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Part 2
Deltarune

Part 2

Complete walkthrough for Deltarune Part 2, including puzzles, boss strategies for K. Round and Susie & Lancer, and item locations.

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Complete walkthrough for Deltarune Part 2, including puzzles, boss strategies for K. Round and Susie & Lancer, and item locations.

Obtainable items: Four Dark Candies, Broken Cake, White Ribbon.

Seam's shop wares: Dark Candy (40D$), Darkburger (70D$), Spookysword (200D$), Amber Card (100D$).

Puzzle #1: Interact with the clock to start. Press the lit switches on the ground before time runs out. This requires positioning Ralsei to press two switches simultaneously.

Puzzle #2: Another clock puzzle requiring three switches to be pressed at the same time. You'll need Susie to complete this.

Puzzle #3: A box puzzle. Push both boxes onto the switches to progress.

Puzzle #4: This puzzle cannot be solved with your current knowledge.

Puzzle #5: Tiles on the Great Board will light up. Stepping on them teleports you to the beginning of the section. Move accordingly as tiles light up row by row.

Puzzle #6: Tiles will light up on separate columns. Move from one column to the other accordingly.

BOSS: K. ROUND (ATK 9 DEF 3)

K. Round Strategy:

Kris: Any weapon, White Ribbon, Amber Card.

Susie: Mane Ax, No armor, No armor.

Ralsei: Red Scarf, Amber Card, Amber Card.

You cannot defeat K. Round aggressively as it heals itself at low HP and increases its HP and ATK. Warning him is ineffective. Give Susie weak equipment as she is actively hurting you. Kris is the most important party member to keep alive as they ACT. Ralsei is useful for healing.

All of K. Round's attacks are simple to dodge. The goal is to get the crown off its head. Bow to loosen the crown by 15%, or Deep Bow (requires Ralsei) to loosen it by 35%. Keep ACTing until the fight ends.

[105] Forest

Bloxer: ATK 9 DEF 2. Rearrange correctly to make it SPAREable.

Rabbick: ATK 8 DEF 1. Blow on a Rabbick or blow on all Rabbicks (requires Ralsei) to make it SPAREable.

Clover: ATK 8 DEF 2. Talk to him about his favourite topics (trees, cute boys, sports) to make them SPAREable (some topics require Ralsei). Talking too much makes them TIRED. This is a one-time enemy.

Obtainable items: Revive Mint, Dice Brace, Ragger.

If you have the Broken Cake, take it to smith Malius at the Bake Sale to turn it into the Top Cake. Give the Top Cake to the Top Chef to obtain the Spincake (inferior, but important for later chapters).

In the room with the flying creature, after ringing the bell, go back to the start of the room to find Starwalker. Talking to it is important for later chapters.

Between Starwalker's room and the next, there's a small chance an extra room appears with a single tree. A man behind the tree gives you an Egg.

Bake Sale wares: Choco Diamond (40D$), Hearts Donut (40D$), Lancer Cookie (40D$) (Only one).

Hazard #1: Avoid spinning diamond chains.

Puzzle #1: First card puzzle. Input the combination shown. You can input Spades or Diamonds. Swapping turns all Spades into Clubs and all Diamonds into Hearts. Overflowing the puzzle resets it. SOLUTION: Spade, Diamond, Spade, Swap.

Puzzle #2 (Optional): Another combination is required for an optional path. The password is on the bottom of the room. SOLUTION: Spade, Diamond, Swap, Spade, Swap. REWARD: Dice Brace.

Puzzle #3: Deduce the answer by talking to Clover's heads in different holes and seeing the card colors. SOLUTION: Diamond, Swap, Spade, Diamond.

Hazard #2: Avoid Scissor Dancers by getting into the small holes in their formation.

Hazard #3: Avoid a Starwalker chasing you and shooting bullets. Ring the bell to clear the threat.

Hazard #4: Stand inside the innermost circle of a rotating diamond chain. The room will darken, revealing a tree with a switch. Press the switch to continue.

Puzzle #4: The Maze. Follow the path where Lancer DOESN'T go until the middle. Then, follow the path where Susie doesn't go. Hazards include Starwalkers and Scissor Dancers.

BOSS: SUSIE (110 HP 14 ATK 2-4 DEF) & LANCER (7 ATK 1 DEF)

Fighting Strategy:

Kris: Spookysword, Dice Brace/White Ribbon, Amber Card.

Ralsei: Ragger, Dice Brace/White Ribbon, Amber Card.

(Susie's defense depends on her equipped armor.)

Deplete Lancer's HP. Depleting Susie's HP makes attacks easier to avoid, but she recovers. Kris is the main attacker, Ralsei for support.

Acting Strategy:

Kris: Any weapon, Dice Brace, White Ribbon.

Ralsei: Any weapon, Amber Card, Amber Card.

Kris gets the most armor as they are fundamental for ACTing. Ralsei is only required for the final act. You can put Susie to sleep using Lullaby (requires Ralsei), but she recovers. Using Anything on her has no effect. Use Anything or X-Anything (requires Ralsei) on Lancer. On the fourth time, Susie will block the soundwaves. For the final act, you must down or put Susie to sleep.

[106] Card Castle

Rudinn Ranger: ATK 8 DEF 0. Convince makes it tired, Compliment (requires Susie) makes it SPAREable.

Head Hathy: ATK 8 D

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