Deltarune
Cheat Codes:
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Submitted by: David K.
Chapter 3 How to Get the Ice Key:
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To access the BONUS GAME - an alternate version of Board 1 - you’ll need to
earn S-Rank on Board 1. After earning S-Rank, go to the S Door in the Board
1 Green Room. It leads to a strange backstage area.
In the backstage area, go left and interact with the abandoned video game
console. There’s nothing here, so go back right to find a new interaction
spot. Collect the Odd Controller and return to the console. Interact again
and you’ll automatically begin.
This is a seemingly empty recreation of the Board 1 adventure. There’s
initially nothing you can do here.
Where To Find the Sword: Go to the bottom level of the world. You’ll need to
use the switch to reveal the HIDDEN MAILROOM in the normal Board 1 run-through.
If you’ve done that, a door hatch is available in the southernmost room.
Collect the SWORD in the underground room. Once you’ve collected it, you can
attack the monsters. Defeat EVERY monster in all the screens until you reach
LV3 at the top of the HUD.
Once you’re Level 3, you can now destroy cactus sprites. Go to the right-most
middle screen to find two cactuses blocking a cave entrance. Go inside and
defeat all the enemies here until you reach LV4 / LVMAX. This unlocks the
ability to destroy palm trees. You can now fully explore the map. There are a
few things you can do here now.
At the bottom screen where Kris found the sword, there’s a path blocked by
two palm trees in the bottom-left. Go there to find a bunch of cave entrances.
Enter all of them then walk up to find a secret message written in black.
To the left and right of the locked pyramid door where you started, there are
additional secret doors. Enter both and walk up to find secret messages
(in black, only visible when you walk across the black screen) or see a strange
sprite.
Getting the ICE KEY: To exit this adventure, destroy the palm trees to the
left / right of the pyramid and go up. Reach the area above the pyramid to
find a red treasure chest. Open it to get the ICE KEY.
It isn’t exactly clear what the ICE KEY does at this point in the story but
hang onto it and keep aiming to earn S-Ranks to discover a big secret later
in the chapter.
Quick Guide to Dark World Traits:
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Kris really makes things happen in the story. They are the only one who can ACT in
fights, which is a big deal. Susie was just going to leave class and skip everything,
but Kris went to check on her, which led to them finding the Dark World.
When Kris first went into the closet, they were actually scared of the dark. This
means they didn’t really get what was happening until Ralsei said something to them
when they were in prison, keeping it a secret from Susie and the player.
Kris also didn’t have much courage at the start. This showed that they couldn’t
fully control their soul. You can see this in the first fight with Lancer where the
ACT options sound like someone else. Plus, in most battles, Kris was the main one
doing the ACTs and attacking.
-=The Knight and The Beginning=-
The Knight who showed up at The Beginning was Carol, the mayor. She’s got a lot in
common with Kris. Noelle can’t go against Carol’s orders. After Carol took over The
Beginning, she told the King of Spades, who also couldn’t go against her, to rule
that world and finish the mission she gave him: to give him and the Darkners a new
reason to exist.
Kris is quiet and patient, and some people in these worlds seem to like that. So,
this world might have chosen Kris and Carol to be the main characters. This suggests
The Beginning is a Dark World of HOPE or JUSTICE, depending on what choices you make.
The song that plays a lot in the first chapter, "Field of Hopes and Dreams," also
hints at this.
-=Who Made This Dark World?=-
This leads to a big question: who made this Dark World that is about hope or justice?
It might surprise you, but it could be Sans. He made the first fountain. Those doors
in the Dark World that take you to different places? That’s Sans. So, the first person
to cause trouble might be Sans, which means something serious is going on if even Sans
is making Dark Fountains.
Sans wasn’t the Knight who captured this world, but he was the one who created it.
Maybe Carol was new to all of this, and Sans, being smart, showed her how it’s done.
It seems like Sans and Kris don’t know each other, which could explain why Kris was
scared of the dark closet. Or, they could just be pretending for the player. Since
both of them are good at hiding things, it’s possible.
-=A Cyber’s World=-
In this chapter, it’s clear Noelle is a main character, but Kris is also really
important, maybe the second main character. The Queen likes both of them. She sees
Noelle as strong, and Kris as someone who "doesn’t have crazy things like opinions."
Even if you call for Noelle’s help, Kris can still be effective when ACTing against
enemies.
I’m not sure who made this fountain, but this Dark World feels KIND or DESPERATE,
depending on your choices. For example, Susie learns healing magic here, which is
a very kind thing to do.
So, who could be the kind or desperate Lightner who made this? It could theoretically
be Kris. At the end of Chapter 1, with their knife, they might have gone to the library
and tried to create a Dark World for the first time, PRAYING for it to work. Or it
could be Sans again, though he might be too lazy to do it twice. Toriel isn’t aware of
any of this, as you can tell from her scenes with Alphys and how she notices something
is off with Kris. So she didn’t create this one.
-=Late Night=-
It’s pretty clear that Kris made the Dark World in "Late Night." They acted like a
professional, meaning they knew exactly what they were doing at that point.
But the main characters here are the red soul and a mysterious magician in a white
coat, who is probably December Holiday, known for being brave. The red soul makes a
real difference if they can beat the Knight and pick up the black shard that drops in
the fight. Other small details, like the weather matching the red soul’s sprites, also
point to this.
The mysterious magician lets us finish the Manhole game, which gives us the Shadow
Mantle and a romantic scene between Susie and Kris. This gives Kris more bravery and
courage, making Susie think Kris wants to smell her hair.
Both the black shard and the Shadow Mantle are super important because they have anti-
dark abilities that are obviously useful in Dark Worlds. Determination (the black shard)
lets us fight the darkness, and Bravery (the Shadow Mantle) lets us walk through it.
So, to sum it up, the "Late Night" Dark World is about PATIENCE or STEALTH, depending
on your choices. This makes sense because those are some of Kris’s traits.
-=Prophecy=-
In this part of the story, Susie is the main character, and Kris is the second most
important. Susie learns powerful healing magic and finally understands why those
fountains are being made. She also gets why the Roaring Knight is the bad guy. She
even creates a dark fountain right in front of the red soul, which clearly makes her
the main character here.
Kris also has a big impact. There’s the piano, and Gerson shows he cares about Kris’s
well-being on the Weird route. I’m pretty sure Kris enjoyed all three church Dark
Worlds, and I definitely did too.
This Dark World doesn’t have a normal boss fight. Instead, we have to fight the Knight,
where the red soul couldn’t even start the fight, and the entire Titan. This wasn’t
the kind of boss you could talk to, recruit, or even understand. It was just an enemy
you had to defeat.
When you fight Gerson for the Justice Hammer, you probably noticed the green soul power
like Undertale’s Undyne. This means Gerson is a brave writer who is good with both a
pen and a hammer.
The first Dark World in the Prophecy has the trait of FREEDOM or BRAVERY. The second Dark
World’s trait is PERSEVERANCE or RUDENESS. The third Dark World’s trait is PATIENCE or
STEALTH.
It’s tough to say who created these three Dark Worlds because no normal Lightner from
the town would make a world like the first section.
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