Deltarune Chapter 5 Is Live: Full Walkthrough and Story Progression Guide
Chapter 5 is live in Deltarune, and the story picks up after the earlier releases. You can load up your existing save and keep moving forward—but for this run, I started fresh so I could track every new moment in order.
Deltarune Chapter 5 walkthrough
The chapter kicks off with Kris jumping into the room and grabbing the first heart. From there, head to the other room where your next task is to warm up a toast. Use the toaster nearby to start the process, then wait for ten seconds to finish the job.
Bring the honey toast to Toriel. After she shares a plan meant to surprise your brother, exit the area and head outside. Go straight, turn right, then take the path that continues to the right.
You’ll then hear a story about your mother’s love life—yes, really. If you choose to engage with the serious angle, the Flower King explains that her salary makes it difficult to keep things running. He also says he hopes to get his job back if things work out with Carol.
Proceed south, then turn right until you reach the school. Walk straight ahead to find a black door that leads into the realm. Inside, you meet Ralsei and Lancer first.
Enter the castle and solve a wall puzzle. The challenge is straightforward: focus on avoiding the bars as they come down. If you get stuck, your progress may reset partially or completely depending on how far you climbed. At the end, you’ll meet a mysterious character who promises help if trouble comes your way.
Once you’re outside the castle, you can stop by the store to grab what you want, and you can visit your recruits at the café. When you’re ready, head north and you’ll see Lancer again. This time, he asks you to design a dress for Susie. The options are broad, and there aren’t “wrong” picks.
Keep going until you reach Ralsei’s room with Susie. The room is empty at first, but Susie promises that Kris and she will fill it. At this stage, you can calm Ralsei by telling them to be themselves. Susie returns with a garbage bin, claiming it counts as the first furniture piece.
After everything is set, head back to the school while Susie tags along. Outside, Noelle is waiting for the two of you. After a quick exchange between Noelle and Susie, Susie asks you to act as the guide—and the pair follows your lead.
Continue along the southern route until you find Noelle’s dad working on Town Hall Decorations. Ask about Noelle’s mom to learn where she is.
Now head upward and look for the gate labeled “Festival.” If you go left, you’ll find the black gate is open—something that was closed earlier.
Go through the gate into a larger festival area. If you stay left, you’ll reach a stage hosting a comedy act. If you go right, you can vote for the Festival King and Queen. Keep moving right to exit the festival and head to the beach.
At the beach, Susie and Noelle share a memorable scene. It starts with Susie throwing Noelle’s phone, but the next moment turns surprisingly sweet. Still, Noelle is reminded by her mom that her father has fallen off a ladder. When Susie returns, Noelle is already gone.
Susie comes back with Kris, and Kris is left crushed. Susie goes inside to buy flowers while Kris dumps his heart—then retrieves it later as a Dark World begins forming at his father’s flower shop. Kris goes in after Susie pushes him forward.
Inside, Kris’ dad is speaking with someone. A sharp, humorous cutscene then introduces Flowery. He’s extremely close to Kris’ dad, and he makes a flower grow out of Susie’s hand.
As Kris’ dad vanishes, Kris and Susie chase him. Along the path, you’ll find four different wardrobes. The first three hold items that don’t help, but the fourth one hides Ralsei. Open it to recruit Ralsei. Continue onward to find Flowery again.
Talk with Flowery, then move into the next area to get your first battle. It’s an easy fight: defeat both enemies.
Next, travel south and take the left path. You’ll spot a treasure chest containing the Red Ribbon, which is a strong pickup early in the chapter.
Return to the prior junction and go right. To open the route ahead, push the block onto the switch. After that, you’ll reach a section where the block and switch are separated into two different zones.
Start by eating at least two Mushrooms. As you backtrack, one mushroom will drop.
Turn the block into a fox so it can chase the mushroom. Pick up the fox and drop it onto the section containing the switch. This unlocks the next part of the journey.
Follow the scissors next and take the upper path. For my route, I went left first and then up. If Kris touches the scissors, he takes damage. To avoid that, move right right after a scissor passes and follow its movement direction. Try to pause and watch the pattern before committing.
You’ll reach a locked door with two Floradinns positioned on either side. Defeat one of them to proceed. If you try to defeat the second Floradinn, Flowery joins in to help you win the fight.
Go through the door and you’ll find a watering can. This is a key item: it lets you grow grass and create walkable routes on marked spaces.
Use it first to reach the treasure chest placed in the middle of the scissors area. Open the chest to get Green Tea.
After that, head to the front of the gate. The enemies Flowery defeated earlier won’t attack anymore. Use the watering can to grow a walking path in front of you.
You’ll arrive at a spot where a Floradinn blocks your path. Grow a flower in each of the green buds using the watering can. Once the flowers bloom, the scissors will clear them—removing the Floradinn that was blocking the way.
In the next section, two sets of routes are blocked by grass figurines. You can clear both by growing the green buds with the watering can.
First, take the right-hand route. It leads to a room with a yellow pot and a large image hidden away. Use water from the pot to clear the grass and reveal Flowery’s face.
Interact with the vines and Flowery will appear. He leaves behind a treasure chest that contains the Thatchet weapon.
The other blocked route is the one you use to continue. It sends you into a fight against two Shearys. Focus on one at a time and try to reduce their offensive pressure, since they can be dangerous. When they’re down, continue along the main path.
Afterward, you’ll find a diner where Asgore (Kris’ dad) is being misled by Flowery again. Kris tries to speak up, but Asgore can’t hear him. Flowery instead offers Root Beer for free. You can also buy and sell items while you’re at the diner.
Next comes a hallway of doors connected by strings. Use the strings to create momentum and travel beyond the cliff edges. Take the doors located in the middle and lower layers to reach a treasure chest containing the Revive Mint.
Then use the rope-connected doors in the upper layer to reach a puzzle area made of platforms. The setup is simple: start the timer and stand on every glowing platform.
There’s a similar platform puzzle in the next room, but this time you need a fourth person to open the door. Susie runs past the floor spikes to find someone. As you and Ralsei follow, you’ll see Susie has found Flowery, who gives her something to drink. Ralsei handles the puzzle on her own, and then Susie tells a story about the Dark World.
Once the story ends, return to the platform room. This time, Flowery helps you—though he ends up taking over by solving the platform challenge with a skateboard.
When you reach the locked door, Flowery tells you to leave the area. Susie argues that you should pursue Kris’ father instead. If you try to run, Susie grabs you and refuses to let you go.
Now you track Flowery, who appears to be moving upward. You can’t climb the vines normally, but you’ll find mysterious structures you can interact with. First, go back to the spot where Flowery offered you an escape. Head left to the diner, then take the middle door.
Keep moving along the route, go right, and reach another watering can. Don’t escape yet—use the watering can to reveal as many paths as possible. Green Tea is also obtainable here. Near the Green Tea chest, you’ll find a torii gate with a rock-surface opening.
Use that opening to meet Aqua. She ambushes you; defeat her to unlock the ability to use the Petal Feather. Follow the linear route and you’ll reach the Feather itself.
This mysterious item lets you jump, and it also enables interactions that can reshape terrain.
Return to the original vine area after getting the Feather. Along the way, you’ll face Aqua’s Bullet Pattern attack sequence. Defeat it and avoid the flying blades.
Go to the room on the right of the original vine group and interact with the structure. Then return to the vine room—you’ll find the leaves have transformed into jumpable platforms. Use the platforms to reach the top and continue the chase.
Take the vine on the right side of the structure shown earlier, but switch forms first. You’ll find Asgore with Flowery. Even though Asgore finally notices Kris and his friends, Flowery tricks him and sends Asgore’s group to the Flower Castle. Flowery escapes while Kris continues pursuit.
From here, stick to the linear path. You’ll need to change form using the Petal Feather as needed, and you’ll run into two fights along the way.
At the same time, Aqua is seen arguing with another character about wanting a name that sounds like a human. As you follow the path, you learn more about Aqua and her companion, Seth. Eventually, you must defeat Seth’s Bullet Pattern.
The battle begins against a gigantic set of “specs” that throw swords. Your goal is to break the specs. Use an Act and aim at the middle. Then target the handles with your Act. Once Ralsei hangs from a handle, strike the middle again to deal damage. Repeat the exact process on the other handle, hitting the middle each time. After doing it a few rounds, Seth’s Bullet Pattern is defeated.
After the fight, you learn Seth and Aqua want something beneficial for Asgore. Continue forward along the linear route until you reach stairs leading toward the cliffs zone. There’s a shop here.
Next, go right and dash through the wheat while actively avoiding incoming enemy damage.
Follow the path, activate the mysterious structure, and jump across using the flowers.
Keep pushing forward while avoiding damage. Soon you’ll arrive at a spot with a few treasure chests.
The top chest gives you the Mistle weapon.
After that, go through the entrance shown earlier and climb upward using the plants you find in this area.
It can be a bit tricky. Eventually, you’ll reach a point where you have to activate a fan using your Act.
Activating the fan launches you, Seth, and Aqua upward. The next sequence is a battle where you must defeat the duo. Once the dialogue about friendship ends, get past them and take the stairs to reach the Flower Castle.
Inside, Flowery declares that he wants to keep Asgore. Kris refuses to accept the claim, and Asgore appears wearing kingly clothing. He pushes Kris and Susie into a portal and tells them not to return. Susie invents a “back door” to ignore that order.
As soon as they land back in the Dark World, they’re trapped in jail. The good news is that Aqua ends up trapped with them. She convinces Seth to open the door.
While escaping, Seth accidentally gets stuck inside the prison. The scene then shifts to Ralsei reuniting with Kris and Susie as they head to the café inside the castle.
Go inside the café and take the right-hand path. You’ll enter a room filled with Terracotta models (Terakotas). One model starts chasing you.
Head down the path behind the paper wall while escaping the flying swords. Soon, you’ll find Asgore frantically moving through scraps of paper.
Flowery arrives and blows the papers away with his wind, revealing information about the Dark World and how it originated. In the next room, you’ll find a locked orange door.
To open it, locate the orange key. Use the device beside the door to place the boxes properly. Then interact with the mysterious machine to change the terrain and obtain the key, allowing you to unlock the door.
As you continue, you meet an NPC named Orange. She tests you with boxing gloves, and the encounter includes some parkour elements.
Eventually, you reach the save point at the Second Diner, where you meet Green.
Go through the only door in the diner and you’ll find a pair of fox statues. Aqua is there too, demanding that three foxes be found.
All three foxes are located in the same room as Aqua. Go inside and you’ll see plenty of Terracotta figurines. One figurine attacks you—your choice is to fight or avoid it.
Move to the top-right corner to find another room where shapes shift behind a curtain.
Your job is to catch the fox and return it. Then go to the top-left corner to find a different room where the next fox is located. Finally, the last fox roams among the Terracotta models. Chase it in a way that makes it decide to flee the room.
After that, you face Aqua in battle—but it cuts off early. Keep moving right, then head upward. Be careful of the rotating blades; they can end the run.
As you keep rising, you encounter Aqua and Seth together. This time you must defeat Orange’s Bullet Pattern.
Start by using your Act on the large gloves as they appear. Then strike them with your sword to damage the “specs.” Repeat several times to knock out Orange’s Bullet Pattern.
Afterward, Orange appears and attacks. This one is harmless. Follow her deeper into the castle until she calls in Green.
When Green feeds Orange, a battle begins between you and the Green/Orange duo. You can’t defeat them directly because they always recover any damage taken. Instead, use Kris’ Act called GetAlong to build friendship.
Repeat that process a few times. Green approaches with a gesture of friendship, and once Orange notices, she ends the fight. From there, you move on.
When the battle finishes, Susie leaves the party to learn a new recipe from Green. While Ralsei searches for flowers, you can either take it easy as Kris or think about what’s next. Flowery then appears through the water to talk with Ralsei. Before he departs, he gives Ralsei free vouchers. Flowery rejoins Kris and Susie afterward.
Interact with the mechanism to cut through the growth blocking your path. You’ll find a giant water canister here, but don’t touch it yet. Go south, then take the left path.
Move through the sand and clear a few enemies that spawn. Keep heading left—there’s only one route—and you’ll meet Asgore and Flowery again.
Continue forward to find a new puzzle set. Slash the roses, but also protect yourself from incoming bullets. The safe approach is to remain in the center of the rings fired from the revolver.
Next, you’ll find flowers marked with an up arrow. Hit them to jump higher.
Once you reach the top, head left until you find a save point. You’ll also see two doors: one blue and one yellow.
Along the way, you’ll locate the second set of documents, which adds further context about the Dark World’s origin.
Since neither door is openable right now, proceed left to the next room. Use the flower to jump upward and you’ll encounter a new Bullet Hell—Yellow’s—featuring a massive revolver.
To defeat it, first dodge the bullets, then use your Act to knock it down. Once it’s down, you can damage it. Repeat the loop three times to clear the Bullet Hell.
Keep moving until you find the Yellow Key. This is where Yellow appears and tries to bring you to justice. Thanks to Susie’s quick thinking, you escape without harm. Return to the Yellow door with the key, where the Yellow NPC is waiting.
Once inside, the Yellow NPC says he plans to bury himself for what he’s done.
Take the left route to find two evidence pieces. The third one is near the small pond, and Aqua arrives with it.
After everyone believes Yellow has truly buried himself, Yellow returns and says he wants something worse instead. He heads to the next room. Follow the same pattern and collect the fourth evidence, which is located between Seth and Aqua. Then go upward and take the left path.
Eventually you’ll reach a moment where Yellow tries to blow himself up. Stop the process by destroying the gun—use your Act to bring it down, then use your weapons. If you destroy it, Yellow literally throws himself into jail.
Continue left to meet Blue. Follow the route you used earlier to rescue Yellow, then return to the Yellow-door room. Aqua announces that Yellow is now in jail.
Enter the Blue Room with Blue, then go through the next door to reach the Prison. Blue explains that he was tricked, and the two start a battle with you. However, it isn’t a typical fight: you solve cases instead of trading damage.
Here are the correct trial selections. If you’re short on Evidence, use Kris’ Act on Blue. If you have enough Evidence, use Kris’ Act on Yellow.
- Someone fell flat on the victim: Seth (Purple Book)
- Someone tore Yellow’s favorite shirt: Green (Yellow Shirt fragment)
- Green’s handkerchief was stolen: Aqua (Red Splatter)
- Yellow’s super secret special petals have gone missing: Blue (Blue String)
Yellow is shocked that Blue stole his special petals, and he decides to use the Revolver of Justice on himself. Blue swaps the bullets for flowers and presents a special bouquet to Yellow. Yellow stops the fight at that point, but Blue warns you not to try any tricks.
While Blue calls Susie, I chose to leave Kris behind with Ralsei. That’s when Flowery shows up again, hanging upside down from a vine.
Next, you can climb into the hot pool with Ralsei. The moment becomes intimate, but Susie ruins it. Continue past the pool to reach the second large scissor. Clear the blockage and you’ll be allowed to use the giant water canister.
Water the small sprout so it grows all the way up. Climb to the top and you’ll see Asgore talking with Flowery. When you start interacting with the surrounding NPCs, Flowery challenges you to defeat everyone present.
The first major boss clash involves Shinobeetle and Seth. To win, use Kris to Convince it to join your side. It won’t accept your request, but it does get tired. Then use Ralsei to Pacify it and complete the fight.
Next is Blue, Yellow, and their platform setup. Step onto a platform marked with Blue’s flower, and Yellow will shoot at you. Use the platforms to move left to right, then jump upward using the flowers. Keep chaining jumps to reach another set of platforms going higher. Be cautious of Yellow’s “Big Guns” until you reach the very top.
Then go through the door and dash through a platform section. Flowers are available to help you, but you still need proper timing to finish the challenge. Aqua throws blades at you, so avoid them as much as possible.
At the end, Seth ambushes you with three Shi enemies. First, use Intimidate on all three once they’re past 70% using Kris’ Act. Next, use Spare to finish all three, since they’ll run away and the battle ends.
After that comes Green, but he won’t fight. You also unlock a magical door that functions like a fast-travel option. Ignore it for now and keep moving right.
There’s a parkour-style climb here where you swing to reach the top. It can feel tough, but you don’t need Susie or Ralsei’s special abilities. Just focus on hitting flowers to gain height and keep climbing.
At the top awaits a triple Bullet Storm battle featuring Orange plus the remaining bosses. The plan is straightforward: dodge the attacks, use Acts to disable the Bullet Storm, and land as many hits as you can during openings.
Finally, you face Flowery after a short cutscene. This is the climax boss sequence, so it isn’t spoiled here. Focus on keeping your TP up and using Kris’ Acts whenever possible.
The battle itself is fairly direct and easy to understand. Victory depends on good timing for your attacks.
The fight becomes intense enough that Kris collapses. Asgore rushes in and reveals he has made a decision. He says all he ever wanted was to keep people safe, but the Dark World is turning into a serious threat.
That’s followed by a scene where Kris says goodbye to the flowers and attempts to seal the Dark Fountain. Something happens afterward, but it isn’t explained here since it isn’t tied to gameplay. After that, you simply watch what unfolds as the game transitions toward the ending and the premise for Chapter 6. One last warning: tragedy is waiting, and the next chapter can’t come soon enough.
