It finally happened. After years of staring at Toby Fox’s cryptic dev logs and wondering if we’d ever see the inside of Kris’s living room TV, Deltarune Chapter 3 dropped as part of that massive June 2025 release. Honestly, it's weird. Like, even for Toby, it's weird. If you're looking for a standard "walk right and hit things" experience, you're gonna be pretty confused.
Most people jump into this chapter expecting Chapter 2 vibes, but the game show structure changes everything. You aren't just exploring; you’re a contestant. If you screw up your "Rank" early on, you actually lock yourself out of some of the best gear in the game. I’ve seen so many players get to the end and realize they can't even touch the secret boss because they didn't take the "Physical Challenges" seriously.
Starting Out: The Game Show Chaos
Unlike the previous chapters, you don't start in the Light World. You’re dropped straight into the action. You’re in the TV World now, and the main antagonist is Tenna—basically the personification of the Dreemurr family's old cathode-ray tube.
The first major hurdle is the Legend of Tenna board game section. You’re forced to navigate a desert-themed board where you need to find three keys.
📖 Related: World of Warcraft Drama: Why the Community Never Truly Stays Quiet
- Key 1: Buy it in the shop. Just do it. It looks like a waste of points, but it pays off.
- Key 2: Drink the lake (yes, literally) and push the green cactus.
- Key 3: Give two "Q" items to the Sphinx.
While you're doing this, Susie gets a Power Croissant, which lets her pull up weeds. This sounds like a joke mechanic, but it’s actually how you farm points for the S-Rank. You want that S-Rank. It opens the door to the "S Room" in the lounge, which is basically the hub between rounds.
The Cooking Challenge and the Green Room
After the board game, Tenna throws you into a "Physical Challenge." You’re in a pyramid, and you have to cook for customers. It’s chaotic. My advice? Don't bother with Ralsei’s magic to heal here; just use items. You need to keep your popularity high by throwing dishes to patrons while avoiding the fire.
Once you survive that, you hit the Green Room. This is your breather spot.
Why the S-Rank Door Matters
If you managed to play well, you’ll unlock the S-Rank Door. Inside, you find Ramb, the bartender. Talk to him. He’s the key to the chapter's "hidden" layers. If you didn't get the rank, you can actually buy your way in with points if you talk to the NPC in the bottom corner of the break area, but it’s pricey.
Round Two: Kodakoda Island
The second round moves to a tropical setting. The goal here is photography. You need to snap pictures of "lovers" to open the Rainbow Bridge to Atlantis.
- The Raft: You’ll get a raft to navigate the waters.
- Heart Island: Keep going right instead of left. It’s a goofy little secret area with bonus music.
- The $9 Gift Card: Buy the Lancer gift card. Having the "round boy" in your inventory allows him to dig up a tunnel in the hot springs for extra cash.
How to Find the Chapter 3 Secret Boss
Okay, let's talk about the thing everyone misses. The secret boss isn't some guy hiding in a basement this time. It’s actually The Roaring Knight.
Wait, isn't that a scripted loss? Usually, yes. But if you follow these steps, you turn it into a winnable fight:
- The Shadow Mantle: You absolutely need this. To get it, you have to find a "Bonus Room" in the area with the quiz questions. Look for two green TV monitors on the back wall that look like a door.
- The Console: In the Green Room, use the S-Rank access to go "backstage." You'll find a console and a controller. You have to play a mini-game here that eventually leads to the Ice Key.
- The Transformation: After the Tenna fight, the Knight appears. Normally, he wipes your party in one turn. But with the Shadow Mantle equipped (put it on Susie or Kris), you can survive the hits.
You don't even have to drop his HP to zero. You just need to survive until he hits about 80% health. He’ll drive away, and you’ll get the Shadow Crystal. If you miss this, Seam in Castle Town will basically tell you that you blew your chance for the "full" set later.
Getting the Chapter 3 Egg
The Egg is a nightmare this time. You have to get caught in a specific, very short sneaking section. Most players try to be perfect and sneak through, but you want to get caught.
When the NPC asks where you were going, select "Nowhere." This teleports you to a glitchy room. There’s a puzzle there that looks unsolvable. The trick is to walk off-screen to the right—there's a hidden area you can't see but can interact with. Use the "Red X" (it's in your battle UI, weirdly enough) to trigger the man who gives you the Egg.
Actionable Steps for Your Playthrough
If you're sitting down to play right now, keep these specific goals in mind so you don't have to restart the whole 4-hour chapter:
- Prioritize Points: Don't rush the board game sections. Let Susie pull every weed you see. You need those points for the S-Rank door.
- Check the TVs: In the quiz section, hug the back wall. That Bonus Room is easy to walk right past, and without the Shadow Mantle from that room, the "secret" ending is impossible.
- Don't Fear the Knight: When the screen goes dark and the Knight appears, don't give up. If you have the Mantle, use Rude Buster constantly. Kris should focus on defending or using items to keep Susie's TP up.
- Talk to Ramb: Always check in with the bartender between rounds. He provides the context for the "original" game that Tenna is trying to hide.
The ending of Chapter 3 is a bit of a cliffhanger—Undyne actually shows up in the Dark World and gets caught up in the mess—but if you’ve secured that Shadow Crystal, you’ve done the heavy lifting for the "true" save file.