This is a sub-page of Deltarune/Chapter 4.
Dialogue from Unused Rooms#
room_darkness_example#
* Having a pitch-back space is
great for us kids.
* Sometimes it's good to get your
freak out.
(first interaction)
* And sometimes... It's bad to
get your freak out.
(other interactions)
Dialogue for talking to the Rainy NPC.
* (...it's too dark to hear
anything.)
(first interaction)
* And sometimes... it's too dark
get your freak out.
(other interactions)
Interacting with the Rainy NPC when obj_followinglight exists in the room.
room_darkness_example_2#
* You would do well not to speak
to me again.
(first interaction)
* SO
* YOU HAVE DECIDED TO @#$% AROUND
* AND NOW YOU SHALL SEE WHAT
HAPPENS!
(second interaction, after this the screen starts to wobble and the music becomes distorted)
* WOBBLE IN FEAR, FOOLISH
MORTON!!!
(third interaction)
* sorry
(fourth interaction, after this the screen and music go back to normal)
Dialogue for talking to the Iconman NPC.
It's worth noting that the second line of dialogue that occurs on the second interaction doesn't fully play out in-game, due to the presence of the % character. The game's text system registers % as a skip command by default and can only disabled by adding a ` before it, of which this line lacks.
* (...? There's nothing here...)
(interacted with zero or one times)
* You, uh... feeling okay,
Kris?
(interacted with more than one time)
* (You hear only the faintest
murmur of embarassment.)
(interacted with more than three times)
Interacting with the Iconman NPC when obj_followinglight exists in the room. These are based on the amount of times you interacted with the NPC when the light didn't exist.
* Yes?
Dialogue for talking to the Purple Guy NPC.
UNUSED#
Another chapter, another extension of the UNUSED script's text, following along with Chapter 3's iteration. This time, it spans across 16 strings, from unused_0 to unused_15.
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(Source: Original TCRF research)
Prophecies#
Two prophecies go unseen in the final game. While the "snowflakes" prophecy is completely unused, the image for the "hammer" prophecy appears at the beginning of the 3rd Sanctuary in the room where several of the prophecies are spread over the background. Interestingly, a near identical sentence to the "snowflakes" prophecy was seen at the start of the Winter 2025 Undertale/Deltarune Newsletter.
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Text (JA) |
Graphic |
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Early Knight Encounter Dialogue#
Untranslated dialogue for an early version of the sequence where Kris and Susie encounter the Knight at the start of the Dark Sanctuary can be found in the Japanese language file. The object the text's ID says it was for, obj_ch4_DCA01_old, no longer exists.
* (Kris... that's...)
* Hey, you bastard!!
* Kris, after it!!
* We've got you now...!
Party Names#
scr_get_team_name is a script that contains each name you can choose for the party in Chapter 1, returning simply "Gang" if a name was never chosen. This script is called for some dialogue from Susie in the cutscene where Ralsei joins the party in the Dark Sanctuary, but due to a coding error the script can actually only return if the party's name was "The Fun Gang", and as such the other two names go unused.
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Unused Battle Ending Text#
This line is locked behind the variable gersonend in obj_battlecontroller being set to true, but this never happens. It presumably would have been used after finishing the Hammer of Justice fight, as Susie's healing power does in fact increase after that battle ends, but even if it were set to be used there, it wouldn't appear as the battle ends with a cutscene. This line wasn't translated to Japanese, suggesting it was scrapped before localization began.
* You won!
* Got ~1 EXP and ~2 D$.
* Susie's heal power increased!
lol#
A very fascinating and lore heavy bit of dialogue for the Elnina and Lanino rematch in Castle Town. It can only be found in the Japanese language file, where it's left untranslated.
* lol
Early Hammer of Justice Battle Text#
Only present in the Japanese language file is a duplicate of the encounter text for the Hammer of Justice Battle, but missing a closing bracket. Its text ID implies it was supposed to be alternate text for the start of the battle, potentially meaning the used encounter text was originally different.
* (The bell of justice rings...)
(ATTACK to show what you've got!
Additionally, slightly earlier text for Susie telling Kris they should attack is also present in the language file. This version is missing the asterisk and command to draw her face, along with having linebreaks that imply it was intended to be spoken by her when Gerson's turn starts rather than in the menu on her turn. (Hey Kris, if this
guy wants a haircut,
let's ATTACK...!)
Sound of Justice#
... Ralsei...
knows what to do...
... But we...
... We can't keep...
... We can't keep
waiting for him!
Not when the old
man's...
Trying to kill us!
Unused dialogue from Susie that was intended to appear in the Sound of Justice battle. The dialogue has been removed from the code, with it only remaining in the Japanese translation file. The first line of dialogue was likely intended to show at the end of turn 9 before Kris joins, as it is placed between the line for turn 8 and the line that shows each turn after turn 8. The last 4 lines were likely intended to show at the end of turns 10 and 11 after Kris joins, as it is placed after the lines for turn 9.
Noelle's Reaction to Chapter 4 Items#
Just like with Chapter 3 and some of the Chapter 2 items, Chapter 4 items have unique dialogue when using them on Noelle despite her never joining the party at this point of the game.
Item |
Character Given |
Noelle's Dialogue (EN) |
Noelle's Dialogue (JA) |
Note |
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Items |
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DarkerCandy |
Noelle |
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AncientSweet |
Noelle |
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Rhapsotea |
Noelle |
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Scarlixir |
Noelle |
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Heals 155 HP on Noelle and 5 HP on Kris. |
BitterTear |
Noelle |
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Armor |
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Waferguard |
Noelle |
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MysticBand |
Noelle |
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PowerBand |
Noelle |
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PrincessRBN |
Noelle |
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GoldWidow |
Noelle |
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Can't be equipped on Noelle. |
Weapons |
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JingleBlade |
Noelle |
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This is one of the two weapons both Kris and Noelle can equip, the other being BlackShard. |
ScarfMark |
Noelle |
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JusticeAxe |
Noelle |
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Winglade |
Noelle |
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AbsorbAxe |
Noelle |
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Noelle at the Cat Café#
When visiting Castle Town's café in Chapter 4, the owner's "recommendation" dialogue is updated to account for the café's new cat theme. Like in Chapter 2, this includes a unique dialogue string for Noelle despite her never being able to visit the café.
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Japanese |
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Sick As Hell Juice Combos#
Although it's impossible to see in-game, the juice combo that Alphys requests actually does have a name in the files, and is known as Dragon's Scar internally.
Additionally, if the player somehow makes an invalid juice combo, the game will return Bepis Brew as a failsafe. (This is programmed to show up if the juice is 100% full but somehow doesn't match any of the five valid combos. In the Japanese script this is left untranslated.) One could only wonder about the flavor of this mythical substance.
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Japanese |
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Early Prophecy Text In Order#
Found in an object named obj_dw_church_legender that appears in an unused room. It contains a whole bunch of strings related to the prophecy panels, though this one appears to have a definitive order, as well as the text itself being slightly different and containing a few grammar mistakes. The object is used to render cycling text in the aforementioned unused room.
IT STARTED ONCE UPON A TIME
A LEGEND SPOKE IN SHADOWD RHYME
OF LIGHT AND DARK AND LOVE AND HATE
THE HOPES AND DREAMS THAT GOVERN FATE
THIS WAS THE LEGEND OF <DELTARUNE.>
A WORLD BASKED IN PUREST LIGHT.
BENEATH IT, GREW ETERNAL NIGHT.
THE FOUNTAINS FREED,
THE ROARING CRIES.
THE TITANS SHAPE
FROM DARKENED EYES.
THE LIGHT AND DARK,
BOTH BURNING DIRE.
A COUNTDOWN TO
THE EARTH'S EXPIRE.
BUT LO, ON HOPES AND DREAMS THEY SEND.
THREE HEROES AT THE WORLD'S END.
THE GIRL,
WITH HOPE CROSSED ON HER HEART.
THE PRINCE,
ALONE IN DEEPEST DARK.
THE CAGE,
WITH HUMAN SOUL AND PARTS.
THE POINTY-HEADED ONE WILL SAY
"TOOTHPASTE", AND THEN "BOY."
HALFWAY MARK ATTAINED WITH ISSUES#
THE HALFWAY
MARK HAS
BEEN ATTAINED
WITH FEW ISSUES. THE HALFWAY
MARK HAS
BEEN ATTAINED
WITHOUT ISSUE.
Alternate versions of one of the lines that appears at the end of the credits. The code for these have been removed from the game, leaving them only in the Japanese translation file. It would have originally had 2 variations, one ending with "WITH FEW ISSUES" and the other ending with "WITHOUT ISSUE". Based on the PlayStation trophies for beating each chapter and how completing them with the Egg is considered an "issue", these may have been intended to show depending on if you got an Egg in one of the chapters.
Console Port Window Display Names#
While the console ports of Chapters 1 and 2, like the PC version, have their window display names correctly set to "Deltarune Chapter 1" and "Deltarune Chapter 2" respectively, the console port of Chapter 4's window display name is set to "Deltarune Chapter 1&2", a leftover from the Chapter 1&2 Demo. It's likely that the developers either didn't bother or forgot to change the title for the ports since it would never be seen anyway due to display names only being visible on the PC version. This is also the case in Chapter 3.
Unused Church Choice#
An unused choice within scr_text, Case 1250. It likely would have been used in an earlier version of Susie and Noelle's conversation at the church.
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