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Deltarunehas four chapters in total now, each with difficult fights, collectibles to find, and a whole load of regret in store if you didn’t take the time to try and 100% everything in the previous chapters.
While Chapter 1 has been out for almost 7 years now, there are plenty of things in it that you may have missed, namely an incredible healing item and some nice armor for the later chapters.

Deltarune Chapter 4: 100% Completion Guide
Strap in, this one’s a doozy.
I’ll be listing off every unique item you can find throughout this chapter, alongside giving you solutions to puzzles and problems you may encounter along the way, and a few strategies for bosses.
I’ll be assuming you’re trying to pacify and recruit every enemy in this guide,as going for the Weird Routelocks you out of a ton of stuff in Chapter 2, and I’d recommend that only on a second playthrough.

Glowshard #1
There isn’t much of note in the game for a while, as everything before this point is incredibly linear and narrative-focused, but as soon as you get into the Dark World, there’s something to find.
After a bit of walking, you’ll come across a path that splits off to the right and down. Go down first, which is where you’ll find a hole in the wall containing a GlowShard, an item that grows in value every chapter, so hold onto it.

There isn’t anything else particularly threatening, challenging, or confusing for a solid while, so I’ll see you again once you’ve made the pilgrimage to the Field of Hopes and Dreams.
Field of Hopes and Dreams
Now that we’re here, I’d like to quickly go over what you should be doing in encounters. Just like Undertale, every normal enemy in the game can be overcome non-violently, and doing so will grant you far more benefits.
That said, acting violently typically gets fights done faster, but you’ll lose access to that enemy later on, and your Castle Town will be far more barren and far less useful, except for a few enemies.

Most boss or mini-boss encounters can be taken on with violence with zero negative repercussions, though some others force you to pacify them even if you’re intent on killing everything, but there isn’t much reward.
You aren’t punished anywhere near as much for defeating enemies with violence, but you also aren’t rewarded at all for it in Chapter 1, with violence only increasing your HP in Chapter 2 onwards. This means I heavily recommend sparing everything, especially in the future.

You can do this quite easily in most fights due to having party members this time around. For example, with a Rudinn, you can convince them and then spare them with Ralsei in the same turn, so they don’t even get the chance to attack you.
Dark Candy
After fighting your first enemy and seeing Lancer, you can head down and grab a Dark Candy or two. These are basic healing items, but they get upgraded to Darker Candy in Chapter 4, making them heal a good chunk of health.
Broken Cake
After some more walking, you’ll come across this very triangular yellow man, mourning the loss of his cake. Interact with the cake to get the currently unusable Broken Cake, which will be incredibly useful later on.
White Ribbon
After you get more Dark Candy and solve the incredibly simple puzzle, you’ll come across a big room with a few different paths, but if you go down, left, and up, you’ll find a chest with the White Ribbon inside.
This is a very simple armor that gives you a tiny bit of extra defense, but it’s all you have at the moment. It can be fused into something great later on, and it gives Ralsei adorable dialogue if you put it on him.
There won’t be much to see for a bit, aside from a funny Lancer interaction and a puzzle you can only solve by going to the right and grabbing Susie, but then we run into Seam’s shop.
40 Things To Do To Prepare For Deltarune Chapters 3+4
I’ve explored every inch of Deltarune for years now, and every playthrough seems to get dark, darker, yet darker.
Seam doesn’t offer anything explicitly necessary, but if that Chapter 4 Dark Candy upgrade sounds good, this is your one chance to grab a stockpile of Dark Candies.
The Darkburger and Amber Card bothhave good fusion upgrades later, but Seam will sell them in future chapters, so you don’t need to worry about that at the moment.
You can grab the Spookysword if, like me, you feel the urge to hoard every unique piece of weaponry and armor in case it’s necessary later, and it’s particularly nice to have for the Chapter 1 final boss.
Aside from that, you’re able to sell off any excess items here, but be mindful of the GlowShard if you want to get your money’s worth. We’ll be coming back here later, so don’t worry if you’re strapped for cash.
Broken Key C
Before you step onto the Chess Board, head up instead, where you’ll find a puzzle you shouldn’t be able to solve, because it requires knowing the order of the rooms in Card Castle, which you go to way later.
That said, if you know that the code is Diamond, Heart, Club, Spade, you can get this early and save the headache of backtracking for every piece of the broken key later on.
It can be a bit tricky to input, but all you need to do is add a diamond, swap, add a diamond, add a spade, swap, then add a spade. There are a bunch of these puzzles, but this is the hardest one in my opinion.
On your way through the chessboard, after you decide your team name, you’ll find a puzzle where the ground is flashing white and sending you back. Just move two spaces at a time, onto the color you’re standing on, and you’ll be fine.
After that, you’ll encounter K. Round, a giant checker with thick thighs. Attacking doesn’t do anything here, as it’ll keep downing Almond Milk till you give in, so use deep bow every turn and only defend or heal if necessary.
You can dodge a majority of its attacks by staying in one of the corners, and when it jumps into the battle box, stay over to the left and try to be on the opposite side of it at all times.
After a while of bowing, the fight will end all on its own when the crown falls off and the piece rolls away, and you’ll promptly no longer have Susie in your party after this encounter.
Scarlet Forest
Around three rooms into the forest, you’ll come across these spinners that make a line of diamonds rotate around a circle, making you run around them to get wherever you need to go.
In the first room with these spinners, go up and to the left, where you’ll find the Ragger. This gives Ralsei +2 Attack, and given the Red Scarf does next to nothing for you, you might as well get it.
Dice Brace
After letting Susie and Lancer get past the first proper symbol puzzle, you’ll come across another one in the next room, where the symbols at the bottom tell you the solution is Spade, Diamond, and Club.
You can input this by putting in Spade, then Diamond, swapping, then adding Spade, then swapping again. Doing this grants you the Dice Brace, one of the better generic defense items in Chapter 1, with a nice +2 Defense.
In the very next room, you encounter Clover, and not the one from Undertale Yellow. The solution here has been scratched out, with very vague hints on how to solve it.
I love figuring out this puzzle, but if you just want to know the answer straight up, then input Diamond, swap, add Spade, then add Diamond to open up the gate and fight with Clover.
You can spare them rather simply by using Ralsei to talk about Sports, then talk about Boys, then Birthday, and you can simply use Ralsei’s Pacify spell to win the battle.
Now that we’ve hit the Bake Sale with a convenient fast travel door next to the save point, head up, and talk to Mallius, who will fix the Broken Cake we got earlier into the Top Cake.
Do not use this, even though it’s a great healing item. Instead, use the door to head back to the Field of Hopes and Dreams, then backtrack to the Top Chef, and speak to him to get the Spin Cake.
This heals significantly less than the Top Cake, but is still a damn good full party heal, and you can get a limitless amount of them, assuming the bug in Chapter 4 where he forgets to give you the cake again is fixed.
Once you’re back at the bake sale, you can buy one of every item there, if you find yourself particularly concerned about having one of every type of item, as these are unique and can’t be found in later chapters.
Revive Mint/Broken Key B
The first ReviveMint in the entire game is in the first room with the dancers, all the way to the bottom left, where you’ll find it in a chest. These become renewable in Chapter 4, but it’s great to stockpile them now.
After getting this chest, go back into the circle with the dancers right next to you, and walk against the southernmost part of it, to walk down a secret path that will take you to a chest containing your second Broken Key part and a Rabbick jumpscare, once again eliminating backtracking.
Starwalker
After you create a Machine to Thrash Your Own Ass, you’ll be in a room where a bird shoots stars at you. Promptly hit the bell, then go back where you came from to find the Original Starwalker, who shows up in every chapter.
If you want, you can also go out the right, come back in, then hit the bell on the left, which gives you enough time to interact with the bird and rob it of $40, for some reason.
Out the rightmost exit of the Starwalker room, you’ll be taken toa room where you go in circlesto reveal the solution. Instead of doing this, constantly enter and exit the loading zone to the Starwalker room by spamming left and right till you end up in a new location.
This isone of the infamous egg rooms, and the easiest one to come across. Interact with the tree’s leaves, then speak to the man, accept his offering, and you’ll have an egg in your Key Items, and be sent back to the Bake Sale.
Vs. Susie and Lancer
While getting through the forest maze is ridiculously easy by just going wherever Lancer and Susie don’t, their following fight can be a bit tricky due to Susie hitting like a truck if you get caught in her attacks.
There are two ways to win here. You can damage Lancer a ton, which causes Susie to force us to stop fighting, or you could constantly sing a lullaby to make Susie asleep the entire fight, then do X-Anything on Lancer.
Either way, you can dodge most attacks by hugging the bottom of the screen, and generally moving to wherever Susie and Lancer aren’t, moving in a circle when Lancer shoots at you, making for a relatively simple miniboss.
Deltarune: How To Find And Defeat The Secret Boss In Chapter 4
This fight isn’t going to go down without a bang.
Card Castle
Iron Shackle/Moss
As soon as you get tossed into prison, interact with the moss on the top right to eat moss, which is something you may do in every chapter, and no one knows why or what that will do for you down the line.
More importantly, interacting with the shackle on the wall gives you the IronShackle, a very good defense item at this point, giving you +1 Attack and +2 Defense, which is great on Susie, especially.
Broken Key A/Prison Key
After your emotional reconciliation with Susie, interact with the Elevator buttons again, then select “??????”, which will take you down to the basement with a very eccentric guy behind the door.
Accept his game, and then you’ll be tasked with repairing the broken keys. Luckily, we’ve got two of the three pieces already, so all that’s left is using the fast travel door by the castle’s entrance to go back to Seam’s Shop, and talking to him.
This gives you the first Broken Key piece, and since we have all three, you can head to the Bake Sale and let Mallius repair the full thing, making the key to unlock the basement door with that eccentric guy.
This guy is Jevil, an incredibly hard superboss, which I recommend fighting right before taking on the final boss, as you’ll want all the gear you can get to deal with him.
Dainty Scarf/Brave Ax
On the fifth floor of the Card Castle, you’ll have a save point, an easy elevator down, and an incredibly easy K. Round refight. But first things first, head into the shop to see Rouxls.
Here, you can buy the Brave Ax, a great damaging weapon for Susie, granting her +2 Attack, and the Dainty Scarf, which doesn’t give Ralsei any Attack, but gives him +2 Magic and a great boost to healing.
I’d recommend equipping both of these and grabbing some RouxlsRoux if you haven’t filled your inventory by now. On top of that, go backtrack to get the SpinCake again if you used it before this, as you’re going to need it.
Now that you’re all stocked up and geared out, head down the elevator and back to the ?????? floor, where you may interact with the door again, unlock it, and start your fight with Jevil,one of the hardest bossesin all of Deltarune.
First, you need to decide if you’ll be doing the fight with violence or mercy. Using violence will grant you the Devil’s Knife, a great weapon for Susie that grants +5 Attack, +4 Magic, and a discount on Rude Buster’s TP, which is incredibly useful in Chapter 3.
If you tire him out and then use Ralsei’s pacify spell to spare him, then you’ll get Jevil’s Tail, an armor for any party member that gives +2 Attack, Defense, and Magic, making it all around useful.
The fight is generally harder with violence, and I think the tail is just a bit nicer to have for most fights in the game, whereas the Devil’s Knife is okay for most bosses and reallygood on a single one, but gets outclassed later.
Once you’re in the fight itself, you should constantly keep Kris up at all costs, and remember that you don’t need to burn your ReviveMint here, as Ralsei’s healing spell and your other items can be used to revive anyone if they heal enough.
Constantly use Pirouette or Hypnosis whenever you’ve got the TP, but remember that Pirouette is a game. It could make the next attack hit like a truck, or heal your entire party to full, but it always makes Jevil more tired.
I recommend acting with Kris 100% of the time if possible, using Susie and Ralsei to defend or keep Kris' health up, and if you’re going with violence, do a similar strategy, but save your TP for Rude Buster.
If you’re out of items, you’re able to always gamble on Pirouette to try and get a heal or two. This fight is mostly learning the attack patterns and dodging, though, so it’ll more than likely take several attempts before you’ve won.
Compared to what you just went through, the battle against King is comparatively quite easy. Use both of the dual talking acts with Kris, which grants you the ability to use RedBuster and DualHeal.
DualHeal is self-explanatory, and RedBuster is an upgrade to the Rude Buster with the colors of the lesbian flag, as an extremely unsubtle hint. Like with Rude Buster, you should hit the interact button whenever the attack is close to the enemy for extra damage.
You are forced to attack during this fight, so it’s a good decision to switch Ralsei’s weapon to the Ragger, and use the Devil’s Knife if you chose to get that, and if you didn’t, equip Susie with Jevil’s Tail instead.
After enough attacking, you’ll be sent into a cutscene that changes slightly whether you used Mercy or Violence throughout the entire chapter, making this boss a simple case where you just hit the guy until you win. ensure to backtrack for some fun dialogue.
Light World
Visit Rudy
While a majority of the dialogue in Hometown isn’t necessary, I’ll go over a few that lead into future chapters. Namely, head into the hospital and speak to Rudy, who has quite a bit to say about you and Noelle, which continues especially into Chapter 2.
Visit Sans
Right in front of his shop, you’re able to speak to Sans. What you talk to him about doesn’t matter much, as no matter what, he’ll ask if you can hang out with his brother tomorrow, a continuing theme throughout all of these chapters.
Visit Alphys
Up in the alleyway to the right of Sans, you’ll find Alphys and hear about the cat that’s supposedly been drinking the milk she puts out every night, a plotline that continues throughout every light world visit.
Visit Mettaton
Next to Bratty’s house, you’ll find an oddly shaped home. Knock on their door twice, and it’ll get you somewhat acquainted with them, which leads to a rather important character resolution in Chapter 4.
Visit Asgore
Right next to that previous home is Flower King, where you can talk to Asgore, catch up, and feel a fair bit bad for him, being given flowers to give to Toriel, even though she clearly doesn’t want them.
ensure to head into the back while you’re here, and interact with the fridge, as opening it up will let you place the egg you got earlier inside, especially important to do now as this building becomes inaccessible later.
Visit Onionsan
Stand by the beach to the right of Asgore’s shop, and you’ll eventually have Onionsan pop up. This conversation leads to a pretty neat lore drop in the next chapter, but only if you talk to them now.
Visit Noelle
Near the gate just under the entrance to the Dreemurr residence, you’ll find Noelle waiting to be let into her home. Talk to her about Susie, tell her she eats chalk, then you’ll have an adorable scene to start the next chapter.
After that, everything else is optional, and when you head back home, you can go to bed, which will start the final cutscene. verify to watch to the credits to store your completion data, so you can continue to Chapter 2.