WELCOME TO DELTARUNE. An Indie RPG made by Toby Fox.
Upon starting the game and selecting a Save File, you are instructed to make a character. Choosing the Head, Body, Legs, Like, Gift, Favorite color, Bloodtype and your own feelings on your creation. You name your Vessel, and then the Creator of the vessel. After this sequence, your vessel is discarded. It is unknown if these choices will come back to the future.
Currently, the only variable used here is the Creators name being the name of Castle Town. If other variables are used in the future, this segment will be updated to include more information.
Naming the Vessel after another character gives a unique response of "AN INTERESTING COINCIDENCE." Naming the Creator after another character gives the response of "HOW INTERESTING. YOU ARE ABOUT TO MEET SOMEONE VERY, VERY WONDERFUL." Naming both Vessel and Creator the same name responds with, "OF COURSE OF COURSE, OF COURSE THEY ARE THE SAME."
Naming either "Gaster" immediately closes the game, as per tradition in both Undertale and now Deltarune.
PROLOGUE
After waking up as KRIS DREEMUR, you are instructed to meet Toriel to go to school. You're free to rummage around Kris's home. Once done, go downstairs and through the door on the right. You will be informed on the way to school that Asriel will be coming home from college next week.
Once at school, you're taken to Alphys's classroom and you're free to talk to all your classmates, but only Noelle will progress the story. Telling her you wish to make a group of three will let her ask Alphys to have Kris join her and Berdly's project. Susie will then make her first appearance.
Follow Susie out of the classroom and to the Closet in order to obtain chalk for Alphys. You'll then find that in the closet is nothing, and after traveling far enough in, and attempt to go back, you'll be locked inside, and you're dropped to the...
DARK WORLD
After falling, Kris takes a moment to stand up, and your journey begins. Move to the right, and save at the White Star. These are save points. They'll become your best friends later on. Save Points restore all HP and allow you to pick up where you left off.

KRIS'S STATS:
HP: 90 | ATK: 10 | DEF: 2 | MAGIC: 0
WEAPON: Wood Blade (+1 ATK)
No Equipment.
Upon reaching this split

Head down and interact with a glimmer in the darkness.

This gives you a GLOWSHARD. This Item is worth 100
Dark Dollars, and grows more valuable every chapter. It can also be used to spare an upcoming enemy, Rudinn, at the cost of the item itself.
Continuing on, you'll meet up with Susie. She will reluctantly join your party!

SUSIE'S STATS:
HP: 110 | ATK: 14 | DEF: 2 | MAGIC: 0
WEAPON: Mane Axe (+1 ATK)
No Equipment.
Susie only has 1 spell, Rude Buster. This spell will be explained at a later date.
Survive the upcoming chase and then you'll find yourself at Castle Town. This is where you'll be able to have the prophecy read to you. Or, you can skip it and get a fast abridged version of this tale.
Once the Prophecy is taught, you are then put into a battle against LANCER.
* LANCER - 7 ATK | DF 1
* Not to call a spade a spade, but he's a spade. |
|
Lancer has few attacks, and it's virtually impossible to lose the battle, survive 5 turns or beat up lancer in order to win. (Fighting Lancer has no effect.) Lancer has 3 acts, CHECK, Warning and Compliment.
Checking gives information. Warning allows him to avoid taking damage from Susie, and Compliment gets different responses each time.
Compliment x1: Lancer will be flattered and lower his attack.
Compliment x2: Lancer will feel your compliment as insincere and raise his attack back up.
Compliment x3: Lancer's attack will go "Sideways" from not knowing if you're sincere or not.
Compliment x4 on: Lancer will "absorb your compliments into his skin" (No effect)
After Lancer's defeat through survival or fighting, Susie will abandon you, and in her stead, you will get Ralsei!

RALSEIS'S STATS:
HP: 70 | ATK: 8 | DEF: 2 | MAGIC: 7
WEAPON: Red Scarf (No Effect)
No Equipment.
Ralsei has 2 spells,
Pacify (16% TP), which allows
Tired enemies to be spared.
Heal Prayer (32% TP), when used, heals (Magic*5) HP to a selected target.
Continuing on, you will be prompted to start a tutorial on how battles work in depth. Skipping it has no consequences. After the prompt and or tutorial, you will recieve the dead weight known as the Manual.
A mostly useless item. Using it in the overworld will make "Kris's head spin from how dense it is."
Throwing it away multiple times will remove it from your inventory, and will give you a trash can in your room in future chapters.
Moving onwards to the right will take you to the Grand Door, and into the...
FIELD OF HOPES & DREAMS