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Deltarune: Chapter 5 Walkthrough Part 2

Deltarune Chapter 5 Walkthrough

In our Deltarune Chapter 5 walkthrough part 2, it’s time to explore the Flower King’s dark world completely and get to the center of this mess.

Previously, Susie and Noelle’s date abruptly ended when Carol called Noelle to say that her dad had fallen. She immediately leaves, and when Susie decides to buy some flowers for her, Kris takes the heart, the player, out of their body and creates a Dark Fountain inside their father’s shop, which also resurrects Asgore’s best friend from the past, Flowery.

For more Deltarune Chapter 5 walkthroughs, check out our Walkthrough Hub here.



Exploring Flower King’s Dark World

Deltarune Chapter 5 Part 2
Flowery Talking To Ralsei.

After leaving the bushes, once Asgore and Flowery leave, continue moving left to find four wardrobes full of unnecessary things. From the fourth, Ralsei pops out and tells that Flowery stuck him in there since he didn’t want Asgore to see him.

Ralsei hates his guts, and learning this, Susie laughs and says when did he become so expressive. The conversation ends. Continue along the path to eventually meet Flowery, who is hiding behind a conveniently-shaped bush.

He greets the Fun Gang, but Ralsei and Susie are already annoyed. Flowery explains why he put Ralsei in the wardrobe, and then drops his old costume on his head; welcome back, Chapter 1 Ralsei. He leaves, and Ralsei tells Kris to hurry up with their exploration as the Roaring Knight might try to kidnap Asgore, just like they did with Toriel in Chapter 3.

The Garden of Hopes and Dreams

Deltarune Chapter 5 Part 2
Traversing Through The Garden Of Hopes And Dreams.

Move ahead, and The Garden of Hopes and Dreams will begin. It’s a reflection of The Field of Hopes and Dreams from Chapter 1. As you walk right, the garden will grow cherry blossom trees, and ahead, use the save point to save the game. Cross the lake with the bridge, and two Floradinn will ambush you.

Tip: If you need a refresher about the game’s combat, then follow this guide. You can fight, spare, act, use magic, and block enemy attacks. Unlike Undertale, Deltarune doesn’t have a hard-and-fast rule to initiate different routes (so far), and you can proceed as you’d like. Want to recruit the enemies? Then focus on sparing them. To do this, avoid their attacks and do specific acts to raise their mercy meter; acts are different for all enemy types, so you’ll have to experiment first. Once it reaches the required mark, you will be able to do it. You can attack them, yes, but knowing Toby Fox’s quirks, it’s better to spare them. However, there are some enemies, like bosses, that can’t be spared.

Deltarune Chapter 5 Part 2
Crossing The Bridge.

Floradinn shoots a bullet that breaks into multiple pellets. So, keep an eye on the initial bullet, then predict where they’re coming from. Either spare or defeat them, and continue the journey. Move south, then turn left to cross the bridge to find RedRibbon armor inside a chest. If you go south from here, then you’ll find two NPCs. Now, go right from the bridge.

Deltarune Chapter 5 Part 2
Fighting Flowadinns.

Three spikes will block your path. To deactivate them, push the stone on top of the switch. Check the board above to see Flowery and Asgore enjoying a cowboy show. Turn around and go right to find two spikes. However, the stone that is needed to deactivate them is protected by a Floradinn; it’s not hostile.

This part is tricky, as you can’t move the stone towards the switch. First, go south and bite the mushroom two times to grow it over your head. If you try to return to the Floradinn, then the tree’s bark will push them off your head. Suddenly, numerous foxes will appear, and one of them shapeshifts into that exact stone you can’t move.

The Shape-Shifting Fox.

When the stone-shapeshifting fox tries to eat the mushroom, press Z to catch it and put it into the switch section. With this, the path is now clear. In the next room, numerous scissors are cutting down infinitely growing flowers, and to get to the next area in the north, you will have to traverse through them. Wait until the scissors circle the corners, and then hurriedly move ahead.

There, you will find a huge locked door. Read the inscription on it, which drops a hint on unlocking it. We need to beat a Floradinn in “the manner befitting of a Flower.” Interact with the Floradinn on either side to initiate a fight.

Deltarune Chapter 5 Part 2
The Huge Door Locked Behind A Requirement.

On Kris’s turn, press Act and select “Show Love.” However, this turns into a blunder since the Fun Gang starts talking about how it’s impossible to flirt with someone they don’t love. The “Show Love” transforms into Susie’s idea. With this, Kris asks Susie to show the Floradinn her idea of love, but she’s oblivious to it. This option then turns into Ralsei’s Idea.

Select it in the Act menu, and Ralsei explains that love is like a flower, which fails to bloom in some seasons, but if you believe in it, it will blossom with more colors than a rainbow. This gets through the Floradinn, and it asks whether Ralsei can get it a gamer boyfriend. Startled, he says no, and the fight comes to an abrupt end.

Deltarune Chapter 5 Part 2
Susie Sharing Her Idea Of Love.

However, this doesn’t open the huge door. Susie asks Ralsei if he has any ideas, until suddenly, Flowery drops from the sky and comedically splats Ralsei. He decides to join our party, but Susie is against this idea; he joins anyway.

Flowery Joining The Fun Gang.

Only Ralsei’s hat remains. Interact with it twice to… make Flowery grow flowers on it. So, fight the other Floradinn, and this time, Flowery will take Ralsei’s place. As soon as the battle starts, Flowery says leave this to him. He jumps near the Flowerdinns, grabs them, makes them kiss, and throws them away.

Flowery Carrying The Flowadinns On His Arms.

The battle ends, and Ralsei manages to pop out of the ground. He’s rightfully angry at Flowery for doing this to him, and when he says, “You can’t have 999 in everything,” Flowery tells him to keep this conversation for later. He leaves, and now, turn left to find a save point and a box with infinite Flowery Dollars; it’s a fake currency.

Deltarune Chapter 5 Part 2
The Watering Can.

Go through the huge door to find a watering can. When Kris carries it, the path before the Fun Gang disappears. Plant all eight flowers near Kris. See the little markings on the empty path? You can use a watering can to grow grass on them and form a path.

Deltarune Chapter 5 Part 2
Sheary.
Note: With the watering can, you can unlock further paths in the rotating scisscors room. 

Now, return to the previous room and go right for another puzzle. This time, you have to guide the scissor to open up the next path. Ignore the first part, and go north to find the second bell. Ring it, and the scissor will come to the bush that blocks your path. Guide it by watering the green seeds, and as it follows the giant tree in the middle, which Sheary is taking care of, it will cut it. Sheary will get mad, and it’s time to fight them.

Deltarune Chapter 5 Part 2
Sheary Angry At The Scissor For Cutting The Tree.

You can either fight Sheary or use Kris’s Act menu and select SalonCut to bring up a circle that you have to cut. The cut’s accuracy defines the growth of the Mercy meter. Use the arrows to move the scissor, and press the up arrow to cut it. If done accurately, the Mercy meter will reach 100%, and you will be able to spare them; do it for both Sheary.

First, go through the newly opened area, and cross the speeding torii gate to reach a restaurant where Asgore and Flowery are drinking.

Deltarune Chapter 5 Part 2
Susie Chugging Root Beer.

“Call out to Asgore.”

However, when he says he heard someone, Flowery covers it up and puts noise-cancellation cups over his ears. On the other hand, the Fun Gang sits at the table, and for them, Flowery gives them a massive bowl of root beer on the house. Susie chugs it in one go. After that, save the game and move right to continue the story.

Most of the path is covered by immovable leaves. To remove them, go through the speed torii gates and collide into the leaves to break them. If you manage to run into a Netskie while breaking the flowers on the lower path in this room, you can use the Faker act and touch the fake bullets to increase its Mercy meter; one fake bullet increases it by 7%.

The middle path torii gate will lead you to a chest containing a revive mint. Now, circle the lower path and climb the staircase to reach the top level of this room, and rush through the torii gate to reach another puzzle. Press the button to start the timer, and stand on the highlighted platforms; Susie and Ralsei will help you. This puzzle will reappear, but this time, there’s an extra platform that requires another party member.

Deltarune Chapter 5 Part 2
The Platform Puzzle.

Surprisingly, the Fun Gang crosses through the spikes and finds Susie talking to Flowery. But before they can have a word, she slides down. However, she’s on a different path below, and to catch up with her, you’ll have to solve a puzzle—Ralsei will destroy it before you can do so. Move right and climb the staircase to reunite with Susie.

Deltarune Chapter 5 Part 2
Ralsei Destroying The Stone Puzzle.

Since the beginning, Ralsei regularly mentions that we can turn off Flowery’s voice lines in the menu, breaking the fourth wall. Susie is confused, and when Ralsei explains that he can see action buttons in his subconsciousness, she says she already knows about it. After Flowery takes Susie away (again), follow them to the previous room. It feels like Flowery has a hate bone for Ralsei, since he takes his place again by stepping on two platforms at once.

Ralsei angrily asks where he should go, and Flowery charmingly replies, “aside.” A gust of wind pushes all of Fun Gang away, giving him a chance to aura farm with his skateboard; he solves the puzzle alone. After that, Asgore arrives, and the Fun Gang is already hiding behind the bushes. He compliments Flowery’s skateboard act, and then gets pushed away with his skateboard.

Deltarune Chapter 5 Part 2
Flowery, Casually Aura Farming.

The door is now open. Go through it and follow the path to meet Flowery again. However, he shows us the path to the light world and asks us to leave since the Fun Gang’s presence is dangerously blooming in the garden. Everyone tries to explain that they have to close the fountain, but he’s persistent, saying that they already know how powerful he is, and they don’t have to worry about it anymore.

Deltarune Chapter 5 Part 2
The Pillar To The Light World.

Now, before leaving to fight monsters, Flowery tells Susie that her love will bloom with her courage, Ralsei that there are no hard feelings, and they are friends, but when it comes to Kris, he says they already know what he feels about them. He leaves, but the Fun Gang is also as persistent as him. They plan to bring Asgore to the exit.

Garden – Way Home

Carrying The Watering Can.

Save the game, and go through the speed torii gate to your left. This path will lead you back to the cafe where Susie drank the Root Bear. There, turn right and follow the next path above. You will find an empty watering can stand, and to find it, turn right and move north from the intersecting paths; follow this order:

  • Right
  • Up
  • Right
  • Up
  • Right
  • Up
  • Left
  • Up
Deltarune Chapter 5 Part 2
Talking To The Sword Monster Girl.

There are many hidden paths in the black areas, and watering them will lead you to a chest containing a Green Tea. Now, return to the initial empty watering can stand, and plant the path to its left to reach a torii gate. Go slightly above, and water the black area to your right to form the path to the next area. Place the watering can on the stand, and head inside.

As you go forward, someone talks to a monster, telling it not to let “them” go further, and protect the feather, as it will lead them to the next area. But when the monster asks why, the individual says that “he” told her. Suddenly, the individual goes away. Go ahead and talk to the monster. She calls the Fun Gang “Fellow Humans,” and wants them to play. Ralsei settles a deal that if they play with her, she will have to give them the feather. The monster jumps around in joy until it spawns numerous swords and aims at us.

Deltarune Chapter 5 Part 2
The Monster Girl Aiming Swords At Us.

Two Flowerdinns arrive and block Susie and Raslei, leaving us alone; it’s a one-versus-one. I would recommend sparing her.

When the fight begins, press Act and select Spin to raise the Mercy meter by 20%. Now, it’s time to dodge her attacks. First, she throws multiple blocks that transform into a sword. Avoid them by moving the heart around the box. Every Act can only be used once, and since you used Spin first, select Dance. The second attack creates two lines of swords, going back and forth. Place the heart in the middle of them to dodge the attacks.

Select Coolpose as the third Act. Her attack changes for the final time, forming a flower, and all of its petals transform into swords, spreading in multiple directions. When you use the final Act, the heart box becomes bigger, and she swings big swords around it, similar to Omega Flowey’s attack in Undertale.

The Monster Girl’s Final Attack.

After you survive it, the monster will call you boring for not being able to use magic, and the battle will end. With this victory, she keeps the end of her deal and lets us pass through the door containing the feather. Head inside and slide down the massive vine to enter the next area.

Garden – Shrine

Sliding Down The Vine.

Save the game using the save point. Turn right at the intersection and climb the staircase to find the Petal Feather inside. As soon as you pick it up, a gust of wind blows, and suddenly, everyone feels lighter.

The controls take a different approach. From here, drop onto the path below. You can now swing your sword regardless of battle triggers. It feels like a platformer, and now, turn right and jump over the platforms. Keep moving ahead to find an unreachable ledge. There is a tree near it, and by pressing C, you can now act and command your party members freely.

The Petal .

To reach the ledge, you can either select the green option on it to make Ralsei a platform or command Susie to cut down all the fruits, which eventually destroys the tree. Break the vines to clear the path, then continue moving right to find the sword monster girl again. She congratulates us on getting the Petal Feather, and to show us the ropes of Deltarune’s real-time combat, she spawns an enemy.

Ralsei Hanging On The Tree.

It’s simple. Avoid the projectiles, and jump-attack to hit the bullet pattern the monster just spawned. Repeat the process, and the battle will end. Go right and hit the statue to reverse the game into normal mode.

But before doing it, go right and interact with the green hook point through the act menu. Suddenly, Jackenstein will appear, grabbing Ralsei and comedically stretching him, which turns him into a platform. Jump on Ralsei, go right, and then break the bank on the rope to receive Flowery coins. Use the statue to reverse the game mode, and use the vines to go down.

Fighting Against The Monster Girl’s Bullet Pattern.

With that, you will return to the Way Home area. Go right while ignoring the blocked door, and you will find Asgore and Flowery having a conversation on top of the huge plant. Asgore asks Flowery if he has seen a dark river flowing out of the ground. Knowing he’s talking about the Dark Fountain, Flowery says that it might be a dream of his and changes the topic.

Asgore Talking With Flowery.

Go right, hit the game-mode changing statue, and climb the tree to reach Flowery. Use the Act button on available hook points to turn Ralsei into a platform, and then keep climbing the tree until you reach the top. Reverse the game mode using the statue, and climb the vine to reach the upper area. From there, you will be able to see the Dark Fountain, but it’s significantly far.

The Fun Gang At The Cliff.

Follow the path, and you will find Flowery and Asgore looking at the fountain. Susie calls them out, and Asgore asks what they are doing here. Flowery, annoyed, uses his magic to fly Asgore away, and tells Kris that he used to be a good kid. But since his father has seen the Fun Gang, they shouldn’t be allowed to see him ever again.

Flowery Using His Magic To Fly Asgore Away.

Susie tries to talk it out, but Flowery warns everyone that, if they take a single step forward, he’ll have to stop them. Kris, unfazed as usual, walks forward. With this, he asks everyone to meet him at the Flower Castle, where this world’s Dark Fountain is formed, and he leaves.

Cliffs – Beginning

Climbing A Vine.

A save point will appear. After saving the game, follow the path and climb the first vine. Pass through the speed torii gate to make a huge jump, which leads to the next path with three vines. As you climb them, Susie swears that they will find Asgore and then stop the Roaring Knight for good this time. Use charge jumps to skip the gaps, and at the top, drop into the hole.

Change the game mode using the statue, and as you move forward, you will hear the individual and that monster talking again. That individual, Seth, tells the monster girl that she’s Aqua, not Blue. After they leave, climb the ledges; use Act on the vines to make platforms. Here, you will have to fight numerous flying book enemies. Since they fly, jump, and then attack them.

The Sun Rising.

Keep maneuvering through the cliffs until you see a wind geyser. Stand on it to reach the top, and from there, you will slide down to the other end of this area. Susie talks about flowers that want to become humans; she finds this concept funny.

Attacking The Book Enemy.

After reaching the ground, go right and avoid the angry farmer; it can’t move. In the next area, use the statue to change the game mode again, and continue moving forward. However, if you collide with a red enemy, you will have to fight them in the usual way (turn-based).

The next area has a speed torii gate. Go through it, and jump across the massive gaps, then drop from the cliff to confront Seth and Aqua. Ralsei tries to be friendly with them, but Seth immediately initiates a battle.

Seth – Boss Fight

Seth’s Glasses.

Seth’s fight takes place in the real-time combat mode, where they summon glasses and Aqua throws swords. If they manage to go through the lenses, the swords are doubled.

Attacking Seth’s Glasses.

To defeat Seth’s glasses, press C to open the act menu and command Susie to use Rude Buster on it. When it weakens, command Ralsei to hang on its corner, which tilts the glasses towards Kris. Jump on Ralsei and repeatedly hit it until it breaks.

Seth’s Glasses, Destroyed.

Dodge the swords, and repeat the process to end this fight. Aqua asks the Fun Gang to join them at the Flower Castle, but it’s only a distraction. So, Aqua runs away, but when Seth tries to run, they trip. However, Ralsei helps them get up, and they leave, all flustered.

Cliffs – Continued

Deactivating Petal Feather.

With this, hit the statue to drop the Petal Feather’s effect, and ascend the stairs. This will take you near the Cliffs’ shop with a save point. Visit the shop if you want to buy armor/weapons, then move right to enter a hayfield. Traverse through it, but at the end, you will have to fight Kakaw.

The Hayfield.

Continue moving through the hayfield, and when you go through a speed torii gate, a Starwalker will throw its projectiles at you. Avoid them as you speed through the field. Now, use the statue in the next area to activate Petal, and jump across the gap with the golden flowers. Use the pinwheels to make the flowers move as you avoid Aqua’s swords. At the end, deactivate the Pe Feather with the statue and head inside the wind geyser.

The Starwalker Attacking The Fun Gang.

Above, climb the vines while avoiding the swords. At a platform, you will find numerous treasure chests, but only one of them is real. Check the image below for the real chest. Continue traversing the cliffs using the vines, and after reaching the top, go through the cave and activate the Petal Feather.

The Real Chest.

Head right to find Aqua and Seth. Again, they try to attack us. Avoid Aqua’s swords, and command Susie to hit the pinwheel to form a strong, upward gust of wind.

The pressure will elevate you to the top of the cliffs, but during this scene, dodge Aqua’s swords.

Flying Upwards While Avoiding Aqua’s Swords.

After reaching the top, save the game, and head right.

Cliffs – Below Castle

Seth Talking To Aqua.

When you reach the castle staircase, you will find Aqua and Seth above. Since they don’t have the means to climb the platforms, Seth asks Aqua to give them the Petal Feather. However, she tells them that she gave it to her “friends.” The Fun Gang arrives, and Seth tells her that they’re her enemies, not friends. When she asks if there is a difference, you will receive a dialog choice:

Saying There Isn’t A Difference Between Friends And Enemies.

“No difference.”

This prompts Aqua to bring out swords, and the real fight against them begins without gimmicks.

Aqua and Seth Boss Fight

Charming Seth.

Aqua has the sword, and Seth has the pen. Having individual health bars, you will have to balance your attacks. In the first turn, Act as Kris, select FlatterX, and use it on Seth. The Fun Gang bows their head and praises Seth’s IQ, raising his Mercy meter by 50%. However, knowing Deltarune loves to break the fourth wall, Seth grabs the 50% notification and throws it away.

First, Aqua attacks alone, using the sword lines, swaying up and down. Avoid them, and in the second turn, Act as Kris and select PoseX to raise Aqua’s mercy meter by 20%. Still, Seth will nullify it. For now, only survive the battle as nothing works on them, and Seth tells Aqua to use “that” attack.

Aqua’s Special Attack.

Now, heal the Fun Gang and wait for the duo’s next attack. When the box expands, the attack isn’t anything special. Simply avoid the duck she throws at you, and their turn will end. Seth calls it useless and asks Aqua to repeat the previous attack.

Aqua Flying Away.

On the next turn, use defend on all characters. Seth orders Aqua to use the same attack, but she says that it’s getting boring. Suddenly, she pushes Seth into our heart box and starts attacking. Dodge the swords as Seth stands in the middle. After it ends, Aqua flies away.

Seth’s Attack.

They’re alone now. Seth’s attack rotates the heart box and throws words from the book; avoid them by moving around. They’ll do it twice, and when Seth realizes they’re helpless, they call Aqua, and she takes them away. The boss fight ends.

Confronting Asgore

Flowery At The Flower Castle.

To reach the castle, activate the Pearl Feather from the statue to your left. Jump over the platforms, and before the final staircase, deactivate it using the statue. Head upstairs to enter the castle. Go left while avoiding the light pillar, and Flowery will welcome you to his castle. Susie stands up for Asgore and says that she and her friends want to save him.

But Flowery says that he’s saving him from his family, who brought him nothing but despair. His love for Toriel, Asriel, and Kris hurts him every day as he can’t meet them regularly. When Susie says he can’t just replace his family, Flowery says she should ask Asgore himself. He calls Asgore, and he comes outside in his shiny armor, which is similar to the one he wore in Undertale; Ralsei hides from him.

Asgore Pushing Kris And Susie Into The Light Pillar.

As soon as he sees Kris, he tells them to leave and pushes them and Susie into the light pillar. He’s also pulled into it, but when they return to the light world, Asgore remembers and tells them not to return. Susie tries to break down the door, but it’s locked. While she thinks, Kris tells her about the back entrance. This makes her realize that whoever created the Dark Fountain in Asgore’s shop, they might have used it.

She remembers seeing Kris behind the shop. Still, she doesn’t suspect him, and now, they re-enter the dark world.

Re-Entering The Dark World

Susie And Kris, Free From Jail.

Through the back entrance, Susie and Kris return to King Flower’s Dark World. Before they move, Flowery traps them in a cage. He says that every castle has a jail. When he leaves, eat the moss in the top right corner (repeating the cycle), and Flowery will summon more of it.

He leaves, and Aqua joins us in the jail. Susie befriends her, and moments later, Seth arrives. They try to tell Aqua that they’re her enemies, and to save her, she abruptly lifts the cage, freeing Susie and Kris. When Susie goes away, Seth comes to Kris and asks them for the reward, as they helped them in creating this dark world. So, Kris gives them a feather, but before they can hand it to them, Susie comes and takes them away. As Seth tries to pick up the feather, Aqua closes the cage and tells them to play there.

Aqua In The Jail.

And here, our Deltarune Chapter 5 Walkthrough part 2 comes to an end. We’re over the halfway point, and soon we will confront Flowery.

Check out Part 3 of our walkthrough for Deltarune Chapter 5 here!


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