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These are other mysterious entities that show up around the world of Deltarune. They don't really fit into an allegiance with either the Light World or the Dark World, and may have their own goals outside of the central conflict.

As with the main page, all spoilers are unmarked. Due to the ties of various elements and cast members derived from Undertale and the game expecting you to at least have some familiarity with it, spoilers involving Undertale are also unmarked.

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    The SOUL 

The SOUL

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THEN, THE FUTURE IS IN YOUR HANDS.
"That's your SOUL, the culmination of your being! Within, it holds your WILL... your COMPASSION... and the FATE of the world."
Ralsei
The SOUL that drives and unites the Three Heroes in their quest to banish the Angel's Heaven. For one reason or another, this is the player's method of interacting with the world through Kris, the current vessel the SOUL inhabits. The SOUL effectively serves as this game's version of the Anomaly.
  • 11th-Hour Superpower: In the battle with Spamton NEO, the SOUL changes itself into the yellow SHOOTER mode, pulling off a Big Damn Heroes moment and doing the legwork for the rest of the battle.
  • Addressing the Player: Though you seemingly control Kris, you're really controlling the SOUL, which acts as the player's stand-in.
  • All-Loving Hero: A compassionate playthrough of the game results in this, which tends to run counter to Kris's mischievous and moody normal self.
  • Almighty Idiot:
    • Lured by whatever the mysterious VOICE was offering at the start of the game, you are told that you have no ability to make meaningful choices and denied your vessel. The SOUL is instead cast into Kris, and you are stuck with the game's established outcomes. On top of that, Kris can remove the SOUL from their body at certain moments.
    • Chapter 2 offers you the chance to take actions guaranteed to shake up the story, but you need to lack the moral restraint against doing depraved stuff like gaslighting and cold-blooded murder to follow the requirements. When Spamton projects onto Kris, he compares the situation to how he "LOST IT" when he "TRIED TO SEE TOO FAR."
  • Ambiguously Evil: Like Undertale, Deltarune questions the player's morality by scrutinizing how the player treats the beings of a world when free of apparent consequences. In Chapter 1, although the game railroads you away from meaningful choices, there are times when the player may fail to consider how uncomfortable Kris might feel when made to act certain ways. Still, it (usually) isn't out of malice and can only be deduced after the fact. The game downplays its moral significance by claiming to have only one ending, but it puts the player in the uncommon scenario in which the vessel the player inhabits is alive and aware of what the player does. The player's potential for kindness and cruelty is therefore put to the test. Chapter 2, more like the Genocide Route in Undertale, gives the player the ability to make extremely significant moral choices.
  • Ambiguous Syntax: Checking the reflection in the Dreemurr household changes from "it's only you" (in Chapter 1) to "it's what they call you" (in Chapter 2), emphasizing the nature of your control over Kris. This can make it difficult to tell who's truly being addressed during dialogue with characters that give tutorials and reference the nature of the game.
  • Anti Anti Christ: After making "CONTACT" with the VOICE (whose ID for printing their dialogue is 666 during the Vessel creation and 667 on the Game Over screen), the SOUL enters Kris's body to use Kris as a vessel. Despite being Lovecraft Lite, the SOUL can be a force for good and help the heroes in their journey to finally banish "The Angel's Heaven."
  • The Antichrist: The SOUL essentially becomes this in the Weird Route of Chapter 2. There, the SOUL manipulates Noelle, through her trust in Kris, into becoming a living weapon. Thanks to the alterations from the normal route, by the time the Fountain is sealed, Susie will comment that it doesn't feel like she and the others are heroes.
  • Anti-Hero: The SOUL can be anywhere on the spectrum the player chooses. It can be a Knight in Sour Armor, who constantly makes Kris be a bit of a jerk but still recruits Darkners, or an outright Nominal Hero who constantly beats the snot out of Darkners and treats their companions like dirt.
  • Ax-Crazy: If the SOUL so chooses, and fully realized on the Weird route of Chapter 2, though you are much more on the Manipulative Bastard and Sadist side of things. Manipulating and Gaslighting Noelle into doing the actual violence for you.
  • Big Bad: If the SOUL so chooses, and fully realized on the Weird route of Chapter 2, where the SOUL can make Kris do terrible things to Noelle including gaslighting, mental abuse, and eventually attacking Berdly. The outcome leaves her deeply traumatized and Berdly possibly dead, and the game heavily implies that even Kris is disturbed by what the SOUL made them do. This is reinforced by the chapter villains, as Queen more or less ceases to be the villain as nothing she did could even hope to compare and the King from Chapter 1 openly expresses disgust for your actions.
  • Big Good: If the SOUL so chooses, they can make Kris engage with and befriend others they wouldn't normally. While this delights their monster mother Toriel, the townsfolk who've known the human since childhood immediately pick up on the fact that something's suspicious about their actions.
  • Blood Knight: Seam tells you that taking on the Holders of the Shadow Crystals means facing enemies far stronger than the common foes you'll come across on the adventure, which is nothing but enticing to players looking for a challenge.
  • Blue-and-Orange Morality: The choices you make while controlling the party or going through the game's menus might baffle the world's inhabitants or intrigue the VOICE respectively. The latter finds your behavior interesting if you constantly copy the same files over and over, or if you repeatedly "threaten" to erase a file and cancel the effort several times.
  • Brainwashing for the Greater Good: It's hard to call the SOUL using Kris as their vessel anything but mind control, as Kris is aware of and displeased with their influence. However, outside of the Weird Route, that doesn't necessarily make it a bad thing. Kris on their own may be unwilling or unable to save the world from the Dark Fountains — or even actively planning something equally dangerous. On a more personal level, one could point to how the SOUL has forced Kris to be more social and lead them to making friends they themself actually care about (Susie especially).
  • But Thou Must!: Enforced. The greater forces at large have stripped you of meaningful choices, and thus you must abide by whatever occurs. The Weird route gives you the opportunity to weasel out of this situation...by manipulating events to turn for the worse.
  • Compelling Voice: Implied to be how the SOUL commands the other characters by using Kris as a proxy. Susie has to go out of her way to add a global Action to hers and Ralsei's menus and Noelle states she can still hear a voice ordering her even if Kris is knocked out during the evil version of their fight against Berdly. It is specifically noted it isn't Kris's voice telling her to fight throughout the chapter.
  • Contrasting Sequel Antagonist: For a Player taking the Weird Route. While the Anomaly of a Genocide Route was welcomed as a "partner" by Chara, who will wonder if they believe they are above the consequences of their actions and tries to oppose this by tainting future playthroughs, the SOUL of a Weird Route takes advantage of the lack of consequences to do as they please, and already had their control somewhat-opposed by Kris before the route.
  • Contrasting Sequel Main Character: In Undertale, it is much more ambiguous as to whether The Player is an in-universe character that controls Frisk like a puppet. Deltarune wastes no time establishing early on that the Player is a separate entity from Kris, that the SOUL is in your direct control as a result, and that Kris is not at all at ease about the situation.
  • Controllable Helplessness:
    • Once Kris throws the SOUL into the cage in The Stinger of Chapter 1, you can still move inside of it, but you can't escape.
    • Once Kris runs the tap in the bathroom in the ending of Chapter 2, you can shake their body around for a second before they kneel and manage to rip the SOUL out.
  • The Corrupter: A hidden route on Chapter 2 reveals that Kris isn't the only person the SOUL can influence. It can also command party members like Noelle, with much darker results.
  • The Corruption: While Spamton provides the means through the Thorn Ring, it is only through the Player's urging and planning that Noelle gains the will and strength to kill. Every SAVE point comments how both Kris and Noelle are feeling power, and even after returning to Castle Town, the SAVE point claims you can still feel it "in your hands".
  • Cosmic Plaything: From the setup for Chapter 1's demo, the terms and conditions require you to "ACCEPT EVERYTHING THAT HAPPENS FROM NOW ON". By agreeing to play the game, it's repeated that you can't make decisions to radically shift the story beyond slight differences. The Weird Route subverts this in the worst way possible.
  • Creative Sterility: You cannot make Kris play the piano via controlling the SOUL.
  • Curiosity Is a Crapshoot:
    • You may have a purpose for trying to exhaust all the possible choices and interactions, but it doesn't make sense to the world's in-game inhabitants. Repeatedly flushing the toilet or switching between entering and exiting the house will result in Toriel asking if Kris is feeling okay.
    • Reaching the superboss of Chapter 2 requires following the advice of a Treacherous Questgiver, and from Susie and Ralsei's perspective, it's just Kris deliberately getting themself into danger for little reason.
  • Egopolis: Ralsei's Castle Town is named after whatever you put as the "Creator's" name in the opening sequence.
  • Empowered Badass Normal: Kris doesn't have any supernatural or magical elements of their own as a human, yet thanks to your control, will get access to the Yellow SOUL shooter mode to fight Spamton.
  • Enemy Within: During the SOUL's possession.
    • Inverted with a pacifistic SOUL, whose moral and kinder tendencies guide a mischievous Kris into a more heroic archetype. Played Straight in the Weird Route as they become an outright demonic influence on Kris and Noelle, forcing the former to abuse their childhood friend and ordering the latter to kill their classmate, Berdly. If Kris runs out of HP, Noelle will refuse to escape with Berdly since she can still hear the commands, and after every turn, Kris immediately gets back up.
    • From Kris's end, it's Zig-Zagged, in the general sense that they're "enemies" due to the difficulties of Sharing a Body. When the SOUL is more in control during possession, Kris may show disagreement with their decisions by using monotonous delivery or body language to convey what they really feel and mean to others. But as creepy and inconsiderate as Kris can get, their actions without the SOUL's influence haven't been shown to be completely harmful to others.
  • Enemy Without: Whenever Kris manages to tear the SOUL out.
    • Kris has their own goals separate from the SOUL's agenda and always deems it necessary to forcibly retake control over their body to accomplish them. Whether it's to simply hoard their mom's pie to themself or to slash the tires on her car and create a new Dark Fountain in the house, they want to avoid risking interference from possession.
    • Inverted with a kinder SOUL. They are responsible for pacifist runs and can force Kris to act more personable and talkative than usual, something Kris detests at times. Downplayed if the Player executes the Weird Route; though they grant Noelle fatal spells, dramatically alter the events of the story and unnerve Kris, they are still susceptible to getting torn out and are not physically capable enough to cause further harm with such an abstract form.
  • Evil All Along: Taking the SnowGrave route in Chapter 2 recontextualizes the SOUL's actions in the rest of the game from benevolent to seemingly biding its time until it can affect things in a truly malicious manner.
  • Evil Feels Good: Spamton NEO's rant in the Weird Route accuses them as experiencing this, giving into their worst impulses and resorting to corrupting Noelle so they can experience a taste of freedom. The game gives opportunities for the SOUL to rub salt into the wound by intimidating Noelle when she's visiting her father in the hospital, in the event where this is well and truly the case for the Player.
  • Exact Words: The game's first chapter makes it clear that your choices do not and will not matter, never changing the outcome in any meaningful way. By Chapter 2, however, there is a way to change the context of the story's events in a much more significant manner, with Noelle's choices being the key. Your decisions may not matter, but everyone else's will.
  • Expendable Alternate Universe:
    • With multiple SAVE slots, consequences between different storylines never need to bleed into each other, allowing you to follow a Pacifist run in one file, a low-recruitment playthrough in another, and even relegating the Weird Route to its own slot without fear of it affecting another game. The VOICE practically encourages this, saying "PREPARATIONS ARE COMPLETE" upon making every file identical before completing Chapter 1.
    • An Inverted case happens with the Shadow Crystals. If you defeated them in one file but did not in another, you can still get their Crystals just outside of Castle Town in the hole to the left after finishing their chapter, at Seam's suggestion. You only need to fight them in one SAVE file to get their Plot Coupon and rewarded equipment, the latter matching the Pacifist or violent outcome.
  • Faustian Rebellion: The Weird Route of Chapter 2 is implicitly portrayed as this.
    • The Player is granted access to Deltarune through cooperation with the VOICE, who has some demonic themes and expresses great hope for "CREATING A NEW FUTURE WITH YOU", after depriving them of the ability to make meaningful choices. The SOUL, in turn, has the opportunity to make the most out of the limited possession they have over Kris and their friends, following a series of events that shift the story into an altered direction.
    • Spamton takes on a manipulative and complicit role as he offers to make Noelle stronger with the painful Thorn Ring. In exchange, the story takes an off-putting turn as Queen's mansion is overrun by him. The SOUL is prevented from sealing the Fountain by Spamton NEO as a consequence for executing the route, who is reveling in his control over Cyber World and intends to punish Kris for trying to put a stop to it. Despite his power, the Player's will overrides his ambitions by ordering Noelle to make quick work of him.
  • Featureless Protagonist: Exaggerated. You only input your name while the most visual basis you get is the red SOUL, which has no face, gender or backstory.
  • Gameplay and Story Integration: Since Kris and Ralsei are still in the jail cell while Susie and Lancer fight, the SOUL flies from the upper right corner of the screen where the cell is whenever it's Lancer's turn.
  • Good Is Not Nice: Even if you purposefully avoid becoming a Villain Protagonist via the Weird Route, you can still treat characters pretty roughly, influencing the heroes into beating the crap out of everyone and making Kris in particular do things they dislike.
  • The Heart: Duh. The SOUL is the one that keeps the Three Heroes together where Ralsei falters, and helps lead the team through Kris. More literally, the SOUL is the one that has to evade the spells and attacks of enemies, for if it gets hit, the targeted party member(s) take damage.
  • Heart Beat-Down: Of course what the human SOUL takes the shape of, and as Chapter 2's Superboss battle shows, has at least some its own unique modes.
  • Hello, [Insert Name Here]: The real name you give as the creator of the discarded "vessel" from the intro overwrites Kris's save file with yours. The game makes it clear from the start that the SOUL is meant to be your personal role, for better or worse.
  • Hijacking Cthulhu: Kris occasionally has chances to defy the player's demands, and even rarer, moments where they can tear the SOUL right out of their body to act on their own.
  • Horrifying the Horror: The potential harm you can inflict on Noelle unnerves the normally-stoic and creepy Kris.
  • Humans Are Cthulhu: In your eyes, you're just controlling your designated Player Character and trying to find the Easter Eggs in a videogame. To the inhabitants of Deltarune, you are an otherworldly being that made "contact" with the mysterious VOICE and was summoned to its universe, taking form by possessing Kris, seemingly against their will, so they can face off against terrifying Superbosses in the Dark World.
  • Immortality Hurts: With the ability to SAVE and return to certain points, you're able to retry bosses and areas that were tough enough to drain your party's HP. Getting past them is another matter entirely.
  • Innocently Insensitive: Even if you don't go out of your way to be malicious, the player is likely to compel Kris to act in discomforting ways. Your ability to tell what Kris wants is limited mostly to indirect signs visible after the fact. The conventions of video games leads one to take your control over Kris at face value and never consider their feelings at all. In particular, completing Spamton's sidequest will have you taking many bizarre actions Susie calls out as foolish, ignore signs Kris is afraid of Spamton, and end up traumatizing the kid by forcing them to face the chapter's superboss — all just to see more of the game and collect an object of completely unknown use.
  • Kick the Dog:
    • They can take the Manual from Ralsei and the Bouquet from Asgore and toss them from their inventory.
      • In the Manual's case, Ralsei tries to put it back in your inventory the first time, thinking it was an accident. After the successful second time, he just apologizes meekly and promises to make a better one.
      • Tossing the Bouquet (which you can do in front of Asgore) might use the text, "You threw the X on the ground like the piece of trash that it is", one of the usual phrases that can accompany the throwing away of any other item in the game.
        * You threw the Bouquet on the ground like the piece of trash that it is.
    • In the Chapter 2 Hometown Epilogue, if you went down the Weird Route, you have the option to visit Noelle at the hospital and reveal that it wasn't actually a dream. It can get worse if Kris is ordered to move closer, or if they confront her while equipped with her watch, further rubbing salt into the wound.
  • Knight of Cerebus: The SOUL becomes this in the Weird Route during Chapter 2, showing how dark of a path (that's even worse than the Genocide route in Undertale) the player can potentially take by emotionally manipulating Noelle to become a living weapon, killing everyone she comes across, including Berdly. All of the humor and lightheartedness in Chapter 2 is sucked dry when the SOUL manipulates both Kris and Noelle into this particular route.
  • Lovecraft Lite: The SOUL is a difficult concept for Deltarune's inhabitants to study and grasp according to one of the library books, and while able to warp the storyline into something else with the Weird Route, the SOUL has just as much potential to guide the heroes to the best outcomes possible. They also aren't immune to being torn out and sealed elsewhere whenever Kris has the opportunity.
  • MacGuffin: The only thing that can seal a Dark Fountain is a human SOUL. Because Kris is Hometown's Token Human, they're the only person with it.
  • Magically-Binding Contract: The terms and conditions before booting Chapter 1 only say, "YOU ACCEPT EVERYTHING THAT HAPPENS FROM NOW ON". Start playing, and the game proceeds to demonstrate how little your decisions matter during its opening sequences.
  • Make Wrong What Once Went Right: If the Player makes a choice that goes contrary to the Weird Route's prerequisites, the game accompanies it with a cheerful jingle as if expressing relief. This alerts you to what the mistake was, allowing you to reset to a previous state if you didn't mean to abandon the run.
  • Mind Rape: The player is a corrupting, abusive mental influence on Noelle in the Weird Route, and may even be outside of it.
  • Must Make Amends:
    • When trying for a different playthrough, a player could attempt a pacifist outcome after seeing the circumstances of the violent end for Chapter 1 and the low-recruitment epilogue for Chapter 2.
    • A player may choose to willingly abort the Weird Route of Chapter 2, with the option of either continuing with a normal run from where they left off or resetting to before the chapter's diverging point.
  • Nominal Hero: A more neutral run less focused on recruitments, while avoiding the sadism of the Weird Route, lets you guide the trio to their end goal of sealing every Fountain with a much less heroic slant.
  • Our Souls Are Different: While Ralsei refers to the SOUL as the manifestation of Kris's being, it is also responsible for damage the rest of the party can take. It can also influence other members like Susie and Noelle (to varying degrees of success), gets removed and placed back into Kris's body at their will, and is the key to sealing the Dark Fountains away. The most distinctive thing about the SOUL, however, is its nature as an entity separate from the body it inhabits. Being the Player's method of interacting with the world, it comes with its own modes without prompting from Kris and is able to alter the story with limited control through the Weird Route, much to Ralsei's brief shock.
  • Out-of-Character Alert: The SOUL's actions don't line up with Kris's, such as being terrible at the piano when Kris is a great player, or talking and being more sociable while under the SOUL's control. Several characters comment about it, but don't take it seriously. The Weird Route of Chapter 2 makes Noelle realize that something is seriously off about Kris and that nobody seems to notice, and the fact that "Kris" has been manipulating her into doing horrible things with a terrifying voice that isn't theirs does make her take it seriously.
  • Outside-Context Problem: The SOUL has abilities almost none of the other characters have for themselves, such as the Yellow "shoot 'em up" mode and the ability to SAVE. The first file you use actually overwrites Kris's, and Ralsei suggests you SAVE to take a break at the epilogue of Chapter 2, but nobody else is ever seen using it.
  • Pay Evil unto Evil: You have the option to order the beatdown of the more aggressive enemies, such as the holders of the Shadow Crystals. In the Weird Route, Spamton intends to get revenge on Kris for trying to seal the Fountain just when he's managed to take over Cyber World, and you in turn have to defeat him by summoning Noelle to finish him off.
  • Player and Protagonist Integration: A combination of different variations of this.
    • The SOUL takes the role of an Advisor to Kris, who had their own personality, life and free will until the start of the game. With its possession, they influence how Kris must act in situations, even if they do not enjoy said choices, as is the case with throwing away the Ball of Junk.
    • Both Kris and the Soul do not speak in the text boxes, and actions and the overall story are rather fixed. The ways that Kris can act and communicate carry an implication of their personality. Kris's personality in certain scenarios is usually up to player interpretation.
    • The player has a direct role in the story, being the Controller of the SOUL that is in turn possessing Kris. Kris is aware of this and, in the Chapter epilogues, removes the SOUL in order to act on their own.
    • The SOUL itself is a Featureless Protagonist, while Kris is effectively a Deconstruction by having their own lives beforehand. Checking the mirror in Chapter 2 reinforces the idea that You Are You, since the Flavor Text claims the reflection is simply "What they call 'you'".
    • There is also a subversion of An Adventurer Is You, as the character creation is immediately rendered void to be replaced with Kris. The element of a Karma Meter is also downplayed, yet still retains a part in the story.
  • Powers That Be: The forces behind the game have removed your ability to make meaningful, impactful choices in Deltarune's universe. In turn, the SOUL is also a "power" in this universe, being a possessing force that guides the heroes on their journey. You may not be that almighty, however, given that Kris can remove you from their body, albeit with some struggling.
  • Preferable Impersonator: Though many characters notice Kris's change in attitude when under the SOUL's control, from their perspective Kris is suddenly more kind and personable, so they don't want to look a gift horse in the mouth. Toriel makes many mentions in Chapter 2 that she's amazed Kris has spent a whole day with a friend.
  • Reading Ahead in the Script: In a meta sense, this is how one can describe the Player looking through the files of the game. Pulling things like the Weird Route off could have been discovered and executed after paying attention to the very specific actions you'd need to take, with almost no in-game indication of its existence. The game accounts for this, since there are a handful of messages intended for dataminers, and this lets you connect the dots between the "UNUSED" dialogue lines with the "FEAR" message at Spamton's shop that was apparently trying to "TALK TO YOU".
  • Reality Warper: Downplayed. Being a representation of the player, they exist in a different context than the rest of the characters, which allows them to do stuff like hear characters' Inner Monologues without their knowledge.
    • Aside from Undertale's Data Manipulation, your Time Master powers are greatly increased: Now you have three timelines at your disposal and you can not only Reset but also Overwrite and even Erase them. Keep in mind for the last one that Chara needed LV 20 to do something like that.
    • In Chapter 2, they take it a step further by trying to actively interfere with the game world in ways that shouldn't involve them, such as making Kris reply to Noelle's Inner Monologues and steering her out of her intended story path, as well trying to control Susie via a Dialogue Tree when she's having a private conversation with Noelle. Just like with Susie's prison sequence in Chapter 1, the latter fails, as Susie completely ignores the player's selected input, suggesting that the SOUL cannot easily interfere with the story without using Kris as an intermediary.
  • Ripple-Effect-Proof Memory: Whatever is going on in the world of Deltarune, the SOUL can say anachronistic things to Sans and Undyne that only make sense to Undertale players, such as greeting Sans like an old friend when you're meeting for the first time, or mentioning Alphys to Undyne when they've never met. An even more significant example is the SOUL using abilities from Undertale without being prompted, such as turning yellow during the fight with Spamton NEO.
  • Sealed Inside a Person-Shaped Can: For whatever reason, even with the reveals that you are not Kris and that Kris has enough agency to remove you, the SOUL seems to be bound to Kris's body and cannot inhabit any other character, along with being unable to directly influence Kris into going too far from their true character (whatever that "true character" even is). While at first it seems like a Sealed Good in a Can situation where you can't do much about the Ambiguously Evil Kris's actions after they rip you out and shove you in a cage, Chapter Two reveals you are equally capable of good and evil, with Kris themself expressing increasing frustration at the SOUL possessing them and seems to get unnerved by you taking agency to do something genuinely evil like corrupting Noelle.
  • Sentient Phlebotinum: It's a SOUL after all, specifically the player's. It can influence or if left loose outright brainwash those under its sway.
  • Shadow Archetype: Their choices are controlled by a higher power... just like how they control the choices of Kris.
  • Shipper on Deck:
    • The SOUL can force Kris to pursue relationships with any one (or all) of the other party members. If curious, the SOUL will learn through cross-examination of multiple choice questions and party member flavoured-tea, Kris seems to favor Susie. Picking either Ralsei or Noelle when asked by Susie who Kris would take to the festival at the end of Chapter 2 will result in Susie noting Kris gave their answer in a confused tone of voice, and if you choose nobody Susie complains about Kris staring at her.
    • Given a dark turn in the Weird route, in which the player makes Kris call Noelle something "more" than a friend and Spamton in turn will call Noelle Kris' "hochi mama".
  • Spacetime Eater: Three SAVE slots are available for you to duplicate, erase and transfer at your will, which is the equivalent to time manipulation in the logic of these universes. The VOICE hints that doing so is more than just messing with files.
  • Spanner in the Works: After locking into the Weird Route, Ralsei will ask if Kris wants to think about what Susie's doing with Noelle, and the game refuses to give you the option to answer. Ralsei is caught off-guard, and tries to ask again, but Susie ends up returning anyway. Normally, he'd be fine even if Kris answered "no", but the fact that he couldn't even prompt the dialogue option surprises him.
    Susie: Alright let's go!
    Ralsei: H-huh? What!? W-wait -- wait!? Wait, we were supposed to --
  • Split-Personality Takeover: The SOUL serves as this for Kris, though thus far, the reasons why are unknown.
  • Stalker with a Crush: The Snowgrave/Weird route has the SOUL force Kris to act as one towards Noelle, demanding Noelle ride the Ferris Wheel with them, having Kris declare that Noelle is something other than their friend, and forcing Noelle to wear rings, while Spamton NEO makes disparaging comments calling Noelle a "Hochi Mama" and "Side Chick" to Kris.
  • Superpowered Evil Side: Chapter 2 introduces recruitment, where electing to fight enemies instead of befriending them will lose access to their spot in Castle Town, but "make you stronger". It allows you to level-grind Noelle through the violent Weird Route, giving her access to its exclusive Thorn Ring to cast even stronger spells.
  • Supporting Protagonist: You are not Kris, who everyone focuses on as the protagonist and leader of the Three Heroes, but rather the SOUL inside Kris that lets the trio get as far as they do with none the wiser. Interestingly enough, this lets you follow Susie's perspective momentarily rather than sticking to only Kris all the time like with Frisk in Undertale.
  • Symbiotic Possession: You influence specific individuals in-game, this time a whole party instead of just one individual (to the point of following Susie when she's separated from Kris). However, your influence this time is more limited and fundamentally beneficial. Susie only seems vaguely guided by the player. Kris is far more susceptible to your control, but starts acting on their own (by defending Susie in a cutscene) more readily than Frisk did.note  Most significantly, you cannot make any of them but the Extreme Doormat Noelle kill people.
  • Technical Pacifist: Certain strategies may even use FIGHTing as buildup to sparing enemies, such as attacking the barriers Queen sets up. There's also the Yellow "shoot 'em up" mode that lets you counter Spamton's attacks without directly hurting him to increase his spare gauge.
  • Time Master: This time around, you have access to three save slots that you can choose to duplicate, erase, and bring to the next chapter with ease. It's implied by the VOICE, in the menu before Chapter 1's completion, that there's more to simply copying data, such as when they say "PREPARATIONS ARE COMPLETE" if you chose to make every file the same.
  • Tom the Dark Lord: An entity akin to the VOICE that has the option to either help save the world or corrupt it, named after anything you might go by. It's especially the case when going down the Weird Route.
  • The Unfettered:
    • A player trying to find anything and everything the world of Deltarune has to offer will inevitably risk the safety and will of the Delta Warriors.
    • Whether it's to get a chance at experiencing freedom in a world where "your choices don't matter", or simply because they wanted to see what would happen if they followed it, the SOUL executing the Weird Route classifies them as this. It's enough for Spamton to start drawing parallels with his own views by psychologically projecting his feelings onto Kris.
  • Unique Protagonist Asset: It's through your presence that the heroes are able to make decisions, take and avoid damage in battle, and seal the Dark Fountains away, the accompanying soundtrack for the last one fittingly titled, "YOUR POWER".
  • Unwitting Pawn: It's painfully obvious that you're being manipulated by several parties, but since we don't know what's going on and the game employs almost constant Railroading, there's really not much choice except let everyone and their mother put you on strings and hope for the best.
  • Video Game Caring Potential: You are the guiding force that is meant to direct and help the heroes on their journey, and although it's stated that you can't help by much, you still have opportunities to make your presence count.
    • Through trial and error, you can assess the dialogue and actions Kris would prefer to take in order to make them seem more in-character, or at the very least avoid putting strain on them with actions that go against their will. There's no real benefit to this besides letting Kris be themself while you're still in control.
    • As Kris normally isn't too sociable or nice themself, you can make them act much kinder during your adventures in the Dark World and across town.
  • Video Game Cruelty Potential: Along the way, you can also use your rather limited influence to cause the cast pain and trouble, with Kris's treatment being foremost. Then there's the role and character the player portrays during the Weird Route.
  • Wicked Heart Symbol: If taking a more violent approach and/or willing to go down the Weird Route, the SOUL assumes a more villainous role while keeping the simple form of a floating heart.
  • You Bastard!: During the Weird Route of Chapter 2, nobody is happy with the events caused by the Player's manipulation, as the narration always makes sure to distinguish the difference between Kris's voice and yours. Ralsei becomes shocked over what is "supposed to" happen, and even Kris becomes concerned with what the Player's doing, judging from their facial expression that Ralsei reads. This, as well as Spamton NEO's dialogue at Kris, avoids calling the Player out as an entity, but still manages to shame them indirectly.
  • You Can't Fight Fate: After finishing your Vessel, the game renders your choices void, tells you "nobody can choose who they are in this world", and puts you into Kris's role instead. This continues with superficial dialogue choices and the same outcome with different events during Chapter 1. The Weird Route of Chapter 2 allows the Player to Defy this, catching Ralsei by surprise at one point. However, this is primarily achieved through gaslighting Noelle through her connection to Kris and natural submissiveness and goading Noelle on until she starts causing lethal injuries against opponents, massively spirling events Off the Rails as a result. The Soul's choices don't matter, but through manipulating others with Kris as an intermediary, it can goad them into making decisions that do.

    The Voice 

██████

https://static.tvtropes.org/pmwiki/pub/images/voice.png
I HAVE SOMETHING. SOMETHING I WANT TO SHOW YOU. SOMETHING I THINK YOU WILL FIND VERY, VERY INTERESTING.

The disembodied voice who speaks to you during the openingnote , and the one who revealed Deltarune to the public. They will also host the file select screen if the game is closed and reopened during Chapter 1, but otherwise is completely absent from the game after the opening sequence. Everything presently known about them is littered with similarities to W.D. Gaster, the erased character from Undertale, although given they never bothered to properly introduce themself, who can say...


  • Being Watched: A two-way example between them and us.
    "HAVE YOU BEEN LOOKING FOR ME? HOW WONDERFUL. I HAVE BEEN LOOKING FOR YOU AS WELL."
  • Brutal Honesty: They (if it is them) make it very clear that your choices have little to no meaning as Deltarune is a linear story as opposed to Undertale being all about player choice, working to shatter any illusions the player may have by letting them create their character and then throwing it away the second it's done. Though Chapter 2 shows they were either lying or mistaken in the long run, or wanted to see how you would react to being told such a thing.
  • Call a Hit Point a "Smeerp": During copying, overwriting, and erasing save slots.
    • Copied save files are said to "CONFORM TO THE REFLECTION" of the data you use. Trying to copy a file onto itself fails since "IT IS IMMUNE TO ITS OWN IMAGE", while successful copying renders the file "SUBSUMED". Attempts to duplicate an empty slot results in the Voice calling it "BARREN".
    • Erased save files are deemed "DESTROYED", and deciding against it states the file was "SPARED".
  • Caps Lock: They have a habit of speaking in all caps.
  • Character Catchphrase:
    • When the voice gets an answer to their questions, they responded on two separate occasions with the phrase, "EXCELLENT. TRULY EXCELLENT."
    • They additionally use variations of "VERY, VERY, INTERESTING.", a phrase originally attributed to W.D. Gaster in Undertale's hidden Entry Number 17. It was first used to describe Deltarune itself on Twitter before the release of the game, and a variation is used to say that you are about to meet someone "VERY, VERY, WONDERFUL." if Kris, Susie or Noelle is entered as your own name after creating and naming a vessel.
    • If you load Chapter 1 after starting but before clearing it, an unique file load screen appears. Repeatedly copying and deleting save files just to cancel it after the tenth time has the voice reply with "VERY INTERESTING".
  • Deadpan Snarker: Enter the same name both times in the opening, and they will have this to say.
    "[name]." OF COURSE OF COURSE. OF COURSE THEY ARE THE SAME. "[name]."
  • Failed a Spot Check: Apparently they never bothered to find out if "C" and "D" were real human blood types. The fact that the Voice is somehow tied to Doctor Gaster does not help their case.note 
  • Game-Over Man: The voice is the one to ask if you want to continue if you die in Chapter 1, and they are the one to respond if the player refuses to continue.
    THEN THE WORLD
    WAS COVERED
    IN DARKNESS.
  • Gentleman and a Scholar: Although the "scholar" portion is debatable due to their Secret Identity, they are undoubtedly polite to the player, thanking them for their time and expressing optimism regarding their participation in DELTARUNE.
  • Hostile Show Takeover: They introduced themselves by hijacking the official Undertale Twitter account to announce Deltarune. They would do this again years later for Chapter 2's release.
  • The Idealist: They carry a subtle tone of optimism in certain portions of their dialogue, telling the player that they look forward to creating a new future — a future that they believe is in the player's hands.
  • Intrigued by Humanity:
    • They're glad to be searched by the playerbase, and have been planning on finding an opportunity to seek them out in kind, to present Deltarune. The game going by the title of "SURVEY PROGRAM" hints towards additional motives behind this.
    • When choosing to copy and delete SAVE files, they'll be fascinated by the display of certain behaviors, such as a tendency to constantly duplicate the same files, or if the player repeatedly "threatens" to delete a file before deciding against it.
  • "It" Is Dehumanizing: During the faux Character Customization, they insistently refer to the vessel as 'it' instead of the singular gender-neutral 'they'.
  • Leitmotif: "ANOTHER HIM", which uses a variation of the eight-note melody used in "mus_st_him", which is more commonly known as Gaster's Theme.
  • Long Game: In their tweets, they state that they've been waiting a long time to do... something.
  • My Name Is ???: When they hijacked the Undertale Twitter account, their identity was redacted into six black boxes.
  • Number of the Beast: The game uses the ID 666 to print their dialogue during the Vessel Survey and 667 on the game over screen. Same as in Gaster's Entry #17 back in Undertale. The final suspicious lines in the Survey use ID 2 instead...
  • Ominous Mundanity:
    • Their choice of vocabulary and the words associated with their sequences tend to be quite foreboding. They introduce Deltarune as a "SURVEY PROGRAM" and are eager to form a "CONNECTION" with you.
    • They describe the manipulation of SAVE files in an unorthodox manner. Most notably, if you make it so that all the Chapter 1 files have become identical to one another, the Voice remarks:
      "PREPARATIONS ARE COMPLETE."
  • One-Steve Limit: One of the most blatant signs they're connected to Gaster is how they react to his name. Name your vessel after Gaster, and the game resets, just like it did in Undertale. Name yourself after Gaster? The game will close and kick you to desktop.
  • O.O.C. Is Serious Business: How abruptly everything we know about them changed when they reveal the player has no agency and they're going to discard the vessel they just created has lead many to suspect that something isn't quite right, but it's still anyone's guess as to what.
  • The Power of Creation: They seem to be the one enabling us to create our vessels, and may also be behind the existence of DELTARUNE.
  • Secret Identity: While they are surrounded by a large amount of nods to W.D. Gaster, they've never stated their name outright — meaning it could easily be someone else.
  • Smart People Speak the Queen's English: Downplayed. They don't use full-on British words, but they like to throw around words such as "THUS", or "TRULY", indicating that they're quite well-read.
  • Something Only They Would Say: Although they go out of their way to hide their identity, their writing style and mannerisms are the same as Dr. Gaster's. The difference is that they communicate in plain text instead of Wingdings, without the "garbage noise" in the way and without the Voice of the Legion grunting that's associated with Gaster.
  • The Stoic: Although their choice of words suggests a degree of enthusiasm, they remain composed and stoic for a large chunk of their dialogue.
  • Strange-Syntax Speaker:
    • Their punctuation tends to fluctuate between perfect and nonexistent, and their tweets illustrate that not unlike Entry Number 17, they often break up their sentences between multiple lines.
    • In the Japanese localization, they use a bizarre combination of kanji and katakana in place of the usual hiragana. (Katakana is usually reserved for loanwords, not basic sentence structure.)
  • Vagueness Is Coming: They mention things such as "CONNECTION" and "CREATING A NEW FUTURE", but they haven't bothered to elaborate on what they mean just yet.
  • The Voice: Of course. There's no telling what they are as they only communicate with text in the introductory sequence and in the menu before Chapter 1's completion.
  • Wham Line: "Will now be discarded." — A line so whammy that it's unclear if it's even supposed to be the same character saying it, since it lacks the Voice's usual speech quirks. This line drastically shifts the tone of the preceding scene, turning it from something with a clear purpose (Character Customization) to something with no apparent purpose (other than subverting the player's expectations).

    The Knight 

The Roaring Knight

https://static.tvtropes.org/pmwiki/pub/images/fountain_creation.png
(There's so much smoke,
it's hard to tell who it is.)
"Begone! We have found fresh purpose. For the KNIGHT has appeared."
King

A greater force at work and seemingly the Big Bad of the game, having created the second Fountain of Darkness that Ralsei mobilizes Kris and Susie to go shut down. King has sworn his loyalty to the Knight and put them in charge of the Card Kingdom, Jevil talks about the Knight's hand if defeated, Queen was inspired by them, while Spamton knows something about them, but is kept quiet by someone.


  • Ambiguous Situation: Their actions will cause the extinction of Darkners and Lightners alike. So why are they so intent on creating Fountains?
  • The Antichrist: Their desire to open Fountains risks awakening The Titans. If Spamton is believed, they also have something to do with communion.
  • Asskicking Leads to Leadership: They basically made the King bend to their will through not only words, but also defeating him in battle. The throne room is the obvious scene of a battle, where the Knight even went as far as to attack the King while he was on his throne. The King's ranting indicates that he considers himself the Knight's subordinate.
  • Big Bad: So far at least, as the Knight's creation of the other Fountains, which throw off the balance between Light and Dark big-time, is what puts the plot into motion in the first place. As Ralsei reveals in Chapter 2, if too many Dark Fountains exist, it's basically The End of the World as We Know It.
  • Body Motifs: When talking about the Knight, characters often mention their hands, and how they use them with their weapon to create Fountains.
  • Chess Motifs: Seems to be in play for the Knight, as they move in odd directions that are ultimately more dangerous than one would expect.
  • The Dreaded:
    • After his defeat, Jevil warns the heroes of the Knight's impending plans and wonders if they have what it takes to stop them.
    • When asked about them, Spamton happily accepts... only to have a breakdown and profusely apologize to someone, before going completely nuts. Whoever they are, they're either monitoring him or he lives in complete fear of them.
  • Expository Pronoun: While she also uses "them", Queen relies on referring to the Knight as "it", during reverence to them for creating the Dark World that gives her and her subjects their forms, rather than as a sign of disrespect. In that regard, this serves to make them seem more alien to the heroes' perspective.
  • The Faceless: Queen has brief footage of them opening the Dark Fountain, which erupts as a pillar of smoke. The narration says there's too much smoke to properly identify who did it.
  • Hidden Villain: The Knight is the Big Bad responsible for creating the fountains that are threatening to bring about the apocalypse, yet they remain unseen and mysterious, with the only information about them coming from other characters whom themselves are working off of incomplete information.
  • Holy Is Not Safe: Although the King describes them as "Holy Fountains", and the theme for the aforementioned Fountains is titled "The Holy", they threaten to plunge the world into an eternal night where both Darkners and Lightners suffer. The Knight itself does not have any known motivations, but going by their exploits in the Card Kingdom, they're certainly not easy to defeat.
  • Irony: Knights are normally sworn to serve their lord or ruler. Here, it's the King and Queen who have sworn allegiance to the Knight.
  • "It" Is Dehumanizing: Zig-Zagged; Both Sweet Cap'n Cakes and the Queen call the Knight an "it". The former do it in passing, but with the latter, it's during admiration of their actions in the library instead of trying to insult them as something less-than-human. Both also serve to be a Straighter example from the heroes' perspective, making the Knight seem like a force of nature rather than a person.
  • The Man Behind the Man:
    • Although the King acts as the antagonist at first, it's revealed at the climax of Chapter 1 that the Knight is the one who created the secondary Fountain of Darkness that the King exploits. They seem to currently be the larger antagonist alongside the prophecy requiring the heroes to stop the "Angel's Heaven".
    • After Spamton is prompted to talk about himself, he'll say he changed following a "[[Communion]] WITH [[Unintelligible Laughter]]". Ask about the Knight, and he segues from this and tries to inform you that the Knight apparently had some sort of involvement with "[[Communion]]" or a similar concept. It's not made clear if the Knight is working for someone and had an experience of their own, or if it's the other way around, as before Spamton can elaborate, he's interrupted by an unseen force that denies you the chance to ask him a second time.
  • Pronoun Trouble: Queen strangely alternates between calling the Knight "they" and "it".
  • Red Baron: Overthrew the King of Spades and asserted their rule over the kingdom, known for opening Dark Fountains the heroes of the prophecy need to seal, and dubbed "The Roaring Knight" by Queen, unwittingly after the apocalypse their actions will cause.
  • Shrouded in Myth: As of Chapter 2, only secondhand accounts of what they've done are available. They were strong enough to bring the King of Spades and the rest of the Card Kingdom to their rule and inspired Queen to continue the creation of Fountains, but neither can agree with what motivates the Knight into creating an apocalypse that threatens Lightners and Darkners alike. Jevil speaks of them as a challenge and Spamton is forced to keep whatever he was going to say about them a secret.
  • The Spook: Though they have yet to make a physical appearance as of Chapter 2, Queen has footage of them creating the Dark Fountain in the library, but the scene has too much smoke obscuring their face to make out who it is or what they look like. The Darkners only know that they suddenly appeared and took power in the Card Kingdom following a clash against the King, and what they're doing will summon the Angel's Heaven and the Titans.

    The Man Behind the Tree 

The Man Behind the Tree

https://static.tvtropes.org/pmwiki/pub/images/behind_the_tree.png
(He is behind the tree.)

If you re-enter certain specific rooms in each Dark World, you may rarely find yourself in a strange room. The room has a tree with a man behind it. The man offers Kris something. Accepting his offer results in receiving an egg. Declining it results in a message saying he needn't be there. Either way, there is not a man behind the tree.


  • Alien Geometries: He is found in a "room between rooms" that exists in each Dark World. You enter it by chance upon moving back and forth between certain rooms and it has no collision data so you can freely walk over the blank floor.
  • Anti-Frustration Features: His room can only be exited from the south. This prevents the player from accidentally quitting the room as soon as they enter this room, namely by going left and right between two other rooms repeatedly.
  • The Artifact: The tree that accompanies him was fittingly used during Chapter 1's Card Kingdom, being made from the red LEGO-style toys seen across the Dark World's fields. This appearance carries over into Chapter 2, opposing the technological aesthetic of Cyber World.
  • Behind the Black: Kris is able to approach the man in a way that they should clearly be able to see him, but a tree is blocking your view of him.
  • Call-Back:
    • Appears to be a reference to the "mystery man" found in Waterfall in Undertale, the same man presumed to be Gaster by fans. The possibility of entering his area is not that high, and is similar to the secret room in the Waterfall. Unlike in Undertale, this man can be encountered on any run of the game and does not require a specific "fun" value.
    • The first mention of an unseen man with a tree was in the True Lab in Undertale, in the corridor of fridges that's initially covered with fog. Checking the spot where one of the Amalgamates is supposed to be has the narrator remark that something "in the shape of a man" is there. Near it is something that "feels like a tree".
    • When you date or hang out with Papyrus in Undertale, the adventure game-esque dialogue interface shows an egg on the side as an apparently random joke.
  • Eerily Out-of-Place Object: In the otherwise cool-colored, mechanical Cyber World, the man's tree sticks out like a sore thumb.
  • The Ghost: You never see what the man looks like.
  • Guide Dang It!: It is difficult to learn about this guy, where his rooms are located and what to do with the eggs without looking it up. There's a hint on a tree drawing telling the player where the entrance to his room is located, and the picture provides another clue; both rooms that can lead into his room has a rather noticeable tree object present in the room, with Chapter 1 having a dancing tree switch and Chapter 2 having the... tree drawing. You're only given the hint in Chapter 2, so by the time you reach the first hint, the egg in Chapter 1 will be long gone.
  • Kick the Dog: In Chapter 1, you can accept the egg, and then throw it away after returning from the Dark World, leaving Asgore with less to eat.
  • Leitmotif: In his rooms, a discordant piano piece plays, befitting his random and out-of-place nature.
  • Mind Screw:
    • If you place the first egg in Asgore's fridge and then examine the fridge again, there will somehow be two eggs inside the fridge.
    • Subverted in Chapter 2. You must place the second egg over a basket of eggs at Sans' shop. There's "more eggs than usual" then, but nothing unusual seems to happen...
    • Temmie somehow keeps track of the eggs you've been collecting with the boiled one she claims to be her school partner.
    • Attempting to drop the egg at any time will prompt, "What Egg?", with the egg vanishing from the inventory.
    • The Man has been doing this for years for no apparent reason: during the Spamton Sweeptakes event at the game's website, one of the hidden pages is "man", which displays his tree. Clicking a spot over the tree leads to "egg", a hidden black-and-gray blog post from Noelle. As a child, she encountered the Egg in a Raising Sim game named "Cat Petterz 2" and it wouldn't do anything but play an odd noise no matter what, at least until she just started caring for it like a normal pet. Then it "left home due to happiness" the next day. Noelle claims the Egg had a name, but doesn't remember what it was.
  • Painting the Medium: He's so enigmatic that he doesn't have any spoken dialogue. You're just given a description of his interactions with Kris.
  • Permanently Missable Content: You must find the secret egg room of a given Dark World before shutting down its fountain and then figure out what to do with it at Hometown before clearing the chapter.
  • Pet the Dog: In Chapter 1, the egg can be given to Asgore, so he can at least have something to eat.
  • Recurring Extra: A mysterious nondescript man who hides behind odd trees in pocket dimensions. If chapter 2 is any indication, finding and placing an egg makes the Man greet Kris somewhere in the Light World in the next chapter, such as when he appears at the traffic jam Undyne takes care of.
  • Shoo Out the Clowns: The Room Between Rooms won't appear in chapter 2 during the Weird Route.
  • Shout-Out: The line given when you drop the egg might be a reference to Ms Paint Adventures and its Running Gag of making pumpkins disappear with a "What Pumpkin?" as soon as someone notices them.
  • Stealth Hi/Bye: He disappears immediately after giving the Egg. Even if you don't move an inch before checking the exact spot where he was before, he'll be gone.
  • Stealth Pun:
    • The man, his room, and in particular the item he gives you? It's all an Easter Egg.
    • Uppercase EGG in Wingdings turns into hand symbols pointing left, up and up, like a knight's move in Chess. This ties with the cryptic allusion to a "man who speaks in hands" from Undertale.

    The Titans 

The Titans

https://static.tvtropes.org/pmwiki/pub/images/deltarune_roaring.png

"When the LIGHT is subsumed by SHADOW, when the FOUNTAINS fill the sky, all will fall into CHAOS. The TITANS will take form from the FOUNTAINS, and envelop the land in devastation."
Ralsei

The second half of Ralsei's prophecy, revealed to exist when he loses his patience due to Noelle and Berdly openly considering opening more Dark Fountains. As far as anyone knows, should the Titans ever awaken, both the Light and Dark Worlds will end in an event referred to as "the Roaring".


  • After the End: If the ruins outside of the Dark World's Castle Town are anything to go by, the Titans may have already swept the world once before.
  • Apocalypse How: The appearance of the Titans will blot out all light in both worlds, which would turn all the Darkners into stone and leave the Monsters and Humans in a world from which they cannot hope to save themselves.
  • Attack of the 50-Foot Whatever: If the visuals accompanying Ralsei's prophecy are any indication, the Titans are... well, titanic.
  • Beast of the Apocalypse: The Titans will appear when too many Dark Fountains are opened, covering the world in darkness and leaving the Lightners stranded in an endless night.
  • Cyclops: Their general appearance resembles these in shape, although the centre one has 3 extra pairs on its chest.
  • Eyes Do Not Belong There: The big one in the center has three eyes on its torso. It's notable that the eyes are the same kind Kris saw all the way back in Chapter 1, before they ever got to Castle Town.
  • Genre Shift: The mere existence of the Titans escalates the plot from a simple Save the World adventure against the Angel's Heaven to a delicate balance of light and dark.
  • Greater-Scope Villain: They are currently dormant, but the threat of them awakening and destroying everything is why the Knight's excess Fountains need to be closed.
  • Taken for Granite: Should the Titans awaken and the Roaring come to pass, this will be the fate of all the Darkners.

    Annoying Dog 

Annoying Dog

https://static.tvtropes.org/pmwiki/pub/images/annoying_dog_deltarune.png
"This is the last thing you see before you die."

A white dog that shows up every now and again in the most unlikely places. Loves to cause hilarious carnage.


  • Author Avatar: Of Toby Fox. It makes its first appearance in Chapter 1, working on a video game in the computer lab. The narration says you can't go in until the game is finished, and that you should just trust the dog. If you look through the window again, the narration will say the dog is now playing a game and taking out maracas, and that this might take a while.
  • Drives Like Crazy: Causes no less than two traffic jams in a row during Chapter 2 in both Light and Dark Worlds, and when it appears in the middle of Queen's mansion it bounces around the key room, runs over the door key, and smashes through the door to take the heroes into the next area.
  • Fission Mailed: The dog appears in a hidden room in Chapter 2, where it will drive into Kris with a toy car and kill them unavoidably. The Game Over screen from Undertale then appears... before the dog drives into that too, causing the game to go back to normal like nothing happened.
  • Joke Item: After the above event, Kris wakes up in a dumpster with a DogDollar in their inventory, which is described to decrease in value after each chapter.
  • Recurring Extra: Comes back from Undertale to find new ways to annoy the characters. The more things change...
  • Shoo Out the Clowns: It doesn't appear at all in the Weird Route, with its first appearance before the dumpster room being skipped outright and its second in the castle replaced with a maze of Pipis.
  • Vehicle-Based Characterization: The dog's "car" is recognizably a Little Tykes Cozy Coupe toy car, sans any branding, which it uses to run Kris over. This reflects Toby Fox's silly and irreverent sense of humor, as well as his Trolling Creator sensibilities. invoked

    ICE-E 

ICE-E

https://static.tvtropes.org/pmwiki/pub/images/ice_e_deltarune.png
(Ice E's P"E"ZZA, You're number "1" Spot for a piping hot pe"E"ce of PEZZA.)

A fictional monster brand mascot in the Light World, who's just an ice cube with a dog face. He has his own p'E'zza restaurant in Hometown.


  • Ascended Extra: Downplayed. His appearance in Undertale is on a word search puzzle and nowhere else. Here, while (as of Chapter 2) he has no major role in the plot, he is the mascot of a pizzeria in Hometown.
  • Bizarre Taste in Food: What his restaurant has to offer includes "Squeezable Pasta Now With New 'Shape'" and chocolate p"E"zza.
  • Bring My Brown Pants: An advertisement on the inside of his restaurant mentions "CHOCCOLATE PEZZA" which "melts in your pants not in your mouth".
  • Character Catchphrase: "Giasfelfebrehber", according to Susie.
  • Does This Remind You of Anything?: At Sans' shop, you can see "Ice-E's Pizza Pin-Ups Mangazine" on the magazine racks, boasting "Hot Piza Picks" in "3 Pixels Or MOre, In Hot and Spicy REsolution!".
  • Dub Name Change: Carrying over from Undertale, he is known as Burudokkun ("bulldog" + "kun") in the Japanese version. Also, his catchphrase is "translated" as "sufogiarotenipekenamo".
  • Eats Babies: Kris once scared Noelle by telling her that ICE-E was real and ate kids. Dess hit them with a wiffle bat for doing this.
  • Goofy Suit: The employees at the ICE-E restaurant sometimes advertise by wearing giant ICE-E heads, sometimes in a full suit.
  • Mascot: An in-universe one; ICE-E is a living animal-faced ice cube for a pizza joint.
  • Memetic Psychopath: An in-universe example. Kris once told Noelle that ICE-E eats children as a prank, and Susie seems to think that he always delivers his signature Catchphrase with his eyes rolled up and frothing at the mouth.
    Susie: Or maybe... that's just the muscley guy at the store.
  • Recurring Extra: In Undertale, he was just a random appearance on a sheet of paper. Here, he's a brand character with a more visible presence in the subculture of Hometown.
  • Suck E. Cheese's: The ICE-E brand is primarily for a themed family-friendly pizza restaurant with an odd menu and colorful Burger Fools.
  • Totally Radical: The mascot gets used in Parodied cases, such as the Dreemurs' can of ICE-E brand "Cool Boys Body Spray 'Spray For The Boys'" in Flamin' Hot Pizza Flavor.
  • Word-Salad Humor: Their menus range from pizza and gravy to doubled ice, anything the ICE-E brand pitches uses butchered grammar and spelling, and one of their employees, Blue Ears, points out how bewildering it is to associate a living ice cube with a pizza place instead of an ice cream-related product. Then there's the mascot's catchphrase, "Giasfelfebrehber".
  • Xtreme Kool Letterz: Parodied with the brand's tendency to replace vowels with "E" and their association with a bizarre writing style.

    Everyman 

Everyman

https://static.tvtropes.org/pmwiki/pub/images/everyman_popup.png

Just a good guy that shows up on occasion...


  • Assist Character: Instead of standing front-and-center in the combat window and doing Body Horror attacks like he did for Reaper Bird, as of Chapter 2, Everyman only makes minor cameos in attacks such as Jevil's carousel and Queen's chat room.
  • Helpful Mook: If Everyman shows up at Queen's chat board his icon just moves down the screen quietly, giving the player a bit of a break from the other posters' word projectiles.
  • Nothing Is Scarier: He's a hazard in Jevil's fight and stars in more of the enemies' attacks for chapter 2, but sometimes, he just appears in backgrounds or quick flashes. There's no clue of what he is or why he keeps coming up; he simply pops in every now and again.
  • The Quiet One: Everyman doesn't say anything during Queen's chat board attack, and is not bothered by the "drama" started by her, meaning he won't attack you in either case. Maybe he's something of a lurker? We don't know.
  • Recurring Extra: In Undertale he was simply a character in Reaper Bird's attack patterns who is named "strangeman" in the files, but Toby Fox went on record naming him on Twitter and calling him a "good guy that shows up on occasion" as if he's significant. He deleted the tweet just to reiterate it later in the game's artbook. The Amalgamates don't exist in Deltarune, but he still briefly shows up in the attacks of multiple characters, such as for Jevil and Queen. There's even some graffiti of him in an alley in Hometown calling him by name.

    Mike 

Mike

"WE DON'T NEED ANY [[Man, Woman, or Child]] [[At Half Price]]!! WE DON'T NEED [[MIKE]]!!!... ...Mike..."
Spamton

A mysterious figure from Spamton's past.


  • Ambiguously Evil: When Spamton says he doesn't need Mike, he exclaims to Kris that they shouldn't believe what they see on TV and that "the man is a criminal". This gave players the impression of Mike being a villainous figure until the Spamton Sweepstakes event clarified it was a case of Ambiguous Syntax — still very little is revealed about Mike, but the TV-related subject of Spamton's hatred is somebody named "Tenna" and not him.
  • The Ghost: During Chapter 2, Mike is only mentioned twice by Spamton in very vague ways. When a player asked about Mike during a Q&A session in the Spamton Sweepstakes, Spamton became very defensive and refused to say anything about him on the chance that the "[Cathode]'s" crew are out to get him.
  • Only Friend: The Spamton Sweepstakes make it clear that Spamton was a close friend of his, probably one of the few genuine ones he had, and his loss is one of the contributing factors to Spamton's Sanity Slippage.
  • We Used to Be Friends: Downplayed, in that Spamton seems to have wanted to remain friends. Spamton's response to being asked about friends has him claim he doesn't need any or even Mike before muttering his name in a depressed tone. Whatever happened between Spamton and Mike is unclear as of the Spamton Sweepstakes, but the salesman actually doesn't seem to hate him or anything.
    "EVERYONE IS GOING TO PAY [5 easy payments of $9.99] UNTIL THEY'RE ALL IN THE [Disposal Area] BEGGING FOR MY [$#&*]!!!
    EVERYONE... EVERYONE EXCEPT...
    ... Mike..."

    Tenna 
https://static.tvtropes.org/pmwiki/pub/images/tenna_tv.gif
"THAT DAMN [Boob tube]!!! YOU'RE THE ONE THAT SHOULD BE HAVING A [Refr3shing n1ghts sleep] IN THE [Recycling Bin]!!!"
Spamton
A mysterious figure from Spamton's past, and an enemy of both him and Mike. While Chapter 2 alluded to his existence, it wasn't until the Spamton Sweepstakes that he was first mentioned by name.
  • Ambiguous Syntax: While it sounded initially like Spamton was talking smack about Mike, with the Sweepstakes it's clear that he was actually referring to Tenna and his Malicious Slander about Mike.
  • Arch-Enemy: Spamton's hidden page about him is a page-long rant on how Tenna is responsible for everything bad in his life.
  • The Corrupter: Ambiguous, but Spamton seems to blame him for spurring him into chasing unsustainable dreams and leading to his massive fall from grace.
  • The Dreaded: Downplayed, in that Spamton seems to more just outright hate him than fear him, but he's apparently enough of a Manipulative Bastard that he feels the need to warn Kris about him and his lying.
  • The Ghost: In Chapter 2, all that is known is that out there somewhere is someone sinister related to TVs, with Spamton only directly speaking about him once in a confusing way that makes it seem as if he's warning Kris about Mike. Tenna is first mentioned by name in the Spamton Sweepstakes, on a page adress titled "d_a_m_n_y_o_u_t_e_n_n_a", and he's further tied to the TV owned by the Dreemurr family as Spamton rants about him but still without showing what he looks like.
  • Malicious Slander: Apparently treated Mike to this, to the point where Spamton feels the need to warn Kris about how Tenna will lie.
  • Manipulative Bastard: Spamton warns Kris about this, telling them not to believe everything they hear on television.
  • Punny Name: His name comes from "antenna", and he's distinctly related to televisions, being called a [Cathode] by Spamton.

    Someone 

Someone

"Somehow, he made the right phone call, and found someone. Or, was he... found BY someone?"
Addison, on Spamton

A strange someone who drove the holders of the Shadow Crystals to madness. They're known only as "Someone" by Seam and the Addisons that knew Spamton.


  • Anonymous Benefactor: They're mentioned to have called Spamton and helped him out during his glory years. Eventually though, they suddenly dropped support for him, leading his sales to drop right to the bottom.
  • Evil Phone: They contacted Spamton over the phone and seem to attack him for trying to warn Kris about important things. After Spamton's defeat, one of the Addisons mourning him states he could make out a voice on a phone he left hanging on the mansion before all that remained was "garbage noise", the same term used when Kris themself attempts to make calls in the Dark World during chapter 2.
  • Fourth-Wall Observer: It's implied that they're aware that they're inside a game and told Jevil about it, leading Jevil to start treating the world as if it were a game, as hinted by what Seam says about him.
  • The Ghost: They've never made so much as a slight appearance in Chapters 1 and 2, and even their general character beyond how they affected the Shadow Crystal holders is unknown. It's to the point that all the people that knew the holders before in the past nickname them "someone".
  • Go Mad from the Revelation: Whatever they've said to their clients, their words have driven both Jevil and Spamton off the deep end.
  • Greater-Scope Villain: Whatever their motivations, they’re the reason the Shadow Crystal holders are the insane messes they are now.
  • Hell Is That Noise: The "garbage noise" Spamton and Kris hear when unsuccessfully trying to contact them on the phone is the same one from Dr. Gaster's Entry #17 from Undertale.

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