the cutting room mirror

Unused Rooms

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This is a sub-page of Deltarune/Chapter 4.

To do:

  • Almost all of the rooms on the page need INFO.
  • There are some rooms missing from this list, such as room_dw_church_bellplay, room_dw_church_candlelighting, the room_dw_church_climbtut loop, room_dw_church_darkclimb
  • Way more old tile layouts - a huge number of Sanctuary rooms have them

Chapter 4 has a lot of unused rooms, mainly for testing features used in the Sanctuary maps.

Debug Rooms#

room_bullettest_new#

A room made for testing battles' bullet hell mechanics, might be supposed to work with room_battletest, which appears in all chapters.

room_debug_layeredLevelTest#

A test room to test out different layers of height. Presumably you were meant to be able to climb up the ladder, but it's nonfunctional. A variable can be seen on the top left checking if you're "climbing" the ladder. (0 if not, 1 if you are)
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room_debug_pianotest#

A test room to test the piano feature. You can't record when there is no sound. After recording you can save the left / right hands.

W: Toggle Recording

M: Toggle Sound : 0 (off) / 1 (on)

Left Hand: Z X C V B N

Right Hand: T Y U I O P
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room_debug_windowEffect#

A room full of windows! No collision and nothing that can be interacted with.
Deltarune_-_room_debug_windowEffect.png

room_dark_twostoryTest#

A room with ONE moveable platform. The bells reset the platform's location.
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room_darkness_example#

A room to test the darkness mechanics. Contains an NPC.
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room_darkness_example_2#

A room to test the darkness mechanics. Contains a couple of NPCs. One distorts the music and makes the screen wobbly.
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room_dw_3d_tower_test#

This instantly crashes on map load. Contains a climbing area.

room_lerptest#

A room that contains an object that tests linear interpolation ("lerp"), using the spade bullet and a repeating image of Kris in their chef minigame outfit as example images.
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room_lightworldTest#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What was this for?

Contains a tiny, vertically-looping copy of Kris and Asriel's room background.
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room_overworldDarknessBulletTest#

A test area with various overworld bullets that use the light/dark feature in Chapter 4. Debug sprites are visible for both the bullet spawners and bullets when in their intangible state. Watch on YouTube

room_overworldBulletEnemyTest#

Contains an object using the sprite for King's water tank (presumably meant to fire bullets at) that puts you into soul mode. Can walk off the left side of the screen, taking you out of soul mode and making the water tank disappear.
Deltarune_-_room_overworldBulletEnemyTest.png

room_ripple_test#

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room_rotating_tower_new_test#

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room_rotating_tower_new_example#

room_shapetest#

An empty room to walk around in. The map contains "obj_shapetest", but looks to have had its code stripped.

room_test_pianoGimmick#

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room_test_remotePiano#

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room_test_climb_new2#

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room_test_climb_cameratest#

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room_test_climb_0001#

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room_test_climb_enterexit#

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room_dw_titan_tower_test#

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room_gersonbattleroomtest#

This has an early version of Gerson's window effect in his battle. Outside of this, the HUD is disabled and Kris is invisible.
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room_vfx_tester#

A room with the Gerson Statue and some text related to frames. Pressing Numpad 7 or 8 will cause hit effects to play.
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room_dw_church_rippletest#

A room for testing the ripple mechanics. Has no exits. Room is normally completely black. Collision shown below.
Deltarune_-_room_dw_church_rippletest.png

Holiday Residence#

room_traintest#

A room testing an unused minigame where the player controls the soul and operates track switches so a toy train can reach the goal. According to Toby Fox in the Winter 2025 newsletter, he originally intended for there to be puzzles within the Holiday Residence, one of which included a toy train set, but after finding himself at a loss on how to actually implement the puzzle in a way that worked well enough, he realized it was a better idea to just focus on the atmosphere and not include any puzzles whatsoever.
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room_traintest_big#

A larger and more complex train set puzzle. Further evidence for this being intended as a puzzle for Noelle's house are the presence of the laughing Santas.
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room_lw_noellehouse_keyroom#

An unused room with an unclear purpose intended for the Holiday residence. Has working collision and an unfinished background sketch using the checkered tile template. There are four shelves/lockers in the background, an unidentifiable object on the floor with no collision, and five keys hanging from strings in the ceiling. The exit connects to a missing door in Noelle's house, so Kris appears in their default position, which is outside the bathroom.
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Dark Sanctuary - Original Non-Linear Version#

The Dark Sanctuary has a gargantuan amount of unused rooms, most of which are leftover from an early version of the area that was largely redone for the final game. According to Toby Fox in the "CHAPTER 3 and 4 LOOKBACK" section of the Winter 2025 Undertale/Deltarune Newsletter, the Dark Sanctuary was originally designed to be a "giant nonlinear interconnected dungeon", which lines up with the rooms left here.

Unfortunately, the Dark Sanctuary tileset seems to have been rearranged since these rooms were made, and some partially or entirely make use of the removed library tileset, making many of these rooms look pretty visually broken.

room_dw_church_intro3#

Crashes on load due to the left exit leading to nonexistent room_dw_church_intro4. Changing this to point to a valid room fixes the crash. The staircase has a placeholder prophecy on it, and is intended to loop infinitely until the prophecy text finishes appearing, however the loop never shuts off. This isn't the case in other rooms with this mechanic. Going left would lead to the aforementioned room_dw_church_intro4 which doesn't exist. Going right leads to room_dw_church_dark_fire_puzzle, though it likely originally led to room_dw_church_darkroom1_old, as it contains an exit back to this room.

room_dw_church_dark_fire_puzzle#

A straight hallway with a door in the middle. The door is invisible; the room has a tile layer with the removed library tileset called TILES_Door, which presumably contained the door graphics originally. Despite the name, there doesn't seem to be any sort of puzzle in the room, nor an obvious place where one would fit.

Going left takes you to room_dw_church_intro3, going up takes you to the Jockington prophecy room (which originally contained the "toothpaste boy" prophecy), and going right takes you to the room where Ralsei asks to be stepped on.

room_dw_church_darkroom1_old#

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Crashes when loaded due to the right door leading to the nonexistent room_dw_church_lantern1. It was likely intended to point to room_dw_church_lantern1_old before it was renamed, and changing it to this fixes the crash.

The room contains large candles that produce flame bullets which are supposed to move while emitting light, but the code for spawning their light objects was deleted and they never move due to their speed variable always being 0, making the room very hard to navigate. The right exit is blocked by a bookshelf, which must be removed by pressing a hidden switch near the bottom-middle of the room; this exit would lead to the aforementioned room_dw_church_lantern1. Going to the left takes you to room_dw_church_intro3, and going through the center door takes you to the Jockington prophecy room (which as stated above, originally contained the "toothpaste boy" prophecy).

Rooms surrounding this reference it without the _old suffix, which is not the name of a room in the final game.

room_dw_church_darkroom_old#

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Seemingly identical to room_dw_church_darkroom1_old, except the left and right exit objects are missing.

room_dw_church_lantern1_old#

Crashes on load due to the left door leading to the nonexistent room_dw_church_darkroom1. It was likely intended to point to room_dw_church_darkroom1_old before it was renamed, and changing it to this fixes the crash.

It is a long room with many windows. On the right side of the room is one of the same candles seen in room_dw_church_darkroom1_old, seemingly broken in the same way. In between each set of windows there is a door, though they are invisible in-game; the room has a tile layer with the removed library tileset called TILES_DOORS, which presumably contained the door graphics originally.

Going left leads to the aforementioned room_dw_church_darkroom1 which doesn't exist. All three doors along the top of the room connect to the room where Gerson breaks a prophecy panel, but they were likely intended to connect to an older version of this room, as it contains three corresponding entrances along its bottom.

room_dw_church_lantern1_old_old#

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Identical to room_dw_church_lantern1_old, except the candle uses a different object which produces flames that actually move! They bounce along the length of the room in an arc and deal damage on touch.

room_dw_church_gueitest#

Identical to room_dw_church_lantern1_old_old.

room_dw_church_lantern_hallway_old#

To do:
Replace the video with one that shows the room actually working correctly

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Crashes when loaded due to the exits pointing to nonexistent rooms room_dw_church_lantern1 and room_dw_church_darkbell. They were likely intended to connect to older versions of these rooms, and changing them to point to these fixes the crash. However, there is yet another crash shortly after loading caused by the prophecy panel and stair looper objects only checking for the room's original name; this can be fixed by changing obj_dw_church_legender and obj_cutscene_stairlooper's Create events to instead check for the _old version of the room.

The room is split into three sections which are intended to be accessed through three different doors in the preceding room_dw_church_lantern1_old. The left and right sections are square, and empty; the middle section contains a placeholder prophecy object which alternates which side of the screen it's on as the text appears. This section of the room will loop infinitely until the prophecy sequence finishes.

Rooms surrounding this reference it without the _old suffix, which is the room where Gerson breaks a prophecy panel in the final game.

room_dw_church_darkbell_old#

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A very empty room with a winding path leading to the right. Doesn't contain any bells, dark or otherwise. The bottom exit leads to the room where Gerson breaks a prophecy panel, but was likely intended to go to an earlier version of this room. The right exit leads to Gerson's study with a nonexistent entrance number of 1, so Kris appears at their default location, which is next to the save point.

room_dw_church_guei#

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An empty hallway. Seems to have taken the place of room_dw_church_darkbell_old at some point, as the exits are the same. Notably, going left takes you to the room where Gerson breaks a prophecy panel, in front of an door that faces up; neither the final nor early versions of this room have it facing right, implying there was yet another layout for this room at some point.

room_dw_church_stairs_stainedglass#

A room with stairs and some stained glass in the background. Exiting to the right takes you to room_dw_church_stainedglasspreview. Exiting to the left takes you to Gerson's study.

room_dw_church_stainedglasspreview#

A room with a long, empty platform, some pillars in the foreground, and a staircase off to the right in the background. Likely replaced with the room containing the Queen's Chariot prophecy panel, as this room is called room_dw_church_stairspreview internally and has a removed tile layer that shows a similar staircase in the background. What the significance of this staircase was, if any, is unclear.

Exiting to the left takes you to room_dw_church_stairs_stainedglass.

room_dw_church_stairs_topleft#

A room with stairs going left, containing another placeholder prophecy. The prophecy text shown will change after either this room or room_dw_church_stairs_topright has been visited once. Exiting to the bottom takes you to the top-left door of Gerson's study. Exiting to the left takes you to room_dw_church_librarybookenemy.

room_dw_church_librarybookenemy#

A room using the removed library tileset, so it appears pitch black. The name and layout imply it was an early version of the room where Bibliox is first encountered in the final game, although this version doesn't contain any enemies. Exiting to the right leads you to room_dw_church_stairs_topleft. Exiting to the left takes you to room_dw_church_bookenemywest. Exiting to the top takes you to thetop'' door ofroom_dw_church_bookshelfpuzzle1'', implying that room may have had an earlier layout where this door was on the bottom.

room_dw_church_bookenemywest#

An empty room. Exiting leads to room_dw_church_librarybookenemy.

room_dw_church_bookshelfpuzzle1#

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Crashes when loaded due to the two left doors targeting the nonexistent room_dw_church_bookshelf_npcroom. Changing these to point to an existing room allows the room to load. It also uses the removed library tileset, so the background appears pitch black.

This seems to be an early version of one of the puzzles where a bookshelf can be moved using a piano, but it's very incomplete. Trying to use the piano crashes the game due to no bookshelf ever being spawned for it to control. The room is split into two floors, with the second one containing a switch that spawns a second ladder and opens the upper door on the left side of the room. The switch can be pressed multiple times.

Going right takes you to the northwest connector room with a save point used in the final game, but with Kris in front of an up-facing door, implying it may have originally pointed left in an earlier version of that room. Going up takes you to the large bookshelf hallway used in the final game. Going into either door on the left would take you to the aforementioned room_dw_church_bookshelf_npcroom, which doesn't exist.

room_dw_church_bookshelfpuzzle2#

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Crashes when loaded due to the two left doors targeting the nonexistent room_dw_church_bookshelf_npcroom. Changing these to point to an existing room allows the room to load. Seems to be an earlier version of the left half of room_dw_church_bookshelfpuzzle1 which was later merged into that room. Unlike the latter, it uses the regular church tileset instead of the removed library one, and the top door functions by default (despite appearing blocked).

Going right takes you to room_dw_church_bookshelfpuzzle1 with a nonexistent entrance number of 3 (if on the lower floor) or 4 (if on the upper floor), so Kris appears at their default location which is next to the right door. Going into either door on the left would take you to the aforementioned room_dw_church_bookshelf_npcroom, which doesn't exist.

room_dw_church_swingingbell#

A room that was originally placed between room_dw_church_bookshelfpuzzle1 and the large bookshelf hallway used in the final game. Doesn't contain any sort of swinging bell, despite the name.

room_dw_church_tallbookcases_backup#

Crashes on load due to the upper climb exit targeting the nonexistent room_dw_jokeprophecy. Changing this to point to an existing room fixes the crash. The room also uses the removed library tileset, so it appears pitch black.

This room is an early version of the large bookshelf hallway used in the final game. The layout is different from the final version, with fewer, bigger indentations into the walls and the top door located further to the left. All doors in this room (with the exception of the aforementioned climb door) lead to the same rooms as in the final game, but based on exits defined in other unused rooms, it's likely that almost all of these were meant to lead to different rooms originally: down would have connected to room_dw_church_bookshelfpuzzle1, left to room_dw_church_lantern2, right to room_dw_church_slidingbookshelf, up to room_dw_church_smallbells, and the upper climb exit to room_dw_church_shelfclimb1. It's unknown if the lower climb exit would have connected to a different room or not.

room_dw_church_smallbells#

A small room containing four bells surrounding a doorway. The room contains the same objects as room_dw_church_bellplay, however the puzzle logic won't run here as it expects there to be five bells, and the door starts open anyway. Going down leads to the tall bookshelf hallway used in the final game, and going through the doorway takes you to room_dw_church_claw (which crashes the game).

room_dw_church_lantern2#

A room with some bookshelves and a strange blue box. Approaching the box will play a bugged version of the cutscene where the pieces of the piano puzzle leading to Jackenstein are discovered, which will crash the game if Susie and Ralsei aren't in the party. Going right takes you to the tall bookshelf hallway used in the final game. Considering all of this, it seems like this room was originally intended to contain the solution to the puzzle in room_dw_church_smallbells.

room_dw_church_claw#

Crashes on load due to the right exit targeting the nonexistent room_dw_church_dark_maze. Changing this to point to an existing room fixes the crash. This room contains the object for the cutscene that plays upon entering Jackenstein's room, where Susie asks Ralsei why he didn't say the piano puzzle solution and then he flips a switch which makes the floor collapse. This explains the random missing collider on the right edge of the upper platform; it's likely where the switch sequence would have occurred in an older version of this cutscene, but the final version doesn't line up correctly.

It also contains an object labeled as "light on head", which uses the sprite of the mouse bucket from Chapter 2. Interacting with this will place it on Kris's head, though it doesn't seem to do anything else, and won't light up the room even when it's dark. Considering the room's location and name, it's likely that this would have lead to where the ClaimbClaws are obtained.

The left exit leads to room_dw_church_smallbells. The right exit would lead to the aforementioned room_dw_church_dark_maze.

room_dw_church_shelfclimb1#

A room using that is a simple straight passageway. It uses the removed library tileset, so it appears pitch black. Going up takes you to room_dw_church_shelfclimb2. Going down takes you to the tall bookshelf hallway that comes after the first sliding tile piano puzzle in the final game, which at the time this was used, likely resembled an old version of said room which has geometry matching shelfclimb2. Neither version of the room contains the entrance specified here, though, so Kris appears in their default position at the bottom of the room.

room_dw_church_shelfclimb2#

A room with many bookshelves and a set of 2 ladders that you can walk down. Going down the ladders takes you to room_dw_church_shelfclimb1, going to the door at the top takes you to room_dw_church_npcroom_shelfclimb, going to the door on the left takes you to room_dw_church_offering, and going to the door on the right takes you to room_dw_church_stairs_west_bell.

room_dw_church_npcroom_shelfclimb#

A room with some bookshelves and nothing else. Based on the name it was likely meant to have an NPC, but no NPC exists. Going down takes you to room_dw_church_shelfclimb2.

room_dw_church_offering#

A long room with an unknown purpose. The name implies it may have been an early version of the room where you can throw D$ into a waterfall. Going right takes you to room_dw_church_shelfclimb2.

room_dw_church_stairs_west_bell#

A room with a long staircase. Going up the stairs shows a placeholder prophecy of the three heroes with an image of Temmie. Going left takes you to room_dw_church_shelfclimb2 and going right takes you to room_dw_church_bellsareawest.

room_dw_church_bellsareawest#

An interesting room containing an empty chest, two nonfunctional sprite graphics of Chapter 2's traffic switches, and a set of two ladders. There is a pillar visually splitting the path in two; coupled with the switches, it seems that there was intended to be some kind of puzzle here involving lowering or removing the pillar, but no functionality for this seems to exist. Going left takes you to room_dw_church_stairs_west_bell, going right takes you to room_dw_church_bellhall_west, and going down the ladders takes you to room_dw_church_slidingbookshelf.

room_dw_church_stairs_topright#

A room with stairs going right, containing another placeholder prophecy. The prophecy text shown will change after either this room or room_dw_church_stairs_topleft has been visited once. Exiting to the bottom takes you to Gerson's study with a nonexistent entrance number of 12, so Kris appears at their default location which is next to the save point. Exiting up the ladder takes you to room_dw_church_slidingbookshelf. Exiting to the right takes you too room_dw_church_poolsroom1.

room_dw_church_poolsroom1#

A room consisting of a grid of square holes in the floor, which were likely intended to be pools of water based on the name. Exiting from the top leads to room_dw_church_candlesroom1, which crashes the game on load. Exiting to the right leads you to room_dw_church_poolsroom1_east. Bottom leads you to room_dw_church_npcroom_pools1. Exiting to the left leads you to room_dw_church_stairs_topright.

room_dw_church_npcroom_pools1#

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A room with two wafer NPCs that connects to the south of room_dw_church_poolsroom1. Neither NPC has dialogue defined, so they will display placeholder messages. It uses the removed library tileset, so the background appears pitch black.

room_dw_church_poolsroom1_east#

A room that connects to the east of room_dw_church_poolsroom1. Consists of nothing but a large question mark made out of tiles. Seems not even the developers knew what was supposed to be here...

room_dw_church_candlesroom1#

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Crashes when loaded due to obj_church_candle_lightable not having a sprite assigned. Adding one fixes the crash. This is a dark room which contains a unique "candle lighter" enemy that shoots fire bullets, which can be used to temporarily light the candles seen in the background. Unfortunately, the room uses the removed library tileset, so lighting the candles mostly just reveals more blackness.

There is a door in between the two sets of candles which leads to room_dw_church_statueroom. Lighting all of the candles within 20 seconds will open an additional door to room_dw_church_solowaterfall at the northeast corner of the room, along with permanently lighting the candles and making the lighter enemy disappear. Exiting to the bottom takes you to room_dw_church_poolsroom1.

room_dw_church_solowaterfall#

An empty room containing a single hole in the ground with pillar graphics above it. Likely was intended to be a waterfall, based on the room name. Going down leads back to room_dw_church_candlesroom1.

room_dw_church_statueroom#

A room containing a statue on the wall. Exiting to the left takes you to room_dw_church_poolsroom2, and exiting to the bottom takes you to room_dw_church_candlesroom1, which crashes the game on load.

If flag 23 (set after obtaining the ClaimbClaws) is disabled, the ladder will be unclimbable although the animation will play. With the flag enabled, the ladder can be climbed and leads to a 3D rotating tower using the old climbing system! Standard overworld bullets appear throughout the climb with increasingly brutal patterns. Getting to the top doesn't take you anywhere, although it seems like it was intended to lead to room_dw_church_statueclimb based on the fact that it contains a door back to this room.

Note that the pillar graphics seem to have been overwritten with a wider version, as the objects wrapping around the tower don't look quite right - the base of the tower seems to show a small amount of what it originally looked like.

room_dw_church_statueroom_old#

An older version of room_dw_church_statueroom which has the 3D climbing tower in a separate room. Kris also gets stuck on the first frame of their climb animation for some reason, but the ladder otherwise works the same. Climbing it takes you to room_dw_rotating_tower. There is also a door to room_dw_church_statueclimb floating out of bounds, implying that this may have originally connected to it directly without the rotating tower.

room_dw_rotating_tower#

A room containing just the 3D rotating tower from room_dw_church_statueroom, with slightly different bullet patterns. It's impossible to move down for some reason, as this will just cause Kris to slide off the bottom of the screen without affecting the tower position/rotation. room_dw_church_statueroom_old links here, seemingly indicating that it was intended to be a part of the Dark Sanctuary layout before being merged directly into the room that connects to it.

room_dw_church_poolsroom2#

A second pool room. Exiting to the right leads you to room_dw_church_statueroom. Bottom leads you to room_dw_church_poolsroom2_south. Exiting to the left leads you to room_dw_church_slidingbookshelf.

room_dw_church_poolsroom2_south#

A small, empty room that connects to the south of room_dw_church_poolsroom2.

room_dw_church_slidingbookshelf#

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A room featuring an unused mechanic where you ride a moving bookshelf and dodge spade bullets. Going up the ladder takes you to room_dw_church_bellsareawest, going left takes you to the right entrance of the tall bookshelf hallway used in the final game. Going down after riding the bookshelf takes you to room_dw_church_stairs_topright, and going right takes you to room_dw_church_poolsroom2.

room_dw_church_statueclimb#

A room containing a winding path with a ladder going down. The ladder is visually attached to a pillar and leads to room_dw_church_statueroom, at an entrance which is located out of bounds. It seems like this was intended to be the top of the rotating tower in said room, but this was never properly implemented. An older version of statueroom does contain a door to this room though, but it's still placed out of bounds.

Going left takes you to room_dw_church_bellhall_east, and going right takes you to room_dw_church_statueclimb_npcroom.

room_dw_church_statueclimb_npcroom#

Yet another empty room that was apparently intended to contain an NPC based on the name. The left exit leads back to room_dw_church_statueclimb.

room_dw_church_bellhall_east#

A long, empty room that is decorated with bells at the top. Going left takes you to room_dw_church_bellhall_central and going right takes you to room_dw_church_statueclimb.

room_dw_church_bellhall_central#

An early version of the room containing the church organ. The organ can surprisingly be interacted with and played without crashing the game, although triggering the Piano that may not be played that well cutscene will lead to a softlock as the game tries to send you back to the final organ room, and playing any of the special melodies will crash.

Note that the room name, lack of bells at the top compared to the surrounding rooms (and empty Assets_1 layer for them to be placed on), and the presence of a bell puzzle in other unused rooms might indicate that this room originally contained another bell-based puzzle of some kind rather than the organ, but no remnants of this seem to exist if so.

The left and right exits lead to room_dw_church_bellhall_west and room_dw_church_bellhall_east respectively.

room_dw_church_bellhall_west#

A west counterpart to room_dw_church_bellhall_east. This has an extra door at the top which takes you to the room right before Susie gets the note sheet for the big piano from Gerson, but with a nonexistent entrance number of 4, so Kris spawns at their default location on the left side of the room. Going left takes you to room_dw_church_bellsareawest and going right takes you room_dw_church_bellhall_central.

room_dw_church_fountainconnection#

A room containing a 4-way split path with a staircase to the right. The staircase contains an object to make them loop infinitely, but nothing is present to make it shut off, so entering the stairs will trap you there forever. Even if you could reach the top, the only thing there is a strange door-like shape made from the center of the Delta Rune, indicating that this tile was likely overwritten at some point. The top path doesn't have a collider object at the end, so you can walk out of bounds.

The bottom exit leads to the middle door of Gerson's study. The left exit leads to the room where the Knight is first encountered in the final game. Based on the order of the object data though, it seems that this left door was one of the last things added into the room, after most other objects - this explains the seemingly useless right half of the room, and indicates that there may have originally been more things placed here that were later removed in order to convert this room into a temporary path from Gerson's study back to the entrance of the dark world.

Removed rooms#

Several of the early Dark Sanctuary rooms reference rooms that no longer exist in the files, seemingly having been removed or renamed:

  • room_dw_church_intro4: Referenced by room_dw_church_intro3. It likely became the room where Guei first appears in the final game, as that room contains an object called obj_dw_church_intro4_camera.
  • room_dw_church_bookshelf_npcroom: Referenced by room_dw_church_bookshelfpuzzle1 and room_dw_church_bookshelfpuzzle2. It likely became the room with the circle of wafer NPCs worshipping an Organikk, as this is accessed from the final game's bookshelf puzzle room and the bottom exit number matches up (but not the top, implying the room originally had a different layout).
  • room_dw_church_jokeprophecy: Referenced by room_dw_church_tallbookcases_backup. Likely contained either the Jockington or Toothpaste Boy prophecies as these are internally called joke1 and joke2. It's not clear what this room became in the final game though, as other unused rooms seemingly indicate that the Jockington prophecy room already had its final name by this point.
  • room_dw_church_dark_maze: Referenced by room_dw_church_claw. Possibly became Jackenstein's room, as that room contains an object called obj_dw_church_dark_maze_controller and is in a similar location.

Dark Sanctuary - Misc#

room_dw_church_chase_old#

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A long, empty room with an overworld bullet area in the middle. The room contains the cutscene object for when Kris and Susie first spot the Knight, implying that this is an early version of that room. Entering the room while the plot value is greater than or equal to 105 and less than 110 will cause the Knight to appear in the center of the room and play a bugged version of this cutscene when approached (surprisingly without crashing).

Exiting to the left leads to the first room of the Dark Sanctuary with a nonexistent entrance number of 2, so Kris appears at their default location, which is near the center of the room.

room_dw_church_bookshelfpuzzle#

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An old version of the first bookshelf puzzle room which contains three movable bookshelves instead of the final game's two. The blue bookshelf can't be moved though. Besides this, the telescope is missing, but the chest with the AbsorbAx is present and all exits lead to the same rooms as the final version.

room_dw_church_quicktest#

Deltarune_-_room_dw_church_quicktest_gallery.pngDeltarune_-_room_dw_church_quicktest_no_gallery.png

This room has no dogcheck. Room with a static camera, a small platform, and a prophecy called "GALLERY". You can walk around and the prophecy appears/disappears depending on where you're standing. Interestingly, the sprites for the animation of Undyne and Asgore trying to cut a hedge only for Sans to cut it into the shape of himself from the Spring 2024 issue of the Undertale/Deltarune Newsletter can be found out of bounds in this room on a layer titled "DEBUG_ASSETS". The unused object obj_bushjump will try to play the animation using some of the assets on the debug layer if placed in this room.

room_dw_church_ripplepuzzle#

Technically, this room is used for the cutscenes before and after the first darkness ripple sequence; however, the actual gameplay occurs in two separate rooms which the game switches between, and this area becomes entirely inaccessible once Gerson is met, leaving the rest of the room unable to be explored. Loading it with a higher plot value so that the cutscenes are bypassed reveals that it contains a unique ripple area not seen anywhere else in the game, implying that at one point it was intended to be explorable.

Note that the seemingly misplaced tiles on the right side of the room are in fact seen as part of one of the aforementioned cutscenes, although most of the tower is usually cut off by the edge of the screen.
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Second Sanctuary#

All of these rooms are missing the hue-shifting effect the final game has over the area, suggesting it wasn't implemented yet by the time these rooms were scrapped. More interestingly, many of them contain what appear to be remnants from an earlier draft of the story, in which Ralsei would be seen running ahead of Kris and Susie as they try to pursue him. In the final game Ralsei isn't encountered in the Second Sanctuary until the end of the Sound of Justice fight, and Susie is instead driven forward by attempting to search for more prophecy panels that depict her.

room_dw_church_b_intro#

A room that may have been planned to be the start of Second Sanctuary. Bears resemblance to the first room of the Dark Sanctuary.

room_dw_churchb_escherstaircase#

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A room with an M.C. Escher-esque staircase. Ralsei is pursued on the stairs. Both exits lead to the room where Wicabel is fought for some reason.

room_dw_churchb_prophecymaze#

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An early version of what became the GALLERY room in the final game. Crashes by default due to trying to access the sprites "spr_npc_organik_0_talk_baked"-"spr_npc_organik_3_talk_baked", which were renamed to change "baked" to "bake" in the final game. In this version the Philosophers are all awake instead of mostly being stone statues, prophecy images are placed around the room with a different style than that of the final game's, a chest containing a Scarlixir can be found in a similar position to the chest containing 500 Dark Dollars in the final version, and Ralsei is pursued through the room rather than Susie, with Susie calling his name twice throughout the room as Ralsei runs away. Both of the room's exits lead to themself for some reason, but this room likely took place after room_dw_churchb_escherstaircase.

room_dw_churchb_prophecymaze_old#

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An old, smaller version of the previous room that crashes by default for the same reason. The chest from the newer version is missing in this one. The left exit leads to room room_dw_rotatingtower_2, and the right exit leads to room_dw_churchb_escherstaircase, suggesting the newer version of the room was also supposed to take place after the echer staircase.

room_dw_rotatingtower_2#

A second rotating tower room! Unfortunately the climbing section is visually very broken, making it mostly unplayable. This seems to have been replaced with the room where Kris and Susie climb to escape a swarm of Titan Spawn in the final game. The bottom exit leads to the GALLERY room, and the top exit (which would be entered from the right) leads to Gerson's study.

room_dw_churchb_rotatingtower_old#

Crashes when loaded. Ralsei markers are present, indicating that he likely would have appeared in this room as well, but the cutscene object has been overwritten with the final version.

Third Sanctuary#

room_dw_churchc_titanclimb2_old2#

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Old Tile Layouts#

Several rooms in Chapter 4 had old tile layouts on hidden layers.

Holiday Residence Vents#

Old

Final

Basically every vent room for the Holiday Residence has an early mockup of the vents on a hidden background layer.

Dark Sanctuary Intro#

Old

Final

An early layout for the first room of the Dark Sanctuary. It is more blue than the final tiles, and has many more windows.

First Piano#

Old

Final

An early layout for the room with the first piano puzzle, looking very basic.

Post-Knight Room#

Old

Final

An early layout for the broken glass room after the Roaring Knight is spotted in the Dark World. Again it features very basic tiles, as well as a bookshelf and 2 windows.

Pre-Lower Left#

Old

Final

An early layout for the room right before the Lower Left save point.

Lower Left#

Old

Final

An early layout for the lower left save point room of the Dark Sanctuary, which was originally higher up than the final and also has climbing tiles. Objects for those climbing tiles actually still exist in the final room, and they take you to the Holy Watercooler room.

Green Book Room#

Old

Final

An early layout of the room with a green book where Ralsei asks to be stepped on.

Lantern Hallway#

Old

Final

An early layout for the room where Gerson accidentally breaks a prophecy panel. The tiles here are much more basic than the final, the carpet is blue and has no eyes on it, and the path leading to the two NPCs is slightly shorter, along with it having a different background behind them.

Jackenstein#

Old

Final

An early layout for the area where you fight Jackenstein. It uses a completely different style of the bookshelves, likely as a placeholder. The tiles for the climbing segment afterward are also completely absent, with only the platforms after the section existing.

Large Piano Book Room#

Old

Final

An early layout of the room right before where Susie gets the notes for the large piano from Gerson.

Gerson Notes Cutscene#

Old

Final

An early layout of the room from the cutscene where Gerson reveals the notes for the large piano to Susie. It is very similar to the final tiles, with the only difference being the missing square tiles.