This page contains notes for the game Deltarune.
Sub-Pages#
Cutscene Codenames#
While cutscene objects are simply named after what happens in the scene in Chapter 1 and then "scene
Chapter 2#
Main route#
Object |
Scene |
|---|---|
|
various scenes near start of game |
|
Don't exist |
|
Kris and Susie return to castle town |
|
Doesn't exist |
|
castle town transforms and card kingdom darkners appear |
|
Kris and Susie return to light world |
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discover library dark world |
|
Queen intro |
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Queen arcade game scene |
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rollercoaster sequence |
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Susie gets hurt and asks to learn healing magic |
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Susie drags Ralsei down a separate path |
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Noelle hides from Queen and the Berdly statue appears |
|
Don't exist |
|
Queen introduces mansion rooms, Susie tries to escape |
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Kris, Susie, and Berdly meet up, Lancer starts to petrify |
|
first spotlight puzzle |
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second spotlight puzzle |
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third spotlight puzzle, spelling bee flashback |
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meet back up with Ralsei, Lancer fully petrifies |
|
acid tunnel |
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see hand blocking the way |
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chat with Ralsei, Rouxls appears |
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Ralsei asks if you want to think about Noelle? |
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Susie meets Noelle in her room, get on ferris wheel |
|
Lesbians |
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Susie and Noelle get off ferris wheel, Berdly shows up |
|
Don't exist |
|
Susie drops back down and lands on Ralsei |
|
pre/post Queen battle |
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pre Giga Queen |
|
Giga Thrash construction sequence |
|
Unused - older version of above |
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post Giga Queen |
|
Doesn't exist |
|
wake up in light world |
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Susie joins the party in the light world |
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Toriel invites Susie into the house |
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Susie and Toriel talk and start making pie |
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Kris rips out soul in bathroom |
|
Chapter 2 ending |
Spamton NEO Sidequest#
Object |
Scene |
|---|---|
|
Kris enters/leaves basement alone |
|
pre Spamton NEO |
|
post Spamton NEO |
|
Susie and Ralsei talk about what just happened |
Weird Route#
Object |
Scene |
|---|---|
|
Susie goes into Noelle’s room alone |
|
outside hospital room cutscene |
Chapter 3#
Codenames#
Codename |
Meaning |
Point in the Story |
|---|---|---|
PGS |
Pre-Game Show |
Before Tenna's introduction. |
GSA |
Game Show A |
Tenna's introduction through to the end of Board 1. |
GSB |
Game Show B |
Board 2 through to finding Toriel. |
GSC |
Game Show C |
Board 3, Backstage area, Susiezilla, and the beginning of the Doom Board. Mostly unused due to the former two being cut. |
GSD |
Game Show D |
Doom Board sequence through to first Shootout minigame intro scene. |
BTB |
Before Tenna Battle |
First scene of Tenna's employees quitting through to the pre-Tenna battle scene. |
PTB |
Post Tenna Battle |
Post-Tenna battle scene through to the shelter scene. |
Scenes#
PGS
Object |
Scene |
|---|---|
|
Waking up on the couch, includes the code for skipping to Board 1. |
|
Ralsei joining the party. Has supplementary objects |
|
Pre-Dark World explanation scene. |
|
Dark World explanation: nondescript room portion. |
|
Dark World explanation: Field of Hopes and Dreams portion. Has supplementary object |
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Dark World explanation: empty classroom portion. |
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Dark World explanation: Kris's hallway portion. |
|
Post-Dark World explanation scene. Has supplementary object |
GSA
Object |
Scene |
|---|---|
|
Doesn't exist. |
|
??? |
|
Tenna introduction scene. |
|
Pre-Board 1 scene. Has supplementary object |
|
Doesn't exist. |
|
Pre-Cooking Show minigame scene. Has supplementary object |
|
Doesn't exist. |
|
Board 1 outro scene. Has supplementary object |
|
Unused. Scene for talking to Lancer at the start of the Backstage area. Main code deleted, but the text remains in the Japanese script. |
GSB
Object |
Scene |
|---|---|
|
Pre-Board 2 scene. |
|
Pre-Rock Concert minigame scene. |
|
Board 2 outro scene. |
|
Doesn't exist. |
|
Entering and finding Toriel in the Cold Place scenes. |
GSC
Object |
Scene |
|---|---|
|
Doesn't exist. |
|
Unused. Scene for Susie and Ralsei sneaking to the Backstage area after leaving Board 3. Main code deleted but text remains in the Japanese script. |
|
Unused. Nearly all code was deleted, but the Japanese localization keys for the scene where Kris and Tenna talk privately on the stage point to text from this object for all but 2 of its lines, revealing this to have been an early version of that scene. |
|
Unused. Scene for encountering Rouxls in the Backstage area. Main code deleted but text remains in the Japanese script. |
|
Unused. Old version of the pre-Rouxls battle scene from when the battle took place in the Backstage area. Main code deleted but text remains in the Japanese script. |
|
Pre-Susiezilla minigame scene. Has supplementary object |
|
Doesn't exist. |
|
Pre-Doom Board scene. Has supplementary objects |
GSD
Object |
Scene |
|---|---|
|
Doom Board sequence. Has supplementary objects |
|
Post-Doom Board scene. |
|
Shootout minigame 1 intro scene. Has supplementary object |
BTB
Object |
Scene |
|---|---|
|
Unused. Cutscene's contents are unknown due to all code being deleted and no text for it remaining, but a handful of sprites exist for it of white-silhouetted versions of some enemies, including the single remaining sprite of the scrapped enemy Camenary. |
|
Tenna's employees quitting scene. |
|
Elnina, Lanino and Mike quitting scene. |
|
Tenna encounter scene: pre-flashback portion. Has supplementary object |
|
Tenna encounter scene: flashback portion. Has supplementary object |
|
Tenna encounter scene: battle starting portion. |
PTB
Object |
Scene |
|---|---|
|
Post-Tenna battle scene. Has supplementary objects |
|
Roaring Knight appearance scene. Has supplementary objects |
|
Doesn't exist. |
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Light World scene: outside Kris's house portion. |
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Light World scene: church portion. |
|
Light World scene: shelter portion. |
Chapter 4#
Codenames#
Codename |
Meaning |
Point in the Story |
|---|---|---|
PDC |
Pre-Dark Church |
Pre-Dark Sanctuary |
DCA |
Dark Church A |
Dark Sanctuary and following Light World scene |
DCB |
Dark Church B |
Second Sanctuary and following Light World scene |
DCC |
Dark Church C |
Third Sanctuary |
LWF |
Light World Finale |
Post-Third Sanctuary |
Scenes#
PDC
Object |
Scene |
|---|---|
|
Fountain scene. |
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Waking up on the chair scene. |
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Breakfast and getting ready for church scenes. |
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Susie giving Kris a star and cleaning the bloodstain scenes. |
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Church entrance scene. |
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Attending church scene. Has supplementary objects |
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Discussing the shelter situation, talking to Noelle, and weird route variant scenes. Includes code for setting up the NPCs for gathering information sequence. |
|
Leaving the church scene. |
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Eating at the diner with Susie scene. |
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Meeting Ralsei in Castle Town scene. |
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Entering Ralsei's room scene. |
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Ralsei's room scene. |
|
Meeting Noelle at the gate to her house scene. |
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Outside Noelle's house scene. |
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Entering Noelle's house scene. |
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Various small scenes around Noelle's house. |
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Susie and Noelle talking on the couch scene. Has the supplementary object |
|
Interacting with Dess's guitar and being ripped out of Kris scene. |
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Kris taking the soul to the present room and weird route variant scenes. |
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Kris throwing the soul into the present and and closing the vent variant scenes. |
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Doesn't exist. |
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Unused. Contents unknown, main code was deleted and no text remains. Contains a check for if the player is on the weird route in its Create event. |
|
Unused. Short scene of Kris walking up the stairs and into the bathroom in the main room of Noelle's house, activated by walking slightly below the bottom of the stairs. Seems to be for an earlier layout of the house, as Kris is halfway in the wall when entering the bathroom door. Required |
|
Doesn't exist. |
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Noelle and Susie coming up from the basement with the soul. |
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Weird Route Noelle's room scene. Has supplementary objects |
|
Weird Route bathroom scene. |
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Outside Noelle's house and weird route variant scenes. Has supplementary object |
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Carol introduction and approaching Kris scenes. |
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Leaving Noelle's house scene. |
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Going to the church and entering the Dark World scene. Has supplementary objects |
DCA
Object |
Scene |
|---|---|
|
Knight encounter sequence and falling scene. Has supplementary objects |
|
Doesn't exist, but text for it does exist in the Japanese script. It was an early version of the Knight encounter sequence. |
|
Landing after the fall and meeting Ralsei scenes. Has supplementary object |
|
??? |
|
??? |
|
Seeing the prophecy of the heroes before it breaks and meeting Gerson scenes. Has supplementary object |
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Getting the book for Gerson scene. |
|
??? |
|
Entering Gerson's study and talking to him about the Knight scenes. |
|
Finding the first and second halves of the piano melody. |
|
Playing the piano melody scene. |
|
Entering Jackenstein's lair scene. |
|
Jackenstein battle starting scene and post-Jackenstein battle scenes. |
|
Outside the room with the long piano melody scenes. Despite its name, the object |
|
Gerson getting Susie to memorize his letter scene. |
|
??? |
|
Sealing the Dark Sanctuary fountain scene. Has supplementary objects |
|
Re-entering the Light World and seeing the Dark World smoke under the door scene. Has supplementary object |
|
Finding Gerson's dust in Alvin's office scene. |
|
Susie making the Dark World scene. Has supplementary object |
DCB
Object |
Scene |
|---|---|
|
Second Sanctuary intro fountain scene. |
|
Ralsei destroying the Gerson statue and Susie's confrontation scene. Has complementary objects |
|
Unlocking the door in the Light World and re-entering the Dark World again scene. Has complementary objects |
DCC
Object |
Scene |
|---|---|
|
The scene where Jackenstein helps the party climb a glass tower. Although this is a room controller object that doesn't use the DCC codename, the supplementary objects for the scene this object plays are called |
|
The scene for confronting the Knight and it creating the Titan. Has the supplementary objects |
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Post-Titan battle scene. |
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Susie smashing the final prophecy and Ralsei conversation scenes. |
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Fountain sealing scene. |
LWF
Object |
Scene |
|---|---|
|
Returning to the Light World cutscene. |
|
Leaving the Church scene. |
|
Sitting at the beach with Susie scene. |
|
Entering Kris's house scene. |
|
Kris turning in bed scene, along with the Weird Route variant. Has supplementary object |
|
Susie talking to Kris scene from outside their house. Has complementary objects |
Full rhythm game track list#
ID |
Alt. ID |
OST Name |
In-Game Name (if different) |
First Appears |
Used in Final |
Charted? |
Notes |
|---|---|---|---|---|---|---|---|
0 |
3 |
Raise Up Your Bat |
Lightners Live (Chapter 3) |
Chapter 3 |
Used |
Charted |
This is the chart used for the Round 2 minigame, inside the A-Rank room, and playable in Castle Town in Chapter 4 and 5. |
1 |
N/A |
Sound Check |
Soundcheck |
Chapter 3 |
Used |
Charted |
Used as the rhythm game practice song in Chapter 3. |
2 |
4 |
It's TV Time! |
Tenna boss |
Chapter 3 |
Used |
Charted |
This is the chart used during the boss fight with Tenna and playable in Castle Town in Chapter 4 and 5. Can only be played in short bursts in Chapter 3, but the whole song is charted and technically playable. |
3 |
N/A |
MIKE, The BOARD, please! |
How To Play |
Chapter 3 |
Used |
Charted |
Has a custom guitar track on top of the song. Normally used as part of the tutorial and can't be played as a song. |
4 |
N/A |
N/A |
Board 4 |
Chapter 3 |
Used |
Charted |
Used for the rhythm game gag during Tenna's freakout in Chapter 3. Has a single note and plays a sped-up version of NOW'S YOUR CHANCE TO BE A. |
5 |
N/A |
Ruder Buster |
Rude Buster (Boss) |
Chapter 3 |
Unused |
Partially Charted |
This song has about 5 seconds of charting for guitar. If in Chapter 3 specifically you continue to wait around after it ends, the chart will switch to Raise Up Your Bat and its solo switching logic will activate, causing the song to erratically jump around. |
6 |
N/A |
Vapor Buster |
Rude Buster (Vapor) |
Chapter 3 |
Unused |
Partially Charted |
Song instantly ends when played in the normal minigame, but there's about 30 seconds of charting when viewed in the editor. |
7 |
N/A |
N/A |
tenna_battle_old |
Chapter 3 |
Unused |
Uncharted |
Despite the song file being left over, it is byte-for-byte identical to the final tenna_battle. |
8 |
0 |
Rude Buster |
Chapter 4 |
Unused |
Uncharted |
There's additional code and audio to support this song in Castle Town. |
|
9 |
1 |
Field of Hopes and Dreams |
Chapter 4 |
Unused |
Uncharted |
There's additional code and audio to support this song in Castle Town. |
|
10 |
2 |
Knock You Down (Rhythm Ver.) |
Knock You Down!! |
Chapter 4 |
Used |
Charted |
Available in Castle Town. |
11 |
5 |
The Third Sanctuary |
Third Sanctuary |
Chapter 5 |
Unused |
Charted |
This got a unique remix not featured on the OST. It's significantly shorter and adds a guitar to go with the main rhythm. |
12 |
6 |
Flower Man |
Chapter 5 |
Unused |
Uncharted |
This is the only song to be added to the rhythm game code that's from the same chapter. It's not set up to have the lyrics from Flowery's boss fight display, unfortunately. |
|
13 |
7 |
A DARK ZONE |
Chapter 5 |
Unused |
Uncharted |
This uniquely adds the dancing pumpkins from the Jackenstein fight on the bottom of the screen and shifts the UI up, which visually breaks menus. |
|
14 |
8 |
N/A |
reserved |
Chapter 5 |
Unused |
Uncharted |
No actual definition exists, so attempting to play the song leads to inconsistent behavior. |
15 |
9 |
4rd Sanctuary |
Chapter 5 |
Used |
Charted |
Available in Castle Town. This is the only additional used song added to the minigame in Chapter 5. |
Useful tools#
Due to Deltarune's debug mode being mostly stripped out, navigating the game in order to access unused content in its full context can be a bit of a pain. There are some community tools that have been made to make this process easier, either by supplementing debug mode or directly reimplementing its features:
- UndertaleModTool's built-in Fancy Room Select script adds a menu that can be used to warp directly to any room in the game and has a search bar.
- Deltarune Debug Plus reimplements most known debug features (from Chapter 3 and 4 and the demos) across all chapters, including the 8-4 menu, which has a room select of its own (though with no search bar).
Manually enabling debug mode#
You shouldn't need to manually enable debug mode in most cases, but if UndertaleModTool's debug enabler script and/or the tools listed above aren't working for one reason or another, here's how to do it.
All chapters
- Edit
obj_initializer2's Create event to setglobal.debugtotrueinstead offalse.
Chapter 1
- To disable Dogcheck in debug mode, edit
scr_dogcheckto add the following code at the top of the function:
if (scr_debug())
return 0;
- Note that very few debug features remain in this chapter, so it might not obviously appear to be enabled.
Chapter 2
- Edit
scr_debugto actuallyreturn global.debug;instead of always returning zero. - Note that very few debug features remain in this chapter, so it might not obviously appear to be enabled.
Chapter 3
- Below the line you changed in
obj_initializer2's Create event, add a new line withglobal.chemg_show_room = 1;. This fixes a crash when loading boards. (The 1 can optionally be changed to a 0 to disable the room name display.)
Chapter 4
- In
scr_flag_getinside the functionscr_flag_name_get(), replace the first line of the function with the following. This fixes a crash when story flags are set.
var v = !variable_global_exists("flagname") ? "" : global.flagname[arg0];
Chapter 5
- Edit
scr_get_room_by_idto removenew scr_room(rm_blank, 50094),from the room list, as this room doesn't exist and will cause a crash when loading. - Edit
scr_saveto remove the block of code at the top that runs if debug mode is enabled, as it references the same nonexistent room and will cause a crash when saving. - Note that less debug features remain in this chapter than 3 and 4, but there is still more than 1 and 2.