. Time to finally learn a little of what’s going on.

When you first get asked to listen to the tale, say No, but say Yes the second time, unless you really don’t want to hear it. The ‘No’ twice option is pretty funny, but you probably want to hear the tale first. If you ever want to replay the game, you will almost certainly want to say No twice, since the tale will play every time you return to the Chapter Screen after completing a chapter.

And now, you’re first real battle! This battle’s pretty easy. Just keep on COMPLIMENTING. Once you’ve complimented a third time, deliberately get hit. Once the battle’s over, you’ll get another cutscene.

Observe the castle twice, then walk down until you hear your companion’s bemused comment, then turn auto-run back on again and save again, then inspect the cliff you fell down earlier before finally walking to the right.

For the tutorial, there are PLENTY of things you can do. If you want, you can keep reloading and see how many ways you can annoy your teacher by doing what he doesn’t want, but if you just want to do as much as you can in one go, don’t do any wrong action more than twice in a row, and do a correct action whenever you’ve done two wrong ones before doing another wrong action.
Now, if you’re ready, head towards the giant doors. Once you’ve gone through, you can’t return here, so be ready.

FROM THIS POINT ON, I WILL BE USING NAMES, SINCE YOU SHOULD KNOW THEM BY NOW.

Beyond the Great Doors

When you reach a room with grass, you’ll meet your first random encounter. CONVINCE is always the best option, since the LECTURE route requires TP to SPARE. You’ll find this out later, but extra TP turns into money at the end of battle, making it EXTREMELY easy to grind for money even if you don’t fight many enemies. (Anyone wonder why this is, by the way? What could be the similarities be between TP and Dark Dollars such that one can become the other?) This is one game where money really isn’t a problem, and I highly doubt there’ll be a ‘Temmie Armor’ equivalent in this game as a result.

Keep following the path, then speak to Lancer. Go DOWN from him first to collect two healing items from the tree. From now on, check trees like these whenever you see them. It should be clear when they have fruit for you to take.

Talk to the yellow chef figure, then TAKE A PIECE OF CAKE. DO NOT EVER EAT IT. I’ll tell you what to do with it later. Suspiciously, there is a brick wall in the background for no apparent purpose, the first man-made construction you see past the Great Doors.

Next, you’ll have a new encounter, who is spared by a simple flatter. When there is only one Hathy, X-flatter is unnecessary. It is easiest to spare the Rudinn first, but the battles at this point aren’t exactly hard anyway. You may want at least a tiny bit of challenge. Remember to act and spare on the same turn, unless you want to collect more TP.

From this point on, I’ll stop delivering the spare strategy for every enemy. There are a few exceptions which are more complicated, and I’ll explain those, but really, part of the fun in the game is working things out for yourself. Even if you find the dodging hard, the turn-taking portion is very straightforward.

Next, you’ll reach a puzzle which I think is pretty unique in using the overworld position of your party members to solve it. Move in tandem with Ralsei so that you are standing on both illuminated buttons at the same time, then move on.

I don’t think I need to direct you through the Maze of Death (although, funnily enough, a certain character in a certain blog does refer to a rather more difficult maze). Only one route leads to a screen transition so just look at every other route first. When you open the chest, equip the ribbon to Ralsei. You can change it later if you want but this is probably the best choice anyway since he has the least HP. Inspect the chest after you’ve looted it (and to any other chest after. There’s only occasionally a unique comment, but it only takes a second). Oh, and regarding Lancer’s complete inability to travel through a very simple maze… there’s another character who also apparently highly overestimates the difficulty of tasks and puzzles. Could it be a thing with this realm perhaps?
Fun fact about this fixed encounter with three Hathys, as long as Kris is up, no attack will ever hit Ralsei, even if the battle menu SAYS it’s targeting him. I found this out from deliberately dying to see if there was any unique dialogue, of course. I do have a life, I promise.

(Also, more about going ‘DOWN,’ huh? Like when you run out of HP, they make the word pretty clear. More about this later).

Next, you’ll come to another clock puzzle. Fail it three times before moving on, then do as Ralsei says. Come back to solve the puzzle once you can solve it.

(This cutscene is interesting, by the way. Our first look at Susie’s eye! It’s just a Pong-like set of lines, but we see it! Also, about Susie ‘walking through’ the spikes? Yeah, more on that later. Also, the fanfare music is from a somewhat obscure visual novel called ‘Rose of Winter’ which Toby Fox provided music for).

You can do this later, but if you want, go back and talk to people with Susie on your team. Twice, of course. You can learn some things. Like, for example, the little crying purple guy’s second interaction tells you that Darkners have lungs! (I know, this is just desperation). And try inspecting his clobbered friends, too. (I’m surprised Susie would attack something purple). Go all the way back to the Great Doors and the save point will have some new dialogue as well, as well as fighting the very first Rudinn twice more.

Moving back to the door area, there will be a fixed encounter. I recommend ignoring Ralsei and the recommendation and WARNing the enemy instead. It doesn’t really affect anything later, but if you want to be a TRUE pacifist, you might as well do it properly.

And, from this point onwards, make EVERY FIRST TURN A WARNING. Susie’s the strongest member in your party, and there’s a good chance she could kill (or at least send off) with a single hit. If that happens, you’ve failed the pacifist run. Just WARN, WARN, WARN, and you’ll be fine.
Save and look in the shop. This shopkeeper… I have a LOT to say about him, which maybe I’ll get to later, or on a separate discussion. For now, just go through his conversation options and buy what you need.

Now you have some more equipment, a quick note: try equipping EVERY piece of equipment you get on Susie and Ralsei, even ones that aren’t allowed, before settling on your choice. You’ll almost always get some dialogue at the bottom of the screen under their icons. Also, even if you’re going pacifist, you should pay attention to the weapons. Weapons sometimes do more than increase your attack. They can increase your defence and other stats, too.

Talk to the guy on the left of the shop. It depends if you want to be nice, but if you refuse him all three times, you can access his room for free (kinda like the shady post-box in OMORI’s Call of Inspiration quest. I’d imagine a lot of people who’ve played this game have played that game too).
Talk to everyone and DONATE A DOLLAR to their hole. THIS IS IMPORTANT. It leads to some VERY VERY interesting dialogue much later in the game.

(By the way, they mention a ‘BOX’ that got ‘STOLE.’ More on this later).

Go ahead and walk to the right for another puzzle. To get all the dialogue, try to go back the way you came before solving it; push one box onto the switch and then walk onto the other without the box; and push a box you already had on a switch off it again (do this last one last, even though it seems more direct to push it off straight away).

(EXTREMELY interesting dialogue in this room. Susie wanting to impale herself is rather unsubtle, yet surprisingly no-one seems to talk about it. Add it onto her walking through spikes earlier and a later mention we’ll get to.)

(Susie also mentions she was once a box for Halloween. Do you think she stole it from the disused classroom, hence why the Jigsawry’s donation box was “STOLE”? Actually, probably not. Although it’s not hard to get a box, there’s a much more obvious reason Susie had one, but we’ll get to that later.)

(Ralsei’s dialogue is very meta, while Susie has no idea what he’s talking about. Then again, it’s not like Susie doesn’t have some meta moments herself later…)

Move on to find another forked path. Don’t worry about the path at the top yet. If you go there, and read the sign twice, you’ll see why.

(No, I’m not going to give the order. You’re definitely going to reach Card Castle, and you’re going to come back here anyway. Do some work for yourself!)

(…)

(Well, alright. I actually had to consider this, though.)
(DIAMOND-HEART-CLUB-SPADE).

From the Great Board

Anyway, go down the lower path like you’re SUPPOSED to and enjoy the new artwork. The walking puzzle is pretty straightforward. The main attraction here is the new cutscene. You can choose whatever you want for the name. Lancer’s is my personal favourite for the conversation that follows but Susie’s is my favourite permanent name. Ralsei’s is probably the best to read if you’re making a video about it or something.

(Though notice how Susie’s name goes from four characters to three?)

Keep on going, dealing with your new encounters, but these ones have 0 defence, so more than ever, REMEMBER TO WARN FIRST.

(Mr. Elegance’s little comment about nostrils further along the board. I’ll come back to that later.)
Now, mini-boss time!

Just keep WARNing them until they run out of new flavour text, then use your Deep Bow. Some strategy points beneath, but it’s really not too bad.

For the charged slam attack, obviously it’s easier to stay at the top of the bullet board. As for the regular jumps, it always jumps to the leftmost end of the box first.

(I find it kind of ironic how you technically can’t ‘spare’ C. Round, yet with K. Round, pacifism is the ONLY possible solution. Yes, you can’t kill him except by hacking.)

Ah, yes, a familiar-looking door. There’s not much point in using it right now. This chapter has a sort of endgame where you can travel all over the place and sort out everything you missed all at once. I’d wait for that, personally. But while you’re so close, you might as well take a tiny backtrack now to Mr. Society, only two rooms away, for some new dialogue.

(‘Hellish’ errand, huh?)

(Fun fact: If you didn’t talk to Jigsaw Joe, Mr. Elegance will tell you the door might not work correctly, since only he and Mr. Society worked on it.)

On the zigzag path, NOTE DOWN what the secluded Rudinn tells you. It’s in yellow block capitals, so you know it must be important!

In the… uh… I don’t know how to describe this… the area, after the stump, where you can get hit by the rotating diamonds, go upwards, and you’ll find an area with a chest and two curious Darkners. The one on the left will say something different depending on whether you open the chest before or after you speak to it. Beware the diamonds, they have tension. It may seem like they’re very far back, but suddenly they’ll speed up, if they were arching backwards.

(Tension, but no Tension Points…?)

In the area where the new enemy (Bloxer) is gliding back and forth in front of a card puzzle, the solution to said optional puzzle is found by walking down to the very ends of the path that lead downwards. The chest you get as a reward is one you should inspect after emptying.

The solution to the mandatory puzzle in the very next area is found by talking to the holes and using logic.

In the next mini-boss, there’s a good chance you will make the enemy TIRED before they’re spareable, but if you just use all the options you can spare them without using TP and thus keeping more money. Want to know what the correct options are?

(They are the three things mentioned by the secluded Rudinn, which you wrote down, of course.)
Once you’ve beaten them, go up and save to find another portal door. I’m not sure if it’s a glitch, but for some reason, the music for this room now plays over the previous few rooms, rather than they’re usual song, ‘Scarlet Forest.’ The only way to get ‘Scarlet Forest’ playing in these areas again is to take the door back to the forest and enter the first Rabbick room from the left.
Anyway, now that you’ve found another portal door, try going back to the Field, and seeing what some of the Darkners say now that Susie’s no longer in your party, especially the Tutorial Masters. It’s not just Susie Master whose dialogue is different, but TP Master’s ‘Gaining TP’ dialogue option, and any option which Susie reacted to before.

Back at the bake sale (reoccurring?), buy from Lancer and Susie then talk to them again. When you move onto the next room, do you wonder what path those bloxers are following? Or why the path smoothens into a rectangular shape where they cross over? Follow the path they take, and get the chest in the top right-hand corner of the screen.

In the room after this… aren’t those dancers almost hypnotic? We’ll come back to it later, but, keeping the previous room’s secret in mind, have you noticed anything odd about this room while walking around it? Either way, go and get the chest in the bottom-left corner first for an extremely useful item. And inspect again once emptied.

Scarlet Forest

Ah, yes, this next room. The sequence is quite interesting. You can go with what you want, but pay attention to the ratings. My advice would be to either give it some strength in every category, focus heavily on one category, or…

(… just make it a duck, which I think is the funniest. Quack warning, though, if you have a duck head, regardless of the other body parts, the dialogue might be more amusing, but it might make things more difficult later.)

(Also, I know they say the duck’s the worst option, but really, that’s the only option which is consistent throughout all three choices. Everything else just looks like an ugly jumble of parts.)
Next, examine the Susie-shaped hole and move on.

Ah, yes, THIS area. The area with the huge flying thing which shoots stars at you (Starwalker birds). There are not one, not two, but THREE secrets in this area.

First, run along the path as normal. The best strategy for avoiding the bullets is to make sure you’re always on the arches when the bird fires them, then exit the room. Re-enter the room and run back to the beginning, ring the bell, and TALK TO THE NEW CHARACTER. This is for more than just dialogue. It might actually become very important for completionism later.

Next, exit the path from the right side and walk back onto it, ringing the bell at the left side of the path this time. When you hit the bell, RUN AS FAST AS YOU CAN to catch up with the running Starwalker. It won’t let you move at first. Just hold down the right button ready for when it does. The only way to catch up with it is to prepare for the curves in the path in advance. If you run into a corner, you won’t make it. You really have to be perfect, always staying in the middle of the path even while turning diagonally. Once you reach the Starwalker, interact with it (probably best to spam [x] or [ENTER] as soon as you get close). Don’t worry if this is too much of a hassle. It’s only a small secret compared to the other two.

Now. NOW. Walk off the end of the path into the next room by the right exit once again. Notice the music restarts? Keep walking across this transition OVER and OVER again. Eventually, something will happen. Read the blanks below once that thing has happened.

(In the room, interact with the tree and then the man behind it. SAY YES. YOU ONLY GET ONE CHANCE.)

(So, who is the man and the Egg? I think I’ll save my thoughts for a discussion I’m planning to post on the little observations I’ve made during the very meticulous playthrough I’ve done to make this guide. All I’ll say is, I think the Egg description ‘Not too important, not too unimportant’ is pretty clear: You can beat the game without it, so it can’t be too important, but something will likely happen if you collect them all, so it’s not too unimportant.)

For the next room, you COULD follow the instructions on the sign, or you could just interact with the dark space above the centre of the uppermost outer path to impress Ralsei.

(Lancer’s dialogue about Susie in the next room is, once again, far from subtle.)

Now, the maze is an interesting area for many reasons. But I’ll give them all in the blanks for when you’ve passed through it. Don’t worry, you’ll find your way Don’t save until you read the blanks, though.

(Make sure you go the wrong way twice and talk to Lancer and Susie twice both times for all the dialogue. Notably, once you encounter Susie, even if you follow Lancer’s route, you will always see her. Also notably, you have to follow Lancer twice in a row to reach a dead end at first, but if you leave the maze and go back in, you will reach a dead end after only following him once.)

Make sure you’ve done everything before you save after the maze (like in Dragon Blazers, Noelle?); it will become permanently accessible once you’ve gotten through it.

But now that you’ve completed the maze, the next mini-boss fight is a GOLDMINE for funny little things to do. If you just want to get on with the game, just fight it normally and skip over the next paragraph. Otherwise…

First, LOSE DELIBERATELY for a small easter egg. Then, when you respawn, walk DOWN back to the pre-maze area with the Rudinns, then walk back up. Or, alternately, walk to the mini-boss area but not far enough to trigger the fight and turn back to the respawn area. Then go fight the mini-boss again. LOSE AGAIN. Save, this time, and fight them once again. And lose again. Now, go back to the chapter select screen and reload this file, then try the walking-down-then-back-up trick again, and you’ll notice the difference. This also happens if you saved and reloaded from the pre-maze save after you lost. Finally, save once more (to get your health back) and actually fight them for real. But you’re not done yet! Once you win the fight, don’t save, just reload to before the fight, then go fight them again and see what happens. This is the point where it becomes really hard to convince you that I have a life.

(For the fight itself, there are five final acts which can end the fight: beat Lancer until Susie ends the battle; put Susie to sleep then convince Lancer; put Susie to sleep and have Ralsei convince Lancer; and the last two are the same two convincing options but with Susie awake. My personal favourite is ending on Ralsei convincing Lancer while Susie’s awake.)

Oh, and one more thing, remember to see all the comments on doing ‘Anything’ do Susie.

(Perhaps she does have a feminine side after all. She does comment on your apple shampoo after all…)

Alright, that fight out of the way, move on. Remember to go back to the Thrash room after you leave it to the right the first time (though apparently you can pass Lancer when he is there anyway. I don’t know if this is a glitch). You won’t be able to backtrack so now you can some glorious time not worrying about all the things you could be doing. Remember to check your menu when your party members are somewhere else.

(If you saved here, before leaving the room, then exit the game and reload, Lancer will be in his second position – the one he usually enters when you leave the room first – funnily enough, this isn’t the first time it happens.)

The Dungeon

Oh no, you’ve been arrested! You could probably see this coming when you decided to enter a hostile castle. Don’t worry, though. Interact with everything in your cell and talk to Ralsei again when you’re done.

What you do next doesn’t matter. No really, it doesn’t. So just enjoy the story. Quite a contrast from all the nitpicky stuff just a few minutes ago, right?

Once you’re free, check the dungeon area wall-to-wall before using the lift. We’ll worry about the way down in a minute.

(Okay, guys, bear with me here. You know the pair of eyes in the prison? What could they possibly be a Darkner equivalent of in the Light World? Well, what if they’re not? What if they’re… MR. ELEGANCE’S EYES!? And that’s why he has to see out of his nostrils!? … Okay, I’ll shut up.)

When you’re left alone in the lift, check the menu, of course, and go straight to the buttons and select the ?????? option. Talk through the prison cell bars, then take the lift back to the first floor.

Proceed up the castle, visiting every room, and NOTING DOWN THE ORDER OF EVERY ROOM.
YOU KNOW WHAT YOU NEED THIS FOR. The “Royal Flush” room doesn’t count. Don’t worry, the enemies will stop chasing you after you’ve fought them the first time. One note, talking to everyone is especially important here, including interacting twice. You might get some things. And, in the room of Hathys, INSPECT EVERY BED. Oh yes, and make sure you talk to a guy BEFORE you solve his puzzles.

Finally, you’ll get to the top floor, where there’s the final card room, a shop, and a lift. BUT WAIT! Once you buy what you need, GO DOWN THE LIFT to the bottom floor, and get out of Card Castle. What, you thought you were done? Nope! There’s still the puzzle and the mysterious message from that prisoner to solve.

Don’t worry, you’ll be able to use that lift as a permanent shortcut to the top floor from now on.

Exploring

Alright, here we go! Time to clean up everything we didn’t do! If you want all the dialogue, go talk to the TP Masters again about Susie, and examine the Susie-shaped hole in the forest (where you first planned for the Thrash Machine) with Susie on your party reveals another aspect of Susie’s home-life.

Fight some more enemies with Susie as well, and use her new options. Especially the bloxer. I didn’t even know about this one until I played through for this guide.

(Susie’s dialogue here is very strange. ‘100 years’? Notably, that term is also used by Rouxls Kaard and J… The prisoner).

Talk to ‘the old shopkeeper’ Seam, about the strange prisoner. This will be right by the portal door to the Field, so you can get there immediately.

Next, walk over to the left and up past the iron gate puzzle, and up again to the top fork with the card puzzle which I so obnoxiously withheld the solution for earlier. You’re in the right place if you see a Jigsawry in the overworld which encounters you as a smorgasbord of Jigsawry, Rudinn, and Hathy.

As for the puzzle, since I got confused about the order myself because of the misleading ‘Royal Flush’ room, I’ll give you the correct order now that I’m satisfied you put in the work.

(DIAMOND – HEART – CLUB – SPADE)

Now, you have two key pieces. Where’s the third? Go back to the bake sale using the portal door, then walk to the right past the bloxers going along the secret path, until you reach the room full of the dancing things which hurt you. Remember them? Even though they’re trying to kill you, TRY INTERACTING WITH THEM. Several times. The safest way to do this is to just stand on the safe bit of path spam [z] as they pass you by.

I mentioned checking out if there was something strange. Where there are many shining stars in the background. Hmm, stars that shine…

In the bottom-left square with chest of minty shards (which you should examine again with Susie, by the way), the centre of the lowest edge of the square holds a secret path. Watch where THE STARS DON’T SHINE. Just hug the edge until you find it, and follow the path to the chest! That’s ALL THREE KEY PARTS. But you’ve still got to fix them. Back to the Bake Sale and Smith Malius!
You’ll actually have two things to fix: the BROKEN CAKE and the KEY PARTS. But STILL DO NOT EAT THE CAKE. Keep talking about the ‘Fix Item’ option even if you have nothing left to fix. It provokes a very interesting line…

Now, use the portal door to head back to the Field. Sorry if this isn’t the most efficient way of doing things, but go back to TOPCHEF. Remember him? The spinning, crying yellow guy with the first man-made brick wall whose cake Susie ate? I HIGHLY RECOMMEND you give him the TOPCAKE back. You get a slightly weaker healing item in return, but the long-term benefits are easily worth it. Just wait…

Go back to the portal door and head back to the Castle. Ride the FIRST lift you used to ‘??????’ then save and interact with the bars. You can reload to here both options if you really wanted, but the choice is taken out of your hands, anyway.

After opening the door, you COULD go back to Seam for some unique dialogue before entering, but I completely understand if you can’t be bothered. You’ve got better things to do than travel 10 rooms for a single conversation topic.

So, when you’re ready. Save again. (Yes, really) then enter the prisoner’s cell.

Jevil

This is the hardest fight in the game, and I have beaten him exactly once. As such, I might not be the best person to offer strategy, other than defending and TP are your friends. I recommend watching Merg’s amazing no-hit runs. I can only say that, tempting as it is to loop around the Devilsknives, it is much easier to hug the edge of the bullet board and watch the pattern for when and where they leave the bullet board. In other words, there is no strategy to defeat the enemy. Good luck!

A point: if you are trying to win by sparing. Hypnosis is not essential. He will eventually get tired after a certain amount of turns, but this means you will have to survive far more turns.

Another point: Okay, so there is SOMETHING else to say. KEEP A NOTE OF THE TURN you’re on. The ‘Pirouette’ act is not random. The effect of pirouette DEPENDS on which TURN you’re on.

• Turn 1 is safe
• Turn 2 will drop Jevil’s defence
• Turn 3 will significantly reduce your invincibility frames
• Turn 4 will decrease Jevil’s attack
• Turn 5 is safe
• Turn 6 will heal a small amount of HP to a random party member
• Turn 7 will swap around current and max HPs of your party members (the upshot is it will revive any downed party member)
• Turn 8 will increase Jevil’s attack
• Turn 9 will heal a lot of HP to all party members
This cycle will rotate until the battle ends. For example, the effect of turn 12 will be the same as turn 3.

If you manage to beat Jevil, go back and TALK TO SEAM and check out his new dialogue. Always read every new conversation topic twice is what I say. Or more if you get new dialogue again. Basically, until it repeats.

Once you’ve done all that (you don’t have to beat Jevil, but for completionism, it’s sadly essential). Go back to the top floor of Card Castle with Rouxls’ shop and save, then get ready for…

Final battle and Chapter 1 ending

Before you head into the next room after the shop, I should remind you about pressing [c] to skip dialogue quickly. It will be necessary to use at the end of the fight, then quickly move to the right to pick up interact the crown twice before it leaves the screen.

Okay, here it is… the final boss… the Ki… Oh, no, wait. This guy’s back. Well, this battle won’t be a problem. The battle menu makes the best option pretty clear to end this fight quickly. Press and hold [c] AS SOON AS the battle ends then run to the RIGHT. I know I already said this, but now you’re actually doing it.

If you don’t do this, it’s really not important. It’s just some really obscure flavour text.
Go back into the shop AFTER the battle and talk to Rouxls again. It appears he sees you through a whole new light now.

Now, on the next and final save point in the Throne Room (familiar, huh?) I recommend finishing playing and coming back to the final battle the next day. This really is the LAST save point in the chapter, and there’s still a lot to do. This is the best place to split things up for the day.
Final Battle (Real this time)

If you managed to beat Jevil, this fight will be nothing. If not, don’t worry. You don’t have to meet any spare conditions. Just focus on survival and the battle will end after a fixed number of turns.
(In terms of strategy, after the first ‘stream of spades, swinging hit box’ turn, subsequent uses of this attack can be more easily avoided by staying in the top-right corner. For the red line attack, go in circles and don’t get too close to the edge. Other than that, there’s not much specific I can give you. It’s not a hugely difficult fight.)

If you won every battle peacefully, hopefully you’ll get the good ending. From then on, you can either walk back or walk ahead and let Susie direct you back to talk to all your friends. Not much to say here. Just talk to everyone twice as usual. (To Ralsei, both twice BEFORE and once AFTER you speak to Lancer). Then leave. Try to go back. No? Okay. Time to do what we came here for!

Ah, isn’t this just glorious? After all that Darkness, we finally have some time in the light! And a whole lotta fanservice with all of the Undertale characters!

There isn’t much I can say here other than, as always, TALK WITH EVERYONE AND EVERYTHING TWICE! But there are a few important things to note:

1. MAKE SURE you into the “Flower King” shop and INTERACT WITH THE FRIDGE TWICE. Depending on what happens in future games, this may be the most important thing you do here.
2. When you reach the riverside WAIT ON THE HOLE FOR A WHILE. When you’re given some dialogue options, make sure you always choose the polite options. Seriously. You’ll miss out if you don’t.
3. After you speak to a certain someone and get his phone number, call that number and later talk to him again (If you want every possible bit of dialogue from that option: Talk  Receive number  Talk again BEFORE calling  Call  Talk again.
4. Go to the bottom area of the map in front of the bunker and turn the volume up. Hear something familiar?
5. Interact with the gates further up-town BEFORE visiting the hospital. Once you’ve visited the hospital and done everything within, go back to the gates later.
6. Once you reach home, go through several dialogue options with Toriel. One dialogue option will be replaced once you’ve finished talking the first time, so check again.
7. Leave your home and re-enter again and again until Toriel says some new dialogue.
8. Interact with the bin before and after you’ve talked with Toriel and gone through a screen transition.
9. Get back to flushing that toilet!
10. When you’ve absolutely sure you’ve done everything, go to bed.

Chapter 2 Prologue

Beginning Chapter 2, interact with everything in Kris’ house again. You’ll find that there
are some different interactions, most notably the mirror.

Once you enter the Dark World, talk to Susie and Ralsei twice as usual, then go to the
right where the tutorial was for Ch1 and hug the Ralsei dummy. Go back and talk to
Susie and Ralsei after you’ve hugged it. They will have new entertaining dialogue.
When you get the items from the old classroom and put them in a ball on your head,
leave the classroom and call Toriel. Next, WALK DOWN the middle hallway to find a
scene with Toriel and Alphys. Call Toriel again after you’ve seen the scene with them.

Now, this is a very important line: AS SOON AS the Darkners return to Castle Town, walk
up and talk to Lancer. DO NOT cross any screen transitions UNTIL you talk to him. Make
sure you talk to him TWICE. The SECOND interaction is the important one.

Make sure you see Seam and talk to him. He’s the most important NPC to talk to here.
You get different dialogue if you wait until the end of Ch2 to talk to him, but I
recommend talking now.

Complete all the Dojo challenges. They’re fairly easy.

Once you’ve interacted with everyone and everything, you can go up with Ralsei to see
the castle then leave when you’re finished.

In Hometown, when outside, WAIT and listen to the sounds of the honking for about a minute.
Talk to all the available cars, not just the ones with shown characters inside them.

Cyber Field

Once you’re in the Dark World, the initial path is pretty clear without many missables.
Once you’ve completed the arcade game section, leave the screen for the next room
then return to find a new Swatchling there.

In the room with K_K and Cap’n selling overpriced bagels, buy 400 bagels first.
(This is actually where you can initiate the extremely broken “Door overflow glitch”
where if you interact with the door frame IMMEDIATELY after getting the “Crushed by 400
bagels” fakeout black screen, you can fast-travel to any area of the game early. If you
talk to K_K and buy the 400 bagels AGAIN after already activating the glitch, you can
choose any choice in the rest of the game.)

In the room after this with the dancing devils and rhythm blocks, take the UP and DOWN
paths BEFORE going right. Right is the way you have to go.

In the path DOWN, make sure you follow it to the end for a BLUE CHECKSMARK.

When you’ve finished the AGREE2ALL puzzle, go back and up the path that was blocked
by a forcefield before.

Go on ONLY THE FIRST TWO Teacup rides in order from left to right.

Now that you’ve found all three BLUE CHECKSMARKS, go back to the Hacker and give
them to him.

Now, go back to the 3-teacup area and ride the THIRD ride to progress.

(Apparently, in this next musical battle against Sweet Cap’n’Cakes, if Kris choosed
“DanceX” on someone other than Sweet, the bullets will always target Kris.)

After the miniboss with Sweet Cap’n’Cakes, make sure you check out their new shop on
the newly opened path.

In the room after the shop, make sure you go down to the lowest conveyor belt and hug
the top side to get to the platform with the floppy disk.

(You might want to briefly return to this screen after going on to the next one to find a
new figure.)

In this next room, have the Virovirokun shoot the keys.

In the room after this, MAKE SURE you hit all the arrows. A chest with a weapon inside
will only spawn if you get them all (then again, you might not need weapons.)

For the next miniboss, try to BumpX as much as you can.

Rubbish area and Cyber City

Go all the way to the LEFT first and see everything that’s there.

When you progress to the right, talk to Nubert and Trashy before crossing the screen
transition. Then immediately go back to talk to Trashy again.

Once Susie and Ralsei leave your party, talk to Nubert and Trashy once again.
Spam click one of the Dog cones and you’ll eventually hear a different-pitched squeak.
Okay, you can finally progress to the Cyber City SAVE point.

Once you get Noelle, you can immediately walk back for some dialogue. (Obviously, this
is where you can start the Snowgrave Route.)

I recommend you go ALL THE WAY BACK to Spamton’s currently empty shop and
interact with it for an interesting scene with Noelle.

(Nubert also has some new words for you with Noelle in your party.)

For the first mouse puzzle, fun fact: you CAN actually force Noelle to go through without
solving it yourself. Just keep walking down the open path until she follows. This is better
for the SG Route though,

When you get to the room with the poster of the Ferris Wheel in the centre, examine it.
You’re probably going to want to say, “Susie would” but if you say, “Susie wouldn’t”, you
get some… interesting info about Noelle.

(Also make sure you look at what’s on the path heading upwards.)

Talk to the Dating Shoes Addison for an important scene.

For the switches room, there are several things you can do. If you move off the button
early, Noelle will scold you for it. If you move off the button JUST as Noelle is going
through where the barrier was, you’ll get unique dialogue and a unique scene.

The boxes might be good to examine later once you have Susie in your party again. It
implies something interesting about her.

Keep examining the Berdly statue. You have LOTS of Noelle dialogue.

Talk to all of the Sweet Cap’n’ Cakes members several times. They have a lot to say. Also
the lights in the background might mean the order of souls…

You can get as many free shoe samples from Cyber Shoes II as you want! Use your
phone to check Lancer’s dialogue after you take them.

Buy both brands of Tea. You should come back and buy the remaining brands later. TEA
IS IMPORTANT!!

BUY THE MANNEQUIN.

Now, this is the most important part. When you reach the next CAR AVOIDANCE
section, GO DOWN THE ROAD WITH THE YELLOW CARS AND LEAVE IT VIA AN EXIT ON
THE LEFT.

Do this by walking across the road with the red cars, hitting both the 9-second light and
the 5-second light, then go DOWN the red-car road, across to the yellow-car road then
go DOWN that road, hugging the left, until you get the exit with the Dog Warning sings.
Knock on all 4 background doors in this hallway, then continue down this alley.

After Toby “kills” you, examine the dumpster. You can eat the moss now OR save it for when Susie and Ralsei join the party for a different scene. I RECOMMEND saving it for later.

Now, here’s the important part. Cross and re-cross the screen transition UNTIL you get
to the secret room. Talk to the Man behind the Tree and select “Yes” to get the EGG.

Once you progress to the cheese room, I recommend not touching the cheese. (This is
where you could originally keep using the Snowgrave animation on a Normal Route
before it was patched out.)

Make sure you go to the left of the cheese maze for the chest.

In the next maus room, scare Noelle continuously to move her to the next platforms.
Either read Berdly’s dialogue or focus on the puzzle. There is slightly interesting stuff in
Berdly’s dialogue, but nothing too important.

From now on, Noelle with have a new ACT for Mice.

Alright, time for the most important fight in the game… if you’re on Snowgrave.

“PlaySmart” is much better than “PlayDumb” but that’s probably obvious. When the
Werewires come in, use Noelle’s SleepMist.

In the driving section, AVOID AS MANY CARS AS POSSIBLE. As long as you hit less than
4, you can Recruit them. (Use <– to brake).

For this next fight with Kris alone, turn down any option to give money or give him your
account details. Say “Yes” to all his deals that don’t involve you paying.

KEEP HIS LAST OFFER IN MIND.

In this last section, keep an eye on Noelle’s outline in the black area after pressing ‘B’
I personally recommend giving the present to Berdly.

In the next area, there are two ways you can activate the switch depending on whether
Noelle is in the party or not. You can all enter the teacup with her or without her. You’ll
get different dialogue depending on which you do.

Now just progress through the mouse puzzles (turning back gives some dialogue) and
you’ll reach the final area!

Queen’s Mansion

In the cage in your room, if you want all the dialogue, wait for a while until Susie says all
her lines. It’s nothing too interesting though.

Make sure you check every item in Kris and Susie’s room and check every door along the
way, noting the placement of the doors.

When doing the puzzles, talk to Susie and Berdly twice for all the puzzle rooms. Lancer
will actually have some… interesting dialogue about RK.

For the third and last puzzle room make sure you hover the BLUE BIRD SHADOW over
Berdly.

After Lancer turns to stone, PUSH HIM to the LEFT up to the dining table.
Next, you’ll be in the entrance hall.

Talk to Swatch in the Color Café. Keep him in mind as his dialogue will UPDATE after
later events in the story. Also, try selling the JEVILSTAIL to him. Don’t worry, he won’t
take it.

Now, on the bottom-left with the teleport door, you can go back and look all the way
through the areas you were in earlier. Lots of changes have happened in Cyber Field and
Cyber City, but I recommend you save exploring Cyber City until after a certain event
(there’s also an interesting item at the end of Cyber City now, blocking the way you were
able to get through before.)

Secret Boss

Most important thing to do first is go straight to the TRASH ZONE. This is the MOST
IMPORTANT OPTIONAL ACTIVITY IN CH2.

Talk to Trashy, then go all the way to the left and into the shop you couldn’t enter before.
Talk to Spamton, and note that sometimes new dialogue options open up when old
ones are selected.

Pay careful attention to the prices. Just have to time it so you get the lowest prices. The
most surefire way of doing this is selecting “BUY” every time the price changes and then
“No” when it’s low enough.

BUY THE KEYGEN.

Go back to Queen’s Mansion and take the right corridor up the stairs (right of the save
point in the entry hall.)

Keep an eye on the pictures. Wait for a certain point in the music for an animation.
When you get to the pottery room, DO NOT break the vase.

If you didn’t break the vase, you get a minigame where you have to balance the vase
until the end. I’ve never been able to do it, but you get a new title if you do.

In the room with the pictures of Tasques, REMEMBER THE PORTRAIT NUMBERS AND
NAMES before the next miniboss.

After the Tasque Manager fight, in the next corridor, ignore the door space for now and
GO ACROSS THE ROAD.

In the room across the road, pay attention to the Hacker and when his head changes.
Interact with as much as you can to find the hidden switch.

Go down into the room with the special lock and first go to the left to take you back to
the Entrance Hall then save. Return to the room with the lock.

Unlock the lock with the KEYGEN.

B1
In the basement, go to the right. When you come across a blue socket, get close enough
so that your SOUL outline appears but NOT close enough that it attacks. Wait for a
while. Eventually, the socket will have an animation.

In the room at the end of the corridor, walk to the end of the room so that you see the
black space at the end, then quickly walk back to where the door was then QUICKLY
back to the black-space end of the room and wait.

The Teacup ride is hard, but if you didn’t see the face, take every time you fail as an
opportunity to try and see it again.

After the Teacups, move on to the right and up to the railway tracks. Enter the room on
the right and interact with the robot at the right end.

Continuing Queen’s Mansion
(If you’re REALLY good, try buying CD bagels or some other cheap food item until your
ENTIRE INVENTORY – INCLUDING your storage – is COMPLETELY FULL.) Return to the Teleport Door and go back to Spamton, talk to him again, and agree to his conditions.

(This is where you could look through Cyber City. The mouse puzzle rooms will have
changes and the NPCs, especially Addisons, will have new dialogue. Also eat the Moss
from the Secret Room if you haven’t already.)

Return to Queen’s Mansion Entrance Hall and go to the bottom-right corridor back to
B1.

SAVE

Go back to the Basement Robot and interact with it, then leave.

FIGHT THE SECRET BOSS

Return to Queen’s Mansion, and TALK TO SWATCH.

Return to the Trash area and talk to Trashy, then walk all the way to the left and TALK TO
ALL THE ADDISONS. Then make a call. SERIOUSLY. TALKING TO THEM IS IMPORTANT.
There’s some new dialogue if you explore Cyber City now with the Addisons gone, but
not much.

Main story
There aren’t too many secrets from here. (Although, this next appearance of Nubert is
nice, isn’t it? Profile pic worthy, in fact.)

Go through the unmarked door on the portrait maze and spare Mauswheel, the go
through the previously locked door on the left.

After the table room, go to the right first before continuing to the left.
In the corridor with the Swatchlings chasing vases, go UP to the corridor NORTH of the
current one, and interact with ALL the metal dish tables in a line until the end.
Going back to the Swatchling-vase corridor, take it until the end and go up. In the
corridor after the Teacups, make sure you check the room on the left first. Then
continue with the story.

In the acid boat section, interact with as many mini-houses as you can.
When you reach the mini-castle, interact with it BEFORE AND AFTER fighting the
Werewire.

In the mini-house puzzle battle, remember:

• You can both move diagonally.
• The game ends when one player can’t move. Do NOT block your opponent
UNLESS you have more houses than him.

When Susie returns, walk to the LEFT first, and interact with both the Swatchling and the
swan boat. Continue with the story to the RIGHT. Fight the Werewerewire and RETURN
to the ENTRANCE HALL. Talk to SWATCH again.

Return to the final corridor and interact with everything in Noelle’s room.

After the Queen boss fight, interact with Berdly twice, then cross the screen transition,
then interact with him again.

SAVE. THIS IS YOU LAST CHANCE TO CHECK ALL RECRUITS.

Fight the final boss.

Chapter 2 ending

Check EVERYTHING in the computer room BEFORE you leave.

BEFORE you go back to the school closet, try heading up town towards your house for
some unique dialogue.

Go back down to the closet for MANY interactions in Castle Town.

Not much to say here other than INTERACT WITH EVERYONE. Both in Castle Town and
Hometown. As far as I’m aware, order isn’t too important here.

Don’t forget to make multiple calls on your phone.

There are MANY combinations of NPCs to try in the café. Pairing different characters
across the tables will have them give different reactions if you interact with them.

Once again, WAIT ON THE CIRCLE BY THE WATER for Onion to appear.

Once you’ve talked with everyone – in Hometown AND in Castle Town – go to Kris’
house.

I would personally recommend AVOIDING SAVING IN THE SAME FILE IN THE ENDGAME. We don’t know if there’s something in Ch3&4 that requires something from the Cyber World that you
might have missed. If you ARE going to save, do it after you’ve done absolutely
everything, talked to everyone, and are about to end the day.

This time, your free time will end when you interact with Kris’ front door and select “Yeah” so do EVERYTHING before that. Once you’re in the house, there’s no escape.

Once in the house, call on your phone again a few times.

Interact with everything in the house. Including AFTER the first cutscene.

Once you’ve interacted with everything in the bathroom, leave it to END THE CHAPTER.

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