Chapter 5 is now available in Deltarune, and we can continue our journey past the previous releases. You can continue with your previous save file, but I chose to begin fresh.
Disclaimer: This guide is a work in progress. I am currently focusing on completing the chapter and then looking for collectibles. I will have a separate collectible guide up after I have cleared Chapter 5.
Deltarune Chapter 5 walkthrough
The chapter begins with the player character jumping into the room and grabbing the first heart. Go to the other room, and you’ll be tasked with warming a toast. Use the nearby toaster to begin the process and then wait for 10 seconds.
Hand over the honey toast to Toriel, who will then drop a plan to surprise your brother. Once the conversation is over, head outside. Go straight, take a right, and then take the path going to the right.
You’ll then hear a story about your mother’s love life (yes). If you decide to listen to the serious matter, the Flower King will tell you that it must be hard for your mother to sustain things on her salary. He also hopes to get his job back if things go well with Carol.
Take the path south and then turn right until you reach the school. Head straight, and you’ll find the black door to enter the realm. There, you meet with Ralsei and Lancer first.
Go inside the castle, and you’ll get a wall puzzle to solve. The puzzle is basic, and you need to avoid the bars coming down. If you get stuck, your progress will reset either partially or entirely (depending on how much climb you have completed). At the end, you’ll meet a mysterious character who will promise to help if someone troubles you.
Outside the castle, you can check out the store to buy something you want. You can also check out your recruits at the cafe. Once done, head north, and you’ll find Lancer once more. He will ask you to design a dress for Susie. You have a vast list of options to pick from, and there are no bad choices.
Continue further, and you’ll eventually reach Ralsei’s room with Susie. You’ll find the room empty, but Susie promises that you (Kris) and she will help fill it up. At this point, you can soothe Ralsei by telling her to be herself. Susie will reappear with a garbage bin, claiming that’s the first piece of furniture.
Once all set and done, exit back to your school with Susie in company. You’ll meet Noelle outside the school waiting for the two of you. After a brief conversation between Noelle and Susie, the latter will ask you to be the guide, and the duo will start following you.
Next, continue the path that goes south, and you’ll find Noelle’s dad working on the Town Hall Decorations. Ask him about Noelle’s mom, and you’ll learn about her whereabouts.
Head towards the top and look for the gate that reads “Festival”. If you now go left, you’ll find that the black gate is open (it was closed earlier).
Go past the gate, and you’ll reach an extended area of the festival. If you continue along the left, you’ll come across a stage with a comedy act going on. If you go to the right, you can first cast your vote for the Festival King and Queen. Continue right, and you can exit the festival and go to the beach.
There’s a really nice scene between Susie and Noelle that takes place at the beach. It begins with Susie throwing Noelle’s phone, but something quite romantic takes place next. However, Noelle also gets told by her mom that her dad has fallen off the ladder. As Susie returns, Noelle is already gone by then.
As Susie returns with Kris, the latter is left heartbroken. While Susie goes in to buy the flowers, Kris dumps his heart, but retrieves it later as a Dark World emerges at his father’s flower shop. He enters the realm after being pushed along by Susie.
Inside, they find Kris’ dad talking to someone. This will be followed by a really cool and funny cutscene that introduces Flowery. He is apparently really close to Kris’ dad, and he makes a flower grow out of Susie’s hand.
As Kris’ dad disappears, he and Susie chase him. You’ll next find four different wardrobes along the path. The first three contain useless things, but the fourth one has Ralsei hidden. Open it, and Ralsei will join your adventure. Proceed further, and you’ll find Flowery.
Speak with Flowery, and go to the next area. Continue along the path, and you’ll have your first battle. The battle is easy, and you need to defeat both enemies.
Next, head south and take the path that goes left. You’ll find a treasure chest that will hand you the Red Ribbon. It’s really powerful to have in the early part of the chapter.
Next, return to the previous point and take the path to the right. To unlock the road ahead, push the block on to the switch. Next, you’ll come to an area where the block and the switch will be in two separate areas.
First, consume at least two Mushrooms. As you return, one of the mushrooms will fall.
The block will turn into a fox and go after the mushroom. Pick up the fox and drop it in the area with the switch. You’ll unlock the next path on the journey.
Next, follow the scissors and take the path that goes to the top. I went with the path going left and then to the top. If Kris gets in contact with the scissors, he will take the damage. To prevent that, move in right after a scissor passes you, and follow its direction. Try to stay stationary and observe the pattern.
You’ll come across a locked door, with two Floradims on either side. Defeat either of them. When you try to defeat the second Floradim, Flowery will join and help you win the battle.
Next, go through the door, and you’ll find a watering can. This is an essential item as it allows you to create grass and walking path in marked spaces.
We will first use it to reach the Treasure Chest in the middle of the path with the scissors. Open the chest to find Green Tea.
Next, reach the front of the gate, and you’ll find that the enemies Flowery defeated will be passive. Use the watering can to create a walking path in front of you.
You’ll reach a location where a Floradim will be blocking your path. Use the watering can to bloom a flower in each of the green buds. This will cause the scissors to clear them, and it will remove the Floradim that was blocking your path earlier.
For the next phase, you’ll come across two sets of paths blocked by grass figurines. You can clear them by growing the green buds with the help of your watering can.
First, take the path that goes right. It will lead you to a room where you’ll find a yellow pot and massive image being hidden. Use water from the pot to clear the grass, and it will reveal the image of Flowery’s face.
Interact with the vines and Flowery will appear. He will leave behind a treasure chest that hands you the Thatchet weapon.
The other blocked path allows you to proceed forward. However, you’ll have to defeat two Shearys. Focus your attacks on one at a time, and try to negate their offense since it’s dangerous. Once cleared, proceed along the main path.
You’ll next reach a diner where Asgore (Kris’ dad) is being misled by Flowery once more. While you try to call out, he can’t hear you. Instead, Flowery offers you Root Beer on the house. You can purchase and sell items at the diner.
Next, you’ll come across a set of doors with strings attached to them. You can use the strings to generate pace and go beyond the edges of the cliff. Use the set of doors on in the middle and lower layers to reach the Treasure Chest that gifts you the Revive Mint.
Then, use the doors with the rope on the upper layer to reach an area with platform puzzles. The puzzle is pretty easy to solve. You have to start the timer and stand on all the glowing platforms.
The next room will have a similar puzzle, but this time, you need a fourth person to unlock the door. Susie will go past the spikes on the floor to find someone. As you and Ralsei follow her, you’ll observe that Susie has found Flowery, who has given her something to drink. There’s a puzzle here that Ralsei solves on her own, and she then tells a tale about the Dark World.
Once the story ends, return to the room of the platforms. This time around, you have Flowery to help you. However, he will take the matters in his own hands and use a skateboard to solve the puzzle.
As you go in through the locked door, Flowery will tell you to leave this place. However, Susie says that you should pursue Kris’ father. If you try to escape, she will grab you and refuse to let you go (tried it already).
Next, we will have to track Flowery, who seems to moving upwards. You’ll find that you can’t climb the vines, and there are mysterious structures you can interact with. First, return to the point from where Flowery offered you an escape. Head left, reach the diner, and take the door in the middle.
Continue on the path, go right, and you’ll reach a watering can. Don’t escape the location; instead, use the watering can to reveal as many paths as you can. You can also find the Green Tea item with its help. You’ll find a torii gate near the Green Tea chest with a rock surface opening.
Use the opening to meet Aqua, as she will ambush you. Defeat her, and she will grant you the ability to use the Petal Feather. Follow the linear path and you’ll reach the Feather.
This mysterious item allows you to jump and also interact with the structures to change the terrain.
Return to the original set of vines after obtaining the Feather. You’ll also encounter Aqua’s Bullet Pattern on the route (you must defeat it and avoid the flying blades).
Go to the room on the right of the original set of vines, and interact with the structure. Go back to the room with the vines, and you’ll instead find a set of leaves that have been converted into jumpable platforms. Reach the top using the platforms to continue your chase.
Take the vine from the right of the structure you see in the image above (change your form first). You’ll find Asgore with Flowery. While Asgore finally manages to see Kris and his friends, Flowery tricks and sends him to the Flower Castle. He then escapes as you continue your pursuit.
From here, you need to follow the linear path. However, you’ll need to change your form using the Petal Feather as and when required. You’ll also encounter two fights along the way.
Meanwhile, Aqua is seen quarreling with another character about her wish to be named like a human. As you follow the path, you’ll figure out more about Aqua and her companion, Seth. Next, you’ll have to defeat Seth’s Bullet Pattern.
You’ll be fighting a gigantic set of specs that throws swords at you. Your objective is to break the specs. To do so, use an Act and target the middle of the specs. Then, target any of the handles with your Act. Once Ralsei hangs from one of the handles, you can hit the middle once again to do damage.
Next, repeat the exact process for the other handle, and do damage in the middle. Continue with this method a few times, and you’ll defeat Seth’s Bullet Pattern.
You’ll then get to know that they (Seth and Aqua) wants something good for Asgore. Proceed along the linear path, and you’ll eventually reach the stairs to head to the cliffs area. There’s a shop you’ll find at this location.
Next, go right and rush past the wheat while actively avoiding incoming damage from enemies.
Follow the path, activate the mysterious structure, and jump on the flowers to move across.
Continue along the path while avoiding damage. You’ll soon reach a spot with few Treasure chests.
The one on the top will reward you with the Mistle weapon.
Next, head inside through the entrance shown in the image above. You’ll need to traverse upwards using the plants you find at this location.
This can be a slightly tricky task. Eventually, you’ll reach a spot where you have to activate a fan with your Act.
Doing so will throw you, Seth, and Aqua upwards. What follows is a battle where you have to defeat the duo. Make your way past them after discussing about friendship, and take the stairs to reach the Flower Castle.
There, you’ll meet Flowery, who will declare that they want to keep Asgore. While Kris refuses to believe the claim, Asgore appears in king’s clothing, and pushes Kris and Susie into the portal. While he tells the duo not to return, Susie invents a back door to refuse the order.
They get trapped in the jail the moment they land back in the Dark World. Thankfully, Aqua gets trapped with them, and she manages to convince Seth to open the door.
While they escape, Seth gets accidentally trapped in the prison. The scene then follows Ralsei rejoining the duo as they make to the cafe inside the castle.
Head inside cafe, and take the path that goes to the right. You’ll enter a room with Terracotta models. One of the models will start to chase you.
Head down the path behind the paper wall while escaping the flying swords. You’ll soon find Asgore frantically going through some pieces of paper.
While Flowery appears and blows the papers away with his wind, you find out shortly that it discusses the Dark World and its origin. As you proceed to the next room, you’ll find a locked orange-colored door.
To unlock this door, you’ll need to find the orange key. Use the device beside the door to properly place the boxes. Then change the terrain by interacting with the mysterious machine and get the key to unlock the door.
As you proceed along the path, you’ll meet a mysterious NPC named Orange. Orange will test you with his boxing gloves, and there’s a bit of parkour involved.
Eventually, you’ll make it to the save point of the Second Diner, where you meet Green.
Head through the only door at the diner, and you’ll find a couple of fox statues. Aqua is also present, and she will demand for three foxes to be found.
You’ll find all three foxes in the room where Aqua is present. Head inside, and there are plenty of Terracotta figurines. One of those will attack you; you can either fight or avoid it.
Go to the top-right corner, and you’ll find another room with some shapes moving behind a curtain.
Your task is to catch the fox, and return. Now go to the top-left corner, and you’ll find another room with the fox inside. Finally, the last fox usually roams around the Terracotta models. You’ll need to chase it in such a way that it decides to escape the room.
What follows this is a battle with Aqua, but it ends prematurely. Keep moving to the right, and then traverse upwards. Be careful not to get slashed by the rotating blades, as they can kill you.
As you keep moving upwards, you’ll encounter the duo of Aqua and Seth. This time, you’ll need to defeat Orange’s Bullet Pattern.
First, use your Act on the gigantic gloves as they appear. Next, hit them with your sword, and it will cause damage to the specs. Repeat this act a few times, and you’ll defeat Orange’s Bullet Pattern.
Next you’ll come across Orange as he attacks you. However, he is harmless. Follow him deeper into the castle, and he will call upon Green.
Once Green feeds him, it will start a battle between you and the duo of Green/Orange. You can’t defeat them, as they will always heal any damage they take. Instead, you’ll need to use Kris’ Act of GetAlong to make friendship.
Repeat this a few times, and Green will approach you with the hand of friendship. Orange, upon seeing that, will end the battle, and you can proceed to the next part.
As the battle ends, Susie will leave the party to learn a new recipe from Green. While Ralsei goes to find some flowers, you can either chill as Kris or think about her. Meanwhile, Flowery appears through the water to engage in a conversation with Ralsei. Before he leaves, he will hand free vouchers to Ralsei, and she then rejoins with Kris and Susie.
Interact with the mechanism, and it will cut through the growth that was blocking your path. You’ll find a gigantic water canister at the location, but leave it untouched. Go south, and take the path to the left.
Move through the sand, and defeat a couple of enemies that pops up at this location. Keep heading to the left (there’s just one path) and you’ll meet Asgore and Flowery once again.
Keep heading forward along the path, and you’ll come across a new set of puzzles. Slash the roses, but you’ll also have to save yourself from the bullets. To do so, just remain in the middle of the rings fired by the revolver.
Next, you’ll find some flowers with an up arrow marked on them. Hit the flowers to jump upwards.
Once you reach all the way up, go left, and you’ll reach a point where you can save your game. You’ll also find two doors, with one in blue and the other in yellow.
You’ll also find the second set of documents along the way. It sheds more light into the origin of the Dark World.
Since you can’t open either doors, proceed left to go to the next room. Use the flower to jump upwards and you’ll encounter a new Bullet Hell. This belongs to Yellow, and it’s a gigantic revolver.
To defeat it, you’ll first need to dodge its bullets. Then use your Act to bring it down. Doing so will allow you to cause damage; repeat the process three times, and you’ll defeat the Bullet Hell.
As you proceed further, you’ll find the Yellow Key. However, this is where you meet Yellow, who will try to bring you to justice. Thanks to Susie’s brilliance, you’ll escape unharmed. Return to the Yellow door with the key, and Yellow (the NPC) will be waiting there for you.
As you enter the room with the Yellow door, the Yellow NPC says he will bury himself for his deeds.
Take the path that goes to the left, and you’ll find two pieces of evidence. The third piece is near the small pond as Aqua emerges with it.
As everyone thinks that Yellow has buried himself, he reappears and says he wants to opt for something worse than that. He proceeds to the next room. Do the same yourself, and collect the fourth evidence (it’s between Seth and Aqua). Travel upwards, and take the path going left.
You’ll eventually come across Yellow trying to blow himself up. Stop the process by destroying the gun (use your Act to bring it down and then use your weapons). If you manage to destroy it, Yellow will throw himself (literally) into jail.
Wait for updates…
The post Complete Deltarune Chapter 5 walkthrough appeared first on Destructoid.