Deltarune

A follow-up game to Undertale that takes place on an Alternate Timeline from its predecessor. Deltarune appears to potentially take place after the events of what is known by Undertale fans as the True Pacifist Route. Released on Halloween of 2018, Deltarune has up to seven planned chapters, with one and two being free to play. Deltarune, similarly to its predecessor, is an RPG that is set in a world of humans and monsters. However, instead of being a morality test like Undertale, it more closely resembles a typical RPG with turn-based combat, menu-selected moves, and a special meter called the TP bar.

Chapter One
After a cutscene telling the LEGEND of the DELTA RUNE plays, the player begins the game and is confronted by a series of questions as music reminiscent of EarthBound plays. These questions are about how the player wants to set their character — referred to as the vessel — up by answering questions like what the vessel's favorite color and type of food are, as well as an option deciding the vessel's gift.

As the player finishes the questions, the game discards their input before saying "No one chooses who they are in this world". Note Flowey's "it's kill or be killed" from Undertale as they are both brutal expressions that the player is introduced to early on in the game. This statement alludes to the fact that, no matter what the player does in the game, they will always be given the same ending, so their choices in dialogue don't matter. The only thing that is retained in the character creation process is the part that asks the player to make a name for themselves, not the vessel. This will be later used as the name of the save state.

The player's character, another gender ambiguous human child, wakes up in their bed with the aid of Toriel's ear-splitting call of the name "Kris". Kris gets out of bed per Toriel's demand and prepares to go to school after being startled half to death. As the two leave the house and drive to Kris' school, many residents watch and wave to Kris and their cow-goat-mammalian-thing mother. When the ride is over, the two get out of the car and go into the school. Toriel parts ways with her boyish-girl girly-boy child thingy and watches as they go to class. This class is being taught by Dr. Alphys, the scientist dinosaur from Undertale. Alphys tells Kris to find a partner and, under all circumstances, to NOT leave the room in search of one. The player, to continue the game, must choose Noelle, the reindeer girl at the top left of the class. As Noelle asks Alphys if she can group up with Kris and Berdly in a group of three, Susie, a dinosaurundefined girl, enters the room, swinging the door open hard. Alphys fearfully greets her, hastily partners her up with Kris, and begins to write a message on the blackboard before noticing that she is missing chalk. Alphys asks the class who has the chalk, but no one confesses to the atrocious sin of stealing it. Alphys then tells Susie to go get some chalk, which Susie reluctantly agrees to do. She then also assigns Kris the same task.

By Alphys's request, Kris leaves the classroom and catches Susie eat a stick of chalk. Susie notices that Kris noticed her eating her chalk and, for some reason, thinks that this would give her a good enough reason to get expelled. After Kris fails to respond to her question of if they caught her eat the chalk, she shares with them that quiet people piss her off. So to keep Kris from telling anyone about her chalk-eating habit (pica), she threatens them with eating their face off (again, pica). As she's Mere Moments Away from really doing it, she decides that it's too early in the game to have the main protagonist die it'd be best to not do it. Susie asks Kris how they feel about doing the class project now that they're the only one working on it. But before they can share their answer with their "partner", Susie reiterates the "no one chooses who they are in this world" point made in earlier in the game and says the player might know that, by now, their input means jack shit to the game. She invites Kris to her side (or, more accurately, to her back) as they go on a magical journey to the closet.

As Kris and Susie's journey comes to an end, the closet door opens itself and the halls get shaded blue in darkness. Susie, realizing how hard she and Kris Done Goofed by daring to enter the realm of the closet, comments on how dark it is in the closet as if the halls themselves didn't just go dark. Kris backs away from the closet, but is then called a WIMP by Susie, giving them the courage to go in with her. The two girls The girl and the boy The dinosaur girl and the weird human thing go in the closet, notice papers that are at the closet door, and travel deeper and deeper into the closet, only to find that it takes a billion years to reach its end. Getting bored with the infinite closet, Susie says that it's time to leave and Alphys could think again if she believes they'll get her some chalk. But as the two are just about to leave, Alphys, presumably after hearing that they failed to fetch her a chalk of stick, slams the door on them in rage and locks it. Little does she know, though, that this will later get her fired. When Susie demands that Alphys opens the door, Alphys uses black magic to make the papers beneath Kris and Susie to shake and fall through the abyss. The two make a whistling noise as they descend into the endless blackness below.

After a hard slam and long break of nothing, the real game begins. Kris slowly recovers from their fall in new clothes and with different colored skin: before, they were a yellow color, and now they're blue. If the player does the thing they do to open their game menu, they will see that it's changed as well. Instead of having a side box with three actions, they now have four at the top of their screen: Item, Power, Equip, and Config. At the bottom, they have the name KRIS, their face, and a health bar. Any attempt to use the cell phone only makes it screech horribly with static. Kris is now given the task to travel rightward until they meet little bobble bois who are on platforms separate from the path Kris is on. Continuing right will reveal cliffs, more bobbles, and a Mystery Silhouette who will occasionally appear and slide off screen quickly. The fifth screen has angry bobbles who will each shoot three coke balls at Kris when they pass them. The sixth screen has a puzzle that's easily solved by hitting the third shine then the second. On the seventh screen, happy bobbles return. Also, dust mounds that fucking DIE when Kris touches them are now in Kris' range. Going by these dust mounds, Kris can see that a second Mystery Silhouette shows up and swiftly runs away like how the first one from earlier did. After Kris reaches the end of the screen, it's revealed that Susie runs into these dust mounds and hides. Susie has also changed her clothes and hair like how Kris did. Kris and Susie venture on more to the right and are faced by the first Mysterious Silhouette from before. He tosses aces at them, making Kris run and dodge the raining spades. Like with the angry bobbles from before, Kris' SOUL is in the overworld as they run to the right and slide down an extremely long hill, dodging spades along the way.

Finally, Kris hits the bottom of the hill, gets up, and moves on to the right to meet up with Susie who found a strange town of some sort with a castle beyond it. Kris and Susie go up to the castle and meet a cloaked stranger who identifies them as heroes. After talking with the stranger, who tells Kris and Susie that he is the prince of the kingdom of darkness, Sans part 2undefined rolls in on his bike and "accidentally" obliterates him, smashing him off screen. Sans part 2 (Lancer) then initiates battle with Kris and Susie and BUSTS THE FUCK IN! Eventually, Lancer decides to end the battle before the player can have a chance to kill him. The cloaked stranger returns before checking in on the two. Per request of Susie, he takes his hood off, causing it to melt into nothingness. A green-and-black puffy boy is seen under it and introduces himself as Ralsei. Susie leaves to go east towards where the fountain is, and Ralsei joins Kris' party, taking them to a training area where they can properly learn how to battle with a Ralsei-shaped dummy.

When Kris is done learning how to battle and being told that FIGHTing isn't necessary, making more peaceful alternatives to ending a battle available, they and Ralsei prepare to leave through the opened Great Gate. Ralsei shares with Kris that he believes their choices do matter, countering the philosophy the player was introduced to in the beginning of the game. With his short monologue out of the way, the two heroes step through the Gate and enter the Field of Hopes and Dreams (or simply fields). There, they meet their first foe Rudinn. After winning in the battle with Rudinn forcefully or peacefully, the party moves forward (right) and encounters Lancer who warns them about being thrashed by various guys. Indeed, various guys await the two for trashing. Fortunately, one can reverse the thrashing invitation and inflict a thrashment on their bethrashed enemies. Or not. You could also be lame and play this in battle, therefore defeating the purpose of battling. You weakling.

A little more traveling through the Fields and Kris and Ralsei see a puzzle similar to one they came across before. This time, the player can't solve it without Susie who is trying to get through a door who is so rude, it won't open even when she kindly asks "Open up you stupid door!". Such a heartless inanimate object. Ralsei convinces Susie into joining their party after saying only Kris can seal the fountain and send the two home. However, she follows at a distance such that no one can tell she's associated as she moves into the puzzle room. After stumbling around like a bunch of clownd, the trio eventually opens the door in the rightward room and proceed to meet a cute little red checkers piece named C. Round who can be absolutely annihilated in a single turn. Going a little further will have Ralsei tell Susie that she can act and forge a peaceful future by not FIGHTing the hell out of everyone like how she does. She refuses, wondering why she would ever want that. Ralsei tries to explain the purpose of ACTing to Susie, but the lesson goes over her head. The group continues to the left to meet up with Lancer who laughs with a "ho ho ho!". This gets Susie to wonder why in the hell, then compare him to a "baby Santa Claus" before slowly walking up to him MENACINGLY and says that Lancer wouldn't know scary if it bit him in the ass something like that, but she says "bit [his] face off". Shortly after picking Lancer up and about to bite his face off, she releases an evil cackle that Lancer mimics. He wriggles free and runs off, calling three Jigsawrys for the team to fight. They easily take the the enemies down and continue to another puzzle. Didn't we already do a puzzle, like, three seconds ago?

When the new puzzle has been slain, Kris, Susie, and Ralsei can go on to a giant chess board called the Great Board with traps of light that will warp them and their friends back to the beginning of the room. The light, for some reason, only cares if Kris steps on it. Passing the light traps will reveal Lancer sharing that he looks up to Susie to be more badass (or badass at all). This is the beginning of Susie crossing over to the "bad" side. Lancer brings up that the three don't have a team name, so they all decide to put a name on a piece of paper and put it in Lancer's bucket. Choosing any three will (possibly) assign that name to the team. A little further and Lancer meets with the team yet again. He tells them that there's something horrifying up ahead. This thing is C. Round from before. Susie underestimates C. Round before it becomes CROWNED and evolves into King K. Round. When C. Round evolves, it makes the sound effect that Mario does when he grows from eating a Super Mushroom. It even does the quick transitioning between the two forms. This leads to a boss battle where the only way to fight is by constantly bowing at it. Susie doesn't know this and makes things worse by hitting K. Round, making it heal itself with A CARTON OF PIXELATED ALMOND MILK. When K. Round devolves back to C. Round, it makes the "err-err-err" sound effect Mario makes when he loses his super form and goes back to being small Mario and rolls out.

After the battle, Lancer thanks the heroes for saving the next 20 minutes of his life. Susie replies by acknowledging how great she is, but Ralsei calls her out by recalling when she made things worse for him and Kris by doing things that were counterproductive to their journey. He brings up the fact that Susie is a hero and should start acting like one, but then he makes her quit being a hero and become a "bad guy" with Lancer. Moving forward, Kris and Ralsei meet up with Lancer and Susie who are on the verge of... something. This begins the scenes of pure goofassery where Susie and Lancer do nothing but screw around for a bit. Up ahead, Kris and Ralsei see dangerous rope-spinning poles that returns the feature of taking overworld damage the angry bobbles introduced earlier in the game. Other than Susie and Lancer not doing anything really threatening, the player is faced with a few button-and-password-type puzzles. Finishing the second puzzle and trying to move on into the north room will present Clover to Kris and Ralsei, a Happy, Sad, Angry wingless three-headed dragon-like monster. Left head is angry; top head is happy; right head is sad. Continuing after the battle with Clover, Lancer eventually appears again with a disguise that only consists of a mustache. He shows the two a plan that allows them to create a machine to trash their own asses. When the player finishes this, Susie runs out of a nearby bush and evaluates their work. The two take off, leaving Ralsei to only respond to what the actual fuck just transpired with "okay".

In the next room, Kris must find a switch that will allow them to move on. They can do this by looking at the center-top of the screen above the walk-around area, skipping the going around the center part where they could get hurt. Moving into the next room, Susie and Lancer are relaxing in chairs as two Rudinns fan each of them. Ahead is a maze that warps the player back to the beginning of the section if they go down the wrong path. The wrong path is wherever Lancer goes since he's a dumbass who, despite going the wrong way, can still manage to not get warped. This warping Only Applies To The Player, it seems. When Kris and Ralsei make it past the first section of the maze, they meet up with Susie who demands they tell her where Lancer is. Ralsei says that Lancer was going the wrong way and got lost, having Susie run off and search for him. In the second section of the maze, it's best to go the path nether Lancer nor Susie goes down.

After beating the maze, Kris and Ralsei see a shadowy figure up ahead. It's the Thrash-Your-Ass-To-Next-Sunday Five Billion they made earlier. Ralsei gets ready to fight it, but its dark cloak is lifted and they see that the machine sucks. Lancer and Susie slide in before the Thrash-Your-Ass-To-Next-Sunday Five Billion dies in a Nuclear Explosion. Susie says the design sucks, so they loaded it with C4, filled it with pinless grenades, and stuffed those grenades with uranium-infused plutonium before Kris and Ralsei got to lay eye on their beautiful child. Lancer and Susie (who will be referred to as Team Goof) share that they have a rule: anyone that gets in their way gets crushes into dust. Ralsei goes back to whining about how Susie should be with them — and not Lancer — to get back home, but she just doesn't care since playing the role of hero doesn't appeal to her. Instead, she wants to start a 2v2 fight with Kris and Ralsei to settle things. If the good guys can win, they win Susie back. However, if Team Goof wins, the good guys will have to join them and be their slaves. After a little Scrabble squabble, if the player FIGHTs their opponents during the fight, Lancer says that his insides got screwed up. If the player ACTs instead, Susie ends the battle by calling bullshit on the Good Guys. Susie admits that the good guys won and she has no choice but to rejoin them. Lancer worries that, since Susie is no longer with him, they can't be friends any longer. Susie invites Lancer to be on their team, much to his glee. RIP Team Goof.

The party of four, now featuring Susie and Lancer, travels forward. Still having eaten nothing but chalk all day leads Susie to start complaining about her hunger meter being low. Ralsei reminds her of the cake he was planning with the catch being Susie becoming unable to make fun of Fluff Boy. She denies this terrible price, causing her and Lancer to burst into laughter. Fortunately for Susie, she and the others encounter a tree with dark candy in its branches. Unfortunately for her, she's too short to reach it alone. Lancer takes one his greatest form to help his friend in need: Stool Forme. This elevates Susie to the heavens of the tree as she snags the candy from its home. Lancer shares how he's not allowed to pick candies from trees himself, so Susie gives him her candy despite her own hunger, increasing the power of friendship between the two. Lancer feels a sense of doing something important with his new friends, which is explained by Ralsei with the Lighteners' purpose being to assist the Darkeners. Lancer's dad doesn't care about helping his opposites and only hates them.

The team's forward movement rewards them with a view of the distant Card Castle, the King and Lancer's home. Lancer wonders if there's another way that the Lighteners can go home, but Susie keeps insisting the team use violence on whoever it is who gets in their way. This causes Lancer to back away and run off, making his new friends chase after him. In this section, Kris has to dodge overworld projectiles again, this time being launched by the castle's guards. When they reach the end of this overworld bullet hell, they, Susie, and Ralsei get surrounded by the guards and quickly beaten by an inescapable ring of diamonds. Cut to black.

A few seconds later, the screen cuts to Ralsei and Kris in a prison cell. They wake up and find themselves jailed for eternity. Kris, out of their mind, gets down on the floor and starts to eat moss, wears the shackles they got off the wall, and screeches through the cell's door. You're supposed to make them do all of this, you monster. Ralsei, being the optimist he is, still thinks there's hope even when they've hit the Low Point. Right as Ralsei is about to tell Kris how he feels about them, Susie tells him to cut that gay shit out. She's out of her cell and next to a puzzle she can't figure out. Since Kris is clearly better at puzzles, they tell Susie what to do. When they correctly guide Susie by reading the Hints and Trivia section below (ahem), the door opens for Susie and she makes her way to free Ralsei and Kris after Ralsei demands she do so.

Susie hears Lancer's voice a distance away. She tries to meet up with him, but there's yet another puzzle in her way. This time, she's able to figure the puzzle out on her own out of being desperate to meet Lancer after being locked up in prison. When she meets him, Lancer is giving orders to a Power Ranger Rudinn to never let Susie and her friends out of their cells. Lancer gets busted by Susie and asks what she's doing right behind him. Lancer admits that he told his troops to lock the Lighteners up for eternity, having Susie feel betrayed. Cracking a Smile Of Brokenness, she goes up to Lancer and asks why anyone would want to really be her friend. Susie's Psycho Theme (appropriately titled "Imminent Death") begins playing as Lancer tries to tell her that's not what he meant, but she tells him to shut up before walking up to him more. Demanding he get out of her way, Susie gets more pissed at Lancer as he decides to stay in her way. Susie backs off, gets into her battle position, and the two begin a battle. During this fight, Lancer puts up no form of resistance, displaying how he doesn't want to hurt Susie despite her repeatedly slamming him with her ax. Eventually, Lancer doesn't fight his friend at all by intentionally missing with his spade attacks. After Susie gets fed up with Lancer not doing anything, she tries to deal the final blow to him, but she misses on purpose and quits battle. Lancer finally explains that if the Lighteners, his friends, are in prison, they can't kill the king, his dad, and so there is no risk for the people he cares for dying to each other's hands. After Susie promises not to kill the king once they meet, Lancer perks back up and says that he'll help ease his dad into a peaceful conversation.

Meanwhile with Ralsei and Kris (remember them?), Ralsei finishes explaining something to Kris before Susie meets up with them again. The three get on an elevator and make their way to the king. As they wait to reach their destination, Kris and Susie talk. Susie asks if they'll have to hurt the king and if she can do what Kris and Ralsei do when confronting enemies, which is ACT. Her third question: cakes and if Ralsei is still planning to make them. Ralsei tells Susie to stop picking on him or he'll tell his mom in trade of as many cakes as she wants. And all this time, Kris died.

The team climbs the castle to meet the king. And after being defeated horribly twice before by them with his utterly weak puzzles, Rouxls Kaard appears a third time to face the heroes. He brings with him the return of K. Round. The game seems to be getting bored with K. Round as it unenthusiastically announces "Here it comes. Again." as the battle begins. The way to beat K. Round this time is to have Susie throw Ralsei at its crown and make it get loose. When the heroes win, Rouxls confesses that he was nothing more than a time-wasting obstacle and fucks right off, letting the trio continue into the king's room which might have been terribly torn apart in some sort of earlier conflict. Going beyond the room and we see Lancer again. He goes up to his dad who asks him if he's gotten rid of the Lighteners. Lancer says the screwed that up, but he got them to all be weaklings who would just talk to the king, much to the king's anger and shock. As the king asks Lancer where the heroes are, they just ever so happen to be right there. The king tells Lancer that he fails and his so-called friends only want to destroy the Fountain, not really be friends with Lancer. ''Although the heroes only wanted to seal the fountain, they previously were enemies with Lancer, so the king's got a point. Sort of''. The king calls the heroes scum, and Lancer says they aren't, angering the king further into picking his son up by his neck. Susie demands he lets Lancer go, only getting the king to threaten her with throwing him off the edge if they don't get in line. Without other options, the heroes all get down before the king who prepares to kill them, but Lancer hits the king in the back with his own spade, having him drop Lancer, and runs off. Susie starts battle with the king whose face shade lifts and reveals a big Lancer with an extra mouth on his belly that has a spade-like tongue.

In battle, the heroes all try to reason with the king, but to no avail. But after he gives his speech on how he and the Darkeners will become victorious and cloak the world in darkness, he quits battle due to being tired. He shares that he wasn't always the way he is and once lived in a world where the two forces — Lighteners and Darkeners — lived together peacefully. He feels nostalgia for the days when there was no tension between the two, admits to the possibility that the heroes could be right, and wants to put their Weapons Aside. The king coughs in weakness and says that he isn't used to fighting like how he just did, so Ralsei heals him out of kindness, getting all of the Good Guys struck by two massive columns of spades. Susie gets up and the king tries to hit her, but Kris shields her, only to get hit by one of the columns falling back down. He hits Kris with three spades, sliding them back to the bridge and asks what they plan to do next, but Kris, being a Mute or dying again, can't say. He repeats what Susie said earlier about quiet people right before killing them. Out of nowhere, Susie hits the king with her axe and tells him to get away from Kris.


 * If the player has FOUGHT their enemies before, the following scene will play: As he's weak and even a single blow could kill him, the king tells Susie to DO IT and show Lancer how cruel they all really are. Susie keeps talking to the king, making him TIRED and fall asleep.
 * If the player has SPARED their enemies, the following scene plays instead: As Susie aggressively stands her ground, the king asks her what she and her team will do next, suggesting that she intends on killing him next. Suddenly, a wave of "enemies" washes in, carrying Lancer with them, and hoists the king into the air. Lancer announces to the king that the people have grown tired of him and have decided to name his son the new king, overthrowing the previous king. After heading for the fountain, Susie proposes the idea of giving everyone a real goodbye before she and Kris head out, which is the first choice the player can make when talking to her.

Ralsei tells Susie that she was right to be a Hardass to everyone as Lancer slides back into view. If the player FOUGHT their enemies, Lancer says that his guys are coming up to the heroes, having them hurry to the fountain. But before Susie and Kris can leave for it, Ralsei stops them to say something, but like earlier with his cloak, Susie can't hear a word he's trying to say, so she tells him to stop talking into his hat. Ralsei takes the hat off and reveals yet another goat under it. This shocks Susie who just has no idea what's going on anymore. When she gets over the surprise goat, she tells Kris that it's time to get to the Fountain. Kris' SOUL comes out of their body and seals the Fountain, warping the two back to school.

After waking up in an unused classroom, Kris and Susie realize that their whole journey could've just been All Just A Dream, but Susie says it wasn't. There are familiar things scattered about: cards, chess and checkers pieces and boards, LEGOs, even a little plush that looks something like Seam. When they leave, Susie and Kris see that the sun's already setting. Susie tells Kris that it'd be a good idea to go back tomorrow (Chapter 2) and leaves. Without Toriel to take them home, Kris has to walk home, going through town. This is the point where the player can really see Kris's hometown and meet up with some more characters from the previous game. When Kris makes it back home, they're told that there's a pie waiting for them by Toriel. They go their bedroom and hop into bed, ending the chapter.

Some time late at night, Kris flies out of bed and stumbles over to a cage, reaches into their chest, and painfully pulls their SOUL out. They walk over to the cage in a corner of their room and throw the SOUL into the cage, turn around, pull a knife out, and do a Psycho Smile to the player.  HOLY SHIT IT'S FUCKING CHARA FROM UNDERTALE!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 

Cue Credits.

Chapter Two
FINALLY, Chapter 2 starts off with Toriel asking if Kris is awake before realizing the knife from the Chara ending screen Chapter 1. This scene soon ends after Toriel lets out a Long "No" before we're shown to Kris's room. Toriel furiously demands a question from her child about if they did or did not eat the pie. She jokes about having to lock the oven again as she overlooks the knife as a tool being used to cut the cake instead of people. Kris gets out of bed after Toriel commands them rise to for school and heads for the front door. Toriel and her car greet Kris before they're dragged down the street to school. Fast-forward to Kris entering the classroom where Alphys is shocked to see Kris survived going out to get chalk with the notorious Susie. Speaking of, Susie jokes about Kris being late for school yet again after kicking her desk. Alphys asks for any volunteers to read a book starting from 142, which Noelle answers to before being interrupted by Berd ly and his clown ass. His exaggeration of reading the book puts Kris to sleep for the rest of the day. When they wake up, Alphys checks in on them and tells them that she can('t) do anything if Susie is causing them any problems. Kris leaves the room to be caught by Susie, poking fun at them for being dead all class. Susie admits that she couldn't sleep after waiting for the next day (this chapter) to finally ffffffucking arrive so she and Kris could find out if their adventure actually happened. Before Kris has a chance to do anything in the world, they're dragged to the janitor closet with Susie as their forceful leader.

After the two students arrive at the double doors, Susie begins to open the door only to be interrupted by Noelle. She invites the two to the library to study with Berdly, which causes Susie to turn to her partner for help on how to reply. After they give their answer, Noelle begins to leave for the library but stops herself to say she has something for the dinosaur among them. She hastily drops a lunchbox into Susie's arms before speeding away. Susie freaks out about how Noelle had chalk in her lunchbox the entire time before wondering why Noelle was so anxious to make herself scarce. She theorizes that it's because she's onto their secret identities after they enter the Dark World and tells Kris to keep a low profile about it. With enough fuckin' around being done, Susie rushes into the doors with Kris at her side, dropping into the darkness and transforming into their hero forms. It's time.

Kris and Susie head into the castle town where Ralsei excitedly encounters them. He explains that he's never had friends to wait on for so long (a singular day) before Susie wonders about the current whereabouts of Clown Man (previously known as Lancer). Ralsei assures her that they'll all see everyone in a little bit and tells Kris that he has to ask them to go back to the Light World to gather important materials from the east of the old classroom. Kris does so to gather a mass of all the old junk onto their head. They jump back through the closet as all the things on their head become stars that, in turn, become the denizens of the Dark World. Susie is glad to see that everybody, including Lancer, is back, but she doesn't understand why the castle disappeared. Ralsei replies with an explanation: after the Lighteners sealed the fountain, the castle faded away and became the unused classroom in the school. He further says that Kris SPARING their "enemies" will allow them to be RECRUITED to the town, which grows it over time. The player is free to explore the castle and meet with all their new friends at this point. When it's time to leave, Susie will complain about not wanting to do her homework, which Ralsei gets upset over her not doing. He bans both of them from the Dark World until their group project is completed, which Susie very begrudgingly agrees to do. Lancer appears to provide assistance in the work before adding himself to Kris's Key Items. Rouxls also forces himself into Kris's pocket even though no one wanted that, causing Susie to escape before more people make their way into Kris's inventory.

Returning to the school in the Light World, Susie looks around for where Lancer went after not seeing him around. Kris advises that the two make their way to the library to do their work, which is what they now must do. Susie is so absolutely disgusted and bored by the idea of doing any form of schoolwork that she tries to make a break for the computer lab to play her some Space Pinball. The double doors behind her open to reveal what appears to be a second gateway to the Dark World. Susie asks her partner what to do, and if the player replies with "Let's go! Let's go!", this prompts the two into entering another world.

Unlike the Dark World, this place is covered in electric materials and is home to a kind of "Queen" lady who bares resemblance to Lancer and the king. She says that she is a computer, which is a smart thing, unlike children and just bigger children, which are stupid things. She loosely hints at possibly (as in maybe) taking Noelle's face, transforming THAT into a computer, and also taking over the world with Noelle at her side. "Queen" transforms two pink denizens of the computer world into awful rainbow monsters by capturing their faces with wires, getting Kris and Susie to fight the monsters. After successfully SPARING or FIGHTING the Werewires (those "monsters"), more appear for a second round only to be immediately pacified by Ralsei. He felt a dark presence, which led him to the place known as the Cyber World. He joins Kris and Susie in their new adventure to save Noelle and stop the Queen's plan, whatever that may be. The trio ventures through the world to follow Queen to wherever she went. Meanwhile, she tells Noelle to willingly become her peon already, which only horrifies the reindeer further. The heroes arrive to assist Noelle, but Queen casts her away in her prison before they can do anything to help her. Queen says a to-be peon must voluntarily become such, but transforming Noelle wouldn't happen if she doesn't have anyone to encourage her. She makes a very failed attempt at coaxing the heroes into becoming her workers before calling in one of her minions to introduce an arcade game. Kris tries to play, but they are neither tall nor strong enough to get to the controls, which eradicates their self-esteem, as said by Queen. This is the point where Ralsei has No Other Choice but to take on one of his most powerful forms: Magical Stool Forme R. Susie helps out by turning Kris into Power Beast Forme S, increasing their strength by a godly amount. This commences a virtual battle with Queen in which Kris must successfully box her into submission, destroying the game in the process. After being humiliated in combat, Queen decides to offer the three a decision: they can either join her cyber army or Just Die Already. Either option would be rejected by the heroes who Ain't Got Time Fo' That and lead to Queen speeding away.

The heroes continue east where they will soon encounter a trio of musician robots — Sweet Cap'n Cakes — composed of Sweet, Cap, and K_K. They introduce themselves as a resistance group against Queen's new brutality and proceed to fight the heroes in spite of their own attempt at saying they're on the robots' side. The only way to win this battle is by getting every Lightener to dance with one of the members of Sweet Cap'n Cakes, but this doesn't happen for a while. Kris is the only one who can ACT, meaning they're the only dancer on the team. After Susie asks if the strategy is working, Ralsei explains that Kris's talent to ACT, getting Susie to learn her own form of ACTing and forcing it onto Ralsei. This is when the player can get everybody to dance with a member of the opposite side and peacefully win. The story the robots go with is that their dancing is what convinced the "bad guys" that they're cool and good, which got the enemies to join them.

The trio continues their journey to the east where they encounter personalized vehicles on rails and encounter Queen once more. She says Enough Is Enough of her merciful act and tries to capture the heroes with falling cages, completely failing to imprison her enemies. After this embarrassing failure, she reveals a plot twist to the heroes: Noelle. She comes forth in her own vehicle and greets Susie instead of doing whatever it is Queen wanted her to do, so Queen brings in "the next guy": Berdly. He reveals that Queen will soon rule the world thanks to his help and offers Kris to be on their side. It doesn't matter what the human says — either of their answers starts a fight with Berdly. When it's over, Queen flies in to tell the team that the road isn't finished. Indeed, the only thing at the end of the road is a slope throwing the three into the air and down into the abyss below.

Kris, Susie, and Ralsei all wind up on top of a hill of trash. As Kris and Ralsei get down, Susie clowns around on the top before a red thing underneath her flies away, sending her tumbling down to the ground below. She pretends to be okay, but the act doesn't fool Ralsei. He gives her a comfort hug that causes her to freak out before the embrace heals her. Ralsei tells her that healing magic (the force that helped Susie "not feel worse") is something anyone could learn to use, then offers a lesson to his patient. Going forward, the heroes find a split in the path, prompting Kris to choose between going with Ralsei or Susie. But before they can give their answer, Susie overrides Kris's reply by dragging Ralsei down the street, leaving Kris to go alone. As they venture solo, they catch a glimpse of Noelle and must follow her down the street. As they finally catch up to her, Queen's voice calls out to the reindeer, scaring her into hiding. Queen spots Kris and decides that it's time to join forces to find their real teammates. Seconds later, Berdly calls for the Queen, sending her into a panic. When he arrives, he sees that Kris is alone and pokes fun at them for being by themselves. He sighs once his jokery is through and chooses to partner with Kris and find their proper teammates. Berdly walks off, letting Queen come out of hiding and tell Kris to distract Berdly as they search for Noelle. Queen runs off down the street Berdly went down, making it Noelle's turn to emerge from the shadows. She joins Kris and follows them down the street the two dummies went on.

Kris and Noelle venture through the city until they reach a dark alley where they meet Queen again. She says that she understands Kris now that the two are united and that she wants to make everybody in her world happy by becoming an "evil villain". She then decides to play the boxing game from earlier with Kris purely to have fun together. Before the two can boot it up, a giant golden statue of a muscular Berdly descends from the heavens and One-Shots the arcade. Berdly spirals down with it to impress her, which she calls "smart" after struggling to reply properly. Nerdly Berdly says that he and Queen have plans to work on, which Queen very obviously fakes being excited about. She pretends to follow Berdly down the street before doing a U-turn for the exact opposite direction.

The two new partners must continue through the city until they find a mouse puzzle made by Berdly. After it's conquered by Kris, its password reads "ILOVEMOUSE". Berdly demands Kris doesn't tell anybody they solved the puzzle by themselves and instead give him credit. He huffs away to be caught by the two very shortly after. Berdly asks what Noelle is doing with Kris to hear that the two are in a truce. He says it's impossible she really wants to be with the human and knows what she really wants: to be un-kidnapped by Kris. This begins the second fight with Berdly in which he seemingly struggles to deal with the fact that his short-time allies that he summoned will never return. After beating the bird nerd, he scoffs off the defeat and leaves.

The duo resumes their journey down the street. Queen's voice can be heard crying for Noelle, making her go into hiding in her box. Berdly soon approaches and scares Kris, Queen, and Noelle into Queen's car. Kris must drive the car down the street and the avoid cars they encounter. Eventually, they will see a traffic jam that stops everything. It's up to them to go to the other side of the street and resume traffic so the car can continue on its way. The three continue east where Kris and Noelle must solve very simple puzzles to proceed down their path. As it ends, they find a carnival where Queen can be heard doing her laugh. The computer woman appears before Kris and throws a ball, annihilating every bottle in the stand she targets. She collects her prize before giving it to Kris instead. Moments later, Susie and Ralsei can be seen heading down Kris's way after Ralsei taught Susie how to heal and Susie told Ralsei about sarcasm. Noelle comes out of hiding and quickly joins the party to have fun with her new partners, fireworks, and mice. She continues to have fun until her new partners take her to Queen's mansion where Queen herself is waiting. She threatens to drop Berdly in a river of acid if Noelle doesn't join her right this instant. The reindeer unwillingly makes her way over to Queen's side, explaining that she must do what would help Berdly. Queen then captures Noelle, then Kris, Berdly, and Susie. Ralsei is the only one left, which Queen wasn't prepared for.

Everyone who was captured was put into rooms tailored to their personal interests so they wouldn't want to leave. Susie uses a convenient call tunnel to ask Kris if there's anything they brought that could help. Kris must open their Key Items and pull Lancer out to summon him into the room. He helps by spamming the console behind Kris with 999 shovels and breaking the electric cage they're in. Now that Kris can escape, they probably should. When they do, they see Susie and Lancer waiting for them outside. Lancer coughs and topples over after getting very cold. Susie tries to heal him, but nothing happens. She takes Lancer along and searches for Ralsei in hopes of him healing Lancer. Berdly breaks out of his room and asks if the Lighteners are really leaving him behind, which Susie plans on doing but then changes her mind on. Kris is challenged with multiple puzzles and every time they're faced with one, Berdly mocks them for being too stupid to solve it before they do and say they illegitimately beat the puzzle after. After his argument somehow becomes even more invalid, he must admit that he wasn't intellectually superior to anybody. He was praised for being smart after he beat Noelle in a spelling contest she only lost after choking. The real Smart One the whole time was Noelle, the one he wanted to build a new world for and with. He became so highfalutin that he let himself be tricked by Queen which will now soon lead to Noelle's suffering. Lancer and partially Susie try to comfort Berdly, convincing him to fight for the dumbasses.

The three continue to the right where they meet Ralsei. Susie is quick to ask if Ralsei can help with Lancer's coldness, an issue he can't help with. Suddenly, he petrifies into a statue-like version of himself. Ralsei explains that every Dark Fountain creates a new world where its inhabitants are meant to live and stay. Should a being leave its home, it wouldn't belong anywhere else. The way to help Lancer is to bring him to the Grand Fountain made of pure darkness. Berdly interrupts the moment to ask Susie for help in saving Noelle. He comes up with a plan that involves Kris distracting Queen as Susie takes Noelle to the roof where Berdly will be waiting to take her to a hiding spot and prepare to defeat Queen.

The three go through the mansion, solving various puzzles and dodging flamethrower portraits of Queen all the way. They soon meet up with Berdly who takes Susie up to the roof to help Noelle. This leaves Kris and Ralsei to continue to Queen alone. The two friends go down a river of acid in a swan boat where Ralsei tells Kris about the first time they met from his perspective. He ask himself how he could make friends, thinking it was as simple as being a good person, but as he traveled with Kris and Susie, he found out that friendship isn't that basic. Taking Susie as an example of somebody who isn't always the best person, Ralsei says that it's still nice that his friends are who they are. By the end of his monologue, the two reach a small island infested with tiny houses. A familiar voice asks if the two honestly thought it was the last they've ever seen of it before Rouxls Kaard appears in a pirate ship and donning a fitting outfit. Ralsei tells Rouxls that Lancer hasn't been feeling well as of late, but Rouxls couldn't care less about such nonsense. He continues to attack the Lighteners with the Thrash-Your-Ass-To-Next-Sunday Five Billion from chapter one. He uses it to battle the heroes while playing a game in the fight: each party must play to capture as many houses in its color before the game wins.

After the boat ride ends, Kris and Ralsei reach dry land again. Ralsei asks Kris if they're worried about Susie. After they answer, they close their eyes and imagine what could be happening with their away friend. Meanwhile, Noelle stares out her room's window at the baseball moon and wishes Dess could see it too. Moments later, two Werewires fall from the ceiling and close in on Noelle. Before they can lay a spindly finger on her, Susie Ex Machinas to save the reindeer girl. She makes her way over to Noelle's bed and looks out the window with her. When Noelle asks where they are, Susie tells her that she's in a dream. Noelle figures that would make sense as the real Susie wouldn't have saved her from monsters as she wouldn't care for her, which confuses the dinosaur. Noelle explains her thought by saying Susie doesn't care about anyone, which she retorts with asking why Susie never picked on Noelle if she truly doesn't care about anybody else. She says that it might have been because Noelle gave Susie a candy cane-shaped pencil which changed her mind on bullying the pencil giver. Susie asks Noelle if she dreams about her much, which only gets her to change the topic to her school project that she must wake up for after getting One-Shot by Susie's ax. Susie avoids doing this by asking if Noelle would rather hang out more. She takes Noelle to the world's worst carnival ride — a Ferris wheel plagued by hearts — and gets aboard. UnTrash does not condone of hearts or heart-related topics, so we're completely skipping the following conversation. When the two get off, Noelle expresses how she wishes dreams like the current could happen every night for her. Berdly is quick to ruin the moment by floating down with a rose in his beak for Noelle. This is Susie's cue to GTFO before things could possibly get any worse. He apologizes for his previous actions before telling her to not be jealous of his all-new love target: Susie. Noelle flies into a Homer Simpson-style choking session on Berdly before the scene ends.

Ralsei finises explaining something to Kris before Susie plummets out of the sky and flattens him. The three, united once again, head to Queen's version of Final Destination. Queen's plan is on the verge of completion, but without Noelle, it's already been foiled. The heroes now win and everybody is happy and why is Berdly's face a robot. Queen upgraded her wires to be suitable for teenagers, allowing her to capture Berdly. This begins the team's first real fight with Queen. She says that she was making the Lighteners happy with her devices and the distractions they caused until the Internet died. Without that, everyone will begin to lose interest in their phones, computers, and other technology. Noelle is Queen's priority as, without Internet, her "strange and sad" searches will go unfulfilled. This was a problem Queen pondered over until the KNIGHT appeared and created the Dark World. Queen must expand upon the Dark World so that everyone can be happy living in her mansion. Ralsei interjects by saying he and his team won't allow Queen to control everyone with her wires, which was never part of her plan. The battle continues until Berdly reaches maximum MERCY and gains the strength to overcome Queen's wire. Even then, he still lost all of his power to the wire before being saved and says only a kiss from a gamer girl (Susie) can revive him. She goes over to him only to tell him to speak up, which gives Berdly the strength to sit up. Susie leaves to help Noelle with Kris and Ralsei soon following after her. The three find that Queen has Noelle constrained to a giant hand, getting Susie to knock Queen into the abyss below in one hit from her Rude Blaster attack. Noelle tries to warn everyone to get out of the area, but it's too late. Queen activates her final form: a giant mecha built in her image. She knocks the three heroes off of the bridge and sends them tumbling helplessly downward. Berdly pulls a second Ex Machina with a flying train of his roller coaster to swoop in and save the three Lighteners. He brings the friends that the team made before into the battle where they all focus their energy into a single massive mecha capable of fighting Queen. The final fight is an expanded version of the boxing arcade game from earlier, with the two mechas boxing each other to destruction.

Right as it seems everyone but Queen is about to win, she finishes the amalgam mecha in one hit with her detachable hands. She slowly crawls her way up to the bridge where Noelle is sitting. She tells Noelle to strike the Earth with her pin before she crushes her friends to nothingness with the sliver of energy her machine still has. Noelle refuses in a burst of anger by telling Queen that she isn't making her happy by commanding her to do her bidding. Queen considers that she could have been in the wrong all along and tells Noelle to make the world she wants before powering down. As it turns out, in spite of everything that just happened in the fight against Queen, the world Noelle is in is the one that makes her happy. Berdly appears again to say that he'll focus his energy into the fountain to make this world, but Ralsei interrupt by saying that it would bring the Roaring, an even that awakens the Titans who will blanket the world in endless darkness, destroying the Darkeners and dooming the Lighteners. Queen says that wasn't what she wanted even though her plan would have made exactly that happen. She was only following the actions of the Knight that she didn't know would have brought despair as she's only a computer. Queen prepares a goodbye for everyone, but it isn't needed as she can rejoin the town's recruits. With everything being resolved, the heroes Kris and Susie make their way to the second fountain of their adventure.

The two Lighteners reach the fountain and stare into its body. Susie shares the Roaring Knight creating the Dark Fountains wasn't necessarily wrong as it made life more interesting. With the last words in the Dark World being spoken, Kris seals the fountain and returns home with Susie, Noelle, and Berdly. The two latter slowly wake up, assuming their adventure really wasn't anything other than a dream after all. Berdly and Noelle leave the computer lab before Susie realizes she and her friends saved the world, making them real heroes. She quickly discards her disappointment that no one would ever know that the two of them are heroes as it'd cause mass panic knowing it's in danger. When it's time for Kris and Susie to leave the library, Susie gets that Kris doesn't feel okay about going home alone, so she offers to go with them. The two make their way to the Dreemurr residence where Toriel invites Susie in. She walks into the home and is amazed by the sight around her. Toriel invites her to bake a cake with her and Kris, which is one of their hidden skills Susie messes around with them for not telling her about earlier. Susie washes her hands before getting the cake ready, then it's Kris's turn to go. They walk into the bathroom and turn the tap on, letting it run without doing anything for a few moments. Suddenly, they collapse to the floor and clutch into their chest before ripping their SOUL out and throwing it into the cabinet under the sink. With the sink's water flowing and creating lots of noise, Kris steadily creeps to the window, opens it, and climbs out of it without anyone noticing. A while after this, Susie wonders what's taking Kris so long in the bathroom. Toriel casually replies by saying they sometimes do this behavior before joking about Susie getting sleepy. The two resume preparing the pie as Kris climbs back through the window and turns the sink off, making sure to reclaim their abandoned SOUL. They leave the bathroom and meet with Toriel and Susie. Toriel decides to quit on the pie, cuing Susie to head back home, except not really. She invites the dinosaur teen to spend the night at their house, exciting Susie. She hurries to occupy the couch and dig through the cushions to find the TV remote. She flips the TV on with Kris at her side before coming up with her greatest idea: inviting her friends in the Dark World to the Light World so they can all live together. The two try to marathon a giant monster TV event before falling right asleep seconds later. Seconds pass before we hear from Toriel calling the police about her car's tires being slashed by someone creeping outside. The officer says she'll come by soon, a relief for Toriel. She hangs up and walks over to Chairiel to join Kris and Susie in their slumber. Some time later, Kris wakes up alone, rips their SOUL out once more, and begins to act strangely again. They turn on the TV's static screen and open the door a bit before stabbing the floor of the living room with their knife that creates another Dark Fountain. It spews darkness upwards and fills the room, blacking the screen. The TV's static is the last thing to be seen before an ominous grin beams at the player.

Cue Credits.

Chapter Three
what

Chapter One

 * Interestingly, the second question is "Your favorite blood type?", referring to the player, not the vessel. All the other questions use the word "its", not "your". This can be intentional, but it could simply be a slip-up.
 * If the player writes the same name for both themselves and the vessel, the game sarcastically replies with "Of course. Of course. Of course they are the same.".
 * When Kris is attacked in the overworld, it causes their SOUL to appear and act as a sort of hitbox. If the SOUL is struck by something harmful, Kris will take damage. Fortunately, the angry bobbles in the beginning of the dark world are stupid. All Kris has to do to pass them safely is keep moving forward without stopping. That way, no coke balls could possibly hit them.
 * An easy strategy for the hill is to slide to the bottom of the screen, only moving up slightly when Kris is in danger of getting hit by an incoming spade. When it's clear, go back to the bottom.
 * With the two boxes puzzle near the fence, removing a box from a pressure plate after already placing it will have Ralsei get mad at Kris for doing everything wrong while Susie supports their decision.
 * More on this puzzle, placing a box on one pressure plate and Kris on the other has Ralsei tell Kris that they aren't a box. Susie disagrees and says she was a box for Halloween since, already being a monster, she couldn't dress up as one.
 * Even more, rage quitting the puzzle by attempting to leave the room will have Susie think at Kris that they can't do it.
 * If you try to remove armor from Susie, she'll Break The Fourth Wall and tell you to fuck off.
 * Warning K. Round about Susie three times in the second battle against K. Round will make Susie stronger from morale. This will still not allow you to win the battle, however.
 * It is possible to win either K. Round battle in the game using violence, but only through artificially increasing any party member's Attack high enough to beat him. This is done, of course, through file editing.
 * Checking K. Round will have the game point out that "check" is chess, not checkers. Doing this again will correct "check" to "checkers", satisfying the game.
 * In the Team Goof v Ralsei and Kris battle, Susie cannot be defeated. She goes to sleep, making her invincible.
 * Even if she is put to sleep, Susie will still tell Ralsei and Kris to stop fighting when they win.
 * To solve the puzzle Susie must do on her own to prove that she's a big girl, you have to Add Spade, Add Diamond, Swap, Add Spade, Win And Feel Like A Badass.
 * In the Susie v Lancer battle, without file editing, it's impossible to defeat Lancer. The only thing you really need to do is continue Susie's dialogue as you also cannot lose.
 * Raising Susie's Attack to the point of making her capable of defeating Lancer will cut the camera back to Kris outside of their cell standing in a spot they cannot leave from.
 * After you go home at the end of your adventure, there are no more new things you can do. If you play the save state you finished again, you'll only go back to your last save.
 * If you did not save the game once, the save state you used to play the game will remain empty as no save was made.