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Deltarune Chapter 5: Festival Day

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Deltarune Main Recap Index
The Beginning | A Cyber's World | Late Night | Prophecy | Festival Day

"Chapter 5, The Field of Pink and Gold. The vast garden is charred in an inferno of jealousy."
Gerson Boom foreshadowing Ralsei's conflict with Flowery

"Festival Day", released on June 24, 2026, is the fifth chapter of the episodic Role-Playing Game Deltarune.


    Main Story (Normal Route) 
The morning after returning home, Kris climbs through the window into their room, and puts the SOUL inside themself. They go downstairs and meet Toriel, who was drunkenly partying with Sans. Toriel apologizes to Kris for having made too much noise the previous night, and is given some honey toast to eat. Kris heads outside soon after, seeing multiple residents, from QC to Pizzapants, and even their father Asgore, setting up for the upcoming Town Festival, in which everyone will be celebrating together, having stalls and games of their own. Asgore in particular talks about how he plans on selling his flowers so that he can pay off his debts to Carol Holiday, so that he can get his old job back. With several roadblocks of crates belonging to the town residents strewn across the streets, Kris is railroaded straight to their school to Castle Town.

Upon entering Castle Town, Ralsei arrives to meet Kris, informing them that Susie is already in the castle preparing for her first date with Noelle. They can go around Castle Town to meet various Darkeners that they've recruited setting up residence, if they had been recruited before, and even meeting the Mikes. Depending on whether you let Tenna stay in the last chapter or donated him to Nobody, there will be dialogue showing Small Mike, or Battat interacting with the other Mikes, who will rebuke Tenna for his "contracts" if he stayed, or will feel aimless if Tenna is gone. Kris and Ralsei press on into meeting Susie, who is getting some clothes to wear on her date with Noelle, with Queen and Lancer's help. The player can create a custom outfit with Lancer's help, akin to how the Thrash Machine was made, which is then printed out by Queen, who also keeps it on hand just in case.

Leaving the Dark World, Kris and Susie return outside the school, where Noelle has arrived. Susie makes small talk with Noelle, leaving her flustered. Together, the three go around town during the Festival, where they can interact with various town residents. Purpleguy, who's working at a dunking game, Napstablook and the Wet-Nose Bandits running a Test Your Strength game, where Susie and Noelle have to hit simultaneously, the Librarby Bird, who is selling octopus (with Onion curiously missing), Noelle's father Rudy, who's out of hospital and helping with the decorations, while Carol is down south, Sans, who is running a ferris wheel, teacup ride, and selling ice cream simultaneously, Pizzapants, who is trying to reveal his "girlfriend" Pizzarina while at the Holiday residence, where he learns the truth, and Asgore, who is selling flowers, which he offers to Kris's friends. The Town Festival is also having a Festival King and Queen, who will be selected through ballot vote, as per Catty Cattenheimer's father, mentioning how Asgore and Toriel were once the King and Queen a long time ago, with Asriel as their Prince.

As the day goes by, the gang visits the beach to eat their ice creams together. Late that evening, Kris has fallen asleep while Susie and Noelle have a romantic conversation. Despite Carol calling Noelle on her phone, Susie helps Noelle find her footing, telling her to stand up for herself. They go near the beach to watch the sunset. A daring Susie walks into the shallow water, inviting Noelle to join. She simply picks her up in her arms to go out into the water, to get a better voew. Here, Noelle confides to Susie how things have changed ever since they met, admitting how she was afraid and wanted to run away from Hometown, but felt braver thanks to Susie, who admits that she is happy to have been her friend. Thus, they admit their affection for each other, as the Town Festival announces the Festival King and Queen, so they decide to go back.

While Susie leaves to get more ice cream, Noelle collapses in amazement, realizing how she and Susie are becoming a thing now, and feels more flustered that a half-asleep Kris might've been listening in. Noelle's phone rings again, with her mother Carol calling. To her shock, Noelle is informed that her dad Rudy has "fallen down", so she rushes to see him. Susie returns with ice cream, but is told by Kris that Noelle's gone. They go back, passing by Asgore's flower shop on the way. Susie decides to stop by inside, while Kris suddenly removes the SOUL from them and stashes it in a nearby trashcan. They draw out their knife to try and open another Dark World, only to be interrupted by Susie, who comes out with a bouquet of flowers for Noelle. Kris discreetly enters through the back door and opens the Dark World inside Asgore's flower shop, catching Susie's attention. Realizing that Asgore is inside, she calls Kris to go in, and Kris arrives after Susie enters, pulling the SOUL out of the trashcan to put back inside, just as they enter their new Dark World.

Kris and Susie land into a grassy patch inside this Dark World, which is strongly reminiscent of the Card Kingdom in the first chapter. While walking through the grassy field fpr a while, Susie catches sight of Asgore across in the distance, who is talking to a strange figure. An anime-esque styled character named Flowery, who introduces himself with a fully animated sequence, and an old friend of Asgore from times gone by. While Susie is left flabbergasted from meeting him, Asgore is happy to meet Flowery, and decides to go out with his friend, forcing Kris and Susie to follow him. Along the way, they find Ralsei in one of the closets they pass by, who explains that Flowery locked him inside it, sparking enmity between them. The three then meet Flowery proper, with Ralsei making known his umbrage of Flowery, especially after Flowery forces his green hat from the first chapter on him, with the intention of making him look less recognizable to Asgore. Regardless, the gang set their sights on sealing the Dark Fountain, knowing that the Knight could easily come and kidnap Asgore.

The gang then travel through the Dark World, which reveals its oriental aesthetic, thanks to the familiar-looking Garden of Hopes and Dreams transforming into a cherry blossom forest. While travelling, the gang spot Flowery with Asgore nearby, doing various things together, such as fishing in the pond, and watching a cowboy show, reminding Asgore of his child Kris's hobbies when they were little, while the gang solve various puzzles. They encounter Flowery again while at a locked door, leading to him very briefly joining the party to help open it, giving them a watering can to help grow paths with unlimited water, and grow flowers for the garden clippers to shear a path. They eventually discover a large torii gate, which gives them the ability to run at top speed, helpful in crossing a waterfall without drowning. There, they meet Flowery and Asgore again, in a diner, where they converse about how Asgore once had an interaction similar to this before, with Flowery giving him orange juice and some music to listen to, while the gang receive some root beer, which Susie eats/drinks. Also in the Ideal Diner is the chef, Green, who sells stuff to eat and drink, and Yellow, a cowboy.

The trio then leave the Diner by heading rightwards, where they find more running puzzles with torii gates, trekking around them carefully. They find more puzzles to solve, similar to the ones in their first outing together, but a later puzzle to open a nearby door requires an extra person for help. While Ralsei wants nothing to do with Flowery, Susie decides to find him regardless for help, and he agrees, to Ralsei's frustration. Rather than giving an extra hand, Flowery simply solves the puzzle himself by skateboarding across the buttons. A nearby Asgore is impressed with his skills, though admits that he would be more happy with his son Asriel. Flowery agrees, but takes Asgore with him on another skateboard. The gang continue through the open door, where they meet Flowery again, who speaks to each of them, before guiding them to a shortcut leads back to the Light World. Of course, they won't go until they have sealed the Dark Fountain and taken Asgore with them, but Flowery assures that he'll be alright, though the party say otherwise.

With Flowery gone, the trio continue past the exit, but find a passage that they cannot climb. They travel back the other way to a garden on the other side of the large lake, which turns out to be the backdoor to behind the counter at the Diner. They continue going through the back, where they then find two other Darkners arguing about protecting a "feather". They are the purple Seth, and the cyan Aqua, working with Flowery. Sure enough, they spot the Fun Gang nearby, so Aqua, who is the younger of the two, confronts them with a "game" to play. After a tough boss fight that involves knives a plenty, Aqua accepts defeat, and at Susie's request of a trophy, lets them take the feather behind her. In go the trio, sliding down from the garden into where a shrine housing the feather lies. Despite being unassuming, Kris takes the feather, which causes a wind that adjusts everyone, giving them the ability to jump high, as well as shifting the perspective of the game, going from a top down RPG to a side view platformer, giving the heroes the ability to jump anywhere, and Kris to utilize their sword even more. They can also ACT with Susie and Ralsei's help, who can break certain objects and become platforms, respectively, with wardrobes enabling them to access their inventory. After platforming a bit, the gang meet Aqua again, whom they thank for the Feather, while she reveals a new "enemy", a Bullet Pattern, which can be destroyed with no consequence. The gang also use the mysterious objects that they had found earlier, which can switch perspectives when struck, transitioning between either platforming or top down.

After getting the Petal Feather, the gang continue travelling the other way past the exit, where they find a beanstalk right ahead, and look up. They see Flowery and Asgore once again on top, looking at the flowers that are in each others' images. While talking, Asgore asks a question that surprises everyone, asking Flowery about the Dark Fountain in the Flower Kingdom. Confused, Flowery agrees to take him there tonight. Down below, Susie gets angry with Flowery doing such a thing, that they follow him by climbing using the Feather, hitting a nearby trigger. Thus, the gang climb using the leaves as stepping stones, with Susie and Ralsei's help, eventually reaching the top, where the Cliffs are, and the Dark Fountain far-off coming from within a castle. Asgore and Flowery are also there, discussing what to do next, going to see the Dark Fountain. Before they can go on, Susie comes forth to interrupt. Asgore is shocked to see that Kris has come, while Flowery uses his powers to float Asgore away to the Flower Castle off in the distance, where the Dark Fountain is. Susie gets furious, telling Flowery that they should get him out of the Flower Kingdom, as the Knight would come soon. Flowery however, tells Kris that their father doesn't need them anymore, telling them to go home, despite Susie and Ralsei's protests about the Knight, who could kill Flowery, who has decided to protect Asgore. The gang remain firm on their word; Flowery announces that so will he, warning the gang that he will fight them if they have to, before teleporting away. With no way to go but Flower Castle, Ralsei decides to use whatever time is left to head there via the Cliffs, since the Knight hasn't yet arrived.

The gang begin to climb their way through the Cliffs, and jump across the flower platforms, getting blown back up by the updraft of wind if they ever fall. Along the way, the trio hear Aqua and Seth above them, who have an argument on what the former was supposed to do, due to them being forgetful, much to the latter's frustration, especially when Aqua tries to pick her own name, causing much trouble for Seth, who wants to keep their human name. While discussing what kind of Darkners they are, Ralsei explains to Susie that they are the manifestations of the seven flowers in Asgore's attic, with Aqua and Seth being the cyan and purple ones, yet they want to be human. Jumping and running further, they land right beside Seth and Aqua again, who talk about Asgore wanting the perfect home, with Seth wanting to help Asgore as well, but they are forced to hide when the Fun Gang land. Despite Ralsei assuring that there's nothing to feel worried about, Aqua agrees to help by telling them where Asgore is, at the Flower Castle, which only further infuriates Seth, who decides to fight the gang with a Bullet Pattern, which they easily defeat, even with Aqua's help. After getting defeated, Seth and Aqua run for it, though Seth trips on the way, and is helped by Ralsei. While continuing, Susie suggests that the Seven Flowers aren't inherently bad, since they want to help Kris's father Asgore be happy.

They continue scaling the Cliffs, stopping by another Shop, trying to follow Seth and Aqua, catching glimpses of them whenever they are close by. They ride some more floating flower platforms to get across some large gaps, by helping blow them into place by striking some leafy pinwheels to create drafts to move them. Getting up and above, they climb some more with the help of some Umbrellas and Netskies, all while avoiding the garden clippers from before that cut their vine ladders. Eventually, they arrive at one last stretch of torii gates, where they see Aqua and Seth in the distance. Naturally, Aqua and Seth spot the Fun Gang, so Seth orders Aqua to use her knife attack. Of course, there's also another pinwheel in the room that the trio strike, which creates a gigantic updraft that sends them floating through a long section dodging Aqua's knives (and Seth's wallets), reaching the top of the Cliffs, right below Flower Castle's entrance. The trio continue up, where they find Aqua and Seth, having escaped the Fun Gang, or so they think, as they are now trapped without a way inside, especially since they lack the Petal Feather, which Aqua gave to the heroes, much to Seth's fury. They turn up front and center, to which Seth tries to explain to Aqua the difference between friends and enemies, which she miserably fails at. Regardless, they both decide to fight a boss battle. The trio try to spare Seth and Aqua, but to no avail, as Seth is aware of what they're trying to do, while Aqua makes tons of knife attacks. Thankfully, Aqua gets bored of repeating the same attack, deciding to try something new, accidentally hurting Seth, before leaving. Seth tries using more of their own attacks, but they suffer a big breakdown after failing, with Aqua taking them away not helping, ending the fight. With the purple and cyan Flowers gone, the heroes press on to the entrance of Flower Castle, where they find another exit to the Light World, but they know better.

However, despite them bypassing the exit, Flowery appears once again, telling Kris and Susie that it's better for them to leave Asgore alone, so that he can have the perfect home and family he has always wanted. Despite this, Susie tells him that they have to get Asgore out regardless, arguing that it's not what he wants. To this, Flowery calls Asgore to come out, wearing his golden suit of armor and purple cape. He is again shocked to see Kris and Susie, and forces them through the exit whether they like it or not. Back outside his flower shop, he kicks them out and locks the door. Susie tries to break and enter, but realizes that if they did, the darkness would likely spill out, alerting more people, putting them in danger as well. Fortunately, Kris tells Susie about the back door (which they had previously entered to open the Dark Fountain), and Susie goes in with Kris, none the wiser. They land back inside the Flower Kingdom, straight inside Flower Castle. Unfortunately for them, Flowery had anticipated their arrival, revealing that they landed in the Castle Jail, which he locks them inside. Fortunately, it turns out that Aqua is trapped inside with them, and when told about the "game" they're playing, she is excited to help them escape, considering Susie her friend. As usual, Seth passes by, shocked that Aqua is inside, demanding that she comes out. But when asked to pick between them and Susie, Seth opens the cell regardless, not wanting the wrong answer. Before Kris leaves, they speak to Seth, who not only knows that Kris made the Dark World, but asks for something before leaving—Berdly's feather. Though to their chagrin, Aqua locks them in the cell, wanting to "play".

After they escape, Kris and Susie find Ralsei, dressed as a butler, feeling irritated with Flowery. In any case, the trio continue up and out the Jail, right into the Foyer of Flower Castle's interior, with the Dark Fountain up top. They travel eastward, through a Zen garden, then spot Asgore once again with Flowery. He is cutting notes hanging by red ribbons to harvest. Asgore reveals that after finding proof about his past, he fully plans on finding the one who opened the Dark Fountain, to make them pay painfully for having ruined his life, hoping that he can be with his family again when everything is back to normal, after clearing his name. Flowery tries to assure him that he doesn't need Toriel, asking how she treated him, and Asgore realizes it. Susie and Ralsei are curious about the notes that Asgore is collecting, and while platforming, the gang find more Bullet Patterns, in the form of blue roses and yellow guns. Indeed, they pass by two doors of the same colors. Going further left, they find more similar colored flowers, and another large revolver Bullet Pattern that fires bullets. After destroying it, they find the yellow key to open the yellow door, but before they can take it, they are stopped by Yellow, the cowboy who was last seen at the Ideal Diner. He makes it clear that he won't let anyone hurt his lover Blue, after the gang destroyed his Bullet Patterns. Despite being held at gunpoint, the trio manage to gaslight him into thinking that they weren't the ones who did, and it was him, since they aren't humans. Feeling glum, Yellow decides to leave after letting them have the key. Unfortunately, it's revealed to be a "punishment" way, so they go in to help him, just in case. Inside, he admits to burying himself alive, much to Susie and Ralsei's horror. They go around the Zen pond to rescue him, all while getting various pieces of "evidence" on Yellow's home turf. After reaching his hat, they try to "dig" him out, not realizing that he hasn't yet buried himself, but they did dig a hole for him. Thankfully, they convince him to not do so, and he leaves, but goes north into another "punishment" way that's worse, apparently. In they go, where they meet Seth and Aqua trying to build a rollercoaster, to blow up Yellow. The trio try to follow them, dodging a suicidal Yellow's patterns, going past more blue roses, and finally find him tied to a target with Aqua's help, planning on blowing himself up. Thankfully, they destroy the Punishment Gun, and Ralsei and Susie convince him to not hurt himself over his failure. He agrees, but chooses to go back to Jail, with Aqua joining him.

Following their encounters with Yellow, the gang travel left some more, where they arrive at what looks like a dining room in front of a theater stage. Kris, Susie and Ralsei slowly take their places, wondering what's going to happen, when they meet the flower Blue, a ballerina. He speaks to the gang in a calm and diligent manner, hoping that they can be friends, and makes clear that he won't try and stop them from fulfilling their task. While giving the blue key, he also expects Yellow to show up, but is surprised and confused when he doesn't. Not knowing what to say, the gang lie their way out of it, leading to Blue going back the way they came to find Yellow. The trio follow Blue, who finds various clues left behind the depressed Yellow, such as the remains of the Punishment Gun, his large hats, and his punishment hole where he tried burying himself. The trio also find several other clues, such as a book, red stains, boot oil, and more, before catching up to Blue by entering the other blue door beside the yellow one. They finally find Blue talking to Yellow behind bars, with the former trying to help the latter get over his "crimes", assuring that he did nothing wrong, but they soon figure out who was behind it all—the Fun Gang try to sneak past the lovers, but are caught easily. Blue then figures out that the trio gaslit Yellow into depression, and thus begins the next boss fight between them. This time, Yellow is holding a courtroom trial for multiple unsolved cases, having the other Flowers besides Flowery as suspects. Using each of the objects selected as the "evidence" from earlier, the gang manage to thwart several cases, namely Seth flattening a Floradinn, Green dirtying Yellow's corn shirt, and Aqua using red food coloring as fake blood to dye Blue's handkerchiefs. The last case turns out to be Blue stealing Yellow's super secret petals for his performance, having left behind his blue string, which he confirms, much to Yellow's shock, ending their fight. Yellow is so shocked by his "crime" that he tries to end him with his gun, but Blue disrupts him, assuring that he is better than he thinks of himself, giving a bouquet made from the flowers he stole. Thus, the couple decide to end their fight peacefully, while Blue requests the gang to not try and trick Yellow again, wishing them a goodbye.

The fight over, the trio proceed, stopping by some hot springs, where Blue comes to help Susie get flowers for Noelle. Kris and Ralsei wait, soon meeting Flowery again, pissing off Ralsei as usual. He makes it clear that they will be sealing the Dark Fountain regardless, though he asks if whomever made their Dark Fountain is really bad, which shocks Ralsei. Having nothing to say, or Ralsei not wanting to say anything, Flowery leaves. Kris and Ralsei continue, finding a nearby onsen that they get into. While relaxing, the two talk about various things, namely the Dark Fountains, where Ralsei expresses his worry that there shouldn't be any more of them, as the overflowing darkness would trigger the Roaring soon. He also addresses how Kris was able to play the piano so well, something that he tried but couldn't get it right. He confides how that he'll stick with Kris until the end, no matter the path they take. But, their conversation is interrupted when Susie arrives and takes a dip in the onsen, thinking it to be a swimming pool. They all get out and continue, where Ralsei explains exactly what kind of Darkners the Seven Flowers are, being manifestations of organic beings rather than inanimate objects, and they won't be safe in the Dark World.

The trio proceed, returning back to where they started in the Foyer of the Flower Castle, where a topiary statue of Flowery hanging from the biceps of two Asgores is blocking the way. The gang use some shears hanging nearby, which cut a way through. They then go rightwards, entering the Castle's Flower Cafe, where they can watch or be a part of optional "breaks", which are encounters between various characters, namely the six Flowers besides Flowery, showing some unseen characterization. They proceed more to the right, dealing with the Terakota guards along the way, in addition to dodging more of Aqua's knife attacks, while Seth is working on a story to tell Asgore. Following their ordeal, the gang stop by again where Asgore is, who has finished collecting all of his documents and notes, about the Dark World. Flowery is also there, noticing Asgore's shock and fury, because he is trying to read through the notes, which have jumbled up words and letters, causing him much unneeded trouble. He refuses Flowery's attempts to help, until he blows away all of Asgore's papers, with Flowery telling him to let go of his old family, so that he can stick with the Flowers as his new family, as Seth, Aqua, Green and Yellow come to read him a story. Asgore decides to take a break then, going with the Flowers. As for the gang, they find some of Asgore's notes, which they can't make anything of, but Ralsei notes that it's about the Dark Worlds, one of which opened a long time ago, which makes them wonder just how long they've been around.

The gang find another puzzle, where they adjust platforms that are only visible and tangible when behind the papery sliding doors and walls of Flower Castle, reaching high enough to get the orange key to open the orange door nearby. Inside, they hear someone talking, and they see a shadow forming on the paper walls, who claims to be another Flower, Orange. She makes it clear that she will protect Asgore, but is baffled to meet the three "humans", thinking lowly of them, but Ralsei isn't too worried. Orange gets angry, deciding to show what she can do, summoning boxing glove Bullet Patterns. Though Kris is able to easily strike the boxing gloves and send them flying to punch a hole in the paper. Despite being easy, Orange warns them of what's to come. The trio climb some more, where they bust open more paper walls with Orange's boxing gloves, and get to the top, much to Orange's anger, who threatens to tell on them. They finally arrive at the Second Diner, which Flowery had mentioned before, spotting Asgore leaving Seth to do his work. Seth gets shocked once more to meet the Fun Gang again, realizing how Orange had been hiding around again. So they summon another Flower to stop the gang, Green, the chef. They appear from another room, introducing themself and making clear that they will stop the trio, but instead draws out a pan to give cheese, which they happily eat, thanking Green. Seth, who had been sitting nearby gets beyond irritated by Green's failure, even more when a shortcut back to the Flower Cafe is opened.

The trio follow Seth through the door Green came from, solving more puzzles involving finding disguised Netskies, and dodging more of Aqua's knife attacks from behind paper walls, all while getting some intangible platforms active, as Orange in the background gets furious. They finally meet Seth and Aqua for another Bullet Pattern fight. Seth makes their glasses invincible and keeps Aqua at bay, remembering how they failed because the trio could ACT, causing much trouble. Fortunately, Orange tries to "help" by launching her boxing glove Patterns, which Kris easily deflects to break Seth's glasses. The resulting explosion causes the paper walls that Orange was hiding behind to tear to shreds, revealing that she was merely a small mouse Flower rather than a humanoid. At least, Orange thinks she is human, but the gang feel rather amused, especially Ralsei, who doesn't take her all that seriously, even after she does some rapid punches, causing barely as much a scratch. Orange leaves in a huff, promising to get stronger. Regardless of what to expect, the Fun Gang follow her outside and right into another large hot spring on a bridge, where they find Orange again. Upset at being "bullied", she tells them on Green, who has to bear their arguments, before they get dissapointed. With nowhere else to go, Orange decides to follow the trio, but upon remembering that Flowery told them to stop the gang, she immediately works with green to stop them, beginning one more boss fight. Throughout it, the trio heal themselves from Green's cooking and try to socialize with Orange and Green as much as possible, though Susie nearly ruins the fight at the last minute. Thankfully, after seemingly winning, Green and the trio congratulate Orange for her victory, who are all impressed with her efforts, though they still accidentally make her cry and run away because she misinterpreted her words. After the fight is over, the trio head back, but Green arrives to tell Susie about a cookie recipe for Noelle, while Ralsei decides to pray for a bit, wanting good to happen in the end, though Flowery appears again, telling him that no matter what happens, he should stay strong, and have faith in himself. The trio regroup and return back to where they started, the Foyer.

In the Foyer, the gang activate the shears that were out of reach on the right side of the room, which snips away the topiary sculpture of Flowery and the two Asgores, making a clear path. Opening the door that was behind the hedge makes a gigantic watering can fully accessible, being carried to the tiny sprout that was present. The trio then water the tiny seedling, which then grows into a huge beanstalk. Kris, Susie and Ralsei climb right on up, passing by the various other Flowers, all being ignored by a despondent Asgore. Upon reaching the top, with the rooftops outside, the Seven Flowers regroup together, wanting to make Asgore happy, having been trying to do so. Flowery goes to meet Asgore, who is looking despondent, but announces that he will go to the Dark Fountain, and find the one who made it, with a grim path in store for them. Flowery agrees to send him there, while the gang arrive to meet the Flowers. However, Flowery comes to reveal the trio's plans of sealing the Dark Fountain, ending Asgore's perfect world. Despite all their efforts to be friends, the Seven Flowers decide to fight the Fun Gang anyways, leaving one by one. Flowery leaves last, pointing out that his friendship with the Flowers is much stronger than what Kris has, expecting to see them at the Top of Castle. With no other option, Susie decides to follow Kris to the end, and go on out to the Top of Castle.

On the Castle rooftops, the Fun Gang begin the last stretch of their journey to the Flower Kingdom's Dark Fountain. They climb using the slingshot flowers from before, fight more enemies sent out by Seth, who has improved their attack formations, Yellow and Blue working together to attack from the background, and more. On the way, they meet Flowery again. He makes it clear on no uncertain terms that the Seven Flowers only want nothing more to make Asgore happy with their Dark World. Ralsei warns him of the Roaring if they keep the Fountains open, so Flowery asks a poignant question—why don't they close their Fountain that makes Castle Town. Ralsei is taken aback, but Susie insists that it stays, because of how important of a home it is to many people, but Flowery decides that it matters not, noting the kind of "hero" Susie is. Nonetheless, they refuse to be put down and continue, then running across a long stretch via torii gates, dodging Aqua's knife attacks. They meet Flowery on a long staircase, in which Ralsei tries to prematurely attack him, but Flowery effortlessly dodges, asking him why he'd waste his time like this. Ralsei reminds him that he is a Darkner, not a human, and they have certain "rules" to follow, otherwise things go bad. Flowery, realizing that he went too far with messing with Ralsei, decides to ask what he wants, which leaves him more speechless. Susie cheers him up, and they continue, meeting Green on the way, who makes it easier for them to buy items with their shop.

The trio arrive in another large room on the rooftop, with more flowers to strike and launch from, and more places for Ralsei to hang. At first, the player is prompted to use Ralsei and Susie through ACTing, but it becomes apparent that there is very little room for error. Fortunately, Susie and Ralsei decide to help Kris voluntarily instead of waiting for their directions, and from there, their abilities become more automatic, allowing for easier progression. They rapidly climb up, dodging the shuriken Bullet Pattern coming their way, and make it to the top. Though, they get menaced by the shuriken Bullet Pattern again, which Ralsei destroys with a lethal fireball projectile, much to Susie's surprise. Proceeding, Orange arrives, announcing the arrival of the rest of the Flowers, bringing Aqua and Seth together, then Blue and Yellow, who all attack with their own Bullet Patterns. Orange tries out one last attack, which is easily deflected. After defeating the Flowers again, Green arrives to give some health, and the trio continue to the end. In they go to face the boss of the chapter, Flowery. He tells Kris, Susie and Ralsei that the Fountain is right up ahead, but warns them that they either have the choice to change fate, being the Heroes, or they can let their fantasy persist. They affirm their decision to fight. Flowery then explains to Kris about the Seven Flowers' origins—they were flowers bred by their father Asgore to be a proposal bouquet for Toriel. They weren't meant to last long, but Asgore sought to keep them alive and raise them, which led to them wanting to repay him someday. Even after all the tragedy he faced, losing his friend, family and job, he still cared for them, influencing them to create a world where they could live as long as they wanted, giving Asgore everything in return for his kindness, giving Kris a last chance. The trio step forward, with Flowery seeing that they want to fight, but claims that he and the others will be the true heroes, getting all the recruited Darkners that they met for their combined power. Thus begins the final boss fight.

It's the Fun Gang versus the Seven Flowers. Flowery starts off alone, but he brings in a new formation the trio least expected; a new SOUL Mode, Orange, which acts like Shooter Mode, but launches the SOUL forward. Being an inverse of the "blue stop sign" from a long time ago, the player is prompted to zoom and launch multiple times whenever anything blue arrives, to gain more TP and avoid getting hit. Flowery makes things complicated by bringing in the other Flowers in their respective pairs. Aqua and Seth. Orange and Green. Blue and Yellow. Every single pair helps out Flowery, using all their attacks throughout the adventure, to outsmart the trio. For the last part, Ralsei tries to take the fall, and is put out of commission for the rest of the fight by Flowery. With Kris and Susie alone, Flowery affirms his allegiance, promising to stop them no matter what. They keep on going. Luckily, Susie has an idea—since all the Flowers have been exhausted, she realizes that she can get Kris to the Fountain. Distracting Flowery momentarily, she throws Kris high up, and they climb the thick beanstalk, striking more of Flowery's attacks and outrunning some spiny vines, and finally thrusts to the highest stretch of the Flower Kingdom. For the last section, all the Flowers merge with Flowery, creating Omega Flowery, for a running battle. Kris continues striking, until they make one final power strike, knocking out Flowery for good.

Despite having lost, Flowery isn't going to give up yet. They demand an unconscious Kris to get up and continue. But, before they can do so, Asgore comes up running, shocked to see what has happened. Realizing that Flowery and the Flowers were fighting Kris, Asgore is upset, because of what he let happen to his child, while he was obsessing over the Dark World. Luckily, Blue arrives with his rainclouds to heal everyone, and Kris is alright, to Asgore's joy. Though, his happiness soon gives way to remorse, as he apologizes to Kris (and by extension, everyone else) over what happened. He then tells Kris about his past—ever since the "horrible incident" that led to his downfall, all he ever wanted was to set things right, proving his innocence. He had blamed the Dark Worlds for this incident, but upon visiting it, he realized how much time he wasted, remembering how them, Asriel and Toriel, his family, never blamed him for what happened, but Asgore's self-hatred consumed him, which led to Toriel leaving him. He felt that if he could prove that he was right, it would likely fix everything, but alas, even after finding proof, he still managed to drive them away. He apologizes to Kris for everything, accepting that his family is better off without him, especially them and Asriel, then expresses how proud he is of Kris, for having become stronger and braver, and made friends like Susie and Ralsei. He decides to let them seal the Dark Fountain, much to Flowery's upsettance, after everything they had done, but Asgore reveals that he was only pretending, having understood what giving so much unsolicited affection feels like, and reminds him that he has a flower shop to care for. Flowery relents, wishing Kris, Susie and Ralsei goodbye. Kris then meets the other six Flowers one by one before leaving, saying a last goodbye to each of them, as they somehow revert back to being flowers, dying for good, but still happy to have fulfilled their dreams.

With only the Dark Fountain remaining, the gang visit Kris's Fountain, meeting Flowery and Asgore, who voices his plans of informing the mayor, Carol Holiday, about the Dark Worlds, to prevent more people from being kidnapped. Kris steps forth and seals the fountain, and all seems fine... but it looks as if they are still in the Dark World. To Ralsei's horror, a second Dark Fountain has been made in a different part of the Flower Kingdom at the exact same time that Kris sealed theirs. Sure enough, the Roaring Knight comes along and kidnaps Asgore. Flowery, as a last ditch effort, goes to rescue Asgore, using their inflated stats and attacks to cause an extreme amount of damage to display, but the Knight simply forces the numbers to zero. Despite locking blades in the end, the Knight ends the battle by bisecting poor Flowery. The trio catch up to him, where he is lying in two, near death. Despite Ralsei's healing magic, he explains that he will die soon, because the Flowers are neither Darkners nor Lightners, as rather than being inanimate objects, they are organic beings brought to life by the Dark Fountain, requiring regular water and sunlight, which is inaccessible in the Dark World, capable of understanding certain feelings other beings cannot, but warns them of an unfathomable amount of Darkness underneath the town, which the Flowers have been able to feel in their roots. He assures them that no matter the dark path ahead, there's still a glimmer of light inside them all, hoping that they will succeed in the end. Despite his regrets over being seemingly useless, Ralsei assures the dying Flowery that he still gave Asgore something to take care of in the end, giving him a purpose. And so, Flowery gets to die happy, becoming a flower with a broken stem. With nothing left to do, Ralsei asks Kris and Susie to seal the Knight's fountain, while he stays with what's left of Flowery.

Kris seals the Dark Fountain, with them and Susie back in Asgore's flower shop. Noticing that the yellow flower is damaged, Susie rushes to get something to help, while Kris searches inside Flowery's container. They find some seed packets and one of the codes to the shelter (0915199X). Kris tries to tear it into to shreds, to prevent Susie from reading it, but is interrupted by Susie's return with tape, who then snatches the code from Kris, having the first step to opening the Shelter to save Undyne. She then tapes Flowery together, forcing Blue and Yellow to share a container. While leaving, Susie tells Kris something that Flowery told her—how Asgore was previously the Police Chief, having kept his Shelter code buried within Flowery's soil. With the Festival long over outside, Susie is upset that they couldn't prevent Asgore from being kidnapped by the Knight, knowing that more and more people will eventually get taken. She has something important to tell Kris, requesting them to walk her home. But, rather than being anywhere else in Hometown, it turns out to be the school, specifically their Castle Town Dark World. On the way there, Susie talks to Kris about what a great team they've been, ever since they began their adventures, them and her, being friends only, their "thing". However, as she points out, because of how high the stakes have gotten, with many people being in very real danger, it can no longer be just theirs, as they have to tell the truth soon, deciding to include Noelle, her lover, as well, since she likely knows the Shelter codes. Entering Castle Town, Susie wishes Kris a good night, before leaving.

Following the Chapter's credits is an additional sequence. Susie lands in the Dark World, meeting all her friends at Castle Town, who work towards decorating the place and expanding it, to welcome a new guest—Noelle Holiday, who will not only learn about the Dark World, but get a room of her own to live in it. As Susie goes to sleep, Ralsei comes to leave some cake beside Susie's bed, while Kris, whose motives are still shrouded in mystery, back in the Light World, returns to their home, or even parts unknown, ending the Chapter.
    Secret Boss 
Upon climbing the Cliffs just before the Flower Castle, the Fun Gang encounter a shop, in which a mysterious Darkner named Rose resides. They are staring outside the window to watch the sunset, having many useful items, one of which is a MysteryKey. However, unlike other items that can be bought with Dark Dollars, POINTs or Flower Coins, this particular item requires a rare currency called Pink Coins. The gang then travel throughout Flower Castle, breaking several pink catbells hanging out wherever they go, finding at least ten of them. After they find enough, the gang return back to the Shop, where they meet Rose again, and buy the MysteryKey, leaving her for the door. After completing most objectives in the Flower Castle from defeating the other Flowers and get to the Top of Castle, the gang continue through, passing through a room in which Susie and Ralsei automatically ACT. After getting to the top, they can take the optional path to the left, jumping across more gaps using slingshot flowers, dodging more bullet patterns, and creating updrafts to slowly float to safety.

They finally land right next to a large, pink door, which the MysteryKey can open. There's also an optional path back to where they began on the Top of Castle. Getting close by, the door opens, and in they go, awaiting the Superboss. Out of nowhere, Orange appears, planning on fighting, having been training real hard. While Ralsei is confused, Susie decides to give her a fight, which Orange does not take well, going off to tell on them. The trio follow Orange, finding her in another room, where she angrily announces that she will tell on them to Pink, her older sister. Ralsei expresses annoyance, but Pink soon reveals herself, a Mew Mew protagonist, identifying herself as one of Flowery's Seven Flowers. Orange is happy to see her, telling how the trio had been "bullying" her, which annoys her. Pink tells the gang to apologize, which Ralsei is at first annoyed, but Susie makes him, assuring that they can be friends. Pink then makes Orange apologize, telling her that she needs to learn temperance. Everyone makes up with each other, seemingly on better terms...

That is, until Susie realizes that Asgore doesn't actually have a Pink Flower, remembering how they dealt with seven Flowers on their way. Susie is doubtful, while Orange presses Pink into telling the truth, as it becomes clear that Pink is not actually a flower, but the Mew Mew figurine that Asgore had as his store mascot. She suddenly loses her temper, calling out the Fun Gang for not seeing her as a Flower like the others, being in a Dark World, but Susie and Ralsei point out that they kind of have to seal it. Pink has had enough, deciding to "apologize" with a boss fight. It begins, where she introduces a new SOUL Mode, the purple soul, or Trap Mode. The secret boss fight begins, where Pink/Mew Mew is depicted as a virtual idol, with an audience of possessed Dummies everywhere. As the fight goes, the protagonists are encouraged to Flirt with Pink so that she can be spared, filling up her Doki-meter, arriving at a high school dating sim section, which shows Pink fighting from the inside, as it seems. Continuing to fill up her with more Doki soon reveals the truth—Pink is in fact a Ghost Monster, the Mad Housemate, possessing Mew Mew, who is a living doll in the Dark World.

Both Mew Mew and the Mad Housemate struggle to maintain the same body as Pink, before they finally split apart, revealing their true identities, after filling their Doki meter twice. The trio continue to flirt with them, after finally filling the Doki meter full, causing Pink's body to malfunction. This soon causes Mew Mew and the Mad Housemate to fight some more, but their infighting weakens them immensely, with the Fun Gang continuing to flirt with them, but a third date changes everything. Pink suddenly takes on a form that makes them extremely unstable, with another date forcing the player to avoid selecting negative options, collecting more hearts to pick positive and encouraging options, to keep them safe. With the battle resuming as normal, Mad Housemate and Mew Mew separate, the gang continue flirting to fill up the Doki meter, enabling Pink to have one last date with both her sides—Mad Housemate tells Mew Mew that they were afraid of being flirted with, and wanted a body all for themselves, but couldn't move in it. Mew Mew forgives them, coming to terms with the fact that they can't be separate, and thus reunite as one, on better terms, as Pink.

Thus ends the battle, with Pink thanking the trio for their help, confirming that she is the Mew Mew doll that Asgore kept as his store mascot, which Mad Housemate possessed for a body, but couldn't even more corporeally, until Kris made the Dark Fountain and Flower Kingdom, turning her into what she is now. She becomes distraught when Ralsei explains that they need to seal the Dark Fountain soon, otherwise the Roaring will happen, as is Orange, who calls them out for "bullying" them. Luckily, they offer Pink the option to move to their Castle Town, which she is happy with, but it means leaving all the other Flowers. Pink promises to be with them until the end, and goes. Before leaving, Pink has a talk with Kris, with Mew Mew and Mad Housemate's personalities briefly speaking through, giving them another Shadow Crystal, the fifth one, which irritates Mad Housemate, but Mew Mew is still happy, and they say their goodbyes. Following the end of the battle, the trio can meet Ferroll, who will let the gang know how many more Pink Coins they can find, and enter another room behind them, where the six Flowers are selling some of their overpowered equipment (most of which are items from Undertale), which can only be bought with Pink Coins. Blue wishes them another goodbye before the trio leave to finish their adventure.
    Side B (Weird Route) 
If the Weird Route was pursued in Chapter 4, the opening is changed to show a red pixel, followed by Noelle saying "Thank you". We then cut to Kris lying in bed – Toriel calls up in concern, revealing that Kris was asleep the whole day and missed the Festival. The player must mash inputs in order to force Kris out of bed, and once they are up, Kris walks slow and is struggling to resist the SOUL while refusing to provide flavour text when examining objects. Ignoring the honey toast Toriel made for them, Kris leaves the house and runs into Susie, who tells them that Noelle is waiting at the beach; However, while she already saw everything at the Festival with Noelle, Susie is still willing to go through it again with Kris.

The player is able to explore Hometown, see the empty stands and rides, and enjoy some moments together with Susie, before they eventually head to see Noelle. Susie hangs back to wait for Sans to make some ice cream sandwiches, but before leaving, she assures Kris that she cares about them just as much as Noelle and thanks them for being able to spend at least some time together. Kris then moves on to the beach, where Noelle is staring across the lake waiting for them. She tells Kris that when they put the Thorn Ring back on her, she had a terrible feeling that the two of them were going to be dragged down to somewhere horrible, but she isn't scared anymore — she actually wants that to happen.

Noelle expresses that ever since Dess disappeared, she's been stuck in the same routine, forced to be the same timid doe for year after year to the extent that she feels disconnected from herself, and all she has ever wanted is to do "something crazy". Descending into mania, Noelle praises Kris for managing to change themself and break free from their own monotonous routine to become more "interesting", believing that she's the only one who notices their weird behaviour because everyone in Hometown refuses to acknowledge it. After telling Kris that casting SnowGrave made her feel stronger than she ever had before, Noelle briefly acknowledges how horrible her revelations are.

She then goes on to figure out that so long as "Kris" commands her to, she can do anything. Noelle decides to finally do something "crazy", and tells Kris that she wants to see the other side of the lake – something that they, Asriel, and Dess had all wanted when they were younger – before taking Kris' hands, and telling them to command her to get across. Kris and Noelle then begin walking towards the water, with the player being given a series of dialogue choices to either "Stop" or "Proceed". Choosing either option gives the same result: Noelle wills the two of them to proceed, while telling Kris to stop hesitating and that they chose the path they’re going down.

Each time an option is chosen, Kris and Noelle will walk further and further into the water, until they are eventually completely submerged. Once both Kris and Noelle's faces are underwater, the screen will gradually fade to white as static plays, unless the player chooses "Proceed" to advance further and reset both effects. Noelle will speak through her thoughts, urging Kris not to stop and to continue going, even as they begin to drown and the fade to white gets faster and faster, along with the dialogue box turning red and the jingle that plays with each confirmation getting distorted.

  • If the player doesn't answer "Proceed" fast enough, the screen will suddenly cut to black as Noelle remarks that she was wrong: the Cyber World was a dream, Kris didn't change, and she was just getting carried away. The game then immediately cuts to the Normal Route version of the lake scene, with Susie carrying Noelle in her arms, but the latter is despondent throughout the whole thing: nothing will ever change, and she will never be able to change herself. Afterwards, the Weird Route is (seemingly) aborted and the game goes on as if Chapter 5 was begun on the Normal Route, albeit with some subtle references to the damage done.
  • On the other hand, if the player manages to keep answering "Proceed" even as the screen fades to white and nothing but the SOUL is visible, the game eventually goes silent, lingering on a white screen for several seconds before abruptly cutting to black. The game then shows a CRT screen with the text "Insert Chapter 7 Side B", before booting the player back to the chapter select screen and deleting their Chapter 5 save file (while secretly making a special Completion FILE).

”Sorry to keep a troper in waiting!”

    open/close all folders 
    A-C 
  • Aborted Arc: Contrasting previous chapters where Shadow Crystal fights were still accessible regardless of route (and even required in Chapter 2), staying on the Weird Route in Chapter 5 completely omits the Dark World section along with any combat, leaving the final crystal inaccessible and completely stuffing the sidequest.
  • Absurdly Short Level: The Weird Route version of Chapter 5 is only about half an hour long, and contains no battles or Dark World segments. It just consists of Kris and Susie walking around the now-empty streets of the town after the festival has happened with the decorations still up, ending with Kris meeting Noelle by the lakeside. This is Subverted if you don't finish the segment with Noelle properly, in which the game continues with events of the "normal" route taking over, albeit with imperfections.
  • Actually Pretty Impressive:
    • Ralsei is incredulous that Flowery would boast ridiculously high stats and insist on using long voice clips for no given reason. Susie, on the other hand, thinks it's cool when she sees Flowery in action. After he effortlessly solves a battle in one turn and discovers the solution to the puzzle they're stuck on:
      Susie: Dude! That was actually kinda sick!!
      Flowery: Yeah, I have maximum stats!
      Ralsei: Y... you can't just give yourself 999 in everything!!
      Flowery: Heh, guess you'd be the expert, Raly...
      Susie: What are you guys talking about?
      Ralsei: Huh? Umm, I...
    • After spending much of the Chapter insisting everyone needs to play by the "rules" of their universe and warning Flowery there'd be consequences if people didn't limit their powers, Ralsei lets his real strength slip for a moment when the party is caught off-guard by a giant Shinobeetle projectile during a platforming section. It almost hits Susie, and he's shocked when he accidentally burns the giant shuriken to ash.
      Susie: Dude, I... didn't know you could do that...
      Ralsei: Umm, well, I...
      Susie: Show me cool stuff like that earlier, k?
      Ralsei: Haha, of course, Susie!
  • Adam Smith Hates Your Guts: Parodied; Green's contribution to the Flowers' Last Stand atop the castle is to set up a Dungeon Shop, selling the same wares as they do at the café... but inflating all the prices by one dollar each.
  • Affably Evil: It's ultimately exaggerated, as while Flowery is an antagonist, he's an Anti-Villain who genuinely wants to help Asgore. Flowery is so genuinely nice it's to the point where he's effectively only "evil" in the sense that he's merely antagonistic due to his interests coming into direct conflict with the Fun Gang's. He constantly compliments the heroes and gives well-meaning advice, even in spite of Ralsei's attitude towards him.
  • All for Nothing: Susie urges Kris to find and seal the Dark Fountain before the Knight has a chance to kidnap Asgore. When they finally do, the Knight makes another Fountain right at that very moment and kidnaps Asgore anyway.
  • All Just a Dream: Failing to complete the final section of this chapter's Weird Route will cause the game to snap back to the normal route and somehow rerun all the festival events that were missed when the chapter began. Noelle's monologue referring to it all as a dream suggests that this chapter's Weird Route somehow becomes imaginary if it isn't fully completed. The events of chapters 2-4 seem to remain intact, however; there's not much time to investigate, but at the very least Kris still has a Heroic BSoD that they need Susie's help to overcome, and later she mentions that the previous chapters gave her the impression that Kris and Noelle were together. Then there's also another detail to consider: Susie asks why Kris' hair was so wet earlier. Was that scene really just a dream? Or did it actually happen, and Noelle covered it up?
  • Ambiguous Situation:
    • Asgore's kidnapping by the Roaring Knight at the end of the chapter looks plainly like a case of He Knows Too Much on the surface, but it is muddied by their earlier attempt on the completely innocent Toriel in Chapter 3. Was the Knight really silencing Asgore, or was it a bonus borne from him being its target from the beginning, kidnapping Lightners—or even the Dreemur family in specific—for a reason?
    • If Kris is injured by FRIEND and collects the Egg, this unlocks extra dialogue in Pink's shop where they notice that Kris has been bitten by a cat and warn them of the dangers of hunting cats. Pink says that the cats whiff out protein and chase people until they get it, and that some people have changed their appearance or went into hiding to avoid the cats. It is unclear who she is referring to here or how she knows that this has happened.
    • Susie gives a sketch of her friends to Sans, finally providing a possible origin to the drawing from Undertale hidden in Sans' workshop. However, it's only on the Weird Route that Susie describes who she drew, letting us know it's also of "three smiling people"—herself, Kris, and Ralsei. In the normal route, Susie skips over describing it; she may have left out someone to still make it threeExplanation or drawn all four, thus making it only possible for the Weird Route card to match.
  • Ambiguous Syntax:
    • Just before Kris and Susie head to the Dark World, Noelle gets a call from Carol telling her that Rudy "fell down". Since he was last seen on a rather precarious-looking ladder, it's unclear whether this means he slipped off and injured himself, or he's fallen down. The chapter ends without clarifying, but with the implications that he already had a medical condition, it paints a grim picture.
    • Played for Laughs. The Diner in the Dark World sells GreenTea and OrangeJuice. As in tea/juice made by someone named Green/Orange, something which Susie misunderstands during a conversation with Yellow. The juice is actually a green colour (and made of blended aloe and citrine) and the tea is colored orange and flavored with "cardadad" (which Noelle corrects to "cardamom" in currently-unused item dialogue).
    • Exploited during Pink's fight; during the second Dating Sim section, when Mew Mew and Ghost Pink split apart from each other, the former tells you to say something nice to them, while the latter wants you to say something mean to them, and they end up agreeing that you should choose something that could mean both. For example, "match her style" could mean "coordinate outfits" or "set her wardrobe aflame".
    • Defied in a bit of Developer's Foresight. Normally, attempting to spare an enemy that isn't completely pacified will cause a message to pop up that says "but [x]'s name wasn't yellow...", but since there is a character in this chapter literally named Yellow who you have to fight, the message is changed to say "but mercy wasn't 100%!" instead.
  • And You Were There: Several of the Flower Darkners appear to be modeled on idealized memories of Asgore's family and friends. This is emphasized in his Motive Rant, when silhouettes of his family appear in singular colors corresponding to a particular Flower.
    • Aqua is blatantly styled after a younger Kris, being both curious and mischievous, having a fondness for knives, and even sharing a similar color scheme to Kris's Dark World outfit. Further highlighted by her first appearance being a Duel Boss against Kris, during which she copies all of their actions.
    • Yellow is a stand-in for Asgore, being a justice-driven lawbringer with a fondness for cowboys. His naivete also reflects Asgore's own earlier lack of awareness regarding the Dark Worlds.
    • Blue is peaceful, kind, and scarily stern when pushed — all traits shared with Toriel. He's also in a loving relationship with Yellow, Asgore's own Expy.
    • Green is apparently a stand-in for Asriel, though beyond their Nice Guy and Loved by All qualities the connection is less clear.
    • Finally, Flowery himself is a dead ringer for Rudy Holiday, both in appearance (his hair swoop, beanpole stature, and smile) and behavior (an affable-if-teasing demeanor, frequent nicknamer, and an evergreen affinity for puns). He even claims to be a college buddy of Asgore's, which describes Rudy. They both even end the chapter (potentially) mortally wounded.
  • Animal Jingoism: In the church, a Tasque (a feline) is praying for a Maus to get hit with a large mallet.
  • Animesque: Flowery is a Bishounen archetype exaggerated to a near satirical degree, and the Superboss is a Magical Cat Girl with a Dating Sim minigame.
  • Antepiece:
    • A puzzle that you'll have to solve in the Garden of Hopes and Dreams requires you to use a watering can with infinite water, which Kris carries on their head, but can only water sideways, to grow a path of grass to progress through certain sections, and make flowers for the clippers to cut. An optional section in the Garden has you getting a golden watering can, which sprays large streams like a gardening hose, which is used to reveal a garden pattern of Flowery's face. Once you arrive inside the main hall of Flower Castle, there appears to be a door being blocked by a topiary clipping of two Asgores with Flowery holding onto their arms. Upon clearing out the hedge after finishing Yellow and Blue and Orange and Green's sections on either side of the castle, opening the doors reveal a gigantic watering can that you can use on the tiny sprout that was in the middle part, which when watered, grows into a tall beanstalk to take you to the Top of Castle.
      • The watering can is also part of how you get this chapter's Egg. After harvesting the wheat between two torii gates at the Cliffs, a single balloon will appear and drift leftwards, which you must follow, leading you to a room with six flowers and the Annoying Dog hanging from a balloon. The Annoying Dog guides Kris to which flowers should be grown, after which an Annoying Dog themed watering can will appear. This is used to water the path to meet the Man and his Egg.
    • Before entering the Ideal Diner, there's a long stretch of wide waterfall across the path, with two torii gates on either side. Passing through one of them causes Kris, Susie and Ralsei to gain an extra boost of running speed, which enables them to run across the water effortlessly. There are also some bushes on the beginning side, which can only be cut if Kris is running through, and some rocks that stop the gang from running if rammed into them. These become recurring later on, when the gang have to cut more swaths of foliage, and cross some more waterbodies, and even dodge bullet patterns of the Tropical Starwalker. It's also part of how you find this chapter's Egg, as you're required to cut down all the wheat in between two gates. As later shown, the torii gates also work when in platformer view, as Kris can sprint at top speed over long distances in certain sections, which can be helpful in crossing large gaps.
    • When you destroy Hopschef's sourdough bread, he will initiate a minigame where you have to power jump by slashing a flower for extra boost, allowing Kris to jump anywhere and smash his bread doughs up above his tree. These introduce the mechanics of flower slashing and jumping, using the large flowers as slingshots to go anywhere, which becomes more frequently used in Flower Castle and the Top of Castle to traverse large gaps and ascend vertically.
    • When running in side view with the Petal Feather, one of Ralsei's abilities is to become a platform by hanging by his scarf on anchor points, so that Kris can use him as a stepping stone. Ralsei also weighs down a lot of what he hangs by, such as the large flower platforms in the Cliffs. During Seth and Aqua's boss fight there, Seth's main Bullet Pattern is their glasses, which Ralsei can hang from, allowing Kris to break it. This ability is later used in the rightward half of Flower Castle, when passing through the paper doors that show silhouettes of various objects behind them, as Ralsei can hang from some retractable blinds that function similarly, to jump onto him to use some invisible platforms.
    • If you ever fall down while in platformer view at the Cliffs, an updraft sends you back where you fell from. The updrafts that you create can move certain objects, such as the giant floating flowers that Ralsei can hang from or can be ridden on, to get to certain parts. You'll also find some leafy pinwheels that can be struck to create more continuous drafts of blowing wind, which negate the need to jump into a bottomless pit every time, making riding on the flowers easier. Better yet, near the end of the Cliffs, just before you get to Flower Castle, you encounter Seth and Aqua again out in the distance, the former who is ordered to use her knife attacks, but there's a conveniently placed pinwheel in the spot, which when hit, creates an extremely powerful updraft that will send the main cast flying to the last stretch before Flower Castle, where you'll have to dodge Aqua's many knives.
    • One of the puzzles you'll find while searching for the orange key is a platform puzzle in which you have to move some large platforms. These are invisible and intangible unless behind the paper doors, where their shadows make them visible again. Switching to platformer view makes them usable, as you have to navigate by jumping across them to reach certain areas, first being used to get the orange key to open the orange door. The paper doors also act as a Perception Filter, since certain things will only be visible and when seen through silhouette or vice versa, such as the Netskies disguising themselves, and passing through Aqua and Seth's attacks.
    • When you meet Orange for the first time, she will attack you with her Bullet Patterns, which are flying boxing gloves. Hitting them with Kris will turn them grey, but also rebound them to fly faster and hit anything, one of which is the paper walls that's blocking your way. Striking more boxing glove Bullet Patterns will be helpful in demolishing anything made of paper, not just putting holes inside paper walls, but even breaking open paper lanterns for more Flowery Coins. This becomes used during Seth and Aqua's third battle later on, where Seth will make their glasses Bullet Pattern indestructible, and Orange will "help" by sending her boxing gloves, but thanks to "Magic A" Is "Magic A", Kris can easily deflect them to hit Seth's glasses, destroying them in a few hits.
    • In the left most hidden area in the room in the path to Pink's door has three hooks that are designed seemingly that Kris can't ACT ralsei to a new platform in time while in the air. This is actually to teach you that Kris has Coyote Time when they switch Ralsei to another hook, giving them enough time the jump on the next platform. Naturally this is needed for the next room when it's over a pit with time limited hooks.
    • When starting the battle against Superboss Pink, she'll pour tea as her opening move, which turns your soul purple. During this sequence, you can move the SOUL between three horizontal rows, all while nothing shows up to hurt you, so you can figure out how the controls work. Also, one of the earliest bullet patterns has pink hearts show up; when the player touches these hearts, they hear the "heal" sound effect and recover some of their max TP, so the player knows that touching the hearts is a good thing. Finally, when the battle shifts to a Dating Sim, the first text prompt has only one possible answer so that the player can figure out how to answer Pink's questions.
  • Anti-Frustration Features:
    • Accessing the chapter's Superboss requires ten pink coins. There's a total of nineteen Pink Coins in the world, allowing you to skip some of the associated challenges to get the amount you need. However, the rewards after defeating the boss cost additional pink coins.
      • On top of this, Seam outright tells you to prepare the Mannequin for the superboss as it resists the Puppet/Cat element, and Malius even has a new TrueTie armor recipe to gain additional Puppet/Cat resistance. Since you can't go back to Castle Town afterwards and it takes several hours to get to them, it's to make sure you have them ready.
    • If you turn the "Ralseis" option OFF in the room with four blocks, you'll have to solve the puzzle on your own. A buzzer will sound if you ever push a block into a spot that renders the puzzle Unwinnable, letting you know to ring the nearby bell to reset the blocks. Ralsei will get increasingly anxious if you keep getting this puzzle wrong, eventually splatting on the ground in frustration. If you still can't figure it out after a few more tries, Ralsei will slide his body over the nearby gap, allowing you to cross to the next area without solving the puzzle. note 
    • Some boss fights in this chapter don't use the usual Mercy rules, requiring Kris to spend TP to do ACTS to increase it instead. In these fights, Susie and Ralsei's SACTION and RACTION instead give a larger TP boost then Defending would rather then mercy.
    • The boss fight against Blue and Yellow is a Courtroom Episode that requires you to present evidence against specific people in order to proceed non-violently. However, there's a few ways that this is made easier on you.
      • Should you miss some evidence in the Flower Castle, you can ACT on Blue, and he'll give you any evidence you need to clear the battle. In the event you enter the battle without any evidence, the only evidence will be the Annoying Dog. If you use it, Blue will take pity on you and give you evidence anyway.
      • If your accusation was incorrect, a message will pop up afterwards telling you that the suspect was right but the evidence was wrong, or vice versa. Meanwhile, you'll be told you "weren't close at all" if you got neither part right. That way, you can at least figure things out by process of elimination if you're having trouble. After failing two times, the usual idle action text will be replaced with a further hint.
      • There will be small text bubbles above each suspect when you select them, which vaguely hint who's responsible for each crime. Since Yellow's shtick is being Lawful Stupid, he's always the incorrect choice for a suspect, which these bubbles hint at.
    • Entering optional areas that typically have difficult puzzles will have Ralsei comment that these areas are indeed optional, which prevents players from getting stuck if they just want to continue the story.
    • In the large platforming area after Green's shop, Susie and Ralsei will automatically carry out their ACTs after you fail twice. If you fail several times more, a small area will open up off to the side where a pumpkin hook can stretch out Ralsei so you have a longer platform to stand on.
    • Losing to Flowery as the Final Boss won't cause a Game Over, with him instead putting the party back before the fight took place. This would normally waste the items used, but Green cooks up new copies of any item that was consumed in the fight, allowing you to retry with all of your items.
    • A post-launch patch added a sparkle on the ground before Flowery's fight that appears only after losing to him once and if his voice clips were disabled early in the chapter. The sparkle contains "Flowery voice clips" that Kris can attach to Ralsei to turn them back on, as a failsafe for how some of Flowery's attacks are signaled by vocal cues but players originally couldn't re-enable them at this point.
    • Losing to Flowery six times in a row slightly increases the TP gain you receive and lowers the amount of damage you take. With each subsequent loss, the TP gain increase and lowered damage you receive are increased even further, up to a total of 12 losses, where TP gain is increased by 50% and damage is decreased by 25%.
    • Just before the final attack sequence against Omega Flowery, Kris will silently have their HP completely restored so that one mistake doesn't cost you the battle right at the end.
    • The fourth and final Dating Sim mechanic against Pink is relatively easy to clear, after her previous attacks were incredibly difficult to deal with. Even if you do mess up, Pink's attacks will only deal one point of damage to everyone, giving you plenty of opportunities to get it right.
    • A later patch added a difficulty adjuster for Pink's small bombs attacks, allowing you to keep them as intended, make them easier by lowering their damage and adding indicators similar to the large bomb attacks, or make them harder by boosting their damage and making them faster.
    • Similarly to Tenna's introduction in Chapter 3, if your device can't handle the MP4 file for Flowery's introduction, the game will detect if it froze or crashed when the file attempted to play. Should this happen, then when you reload the game, you'll get the option to just skip the video upon reloading. Flowery will also remark that he must be too handsome for the regular introduction.
  • Anti-Villain: The seven antagonists of the episode are all Dark World versions of the flowers from Asgore's shop. Specifically, the seven flowers that Asgore keeps in his room above the flower store. It's revealed in the chapter that they were all a bouquet that Asgore made to propose to Toriel, and Asgore has been looking after them all this time, keeping them alive years longer than they "expected" to live. As a result, all of the flowers want Asgore to have a happy life after he's fallen on hard times. Their bond is so strong that they end up using The Power of Friendship against the Fun Gang, combining their attacks in multiple different ways throughout the chapter, all while earnestly trying to help Asgore.
  • Are You Sure You Want to Do That?:
    • A conversation between Ralsei and Flowery in this chapter takes place in one of the requisite "close your eyes and think about [x]" scenes. If the player attempts to ignore it like they've been able to for the past several scenes of this type, the game will pause for a moment before throwing up the prompt again, with the option to skip now labeled "Don't close eyes even if it seems important".
    • Exaggerated in the Weird Route. After you go into the water by the lake, your options will eventually change to just "Proceed" for every prompt. Once this happens, you have to keep selecting "Proceed" over and over every time it pops up; show too much hesitancy, and the Weird Route will be aborted. However, you have to select "Proceed" over seventy times during this sequence, as the prompts start coming up faster and faster as a way of Painting the Medium to indicate that Kris and Noelle are drowning.
  • Armor-Piercing Question:
    • En route to the Final Boss, Ralsei says that all Dark Fountains have to be sealed. Twice, Flowery counters with two questions: The first is asking if the person creating Dark Fountains is really as bad as he thinks they are. The second is if the heroes are really serious about sealing every Dark Fountain, then why not seal the fountain in Castle Town? To this, Ralsei and Susie momentarily falter. On the second time, he questions Ralsei what's the problem with being a Darkner instead of themselves, asking about the "rules" they have to follow, aware of the Roaring. Despite Ralsei reminding him of their purpose of serving Lightners, he is asked by Flowery what he wants, which leaves him surprised.
    • Played for Laughs in an encounter with a Floradinn. If Kris has everyone ACT with "show love by flirting" with the enemy, Susie asks if you have to flirt with someone you like to show that you like them. This comment causes Kris to twitch and turn away. Ralsei following up this by asking Kris how they'd show they liked someone causes them to twitch again, turn away even further, and make Susie answer instead (and then Susie makes Ralsei answer instead after that).
  • Artificial Sun: There's an eternal sunset in the flower shop's Dark World (despite being, well, darker than pure darkness), which vary in colour depending on the area. These "suns" are actually the multi-coloured grow lamps that are hanging above each of the seven flowers in the Light World.
  • Art Shift:
    • Flowery is introduced with an anime-style intro sequence, while also putting him downtown in a huge city at night. Asgore lampshades him inexplicably walking through a cityscape in this intro even though they're currently standing in an open field.
    • Finishing the chapter's Weird Route results in an abrupt prompt to insert the Side B of Chapter 7, skipping Chapter 6 entirely. This is portrayed as a command prompt message in a CRT monitor that's nothing like anything else seen in the interface of Deltarune.
  • Ascended Extra:
    • Little Ball, Trashy and Nubert now serve as an optional boss battle in Castle Town, and they're surprisingly difficult for minor characters.
    • Sheary first appeared in chapter 1, but was nothing more than an overworld obstacle a la the black Ponmen or the Starwalker Bird. In chapter 5, they appear as enemies that can be fought.
    • Napstablook and Nobody's mad housemate, a minor NPC for much of the game, becomes Pink, the Shadow Crystal boss of this chapter.
  • Aspect Ratio Switch: Flowery's intro is in 16:9 while the rest of the game is in 4:3.
  • As You Know:
    • At the beginning of the chapter, you come across Asgore setting up decorations for the festival, who is eager to recount to Kris how he and Toriel were crowned the festival's King and Queen, year after year. You have the option of telling him that he tells the same story every year, but he'll still recount it regardless.
    • Deliberately averted. Near the chapter's end, when Asgore is talking to Kris about the mysterious incident that got him kicked off the police force, he frames it in general terms that reveal little of what actually happened, presumably because Kris both already knows at least the broad details of what happened (which would make an explanation pointless in-universe) and is implied to have been traumatized by the event (suggesting Asgore is intentionally trying not to upset them further).
  • Awesome, but Impractical: One of Green's attacks during the Dual Boss fight against Green and Orange has Green throwing green eggs that can heal the party when touched, insisting that you collect as many as possible before they fall and let Orange eat them. Seems fine, but as Orange reveals, eating green eggs will increase the SOUL's speed, making it difficult to move precisely to collect more eggs or dodge the fireballs.
  • Background Music Override: Similar to Chapter 2's battles in Queen's Mansion, or even battles in the CORE in Undertale, encounters fought on the Top of Castle will have the song "Running Sky" be sustained, instead of any of the other battle themes.
  • The Bad Guy Wins: Once again, the Knight manages to kidnap a Lightner and take them back to the Shelter Dark World. To add insult to injury, they manage to actually kidnap their intended target instead of a substitute like with Undyne in Chapter 3.
  • Bait-and-Switch:
    • The Flower Kingdom shop has an old TV. Given that the Dreemurr's TV became Tenna, the Arc Villain of Chapter 3, one would expect a similar Darkner to emerge from this TV after Kris makes a Dark Fountain inside the shop. In reality, no such Darkner exists throughout the Flower Kingdom. After sealing the Knight's Dark Fountain, it's revealed that the TV was flipped on its face, presumably preventing a Darkner from manifesting from it. It's implied the TV manifested as an inanimate mountain in the Dark World instead.
    • After finding Flowery after the Diner section, following him helping the gang solve another puzzle, he shows them the exit out the Dark World, telling them to go back, even though the story ensures that you follow him regardless (after getting the Petal Feather). Of course, if you try to actually use it, Susie will immediately pull Kris back down, forcing you to continue finding Asgore.
    • Those who are looking for Eggs would hang on to The Forgotten Man's words "On Sunday, I harvest the wheat." Soon in the Dark World, going down passing the fishing spot, you see a wheat-covered area that has a Jigsawry and a worm in front of a tree similar to the one that hides The Forgotten Man. However, neither constantly leaving and going to this area nor "developing" the worm by watering the worm do anything special. The wheat being harvested is actually at the top of the Cliffs, needing that The Fun Gang dash through the wheat with the help of a couple of dashing Torii gates.
    • Near the end of the chapter, we finally arrive at the Dark Fountain that Kris created inside the flower shop, and Kris seals it. We get the recurring victory theme "Your Power" playing, indicating that the chapter's over... but after sealing this fountain, the characters look as if they are still in the Dark World, because as it turns out, the Knight created another fountain just as Kris sealed theirs, enabling it to kidnap Asgore. Flowery attempts to stop them, but the Knight slashes him before escaping.
    • Broadly speaking, this happens across the chapter with Flowery. Upon being introduced, he is set up as the Arc Villain, like King and Tenna, who initially act all nice but reveal their true colors so that they can harm the protagonists. Throughout the chapter, Flowery takes Asgore with him and does all sorts of activities, suggesting that sooner or later, Flowery will backstab him. Except, by the end of Flowery's boss fight, it becomes apparent that he and all his friends are Good All Along, as despite his actions, he still tries to be heroic overall, and it's the Knight that takes over as the villain, even if they are unfought.
    • The previous chapter had a foreshadowing line, "The vast garden is charred in an inferno of jealousy," and ended with Kris and Susie walking into the Dreemurrs' house to find Toriel and Sans dancing. Asgore does not get jealous over Sans, nor do they even meet in this chapter; instead the "inferno of jealousy" refers to Kris feeling jealous of Noelle and Susie's budding relationship, or Ralsei being jealous of Flowery.
    • During the final fight, you are approached by an impassable barrier, as the SOUL turns sideways and yellow, similarly to Spamton NEO... only for the relevant button to cause it to dash forwards and turn orange, revealing the brand new Soul Mode.
  • Battle Against the Sunset: The last phase against Omega Flowery is set against an orange setting sun, setting the scene and mood for the end of the Chapter.
  • The Battle Didn't Count: During the final phase against Flowery, Kris gets into a blade lock with him which brings up the attack bar as a quicktime event. Pressing it in time or a little early gives the same result where both are exhausted after the battle with Flowery claiming he hesitated at the last second, while not pressing it at all still leads to the same outcome where only Flowery's dialogue changes, asking why Kris didn't counter him in the end. The story otherwise continues as normal when Asgore interrupts the battle after seeing Kris unconscious.
  • Because Destiny Says So: Zig-zagged, carrying over from Chapter 4, where this was the central topic and in the fallout of Susie discovering what lies beyond. Ralsei is conflicted over the idea going through his mind that nothing he can do will actually change anything, since he similarly wants to avert "the end of the story" as it's known to him. However, he struggles to find a way to actively defy this while he's attempting to hold his own abilities back, whether it's due to worries that everything will come to pass regardless, or if doing so would give way to something even worse. Whenever Flowery questions these thoughts, it prompts great frustrations from Ralsei, as both parties present themselves with seemingly-unwarranted confidence behind their conflicting beliefs.
  • Because I Said So:
    • Flowery pulls this to comedic effect and for when he tries to get the Fun Gang to leave as the central figure of authority in this Dark World. It's practically what his character and his overall powers run on.
      • He thinks he and the rest of their world's Darkners have what it takes to defend Asgore and their world from the Knight. In a world whose logic runs on playing pretend, Flowery's rather impressive stats and abilities make him out to be deliberately overpowered, arguing he has what it takes to provide Asgore an ideal world to enjoy. In turn, this is the argument he makes for why the main trio should give up on sealing the Dark Fountain fueling this ambition, initially treating them as incapable of handling everything.
      • However, when he launches several attacks on the Knight dealing an absurd "999" damage several times over, it shrugs off every single one, straight up slicing the numbers in half to turn them all into "000". As he refers to this as the decision to "ignore [his] fake statistics", it seems he's actually been Exploiting this to some extent, only for the Knight to actively Defy it.
    • Zig-Zagged with Ralsei in this Chapter. He still struggles to understand what people don't know, shouldn't know or already understand without him and his vast knowledge. He even implies in conversation with Flowery that he's arbitrarily limiting himself according to these unknown "rules" with how much he implicitly holds back. It inevitably puts him at great odds with Flowery, not just from how the latter exploits it to be a Parody Sue but also because he casually dispenses some of this knowledge to people, like when he tells Susie about "Voice Clips".
  • Beyond the Impossible: Played for Laughs by Flowery. Name anything you can ascribe numerical values to, from stats to attack damage, and he's maxed it out to the (usually fake) limits of 99 or 999. He's so perfect, his blood type is "SSS" and he can resolve a battle to spare enemies in only one turn before they have the chance to react. It's given a further twist when Flowery attempts to Invoke this regarding fate itself, questioning if the Prophecy really holds any weight behind it with Ralsei, who greatly fears it and thinks Flowery is way in over his head with what they're dealing with. Ultimately, though, Flowery can be outclassed by the likes of The Knight if something like it can simply decide to ignore his theatrics and exhibit a will strong enough to override his own.
  • Big Ball of Violence: When the Mikes threaten the Trashy Trio for trying to become Castle Town's most popular trio, Small Mike orders his cronies to attack them, leading to a fight cloud. Nubert ducks away before the cloud forms, while the little ball and Trashy walk away. Once the dust settles, it's revealed Cat Mike and Cowboy Mike were beating up their boss.
  • Big Shadow, Little Creature: Orange is initially shown in shadow puppet form, and when she is shown in full she turns out to be a tiny mouse-creature with a big shadow.
  • Bilingual Bonus: The lyrics for Pink's boss fight alternate from English to Japanese so that it works both ways, which is lampshaded by one verse that points out "you don't know the lyrics".
  • Bittersweet Ending: Not as bleak as the previous chapter, but still not great. The Dark Fountain is sealed in the Flower Shop, and Asgore has a Heel Realization of what he almost did from wanting to find the truth of what happened in the past. However, the Roaring Knight kidnaps Asgore, and Flowery is sliced in half by the Knight. Back in the Light World, Susie uses tape to fix up Flowery as best she can. Because Asgore's shelter code was buried in Flowery's pot, Susie finds it before Kris can tear it up. While walking Susie back to the Dark World, Susie says that they're going to have to involve Noelle, since the situation has become too grave to keep the events of the Dark World a secret anymore. To that end, Susie and several Darkners fix up Castle Town for Noelle's arrival. Also, Susie and Noelle go through a Relationship Upgrade at the festival. However, the heroes have all hit an emotional low point. Despite having come to terms with her feelings for Noelle, Susie refuses to return to her home in the Light World and considers Castle Town her real home, showing signs of falling into the toxic escapism that Asgore warned about. Kris is dejected that Susie and/or Noelle have eyes for each other and seem to be growing distant from them, not helped by Kris having Conflicting Loyalty. Noelle had to run off because her father fell down. Ralsei is clearly still not showing his real power due to a self-imposed limit, while letting the stress of that get to him more than ever. And finally, the identity of the Roaring Knight is still a mystery. While the heroes are slightly closer to stopping the Knight's plan, it's not by much, and their emotions are all over the place due to everyone keeping secrets from everyone else.
  • Black Comedy Burst: The whole sequence introducing Yellow may have some of the edgiest humor ever employed by Toby Fox since his ROMhack days, drastically different from the usual quirky humor of Undertale and Deltarune, and it's all played for laughs. To wit: Susie manages to save the team's own hide by convincing Yellow that he's responsible for all the crimes he's accused them of. He believes them... but to the team's horror, he takes it so seriously, he decides that if an embodiment of Justice like him has committed a crime, he doesn't deserve to live anymore. Cue him attempting to kill himself in several ways such as trying to bury himself alive, shoot himself with his giant gun, and blow himself up (complete with a scene where Susie briefly worries that he's already been buried alive), moving to another option every time the gang convinces him against one method. Eventually, he goes missing, and the team returns to where he'd been seemingly buried alive only to find a giant bloodstained imprint of him on the ground — only for Aqua to pop up nearby to tell the group that Yellow's in jail. Thankfully, Blue finds Yellow alive in a jail cell, and that last bit is revealed to have just been Aqua playing around with food coloring.
  • Blade Lock: On two separate occasions, Flowery clashes against a blade with his bare arms:
    • At the end of his Final Boss fight, Flowery uses The Power of Friendship to take on his rainbow-flashing Omega form, and after being deflected several times, he clashes with Kris's blade and they need to repel him with a slight variant of the usual action command. Win or lose this clash, the battle ends and the story progresses, all that changes is his dialogue afterward.
    • When Flowery fights the Knight, he clashes with its blade and the two struggle for several seconds. He's not even in Omega form this time and still manages to hold the Knight on equal terms, at least until it blindsides him with a second attack.
  • "Blind Idiot" Translation: Invoked. Flowery is a parody of anime/dating sim protagonists, and as such, his dialogue reads like it's been translated from Japanese by someone with no regard for context or word choice. For instance, his laugh ("hahahaflowershaha") is a Japanese pun (the Japanese word for "flower" is "hana", so his laugh would read as "hahahahanahaha"), that was translated completely literally into English, where it makes no sense.
  • A Bloody Mess: While searching for Yellow, the gang come across a bloody imprint of his on the ground, to everyone's horror. In the trial scene during the following battle, Aqua fesses up to it and reveals she'd just been messing around with food coloring.
  • Bookends: The chapter begins with Kris entering Castle Town to retrieve Susie there for the festival with implications she spent the night there. The chapter ends with Susie entering Castle Town, calling it home and helping the Darkners decorate it for Noelle's arrival, the penultimate shot being her sleeping in her room at Ralsei's castle.
  • Breaking Old Trends:
    • This is the first chapter to have a different opening cutscene depending on the route you're on; the normal route has a sickly-looking Kris reenter their bedroom through the window and putting the SOUL back in their body before going out in the morning to fetch Susie from Castle Town, the Weird Route has the SOUL drag Kris off their bed in the evening so they can meet Noelle at the lake.
    • Weird Route:
      • Unlike the last four chapters, you cannot obtain Chapter 5's ShadowCrystal and Egg if you're on the Weird Route.
      • As there are no Dark World segments, Chapter 5's weird route marks the first time Ralsei and the Darkners do not appear at all.
    • Unlike the first four chapters, the Forgotten Man's leitmotif is absent from the music playing in this chapter's Egg room.
    • This chapter's superboss is the first one since Jevil who does not make any appearance or mention whatsoever on the main route outside of a single shop, and does not need to be interacted with at any point in the entire chapter. Furthermore, instead of being rewarded with a specific piece of equipment on their defeat, the superboss instead provides up to three items that you can pick and choose to take.
    • Unlike the last three chapters, which have two startup animations, one for when you first boot up the chapter (the Deltarune logo with the chapter number), and one when you resume the chapter (the icon associated with the Arc Villain); this chapter only has one startup animation, which is the Deltarune logo without the chapter number.
    • This is the first chapter where you can’t close your eyes and think about Susie… instead the option is to close your eyes and think about Ralsei.
    • This is the first chapter with no Big Damn Heroes moment at the end against the final opponent.
    • This is the first chapter where your allies learn new spells independent of the story, Susie and Ralsei starting the chapter with Scythemare and ReviveSong respectively.
  • Breather Episode: Compared to the lore-heavy Chapter 4, Chapter 5 is mostly spent facing off against a Quirky Miniboss Squad who are more silly than threatening. The moments in the Light World at the beginning of the chapter are filled with fun at the town festival and feature a Relationship Upgrade between Susie and Noelle, meaning that there's several moments of levity. Even in the Dark World, Asgore isn't shown to be in nearly as much danger as Toriel apparently was in Chapter 4, meaning the stakes feel a little lower. Lampshaded after the final boss fight, when Blue casually heals both Kris and Flowery while saying "This is a comedy, not a tragedy."
  • Brick Joke:
    • True to what was found in the prophecy shown last chapter, Jockington grows a beard.
    • If Susie threw her plush into the air during the optional interaction with it in Castle Town, it happens to still be like that by the time of The Stinger.
    • At the Dreemurr residence, checking on the embarrassing "How to Draw Dragons" book has Kris deeply ponder on why it did not manifest as a Darkner back in Chapter 3. After the Flower Kingdom is sealed, you can see the TV on the corner of the room is turned down and has a "Japanese-style comic" placed on top of it, as if Kris went out of their way to supress the TV from turning into a second Tenna.
  • Bridal Carry: During the Festival in the beginning, at around sunset, while Kris, Susie and Noelle are at the beach, Susie invites Noelle to walk into the water, and she picks her up in her arms, and the two go into the water ankle deep to watch the sunset, having a conversation.
  • Broken Masquerade: Unlike the Bizarre Dream Rationalization with Noelle and Berdly in Chapter 2, and Toriel spending all of Chapter 3 asleep, Asgore is fully awake and lucid for all of Chapter 5. He was already aware of the Dark World and is implied to intend to bring it up with the mayor. He is unfortunately abducted by the Roaring Knight before this can happen, but Susie sees the writing on the wall and intends to break the masquerade herself by bringing Noelle into the fold.
  • But Thou Must!:
    • If you talk to Asgore in the morning as the festival's being set up, he'll ask Kris if he's ever told them the story of himself and Toriel being voted King and Queen of the festival. Your choices for Kris are that they didn't know that, that they want to hear the story again, or that Asgore tells the story every year. Regardless of which one you pick, Asgore still tells the story anyways.
    • On both routes, you must talk to Sans before heading to the lake. Trying to do so before will make Susie say something about getting ice cream and Kris turning back.
    • An exit to the Light World appears in two spots in the Flower Kingdom. Actually attempting to use the first one has Kris slowly float up like when exiting Castle Town, but Susie grabs them and forces them to stay. Neither Kris nor Susie even humor the thought with the second exit, and refuse to interact with it if the player tries to get Kris to.
    • If the laser Yellow tries to kill himself with full charges, you get a Game Over. Not because Yellow dies, but because the laser will somehow malfunction and kill you.
    • The final fight with Flowery can only be resolved peacefully. If you attempt to attack him, Susie and Ralsei fully heal him in response and completely lock out their FIGHT actions for the remainder of the battle.
    • At the end of the normal route, you're given the option to walk Susie home or not. Should you refuse and then confirm the refusal, Kris will rip the SOUL out of their body offscreen, put the SOUL into a balloon, and hold onto this balloon while walking Susie home anyways.
    • On the Weird Route, when Noelle wants to walk across the lake, you're given the option to "Stop" or "Proceed". But both options have the same outcome, because if you try to stop, Noelle won't believe you, and will proceed on her own. Eventually even the false choice will be taken away, and both options will be "Proceed". There's still another option anyway; once the two are submerged, you can let Kris drown early by not picking any option at all, Noelle will go on a monologue about how Kris' apparent change was nothing but wishful thinking on her part, and then the game will suddenly return to the normal route with no explanation.
  • Call-Back: Has its own page.
  • Central Theme:
    • Jealousy, and how it affects relationships. A Recurring Element throughout characters in this chapter is a character being jealous of someone else. The festival has several moments when only two of your three party members — Kris, Susie, and Noelle — can participate in an activity. Catti gets jealous of Susie and Noelle growing closer, and Pizzapants gets catfished by several of his "friends" into thinking he had a girlfriend who was coming to his side. Meanwhile, Kris is more strongly implied to have unrequited crushes on Susie and/or Noelle, and is jealous of their Relationship Upgrade in subtle ways. Finally, Ralsei is jealous of the attention that Flowery gets from the rest of the Fun Gang, constantly making Ralsei mad. Even the villains are jealous of humans, as Big Bad Flowery and Superboss Pink both long to be human, but clearly aren't.
    • A second, more subtle theme is broken hopes and dreams. This is the chapter where Seam gives some elaboration on the Shadow Crystals as fragments of "lost dreams", and ties together the connecting points between all the Shadow Crystal Holders by indicating they all had a dream that'll never truly be fulfilled (especially in the meta context of the game for some of them). The major clash between the Heroes and Flowery and the Flowers is a conflicting dream that ensures that one has to be broken for the other to succeed. Asgore's conflict is the hope that he can clear his name over the incident in the past, believing it'll fix his life and get him back together with Toriel, only to realize how destructive this hope is being and gives up on it, accepting that things will probably never go back to how they used to be and that it's time to move on. And Kris' hopes of a potential romantic relationship are fully dashed when Susie and Noelle become a couple, leaving no room for them to get closer to either of them. And with their Conflicting Loyalty between two different groups that have diametrically opposing goals, they'll have to either break their promise to their contact, or betray their friends eventually and dash their hopes.
  • Chained to a Railway: One of the suicide methods Yellow contemplates is lying on train tracks. He decides not to go through with it because the train tracks are too comfortable to lie on.
  • Character Check: At the end of the chapter, Kris reminds us once again that they're a Hidden Agenda Villain. Despite the now-personal stakes with Asgore's kidnapping, Kris is still willing to destroy one of the Shelter codes like they'd been ordered to back in Chapter 4, having found it in Flowery's flower pot while Susie was out of the room — they are only thwarted by Susie returning early and spying the code in their hands, pulling it away from Kris before they can rip it up.
  • Chekhov's Gag:
    • The Mannequin you could purchase from the Addisons. One might have completely forgotten about it by now when remembering its meager stats and only equippable by Kris, not helped by comments of it being a waste of money from both Susie and Ralsei. However, when visiting Seam to discuss the Shadow Crystals, they make sure to imply this "armor" will be useful for dealing with the next and final holder with little to no explanation. This is a major hint at its hidden function for bonus defense against Puppet/Cat attacks if one hasn't already discovered it by now, this time to help shift the odds in your favor against "Pink".
    • In every chapter so far, including this one, there's a Running Gag where Kris and/or Susie eat some moss, which does absolutely nothing (but usually triggers some amusing dialogue). In this chapter, eating the moss is mandatory, as it comes back up in the final boss fight; Ralsei uses the moss as evidence against Flowery, accusing him of falsely imprisoning Susie and Kris.
  • Chekhov's Gun:
    • During the Festival, you can find a Mew Mew Kissy Cutie doll outside the Flower King shop. This turns out to be the chapter's secret Superboss, by way of it coming to life in the Dark Fountain and being possessed by a Lightner ghost.
    • Visiting Ralsei's room in the previous chapter has it be furnished in this one, and among the new stuff is his Chapter 1 hat on the bed headboard. It goes unacknowledged there, but Ralsei wears it again for both the Nostalgia Level section of the Dark World and to hide his appearance from Asgore.
    • In Chapter 1, when exploring the second floor of Asgore's flower shop, there's a note from the mayor stating he only has one more month to turn in overdue rent or he'll be evicted. After the flower shop is turned into a Dark World, this note has been transformed into the RedRibbon (made obvious by the Flavor Text, "A ribbon with an inscription to drive away resident spirits, if they don't pay.", and Dummied Out dialogue from Noelle where she state's Asgore's name is on it), the first ribbon item Susie will accept being equipped with.
    • The Prophecy depicts the "PRINCE FROM THE DARK" with flames surrounding his silhouette, yet the only case of him using fire magic (besides the implicit connection his design has with the Dreemurs) is the previous Chapter, which is the non-combat function of helping light the surroundings against Balthizard and Jackenstein. His ability to perform firey spells is further explored here, as Ralsei warns Flowery he could easily burn the plants to ash but willingly holds back since the fallout from it would only make things worse. We get a taste of what he's capable of during the last stretches of the platforming sections when he saves Susie from a giant shuriken.
    • When the party first meets Aqua, they convince her to give them the Petal Feather as a gift. This comes back to bite them in the battle against Flowery, as when Ralsei attempts to use Yellow's Trial Act against him to accuse them of unlawfully jailing them earlier, Flowery turns the tables of them by pointing out they stole the Petal Feather Aqua was supposed to be guarding. When Ralsei claims she gave it to them as a gift, Flowery points out it was never hers to give away in the first place, so it still counts as stolen. Ralsei is forced to take all the blame for himself, claiming it was all his idea to trick Aqua to give the Petal Feather to them, causing him to be removed from the battle.
  • Clap Your Hands If You Believe: Played for Drama and Horror on the Snowgrave route; Noelle's Sanity Slippage has gotten so extreme thanks to the SOUL corrupting her mind that Noelle thinks that Kris telling her to do something can make the impossible possible. As a result, Noelle takes Kris's hands in her own, then walks into the lake's water, all while Kris continues to tell Noelle to "proceed" as before. However, it's subverted by showing what happens to Kris and Noelle in the game's graphics. Not only does the text box's border turn from white to red, but Noelle's portrait and the text heavily blur as the screen fades to white, suggesting that the two of them are drowning in the lake.
  • The Cuckoolander Was Right: Related to the above; even if there's something beyond the lake, there's no way that the seemingly delusional Noelle expects her and Kris to walk across without drowning, right? Well, as expected, the two of them start drowning partway in, and Noelle's sprites get increasingly submerged, but a Freeze-Frame Bonus at the very end shows Noelle's sprite returning to normal once she's gotten deep enough, hinting that the two have successfully reached a new location.
  • Colorful Theme Naming: The flowers are all named after their respective colors, with the exception of the purple flower, who decides to take the name Seth, under the reasoning that humans aren't named colors, and the golden flower, who goes by Flowery. This even applies to the secret boss of the chapter, who is named Pink (despite her not being a flower).
  • Comically Missing the Point:
    • Yellow has decided, to keep in character as a cowboy, he needs to also eat cowboy-appropriate meals. He doesn't actually know what a cowboy-appropriate meal is and guesses he needs to eat medals. Ralsei points out eating medals would probably make him sick, and Yellow is horrified, thinking he has to make himself sick. He needs to have it further explained to him that he doesn't have to eat medals.
    • When Susie tells Yellow he doesn't deserve to be buried alive, Yellow interprets this as being he deserves far worse than that and immediately heads for the room marked "ALL PUNISHMENTS WORSE THAN BURYING" to find an even more brutal way to kill himself.
    • After being tossed out of the Dark World by Asgore and finding the front door now locked, Kris tells Susie the shop still has an unlocked back door they can enter through. Susie remembers that Kris was near the back of the shop when the Dark World inside appeared... but then asks Kris if they saw whoever created the Dark World sneaking in through the back, rather than assuming Kris had something to do with it.
  • Comically Small Bribe: Played for Laughs. Noelle whispers for Kris to vote for her as Queen of the festival. If you do so and show her, she'll promise to pay Kris back by giving her "100 cheasy points" and a shoutout on her blog once the internet comes back. Kris seems to think this is such a terrible reward that they start playfully erasing Noelle's name from the ballot.
  • The Computer Is a Lying Bastard:
    • Seam's hint for the last Shadow Crystal boss is asking if you held onto the Mannequin from Chapter 2. While anyone familiar with its secret ability will take the hint that the boss is a cat or puppet, the Mannequin itself will have much of the 20% Damage Reduction offset by its complete lack of Defense (or any other stat boost) — made worse by Pink's explosives ignoring the ability, and thus doing more damage. By contrast, the Dealmaker and TrueTie (the later becoming available right when you talk to Seam) have very good stats on top of the same effect, making them much more of a net gain.
    • The YellowHat is described as making spells "20% more effective". This is accurate for healing spells, but Rude Buster's damage is only boosted by about 10%. Its effect on Noelle's ice spells isn't known, not even in the game's code.
  • Cosmic Retcon: If the Weird Route is failed in this chapter, the game appears to retcon itself in order to undo the damage, with Kris having gone to the Festival with Susie and Noelle like in the Normal Route. Noelle's mental breakdown and her revelation about the SOUL's power never occur, implying that the Thorn Ring was never forced back onto her in the new turn of events. However, Kris still reacts negatively to the SOUL pairing them with Noelle, Noelle feels disappointed that "nothing changed", Susie remarks that she initially thought the pair were a couple, and Ralsei expresses relief that Kris is safe upon seeing them again, indicating that whatever fixed things didn't cover all the cracks.
  • Creator Cross-References: Temmie has a stall at the festival, working as a caricature artist. If you talk to her, she'll draw her "original caricture" and hold up a picture of Yoki from Dweller's Empty Path.
  • Curse of Babel:
    • Played for Laughs. After Ralsei reminds Kris once again that they have the option of turning off voice clips in the menu (as a passive aggressive barb towards Flowery), Flowery counters back that you can also turn off "Ralseis" in the menu, causing a "Ralseis" option to appear in the menu. Turning it off prevents Ralsei from being able to speak briefly, much to his shock.
    • Played for Drama. Asgore is trying to collect the Dark World version of his notes that he's been building up over the years, only to discover to his outrage that the letters have become completely scrambled in the Dark World, preventing him from making any sense of them. Ralsei hardly has any better luck, only barely able to piece together what they're about by sensing what they're meant to be like in the Light World.
  • Cutscene Boss: When the Roaring Knight kidnaps Asgore, Flowery engages them in a fight using a Floradinn to start an encounter, causing the battle UI to appear. This being a cutscene, you lack control over what happens, so Flowery spares the Floradinn, attacks the Knight with a barrage of blows that it ignores by slicing the 9's into 0's, and clashes his fists against its blade, with the Knight finishing him off by slicing him in half.
  • Cutscene Power to the Max: Flowery attempts to defy this trope against the Knight, who always gets a One-Hit Kill outside of battle, by bringing along a Floradinn to initiate a battle against them both and sparing the Floradinn. While he manages to get hits in, the Knight ignores the damage and defeats Flowery in a single strike anyway.
    D-M 
  • Dark Reprise: The song "That Day", which plays near the end, during the sequence where Asgore has a talk with Kris about everything he did, about how his past has been affecting him. It's a somber and mellow rendition of "Bergentrückung", Asgore's Leitmotif from Undertale, with parts of "The Dark Truth" as the bassline.
  • Dead Guy on Display: Discussed. Asgore loathes whoever made the Dark Fountains, as Asgore blames this person for ruining his life. So much so that Asgore vows if he finally finds the culprit, he'll kill them and parade their body around Hometown to prove to everyone that he was right all along.
  • Deadly Euphemism: Implied. On the Normal Route, Noelle admits to Susie that she's thought about what might happen if she "left". Susie asks if she meant she wanted to run away from home, but Noelle gives an ambiguous reply suggesting she actually meant something even more drastic. On the Weird Route, Noelle uses similarly ambiguous and foreboding wording when saying Dess "left".
  • Death of Personality: In a more dire example than previous chapters, the Flowers needing light to live means they cannot survive in any Dark World indefinitely; they cannot be recruited, and the end of their Dark World means the end of them, reverting them back to ordinary flowers that are too delicate to be taken to Castle Town. Since curbing the number of Dark Fountains is needed to stop the Roaring and they're unwilling to give up Your Home, the Fun Gang has to make the hard decision to let the Flowers go. They thankfully Face Death with Dignity, satisfied with their experiences and entrusting Asgore's happiness to them.
  • Decoy Hiding Place: While walking down a pathway in the Dark World, the three heroes come across a shrub that has the exact shape of Flowery. Then, Flowery walks out from behind a lamppost that was next to the shrub.
  • Definitely Just a Cold: Rudy is up and about like he promised he would be, setting up lights for the festival. This time around he struggles to even pretend he's in good shape through the manual labour, and Noelle has to leave abruptly hearing news that he fell.
  • Delivery Not Desired: If you search inside Asriel's bedside drawer in the start of the chapter, you'll find some love letters addressed to Dess, Noelle's missing sister, all but confirming that he was in love with her.
  • Depth Deception: There's a wall of stacked planks in the castle that resembles a staircase from a typical Three-Quarters View. Interacting with it will have Susie make fun of Kris for thinking it actually was stairs (which doubles as a Leaning on the Fourth Wall gag, as it would certainly be impossible to see a wall as stairs looking at it head-on).
  • Didn't Think This Through: Played for Laughs. In the first part of the chapter, you help design an outfit for Susie to wear on her date with Noelle. However, since the outfit is being designed in Castle Town and indeed was printed out by Queen, in the Light World it's just some scraps of paper and it looks like she's covered in litter. Susie sheepishly realizes in hindsight the outfit never would have worked.
  • Double Meaning: The prophecy from Chapter 4, "THE FLOWER MAN, TRAPPED IN ASYLUM", actually refers to two different people in this chapter: Asgore, the florist (or "flower man") who is trapped in his mental "asylum" regarding an incident in his past that involved the Dark World — and Flowery, a literal Flower Man, who was "trapped" in the Light World as an inanimate flower in a glass dome (or "asylum"), witnessing Asgore's anguish with no way to help, until the Flower Kingdom Dark World was formed.
    • This happens as well for the line "LOVE FINDS ITS WAY TO THE GIRL"; In the normal route, Susie and Noelle go out for a date and eventually confess their feelings for each other at the lake, starting to become a couple. In the Weird Route, Noelle has become unhinged and disdainful of the citizens of Hometown and admits that using SnowGrave back in Chapter 2 was the most powerful she ever felt, harkening to what LOVE as an acronym in Undertale meant.
  • Downer Ending: The ending to the Snowgrave Route's path is very dark. Noelle's Sanity Slippage thanks to the SOUL's corruption has become so extreme that she believes that Kris telling her to do something can make the impossible possible. To this end, Noelle takes Kris's hands in her own, walks to the lake's edge, and has Kris tell her to "proceed" into the water. The two of them keep going, further and further, until they're completely submerged. The game's visuals paint a picture of the two of them drowning, all while Noelle's broken mind continues to scream to Kris to keep going. Eventually, there's a Smash to Black and a message telling the player to "Insert Chapter 7 Side B" before going back to the title screen. It's unclear exactly what's happened to Kris and Noelle after doing this, but it can't possibly be good.
  • Dramatic Irony:
    • Asgore is revealed to be aware that he's in a Dark World, having been investigating scrupulously to find out the truth about his dark past, namely the incident that led to his removal from his post as the Chief of Police, Dess Holiday's disappearance, and his divorce. He mentions wanting to make whomever made this chapter's Dark World pay severely, and plans to meet Carol, the mayor, to tell her about what's going on. Of course, he is absolutely oblivious to the fact that his own child, Kris, was the one who created the Flower Kingdom in his shop, Carol is more than likely aware about the Dark Worlds, and that Kris is presumably working with the Knight, who kidnaps Asgore by the end. Though, Asgore does come close to realizing that Kris is also connected to the Dark Worlds.
    • Asgore's So Proud of You speech to Kris, where he praises his child for having gained courage, wisdom, and new friends, is this by itself. In reality, Kris has very little to be proud of at this point: they are complacent and decidedly uncourageous, they sabotage their friends in a foolhardy plan bound to blow back on them, and their friends are growing distant from them anyway. The only reason they actually got this far was due to the SOUL, which they're actively trying to work against.
    • In Flowery's (seemingly) last moments, he and Ralsei come to an understanding with each other and reach a level of mutual respect. Before he fades back into his original form, Flowery wistfully ponders if they would have been friends in another life had the circumstances been different. Those who have played Undertale have the context necessary to recognize the both of them as close analogues to Flowey and Asriel. As such, they may find it true or false due to varying degrees of interpretation: it would be Metaphorically True in the sense that they're technically the same person, being a fusion of Asriel's dust and a flower injected with Determination, but far from correct when factoring in how much Asriel wants to treat Flowey as a separate persona that he looks back on as an Old Shame.
    • In the Weird Route, the day begins with Toriel expressing concern for Kris, but saying that nobody can make them get out of bed. The player then proceeds to do exactly that (which requires mashing buttons, making it clear you are forcing them to do so against their resistance).
    • Noelle is forced to leave her date with Susie early after getting a call from her mother saying Rudy "fell down" at the festival, while Susie left to get the two of them more ice cream, and she asks Kris to tell Susie why she had to leave. Kris only tells Susie very vaguely that Noelle had to go somewhere and then opens up a Dark World in Asgore's shop that distracts Susie, so she never finds out why Noelle had to leave in the chapter.
  • Dramatic Wind:
    • Flowery can seemingly conjure these at random. One of his voice lines even comments on it:
    Flowery: Mysterious wind!
    • One of the ACTs during the fight against Flowery is "Blow Away", which just blows his hair dramatically in the wind.
    • In the Weird Route, Noelle's hair is blown towards the lake as she describes the soul-sucking ennui she felt after Dess' disappearance, the resentment she feels for Hometown's inhabitants and how she sees Kris as very interesting for changing, revealing her Sanity Slippage.
  • Easy-Mode Mockery: The v0.0.253 patch adds an optional difficulty modifier to Pink's fight if you die to her at least once. If you choose "Nicer bombs", the bomb attacks will be slightly slower and display warning lines for where you could get hit. Picking this option also modifies the post-battle cutscene, making Pink's body blow a raspberry at you instead of giving you a kiss. In contrast, picking the "meaner bombs" makes her kiss more.
    "* Note: Girls like it when you are better at dodging danmaku."
  • Eat Dirt, Cheap: The Flavor Text for the OrangeJuice states that it is actually a smoothie made of aloe and citrine. Yeah, not citrus, citrine, a variety of quartz. Nobody seems to have any trouble drinking it or comments on this, except for some (unused) dialogue from Noelle.
    "You mean CITRUS? CITRUS, right? CITRUS?"
  • Even the Loving Hero Has Hated Ones: Ralsei immediately makes his dislike of Flowery clear and acts much more angry towards him than anyone else. Susie is even surprised by it, asking when did he "become such a hater". He eventually softens on Flowery by the end of the chapter, however.
  • Exact Words: The second date sequence of Pink's fight requires you to find an answer that satisfies the demands of both Ghost Pink and Darkner Pink. For instance, Darkner Pink wants to go on a trip while Ghost Pink tells you to take a hike- the answer to that is a mountain trip.
  • Everyone Has Standards: Berdly's spent his appearances in previous chapters trying to get with both Noelle and Susie in spite of their obvious lack of interest. Once he learns that the two are having a first date at the festival, however, he near-instantaneously drops his flirting attempts and shifts into whole-hearted support, promising to be Noelle's wingman instead (and failing just as hard, but it's the thought that counts).
  • Face Framed in Shadow:
    • Asgore gets this on the Normal Route, after he forces Kris and Susie out of the Flower Kingdom, and after kicking them out his shop, half his face is hidden by shadow, as he tells them to go away, before shutting and locking the door.
    • Used to disturbing effect in the Weird Route, in which Noelle's face for her in-game sprite is completely obscured for the entirety of the lake scene.
  • Fade to White:
    • When Ghost Pink and Darkner Pink reach an understanding to love each other and themselves, the screen fades to white as they merge into one being again.
    • In the Weird Route, the screen gradually fades to white as Noelle takes Kris' hands and walks deeper into the lake, slowly submerging themselves into the water. If you don't select "Proceed" fast enough, the screen fades prematurely and the Weird Route is (seemingly) aborted. Should you complete the harrowing sequence, the screen fades to white completely, ending the chapter early.
  • Failed Attempt at Drama: When Susie gets confused by Ralsei referring to the menu, he gets nervous and reveals that the game's UI is diegetic, visible when someone closes their eyes hard in the Dark World as if it's a dramatic reveal that will shake her to the core, only for Susie to interrupt him and say that Flowery already told her about that. Ralsei is caught flatfooted that not only did she already know and learned it from someone he's annoyed by, but she's also very casual about this new information.
  • Feeling Your Heartbeat: While being held by Susie at the lakeshore, a blushing Noelle admits to feeling Susie's heartbeat due to being cradled close to her chest. An also-blushing Susie admits to feeling Noelle's heartbeat too, sharing a romantic moment together.
  • Felony Misdemeanor: Catti bans Susie and Noelle from the haunted house for holding hands in the "eyeball" bowl, despite it apparently having been accidental. It's implied that it's because Catti has a crush on Noelle and recognizes Susie as competition.
  • Fetch Quest: Parodied; one section of the castle has one of the flowers (actually a Netskie in disguise) as a roadblock that refuses to move unless you've collected three foxes from the area to the right. Just a little beyond them is the even-sillier door that only gets unlocked by bringing two more foxes to it (bringing the total up to five). 
  • Fighting from the Inside:
    • If you aborted the Weird Route in this chapter, you can see an extra scene between Kris and Susie by a Dark World river, with Susie thinking Noelle and Kris were an item in the past. At one point you're given the option to tell Susie "Don't get between me and Noelle" — picking it will have Kris dunk themselves in the river to stop speaking, only getting out the "Don't".
    • At the end of the Normal route, if you refuse to walk Susie home, the moment Kris is offscreen they rip out the SOUL, stuff it in a nearby balloon and go back to walk Susie home of their own accord, completely without any input from the player.
    • Played for Laughs if you have Kris vote for Berdly and Susie as the Festival King and Queen. They'll write the names down on the ballot with so much force the paper almost rips and the words are nearly illegible (showing the ballot to Noelle will have her follow suit by completely ripping up the ballot).
  • Fission Mailed: Losing a battle early in the Garden results in the party waking up in beds made by Flowery instead of the usual game over screen.
  • Five-Second Foreshadowing: After sealing the Dark Fountain, the light fades to show that the cast are still in the Dark World. Right as the characters register that someone has to have opened another Dark Fountain, the Roaring Knight jumps them.
  • Foreshadowing:
    • The identity of the Shadow Crystal holder this chapter is strongly hinted at in a few points before their reveal.
      • Seam will advise you to equip the Mannequin as armor before fighting the Shadow Crystal holder this time. The Mannequin is useless against most enemies, but grants significant Damage Reduction against Puppet/Cat type attacks, most notably from Spamton NEO. The boss turns out to be a cat and arguably a puppet as well.
      • The Hacker will outright tell you how to find the secret boss (collecting pink coins) and that doing this unlocks access to a catgirl. Given the game's heavy use of Word-Salad Humor and that this only become useful late in the chapter, most players are unlikely to realize these are very direct instructions on what to do and forget about it by the time the pink coins come into play.
      • The pink coins are collected by ringing large pink bells scattered throughout the Dark World. Most Undertale players will likely be familiar with the only character from that game strongly associated with both the colour pink and large bells.
      • In the shop on the cliffs, especially for players with prior knowledge of Undertale. The shop sells an item that requires a unique currency, suggesting that this item is needed to find the hidden boss. The item is the "Mystery Key", suggesting a connection to the ghost trio. And the shopkeeper is a catgirl framed in shadow, talking about her struggles with her body, with a familiar habit of repeating herself three times. Put it all together and you get Mad Mew Mew — though she turns out not to go by that name in this timeline.
      • A Mew Mew Kissy Cutie doll can be seen in the back of Asgore's truck during the festival, in front of the flower shop. Interacting with it will have Asgore tell you that she's practically the store's mascot, hinting that it'll have a significant role later once a Dark World is created inside the shop. Additionally, listening to the "Angry voice" at the ghost's house will have them mention a "her" that they claim is theirs, that they might even leave the house over it, and they have a tic of repeating themselves three times. Notably, just before the Dark World in the flower shop is created, observant players might notice that, while Asgore's truck is still in the same place, the Mew Mew doll is gone.
    • The reveal at the end that Susie considers Castle Town to be her home is given some big hints throughout the chapter. Despite Kris waking up early enough in the day that the sun is still rising and the festival hasn't started yet, Susie is already at Castle Town before Kris. Examining Kris' bed in Ralsei's castle shows that Susie has been sleeping in it (as some of her shed hair is on the blanket), while examining Susie's bed in the castle has her muse that sleeping in it would technically mean she's sleeping on the floor in the Light World. Examining the refrigerator in her room will have her ask Ralsei if he can give her some actual ingredients so she can make food for herself sometimes. She completely forgets that Dark World equipment disappears when you re-enter the Light World when wearing her special outfit for her date with Noelle. Susie takes it especially personally when Flowery questions why the heroes don't try to seal the Grand Fountain if they want to prevent the Roaring.
    • A meta one that's been there from datamining Chapters 3 to 5 shows dialogue prompts from Noelle for various items well after she's left the party since Chapter 2. At the end of 5, Susie decides it's time to bring her back to the party.
  • Fourth-Wall Observer: Not only Ralsei, but Flowery as well explicitly confirms the presence of menus that can change the rules of the world if one were to focus their sight the right way and openly tells Susie about it offscreen before Ralsei can divulge his knowledge to her.
  • Freeze-Frame Bonus: The barest one; at the very end of the Weird Route, amidst all the Interface Screw when you'll be frantically clicking "Proceed" to avoid aborting the route, the face sprite of Noelle, previously waterlogged, turns normal at the very end, hinting that she and Kris haven't died, have successfully crossed over to "another side" and there really is something under the lake. The fact that there are unused sprites of the sequence that show Noelle's face just getting more submerged strongly hints that this change is intentional.
  • Fridge Logic: In-Universe; if you've checked on the "How to Draw Dragons" book in the cabinet in the Dreemur household's hallway in the past, Kris will realize and point out in narrative text that we never saw a Darkner based off of it in TV World, and adds "you scholarly contemplated this for an overly long time".
  • Friendship Denial: In the event Blue Ears is set up with Pizzapants, causing the situation to blow up in a extremely messy manner as he chooses to come clean to Pizzapants, Blue Ears ends up standing around dejected in the aftermath. Bratty, realizing that the whole thing might have gone way too far, asks Kris to apologize to Blue Ears on her behalf. If Kris does so, Blue Ears merely bitterly replies that he "has no friend named Bratty".
  • Funny Background Event: In Flower King, the TV has been turned face down compared to previous chapters. Clearly, Kris didn't want another Tenna situation.
  • Gameplay and Story Integration:
    • Flowery temporarily joins your party for one room to effortlessly solve a puzzle for you. While it's obviously a comedic gag and a result of the weaponized theatrics from Flowery, the point of this is driven even further with some limited interactions it has.
      • It allows you to observe his character stats in the party menu. Everything is maxed out to 99, and the only ones that aren't will instead be described with icons of Flowery's face. His weapon is a "WinningSmile", his first set of armor is a "PetalMantle" to acknowledge the coat he carries around, and his second set of armor is his outfit, described as his "SundayBest".
      • Though he will prevent you from unequipping any of his items, checking the weapon selection shows he can apparently use scarf-type weapons. While one can chalk this up to him simply taking Ralsei's spot, the compatibility makes more sense in a later scene after you've spent all 19 Pink Coins. There, he offers the "FloweryScarf", implying the ribbon once belonged to Flowery and that his character class actually can use scarves.
      • You can feed him any of your healing items, and he'll have a few default phrases generically describing how delicious they are to him. The only exception is the S.POISON, healing for zero points and garnering no specific comment from him (which could be him avoiding it the same way Noelle can). After giving him a few, Susie will interject due to how much you're wasting on him being at full health.
      Susie: STOP GIVING HIM ITEMS!
    • For as much as Ralsei dislikes Flowery and what he stands for, he ultimately admits to himself that he actually does appreciate the advice Flowery offers to him deep down. These mixed feelings are reflected in some item interactions involving the two:
      • FlowerySoda is described as "Ralsei's favorite" and will only heal everyone else for a measly 50 HP. Susie's comments indicate it's a lactose product, and Ralsei is only willing to drink it during a fight for a more impressive 200 HP. He otherwise refuses to use it outside of battle with the excuse of not being thirsty.
      • After you've spent all 19 Pink Coins on the equipment you wanted, Flowery will arrive and offer one last reward for your effort: the FloweryScarf, designed to be the perfect fit for Ralsei and (according to the game files) wields a ridiculous boost of +70 to all stats. Described as having "I <3 Flowery" written on it, Ralsei protests the idea of equipping "this stupid ribbon" out of embarrassment. Insisting on having him take it in the menu prompts him to claim it doesn't fit. After the Knight defeats Flowery and reduces him to his Light World form, the item can be examined in the inventory as the BrokenScarf with much humbler stats (+12 Attack, +3 Defense, and +3 Magic, again only visible when examining the files). This version can be equipped by Ralsei, but as he's out of the party by this point, you'll have to wait until the next Chapter to let it happen in normal gameplay.
        BrokenScarf's Description: A scarf that was torn to pieces in the battle, revealing it was all for show.
    • As previously established, in-universe characters acknowledging game mechanics can vary from mundane comedic relief at best and insanity-inducing cosmic knowledge at worst, depending on the topic discussed. Flowery's knowledge seems almost as extensive as Ralsei's (much to his dismay) and lets him casually talk about how the Dark World works to Susie, in stark contrast to Ralsei only willing to describe these details to Kris as per the untold "rules" of their setting. After Flowery explains what Voice Clips are and demonstrates them for Susie, Ralsei decides now would be a fitting time to admit the existence of the menu interface to her with swirling visuals... only for Susie to say Flowery already told her about it. Fortunately, this kind of knowledge doesn't seem to have induced any negative effects for Susie, at least for now.
    • When the Roaring Knight arrives on the scene and kidnaps Asgore, Flowery prevents it from getting away by Exploiting the battle system with a nearby Floradinn, letting him summon the battle menu interface and leaving no option for any of them to flee. He then quickly spares the Floradinn to ensure it's a duel with Flowery attacking on the first turn. Sadly for him, the Knight is capable of ignoring his efforts and modifies the effect of his attacks by directly slicing their damage numbers.
  • Gameplay and Story Segregation: This Chapter takes this trope to new heights given how the gameplay elements themselves are part of the story's universe, with more characters that actively try to take advantage of any Medium Awareness they might have.
    • Tired of Flowery's constant use of soundbytes as Voice Clips, Ralsei will remind Kris that you can turn these off in the menu, with Flowery nudging you towards the option to turn off "Ralseis" in the menu. If you do as Ralsei suggests and turn Voice Clips off, Flowery will keep speaking regardless of your choice and suggest you leave them on to keep Susie happy (while subtly emphasizing the importance of Ralsei's opinion). Going back to the menu to keep them switched off prompts Flowery to shrug and walk off, still able to talk, as another way to teach Ralsei about how "rules are just a suggestion".
    • Flowery's listed stats and use of the apparent numerical maximum for everything is purely an aesthetic choice, and he's fully aware of it, hence why you're expected to win the battle against him instead of an outright Hopeless Boss Fight. He only gave himself "999" in everything in the hope of being the ideal person that could help Asgore and possibly save the day, and though he understands he can't actually win and stop the heroes of the Prophecy, nothing stops him from giving it his best effort. His bout with The Roaring Knight ends in his loss because the Knight directly interacts with the damage numbers Flowery gave to his attacks, slashing the ends off all the 9's to make them 0's.
    • In Kris and Pink's Flower Cafe hangout, Susie and Ralsei interrupt Pink's assumption that Kris is into her because they flirted with her in her boss battle by saying they flirted with others as a battle tactic before. They'll still say this even if you never selected the Flirt ACT beforehand.
  • Gameplay Roulette:
    • Large sections of the Dark World involve switching between the regular overworld gameplay to a Side View Platform Game.
    • The battle against Superboss Pink will occasionally shift to a Dating Sim when Pink "Doki" meter is full, requiring the player to pick the correct answer to spare Pink and avoid taking damage.
  • The Ghost: After numerous references to Muffet's encounter in Undertale, Pink makes the first implication that Muffet herself actually exists in Deltarune continuity, but we don't hear her actual name, much less see her in person. Pink just uses her power to color the SOUL purple while imitating her ("Ahuhuhu... alright, dearies!"), then complains the "stupid bug" lied about the color.
  • Global Currency Exception: This chapter uses unique currencies like the POINTs in Chapter 3, though unlike in the TV World, D$ still sees regular use.
    • Flowery Dollars (F$) are introduced as a seemingly fake currency, but turn out to be the type of money gained from enemies and pickups in the chapter's 2D platforming segments. They're used for purchases in the Flower Castle, including unique healing items from the vending machine, conversations in the diner, and paying Ferroll to locate where the Pink Coins are.
    • Pink Coins (P$) are obtained from hitting hidden pink bells in 2D segments or opening pink chests in top-down segments. There are 19 in total: ten are needed to buy the key that unlocks the chapter's superboss, and the remaining nine can be used to purchase up to three pieces of Petal equipment.
  • Godzilla Threshold: At the end of the Neutral route, Susie says that they have to involve Noelle now in the Dark World and the battle against the Roaring Knight. The fact is, people keep disappearing, and if they want to save everyone that they can, Noelle needs to be more involved in the Dark World.
  • Good Versus Good: The Roaring Knight aside, the antagonists of this chapter are doing what they're doing because they're trying to give Asgore a better life.
    • Since Asgore has taken care of Flowery and all of the other flowers in the Light World, the flowers feel like they have to do what's right for Asgore. They even use The Power of Friendship against the party, frequently teaming up in battles (including during the Final Boss fight).
    • Asgore himself isn't actively malevolent, either; he's trying to figure out the secrets of the Dark World because of an unexplained incident from his past that caused his life to fall apart, and holds no malice whatsoever towards Kris and their friends. The worst thing Asgore does in Chapter 5 is force Kris and Susie out of the Flower Shop's Dark World, then tells them not to come back, all without actually hurting them. But once Asgore realizes just how far he's gone, he admits that he made a serious mistake and tells Kris to seal the Dark Fountain.
  • Green Around the Gills: Played With. On the normal route, when Kris stumbles back into their room, weak from being separated from their SOUL, their skin looks a sickly green, but in a manner more resembling a rotting zombie than nausea. But when Kris puts the SOUL into their body, this green pale skin goes away in favor of their normal skin tone.
  • Got Me Doing It: Flowery refers to Ralsei by a condescending nickname of "Raly", which Susie refers to Ralsei by accidentally at one point, before she immediately corrects herself.
  • Guerrilla Boulders: In certain areas of the cliffside, inexplicable giant peaches start falling from the top of the screen where Kris has to climb the mountains. You never get to see where the peaches originate from.
  • Guide Dang It!: When interacting with the Flowers' special equipment, you're given a short description of the equipment's ability before asking you to confirm your purchase. What this doesn't tell you is that weapon/armor's actual stats, so in the process of waving off an equipment due to it having a supposedly pointless ability, you could end up missing out on a rather generous stat boost; for example, the BlueShoes weapon which simply decreases Ralsei's Pacify TP cost to 0% has a magic boost of 6 and a moderate defense boost of 4, and the O. Gloves armor which halves the cost of ScytheMare yields an enormous defensive boost of 8, alongside boosting Susie's attack by 4. The inverse is also true; as useful as the GreenApron's defend healing is, it grants a solid 7 defense... and nothing else, being the only equipment to raise only one stat.
  • Hard Truth Aesop: Following your hopes and dreams can crush those of another person. This is made the clearest by Flowery, who points out that Susie's desire to keep Castle Town's fountain as her home comes at the cost of destroying the Seven Flowers' home. Back in the Light World, Susie's romantic relationship with Noelle dashes Kris's hopes of becoming close with Susie.
  • Haunted House: The Church is redecorated as a haunted house for the festival, full of typical cheesy scares and "horror" stuff.
  • He Knows Too Much:
    • Following the events of the chapter, Asgore decides to come clean about the incident years ago that costed his position as Police Chief, believing that the Dark World was involved and now having proof of its dangers. No sooner does he make this declaration does the Knight appear, stymieing the sealing of the Flower Kingdom to kidnap Asgore.
    • A possible example with Onion, who mentioned a song coming from the lake in Chapter 2. After Onion fails to show up in both Chapter 4 and this chapter, the Librarby Monster, who could be found standing by the lake in the previous chapter, is selling fried octopus that suspiciously tastes like onion, implying that the Librarby Monster might have killed Onion to stop them from investigating the song.
  • Heroic BSoD: On the Weird Route, Kris is so traumatised by the events of Chapter 4 that the chapter starts late with them having slept through most of the festival; it takes a lot of Button Mashing to get them moving at all, they walk at severely reduced speed even after that, and every single dialogue box available is empty. They get a bit better when Susie joins them for what's left of the festival, moving at a faster pace (but still slower than normal) and Susie has normal dialogue for anything that becomes available in this section (but the regular narration is completely gone), but even this only lasts until Susie has to stay behind while they meet with Noelle.
  • Hesitation Equals Dishonesty: An early hint that Asgore isn't truly beguiled by Flowery's charms is when Flowery fishes up a pie for Asgore and he's not quite sure how to react at first. He admits at the end of the chapter he was mostly just playing along with Flowery's antics to further his own goals, although he did genuinely appreciate his kindness.
    Asgore: Why, err, thank you! It's, err, lovely!
    Flowery: What's wrongpal? Ah, let me guess... needs some salt n pepper?
    Asgore: Oh, that's all right! It's, er, just wonderful the way it is!
  • Hidden Mechanic: The trend of Susie's healing spell getting better each chapter continues, but this time the buff it gains is less than obvious — if used on a DOWNed party member, it will heal up to double its normal amount to make up for the negative HP it has to go through to get them back on their feet.
  • Holding Hands:
    • At the lake, Susie holds Noelle's hand after she asks her if she wants to do "something crazy". Noelle blushes hard as Susie leads her to the waters... then she lets go and hoists her up in a Bridal Carry.
    • Played for Horror in the Weird Route, where Noelle holds Kris' hands as she wants them to keep saying "proceed" while they walk down the lake waters together, believing that their words are her ticket to doing the impossible. Should you initially refuse, she refuses to let go and continues walking backwards, dragging Kris down with her.
  • Hope Spot: It seems that there won't be any type of boss fight with Blue, with him healing the entire party and offering to let them continue on. This ends up being completely off the table once he realizes they tricked Yellow.
  • Hourglass Plot: Susie and Ralsei somewhat go through this, mainly in comparison to how they behaved during Chapter 1. Back then, Susie was an unrepentant bully who insisted on getting her way while Ralsei ineffectually tried to encourage her to play nicely with everyone else. By now, Susie's gotten used to treating everyone kindly and acknowledges she's more willing to hear others out before she acts. Meanwhile, Ralsei develops a surprising mean streak as he acts abrasive towards Flowery for not playing by the standards he's set for himself, in addition to accidentally insulting Orange due to some miscommunication here and there. It's to the point where Susie, who initially finds Flowery's antics somewhat charming, voices her surprise at how Ralsei's suddenly become such a "hater".
  • Hypocrisy Callout: Flowery raises the question that, if the heroes need to seal every Dark Fountain, why are they keeping the one at Castle Town open? Susie admits to not wanting it happening yet and agrees that the conflict can be boiled down to "our fantasy world vs. your fantasy world".
  • I Choose to Stay: As the chapter comes to a close in the Normal Route, Kris and Susie return back to their school for the night. While Kris decides to go home, Susie, having had a poignant conversation with Kris about their adventures up until that point and on what to do next, decides to spend the night in her room in Castle Town. It's mainly to help set up a party to greet Noelle, who will be getting her own room and learning about the Dark Worlds. But it also carries the worrying implications that Susie is abandoning her life in the Light World to make the Castle Town her new "home", choosing to live in a fantasy rather than face the reality of her poor home life.
  • Ignored Enemy: Shi is based on a scarecrow, and also can't move from its spot in the ground. The first time it appears, it tries to block the Fun Gang's path, but it's possible to just walk around it without battling it. If the Fun Gang does this, Shi will start furiously flailing around, begging them to fight it.
  • Inertia Is a Cruel Mistress: When the Roaring Knight abducts Asgore and is chased by Flowery, they fly so fast they hit a wall in their path, momentarily halting their escape and giving Flowey an opportunity to engage them in a battle.
  • Infinity +1 Sword: After defeating Pink and choosing 3 of the six Flower Items, Flowery himself appears and gives the Fun Gang the FloweryScarf, which is stated to be Ralsei's ultimate weapon, checking its stats even shows it has +70 attack, defense, and magic making it the most powerful weapon in the game so far. This ends up being subverted however, since due to his resentment of Flowery, Ralsei completely refuses to equip it. Even moreso after Flowery is defeated by the Roaring Knight, where it becomes the BrokenScarf, with its description saying it was "all for show". Double subverted as while never being able to be seen in gameplay due to Ralsei not being accessible in the menu by then, checking the code reveals that Ralsei gets a boost of 12 attack, 3 defense, and 3 magic during battle.
  • Innocent Innuendo: Lancer's outfit designer mini-game is called "Outfit to thrash your date's ass".
  • Insecure Love Interest: After the Relationship Upgrade with Noelle at the lake, Susie spends the rest of the chapter wondering how to properly show her affection to Noelle. Susie even admits in a conversation that she's not really sure what it is to "love" somebody in the context of a romantic relationship.
  • Insane Troll Logic: Played for Laughs in a Dummied Out line. When Susie drinks Shikacola, a soda with "natural ungulate flavor", she'll comment that Noelle should try it, presumably because its taste reminds her of Noelle. If Noelle drinks it (impossible in-game since she never shows up in this Dark World), she's extremely bewildered that anyone would ever think she'd want to drink something full of deer fur (it also only heals her by a meagre 5 HP).
    "WHY WOULD I LIKE THIS??? IT HAS SOMEONE'S HAIR IN IT???"
  • Interface Screw: As Noelle and Kris sink deeper into the lake in the Weird Route, the screen starts fading to white and gets increasingly blurred, making it harder to read the dialogue and the choice prompts.
  • Internal Reveal:
    • The game plays with this from a meta perspective if you choose to read Asriel's old love letters. The narration notes that Kris has already read them, and it's very likely the reveal therein (that Asriel had romantic feelings for December Holiday) was something Kris knew before the game began, but the player won't find out unless they read them. The narration even chides the player for having Kris expend their limited energy reading letters they've already read and have nothing to gain from reading.
    • Depending on your choices, Pizzapants finds out that "Pizzarina" doesn't exist and he was being catfished by Bratty and Blue Ears the whole time. He's very pissed at them for ruining his happiness.
    • It's revealed that Asgore knew about how the Dark Worlds work, but near the end of Flowery's boss fight, he meets Kris, learning that his child is at least also involved with the Dark Worlds (while still unaware that they opened the Dark World in his flower shop). He also meets the Knight for the first time, who kidnaps him.
    • Susie, who had only partly learnt about the Dreemurs' history, learns more about Toriel and Asgore's divorce, and how Asgore used to be the Chief of Police, from a dying Flowery, while still hiding lots of things, namely the incident that led to his downfall, and Dess Holiday's disappearance.
    • The Stinger after the chapter credits shows Susie deciding to set up residence in Castle Town, expanding upon it to invite Noelle to live in, giving her a room. As per their discussion, Susie and Kris will reveal the truth about the Dark Worlds to Noelle (if not to Hometown at large) on the Normal Route.
    • Subverted and Parodied at one point after Flowery tells Susie about Voice Clips. Ralsei decides there's no point hiding the RPG mechanics and menu as an inherent part of their reality and essentially tries to explain to Susie what the battle HUD is, only for Susie to casually admit that Flowery already told her.
  • Ironic Echo: "Something crazy" is said in both routes with regards to Noelle and the lake, but the context is wildly different:
    • In the normal route, Susie asks if Noelle wants to do "something crazy", which is treading on the lake waters. She eventually decides to do a Bridal Carry with Noelle to help her, which cements their Relationship Upgrade.
    • In the Weird Route, Noelle tells Kris she wants to do "something crazy". This "something" is crossing the lake to the other side — by walking through it. It results in both Kris and Noelle potentially drowning while trying to do so.
  • Joke Attack:
  • Joke Item: If you begin the Blue & Yellow trial without evidence, the Annoying Dog appears in the inventory to be "deployed like a missile" and Blue gives you two items in its place. If you collected the Egg from the Forgotten Man, it appears in the inventory and is described as a form of Foreshadowing: evidence for something that'll happen in the future. Using it fails the trial because it is irrelevant now.
  • Jump Scare: Played for laughs. In the "haunted church" exhibit at the town's festival, checking a shiny object in the corner will cause Alphys to drop out of nowhere and say "Boo" to Kris, Susie, and Noelle. This causes Noelle to scream in a panic.
  • Jungle Japes: Parts of the Flower Kingdom Dark World are meant to invoke a jungle like setting, though it's largely more woodland than tropical jungle, the sort you'd find in East Asia.
  • Karakasa: A Darkner in the Flower Kingdom Dark World resembles a karakasa, being a cyclopean umbrella standing on a leg-like handle.
  • Killed Off for Real: The Flowers, essentially. Due to their delicate nature in the real world and their existence as a middle-ground between Darkners and Lightners, they're incapable of being moved to Castle Town and ultimately disappear for good when their Dark World is sealed.
  • Law of Chromatic Superiority: Discussed and invoked by a Rudinn and Rudinn Ranger in Castle Town, who are both trying to talk to a Mizzle. Rudinn is frustrated that Mizzle is more impressed with Rudinn Ranger, and the latter says, "Try getting your palette swapped!" Rudinn heads over to Swatch's makeup stand and tries to do exactly that.
  • Leaning on the Fourth Wall:
    • In their final scene, the six flowers all give goodbye speeches that each end with some variation on the phrase "Thank you for watching my dream." In context, they're thanking Kris for spending time with them during their brief time possessing sentience, but as Toby Fox has publicly stated Deltarune itself is invoked Based on a Dream, it can easily be read as him thanking the player himself.
    • Talking to Flowery twice before sealing the fountain causes him to say "We had our nostalgia. It's time to move on..." As mentioned below, the Chapter 5 Dark World is a Whole-Plot Reference to Undertale.
  • Letting the Air out of the Band: As the trio start using vines to climb up a giant beanstalk, "Ever Higher", a song from the last chapter, starts playing… only to slow to a halt once it becomes clear the vines don’t go high enough, and that therefore they’ll have to find another way up.
  • Look Behind You: During the Final Boss fight, Susie distracts Flowery by telling him that Asgore is falling down behind him. When Flowery looks away, Susie grabs onto Kris and tosses them high into the air so Kris can climb to the top of the vine stalk.
  • Loophole Abuse: A few chapters ago, Ralsei had explained to the cast about the Roaring, which will happen when too many Dark Fountains are opened, summoning the Titans. The Knight summoned one in the previous chapter, by creating another Dark Fountain inside a Dark World, which revealed how Titans are summoned, hence why Ralsei prevented Berdly from doing so in Chapter 2. But, the only way to get around having more than one fountain in the same spot without triggering the Roaring, as shown in the ending, is to make a fountain as the previous one is being sealed, which is how the Knight manages to keep the characters in the Dark World, and kidnap Asgore.
  • Love Bubbles: A pinkish background covered in large bubbles momentarily appears when Flowery kisses Susie's hand, causing a flower with his face on it to grow. She's more confused and pissed than flattered, though.
  • Love Confession: In the normal route, the scene at the lake is where Susie and Noelle undergo a Relationship Upgrade into an Official Couple. They only use the word "like" instead of "love" throughout the scene, but the romantic nature is completely clear, with Susie directly affirming that whatever way Noelle likes her, Susie likes her the same way. The music track that plays over this scene is even titled "I guess I'm in love" to further cement that this scene is meant to be romantic.
  • Malaproper:
    • Kris' favored drink purchased from the Flower Cafe soda dispenser is Raw Moon, a reference to the Japanese soda variety "ramune", which is often mispronounced in the same way (with many English speakers incorrectly assuming the 'e' is silent). The Flavor Text calles it "dubiously pronounced" while unused dialogue from Noelle reacts to it as "Are they, pronouncing it wrong on purpose?"
    • On the Weird Route, interacting with the QC Diner booth at the festival has Susie mispronounce margarine as "mar jarin", luxury as "lucksurey", and bon appetit as "bone appa teeth".
  • Masochist's Meal: Inside the Mike room, Battat is drinking something green, saying "ow" after each sip. He asks Jongler what it is and is told it's battery acid, which Jongler gave him because they're both green. Amusingly, Battat still keeps drinking it, still going "ow" several times.
  • Meaningful Echo: In the Weird Route, Noelle says to Kris, "If it's you telling me to, I can do anything." "I can do anything," notably, being Jevil's catchphrase during his boss fight in Chapter 1. This combined with Noelle's Sanity Slippage since the events of Chapter 4, draws a clear parallel between the two, as Noelle believes that she and Kris are the only ones who have broken off their set path, similar to how Jevil says that he is the only free one behind the bars of his prison. There's also Jevil having gone insane after receiving some kind of forbidden higher knowledge, and Noelle trying to do "the impossible" by reaching the other side of the lake (seemingly breaking the bounds of the game and acquiring knowledge she's not supposed to have).
  • Meta Twist:
    • Players who played Undertale will be immediately suspicious of Flowery, considering his inspiration clearly comes from Flowey, the Big Bad of that game. And indeed, Flowery is presented as Affably Evil, since he always maintains a nice air while clearly having an ulterior motive, just like Flowey did. However, unlike Flowey, the other shoe never drops with Flowery — while he does have an ulterior motive, he's an Anti-Villain who just wants to give Asgore a good life as a reward for looking after his flowers, even if that means keeping the Dark Fountain open. During The Final Boss fight of the chapter against Flowery, he even uses The Power of Friendship against Kris, Susie, and Ralsei, since Flowery genuinely thinks he's doing the right thing. This makes Flowery a Sheep in Sheep's Clothing as opposed to a true villain like the Roaring Knight.
    • When you go to seal the Dark Fountain in this chapter, you'll hear the song "Your Power", which always plays when you seal the Dark Fountain near the end of a chapter, with the characters returning to the Light World. Except... in this chapter, you don't immediately end up back home. You realize that you're still in what looks like the Dark World, because as it turns out, the Knight created another Dark World in the exact same place and time that Kris sealed it, enabling it to kidnap Asgore and escape. The gang head on over to the Knight's fountain and seal it, "Your Power" playing over it, with the Dark World being sealed for real this time. This makes Chapter 5 the only chapter so far to use this theme more than once, as the previous chapter remained silent when Kris sealed the church's lobby Fountain, and later the one that Susie made in the same spot, since the chapter wasn't yet over (Chapter 3 is an exception, as the theme didn't play there because the Dark Fountain that Kris created in their living room was sealed off-screen, as the following chapter's Dream Intro implied).
    • Seam explains more clearly that the Shadow Crystals contain a "certain power" close to power of "will", or, more specifically, "the power of lost dreams". While this is simply an explanation within the game itself, it's a minor twist to any Undertale player, who would almost certainly assume that the "certain power" of "will" of the Shadow Crystals was Determination, given the very similar phrasing used, only for the explanation to end up being something completely different and unrelated.
  • Mistaken for Junkie: Subverted during Ralsei's hangout with Yellow. Ralsei asks if the cafe has "smoked herbs? Like, oregano?", and Yellow replies "Sm... smokin' herbs!? That's illegal, son!!" Ralsei tries to clarify, but it turns not to matter; Yellow is upset because he's a Plant Person.
    Yellow: It's cannonballism! Herbs is our friends!
  • Mood Whiplash:
    • The scene at the lake is, for the most part, intended to be a heartwarming Love Confession scene between Susie and Noelle, with a Relationship Upgrade into them becoming an Official Couple. Once Susie leaves to go get ice cream, Noelle finally answers Carol's phone calls after ignoring them all day, having assumed she was calling out of disapproval with their relationship. Noelle is finally ready to tell her off, only to learn that Carol was trying to reach her for a completely different reason, that Rudy fell down at the festival. And with Rudy's already-weak constitution from his condition, things apparently look pretty bad. This prompts Noelle to hang up the phone and leave immediately, ending the scene on a sour note.
    • Not long after the somber news update about Rudy and sudden Dark World appearance is the over-the-top and exuberant introduction of Flowery.
    • When Flowery's voice clips become a point of conversation between Ralsei and Susie, the former ends up bringing up the Config menu, leading the latter to ask what that is. Ralsei, unwilling to avoid the truth anymore, starts talking about what seems to be the battle system, potentially leading to a shocking revelation like in the beginning of Chapter 3... and then Susie tells Ralsei that Flowery already told her about that in a chipper mood.
    • In the Dark World, Asgore solemnly vows to find the perpetrator behind the creation of the Dark Fountains, punish them severely, and then parade their body through the streets for all to see in order to Clear My Name, all while a melancholic violin remix of "Bergentrückung" plays. This ends with Flowery using his normal cheery dialogue and Non Sequitur voice lines ("Glue!") to encourage Asgore, who turns around to reveal himself to be wearing armour with Flowery's face molded to the front.
  • Multiple Endings: Chapter 5's endings differ drastically depending on which route you're on.
    • In the normal route, the Roaring Knight bisects Flowery and kidnaps Asgore after the first Dark Fountain is sealed. After the Dark World is properly closed by sealing its second fountain, Susie finds one of the shelter codes attached to the golden flower before Kris can tear it. She then returns to Castle Town, which she calls her home, to prepare it for Noelle's arrival with its inhabitants, as she decided to bring her in the loop due to the dire circumstances.
    • In the Weird Route, Noelle, who has gone through major Sanity Slippage due to the SOUL's influence, takes Kris by the hand and walks them down the lake to see what's on the other side, egging them to "proceed" even when they're both completely submerged underwater. After the scene fades to white, a screen with a CRT filter tells you to "Insert Chapter 7 Side B".
  • Mundane Utility: The large bouncy mushrooms that Kris can take a bite out of, which the Netskies love to eat, are used as bar stools at the Ideal Diner, where you can meet Flowery and Asgore. Being bouncy, they are arranged as a barricade to prevent the gang from directly meeting Flowery and Asgore at the window table, forcing you to travel rightward.
  • Mutually Exclusive Power-Ups: After clearing the Superboss fight, you can buy items from each of the six flowers which help in various ways, such as restoring HP upon defending or reducing the TP cost of Ralsei's Pacify ability to zero. However, each of these items costs three Pink Coins to buy. There's nineteen total Pink Coins in Chapter 5 and you had to spend ten to reach Pink herself, leaving nine Pink Coins left. This means that, at most, you can only buy three of these items; the rest will have to go unpurchased. Even if you hack your save file for more Pink Coins, the shop will close after purchasing the third item.
  • Mythology Gag: Has its own page.
    N-S 
  • Never Trust a Title:
  • "No. Just… No" Reaction: If you have Kris vote for Berdly and Susie as King and Queen of the festival, they'll intentionally try to mess up the vote by writing it down so strongly it nearly rips up the ballot and renders it nearly illegible. If you then show Noelle, she'll have a moment of Stunned Silence before ripping up the ballot completely.
  • Non-Nude Bathing:
    • Kris and Ralsei can have a rest in a hot spring after clearing the left side of Flower Castle, without changing their clothes. Susie also joins in at the end.
    • There's a secret item accessed through a series of difficult platformer challenges called BromideF which, when used, will show a picture of Flowery in the bath while wearing his usual outfit.
  • Non-Standard Game Over:
    • If you fail to destroy the hyper death laser before it fully charges, it will completely miss Yellow and instead hit the party, killing them and causing an instant game over.
    • During the Seth and Aqua boss fight, an unique animation plays if you get hit by the duck attack when it would normally kill you instantly otherwise; the duck becomes completely undodgeable and when it inevitably comes in contact with the SOUL, it grabs it and crushes it to smithereens.
  • Nostalgia Level: The Garden at the start of the Flower Kingdom is clearly based on Chapter 1's Field, complete with similar music, puzzles, and Darkners. There's a Touhou-style introduction of the soundtrack while entering, and Ralsei even temporarily wears a hat again.
  • Not Completely Useless:
    • Remember the Mannequin the Addisons were selling back in Chapter 2? The one with the dress that couldn't be removed from it, and had a bonus defense against "Puppet" and "Cat" attacks that only applied in such few instances, it was essentially only useful against Spamton NEO's bossfight? Seam will have you know it might be a very good thing to keep around with this Chapter's Superboss: a ghostly apparition puppeting a catgirl figurine.
    • In the same fight, Susie's "ShareFood" ACT gives 3 Dokis for some items you'd otherwise not have much use for, like low-value Shop Fodder (GlowShard, DogDollar) or certain now-obsolete consumables you may still have in your inventory from many chapters ago (LightCandy, Hearts Donut).
  • Not Now, We're Too Busy Crying Over You: A variant: During their attempts to keep Yellow from killing himself, Susie and Ralsei think he's buried himself alive as indicated by his hat on a mound of sand, and try to dig him out. While they do so, Yellow makes himself known behind them, prompting Susie to demand him to help dig. It takes several seconds for Susie and Ralsei to realize that Yellow isn't actually buried - and that they've managed to dig a perfectly Yellow-shaped hole for him to actually go through with it.
  • Not So Omniscient After All: Reviewing Asgore's notes, Ralsei is stunned to discover that the Knight's first time opening a Dark Fountain was years ago, having known about neither this Dark Fountain nor that the Knight was active then. As he's supposed to know everything, he can't understand why he doesn't know this.
  • Not Quite the Right Thing:
    • Whatever the mysterious incident years ago was, it involved a Dark Fountain, and Asgore has been tirelessly researching the Dark World and searching for the culprit in order to bring them to justice. But Asgore's motivations have morphed into a violent obsession, to say nothing of how most of the present-day Dark Fountains, if any, were not caused by that same culprit (with half of them being Kris's work). Seeing his adoptive child beaten down after Flowery's boss fight brings Asgore back to his senses.
    • When Pizzapants gets stood up by his date, you have the option of setting him up with Bratty (who catfished him), Catty, or Blue Ears (who helped Bratty catfish him). A Genre Savvy player might assume that setting him up with Blue Ears is the correct choice, on the grounds that he's an honest Nice Guy who would clear up the entire situation while also getting with his implied crush, while sending Bratty in would make everything worse because she's the one who caused it all. Blue Ears coming clean about the charade actually causes Pizzapants to explode in anger, which causes Pizzapants, Bratty, and Blue Ears to all break their friendships with each other. Plus, Pizzapants isn't known for being interested in guys, so a date with Blue Ears might have been doomed from the start.
  • NPC Roadblock:
    • In Hometown, you're railroaded to go visit the school because Hometown citizens are preparing for the festival and their stuff is blocking everything except the critical path.
    • Flowery's castle has a giant hedge sculpture of Flowery hanging from Asgore's biceps that must be cut down from both sides to proceed. In a subversion of Insurmountable Waist-High Fence, cutting down one side creates a gap wide enough to walk through, but the Flowery part of the sculpture is alive and will block you off if you're trying to bring back the giant watering can behind the hedges.
  • Off the Rails: Entering this chapter from the Weird Route has the story take a wildly different direction thanks to Noelle undergoing Sanity Slippage, leading to you skipping the entire Dark World segment and ending the chapter much earlier than normal, on account of Kris and Noelle walking into the lake.
  • Oh, Crap!:
    • Susie seems to piece together that Kris is the one who's been creating the Dark Worlds, and the latter noticeably recoils before Susie laughs it off and doesn't press the issue further.
    • When Yellow gleefully talks about finding a place to bury themselves alive, Susie and Ralsei react with sheer horror.
  • OOC Is Serious Business:
    • Played for laughs during Kris' morning talk with their mother, where Toriel deduces they're angry with her because they put twenty percent less honey on her toast than usual.
    • Played for drama in the Weird Route. While Kris is walking around the festival with Susie after it's already over, Susie will note that Noelle offered to pay for Susie's snacks by pulling out hundreds of dollars, which she never does. While Noelle comes from a rich family and is Spoiled Sweet, trying to give away that much money over a snack alarmed Susie.
    • Ralsei, due to Flowery intentionally pushing his buttons, act uncharacteristically agitated and combative this chapter particularly towards Flowery, though he's also shown to be uncharacteristically petty towards Orange as well (although in Orange's case, Ralsei's barbs seem more good-natured than hateful like his reactions to Flowery). This is even reflected in his battle sprite during the final fight against Flowery where he has a more angry expression on his face.
  • Optional Boss: In Castle Town, you can battle the Trashy Trio at TOP Bakery, comprising of Trashy, Ball and Nubert. They are completely optional to fight and provide no rewards for beating them.
  • Orange/Blue Contrast: The gimmick for the chapter's final boss battle, the Orange SOUL, allows the SOUL to smash through blue obstacles and Punch Parry attacks from Flowery (and Orange) as long as they sport a blue Battle Aura.
  • Or Was It a Dream?: The Weird Route in this chapter starts with Kris sleeping in and missing the entire festival, but aborting the route causes the events they missed to retroactively play out anyway, suggesting this chapter's portion of the route somehow became imaginary. But much later, in the Dark World, Susie asks why Kris's hair was so wet, something that wouldn't be the case if the route really had been unwound entirely. Neither interpretation fully makes sense, leaving it very unclear what, in fact, happened.
  • Painting the Medium:
    • On the normal route, the "haunted church" exhibit at the town festival contains an in-universe Jump Scare where Alphys pops down from the ceiling and says "Boo" which scares Noelle. To show that Noelle is rattled by the jump, her text and her portrait are both shaking during the rest of the conversation.
    • If playing on console, Pink's boss fight features a cutesy Mew Mew-themed border, with artwork of her on both sides of the screen. At the exact moment of the fight where she splits, the artwork on the right changes to resemble Lightner Pink, with grayish-purple colors and an angry expression.
    • On the Weird Route, Noelle's Voice Grunting will start randomly going up and down in pitch when she reveals the depths of her Sanity Slippage. Later in the same scene, if you proceed into the lake far enough, Kris and Noelle will apparently begin drowning. To emphasize this, the text box will begin to blur, along with Noelle's portrait. After that, the dialogue box's border will turn from white to red. As you keep choosing to proceed (because, at that point, you have no choice), the entire screen will begin to turn white, while playing the "damage" sound effect as Kris and Noelle completely submerge underwater. It's done to emphasize that this is Suicide by Sea, and that Noelle's Sanity Slippage has her believing that Kris telling Noelle to do something can override reality.
  • Papa Wolf: Asgore is initially very against his child Kris and their friends being in the Dark World, as he had been spending most of his time collecting notes to prove the Dark World's existence, and even forces them all to leave for their safety. Later, following the gang's battle with Flowery, Asgore is shocked to see Kris hurt, and runs up to them, realizing that he unknowingly let Kris get hurt while he obsessed over the Dark Fountains. He apologizes to Kris after everything that happened, and expresses his pride of how far they've come, becoming stronger and making friends on the way.
  • Permanently Missable Content:
    • If you gave Tenna to Nobody in the previous chapter, you will be unable to get the cutscene with Tenna and the Mikes in Castle Town that was shown in a newsletter. You also miss an optional interaction where he tells Susie trivia about Noelle, only to tell Susie to "DUMP HER ASS!" when he finds out she owns a flatscreen TV.
    • There are six Petal items obtained from defeating Pink that each cost three Pink Coins, but there's only nine leftover Pink Coins to buy them with, so you need to make a choice of which you want to buy.
  • Plant Person: Kris creating a Dark Fountain inside of Asgore's flower shop causes many of the plants inside to become people in the Dark World. In particular, the seven flowers he had stored upstairs turn into human-like characters (with the exception of Orange, who resembles a mouse). At the end of the chapter, Flowery clarifies that plants, as living things and not inanimate objects, technically don't become true Darkners, but instead obtain a "new consciousness" inside a Dark World.
  • Player Nudge: During Seth's Last Stand, they deduct 20% Mercy on their turn from their partner Shinobeetle. If you keep ACTing to add Mercy (which will never let you win the fight since Seth prevents it from staying at 100%), Seth will make a comment that they can't lose because the enemy doesn't know they can both ACT and SPARE in the same turn, providing a needed hint to break the stalemate.
  • Point of No Return: While the previous Chapter's Weird Route showed Kris putting the ThornRing on Noelle, combined with the ending in which Carol calls Kris to tell them that Noelle wants to go with them to the Festival, it's in this chapter where things really change on the Weird Route. At the beach, a broken Noelle confides to Kris that casting Snowgrave gave her the power to "break free" from her routine character, praises Kris for no longer being the person they were, and laments that no else in Hometown knows that they changed. She then begins to drag them by the hand and walk out into the lake. And that's it. The Chapter suddenly ends after that, on-screen text indicating it won't continue until Chapter 7 as the "B-Side" of the story.
  • Poke the Poodle: Kris expresses being upset at Toriel for keeping them up all night with her "joke marathon" with Sans by applying 20% less honey on her honey toast.
  • Post-Final Boss: Following the Seven Flowers' defeat in the end, another Dark Fountain is opened the moment Kris seals theirs, leading to the Knight arriving to kidnap Asgore. What follows is a short sequence in which Flowery fights the Knight, having his inflated stats. However, it's a Hopeless Boss Fight that's entirely one-sided, as the Knight bisects Flowery before escaping with Asgore.
  • The Power of Friendship: In a rarity for this trope, it's used by the villains. The antagonists of this episode are the seven flowers from Asgore's shop, who are working together to try and give Asgore an ideal world because of how much he's taken care of them in the past. In the Final Boss fight against Flowery, he even uses his friends to attack the party.
  • Prized Possession Giveaway: In the Weird Route, Noelle offers Susie hundreds of dollars to buy some food from the festival, something Susie finds odd for Noelle to do. This is implied to be a Prelude to Suicide case, as this version of the chapter culminates with Noelle dragging Kris into the lake, with it being heavily implied the two of them drowned.
  • Promptless Branching Point: Completing the chapter's Weird Route depends on how you interact with Noelle's dialogue prompt, but not in the straightforward way. You have an option to tell Noelle "stop", but she ignores it repeatedly before it disappears entirely, then she and Kris are submerged above their necks. There's a hidden timer that resets when you select "proceed" again, getting shorter each time until it's only a second long and the screen is almost all white. If it reaches zero, you continue the chapter with only minor alterations. If you manage to hit the prompt about seventy times, you're informed this plotline is To Be Continued in Chapter 7 Side B.
  • Properly Paranoid: As the chapter goes on with the Fun Gang in the Dark World, they prioritize rescuing Asgore, as the Roaring Knight could arrive at any moment to kidnap him, because of where they are. When they meet Flowery and Asgore after leaving the Garden of Hopes and Dreams, the former kidnaps the latter and takes him to the Flower Castle, assuring the trio that they will protect Asgore, despite Ralsei and Susie warning him of the Knight's impending arrival, and that it could easily kill Flowery. Their fears turn out to be true in the end, when shortly after Kris seals their Dark Fountain, the Knight creates another at the exact same time, to kidnap Asgore, and slice Flowery in half, presumably killing him.
  • Pun: Invoked in the Superboss fight against Pink. When the two sides of her Literal Split Personality show up, the Dating Sim aspect requires the player to pick an answer that satisfies both Lightner Pink and Darkner Pink, most of which prove to be puns. For instance, Darkner Pink says "My bike part?" while Lightner Pink says "Act bored!" with numerous answers showing up. Selecting "I tire" fulfills both criteria — "tire" is both a noun meaning the round rubber part of a bicycle's wheel, and a verb meaning to become bored.
  • Queer Colors: On this chapter's startup title, when the Deltarune logo appears, it changes colors from white to a gradient of blue to magenta, very similar to the colors of the bisexual flag. Fittingly, this chapter focuses on the sapphic romance between Susie and Noelle, Asgore's interactions with his old friend Flowery blooming with Homoerotic Subtext, and some of the Seven Flowers' designs bringing to mind non-conformist principles and ambiguous identities, such as Seth's Ambiguous Gender, and Blue's ballerina getup.
  • Quicksand Sucks: The first punishment room is modelled after a zen garden, with sand all about. Sometimes, Shinobeetles can pop out of the sand to attack, but are immediately sucked back into the sand as they scream in agony. You can't help them. Strangely, nothing else sinks into the sand.
  • Rage Against the Reflection: A variant; when Kris and Susie first enter the Dark World, they meet Flowery, who hides them from Asgore behind shrubs shaped just like them. Kris has the option of cutting either of them, and while they'll playfully emphasize the lips on Susie's shrub, her response if you choose to cut their own shrub suggests Kris was motioning to bisect their own image.
  • Rage Breaking Point: If Pizzapants finds out he was being catfished by Blue Ears, then Pizzapants promptly goes off on Blue Ears for playing with his emotions and lying to him for so long. There's a few moments of Tranquil Fury where Pizzapants seems to appreciate the honesty, but his anger quickly becomes apparent. After that, Pizzapants says he quits girlfriends, and quits pizza, ending his friendship with Blue Ears on a sour note.
  • "Ray of Hope" Ending: Chapter 5 generally ends on a dark note — Asgore has been kidnapped by the Knight, Rudy suffered an injury at the festival leaving his fate unknown, Flowery seems to have been outright killed by the Knight, and Kris is continuing to try to interfere with the quest to save the worlds. However, Susie manages to unknowingly stop Kris from destroying one of the codes to the Shelter, finally getting one step closer to finding a way inside to save Undyne and Asgore, and, recognising that the situation has gotten too serious to keep a secret, begins preparations for letting Noelle in on the fact that the events of Chapter 2 were real after all, paving the way for her to join the team as a permanent member of the Fun Gang.
  • Really Gets Around: Played for laughs. Finding and riding the hidden train in the castle will send Susie and Ralsei on a tangent about whether they'd "chu-chu-choose" each other ("chu" being the Japanese onomatopeia for kissing). When the subject comes to Kris, Susie notes that they've probably been "chu-chu-choosing" all over school, given their skill at flirting.
  • Rearrange the Song: "Inappropriate Recycling", the theme of the Trashy Trio optional boss, is a cover of "Checker Dance" with the "Freedom motif" (or as the Green Pippins calls it, the "Battat motif") added.
  • Recurring Element: Jealousy. In the previous chapter, during Susie's battle against The Hammer of Justice in the previous Chapter, he described up to five chapters from the series known as "The Lord of the Hammer", which just so happen to align with events from each chapter of Deltarune up until that point. He described Chapter 5 as having "the vast garden [...] charred in an inferno of jealousy". We see feelings of envy occur throughout the chapter in different forms, expressed by different characters for various reasons.
    • While Kris, Susie, and Noelle are having fun across the festival, activities are often limited to choosing two characters to interact with things while leaving one out to observe. It also doesn't help whenever Susie brings up moments where she's been hanging out with Kris to Noelle, who often mistakes them for more romantic scenarios.
    • Catti storms off sobbing at the sight of Susie and Noelle holding hands. It turns out that Catti had a crush on Noelle, and her hostility towards Susie stemmed from jealousy after Noelle confided in Catti about her crush on Susie.
    • In general, Flowery and the rest of the colorful flowers from Asgore's bouquet believe he's been greatly mistreated, and that Kris and the rest of the world simply don't deserve to have him around now that they have the means to pay back the generosity he's given them. Every time Kris and the gang try to get Asgore's attention, Flowery and the others make an active effort to distract Asgore to pull him back into their efforts to keep him entertained, and get noticeably upset later in the chapter when Asgore reiterates that his main goal is to find out who's creating the Dark Worlds.
    • Ralsei is constantly at odds with Flowery due to both of them retaining vast knowledge about the Dark World and how wildly different their respective approaches are when it comes to helping the Lightners. Flowery's ability to casually carry the heroes past plenty of obstacles, accommodate them at every turn, and seemingly acting as the perfect and most upstanding Darkner around frustrates him to no end, especially since he's apparently been making the conscious decision to hold himself back for reasons so far only clear to himself. Things only get worse for him in the first half of the Chapter when it actually endears Susie to Flowery, while Ralsei struggled to earn her approval back when they first met. Bonus points for Ralsei being revealed to be able to cast fire spells, furthering the connection to "inferno".
    • One of the ghostly neighbors next to the flower store is heavily implied to have been Mad Dummy in this universe, and they once treasured the Mew Mew figurine kept within Asgore's shop. After knocking on their door, they can be overheard stewing in jealousy over how something they consider to be exclusive theirs is now being paraded around for the whole town to see, as it was left atop Asgore's truck amongst the flowers he'd gathered. This possessive feeling culminates into their ghostly possession of the figurine as the Dark Fountain gives both of them new life as the "Pink" member of the bouquet, who also initiates a battle with the Fun Gang as they refuse to accept the idea of things reverting to how they were prior to this Dark World's formation. The situation is then further turned on its head when the figurine body develops its own will and actively wants to pursue romance with the trio, going directly against the mad ghost's wishes. And if all this wasn't enough, you can let Pink and Kris hang out at the first Castle Diner, with the ghost noting Mew's own desire is to be taken out on a date with Kris following their flirting. Just when they seemingly have exactly that, Susie and Ralsei admit it was simply a means to defeating them in battle and that Kris flirts with everyone, greatly confusing Mew and causing the ghost to re-possess the figurine to angrily call them out for such shameless behavior. Your dialogue as Kris is to either claim you were serious or confirm you were just doing what you wanted to win the battle.
    • Several lines of dialoguenote  strongly imply that Kris has an unrequited crush on Susie, and it's easy to infer that Kris is envious of her and Noelle's Relationship Upgrade. After the end credits, where Susie is preparing Castle Town to welcome Noelle, Kris gives a dejected look before walking away alone, feeling as if they have been replaced.
  • Recycled Soundtrack:
    • From Undertale, the "Thundersnail" song, which plays during the snail racing minigame at Blook Acres, is used for Hopschef's dough smashing minigame.
    • For the boss fight with Yellow and Blue, the songs "Dating Tense!" and "Dating Fight!" are used during the cross-examination and verdict adjournment sections with the other Flowers, which were previously used during Papyrus's "date" (here being used as an homage to the Ace Attorney series, as the songs were based on the Turnabout Sisters' songs).
    • This chapter's credits theme is actually an excerpt from the cover of "Field of Hopes and Dreams" from the first official Deltarune Piano Collections album.
  • Red Herring: In the Courtroom Antics sections against Yellow and Blue, as well as their shared rematch alongside Flowery, the player will have various pieces of useless evidence (namely, the TrainPlan, BootOil, Scissors, Metal Cuff, and Prisoncloth) that will only ever get the player in trouble if they try to use it. If they found the Egg, its description lampshades this, stating that "you'll know what it was evidence for when it happens".
  • Relationship Upgrade: Susie and Noelle get one in the normal route. Not only do the two of them confirm they like each other by the lake at sunset after the town's festival, but Noelle openly says to her mother on the phone that she's with Susie, with Noelle openly defying her mother by dating Susie even though Carol told Susie to stay away from her. Susie spends the rest of the chapter thinking about Noelle and how to properly make Noelle happy, confirming that they're an Official Couple now. Better yet, the post credits sequence shows that she plans on revealing to Noelle the truth about the Dark Worlds, and giving her a place to stay in Castle Town.
  • The Rest Shall Pass: At the end of the Blue-Yellow segment of the Final Battle, Flowery whisks Ralsei away while he encourages Kris and Susie to keep fighting without him. Then a bit afterward, Susie throws Kris high so they can get a heads up on a flying Flowery while she stays behind, ultimately resulting in Kris confronting Omega Flowery all on their own.
  • Retirony: Inverted. Prior to the festival, Asgore can remark that there is a chance he'll be returning to his old job as chief of police. He doesn't last to the end of the chapter to see this realized, as the Knight abducts him before he can get a chance.
  • The Reveal: Once you have 4 Shadow Crystals, Seam will reveal a little more information about them, describing them as fragments of "lost dreams" that are created when someone who holds high value in a dream or attachment suddenly has it broken. While Seam considers these shards of "failed dreams" useless to Kris in their current state, they also have a use for them they feel is "very interesting" once the 5th and final one is brought to them.
  • Reverse Psychology: After another encounter with Flowery, Ralsei reminds Kris that they can turn off voice clips in the menu. Flowery then tells Kris not to turn off "Ralseis" in the menu, a comment very obviously meant to entice curious players into doing exactly that.
  • Rise to the Challenge: A late segment in the Flowery boss fight is a climbing segment, where Kris is pursued upward by tangle of thorny vines (very much resembling Omega Flowey's).
  • Rule of Symbolism:
    • The flower friends can't be brought to Castle Town, as they're not normal Darkners, and will turn back into normal flowers once the fountain is sealed. Outside the castle, the sky is filled with a sunset—something beautiful that only lasts for a short time. The sunset also carries a double meaning, this being the last lighthearted chapter in the game. It's the last bit of warm light of day before the cold dark of night comes, and with it the oncoming storm of Chapter 6 and 7. By the end of this chapter, it's nighttime, and both Kris and Susie's personal issues start coming to the forefront.
    • During their time together at the Festival, Susie invites Noelle to step with her into the lake to enjoy the water for a bit, and eventually picks her up in a Bridal Carry. As she walks into the lake with her, they take a moment to comment about listening to each other's heartbeat. Moments later, the sound of a church bell rings out, with Noelle saying that it means they're about the announce the King and Queen of the festival. This all preludes the Relationship Upgrade between the two as they finally openly confess their feelings to each other.
  • Sanity Slippage: If you pursued the Weird Route, the normally meek and kind Noelle's sanity takes a nosedive as she becomes Drunk with Power, and urges Kris to follow her into the lake to get across it. We don't get to see whether they succeed, as the chapter abruptly ends on a cliffhanger.
  • Schmuck Bait: Two Flowery Coin piñatas are located in areas where you will inevitably fall into a Bottomless Pit attempting to hit it. Doing it anyways has Susie comment "Worth." Doing it again with the other piñata instead has her comment "Super double worth."
  • Self-Parody: The Chapter features several moments directly poking fun of recurring motifs and narrative beats from earlier chapters.
    • The Rock Video minigame has one new track based on the motifs used in Chapter 4 for "The Second Sanctuary" and "The Third Sanctuary". Per the nonsensical name "4rd Sanctuary", it further escalates the tracks' complexity and erratic nature so much as to appear literally broken, ultimately petering out into its last gasps with repeated pauses inbetween.
    • After Susie joins the party in Castle Town, and after you've interacted Trashy, Ball, and Nubert, you can access an optional fight with the three minor characters. The music for the fight, titled "Inappropriate Recycling", uses the motif found in most of the secret boss fights, the fight has a gimmick involving manipulating the size of the Battle Box, and the three Darkners you fight are comedic minor characters who use surprisingly hard hitting and tricky to dodge attacks. All of these aspects make fun of the various recurring elements of the Shadow Crystal boss fights (Most specifically of Spamton), and of the fanbase's obsession with them. Before the fight can finish, the three Mikes arrive and claim that the trio are innapproriately using the "Battat" motif, parodying the fanbase's desire to find an appropriate name for the motif by attaching it to a seemingly insignificant minigame. Amusingly, the actual secret boss of the chapter plays all the tropes made fun of here entirely straight.
    • After Ralsei joins in the Flower Kingdom and meets Flowery for the first time, there is a brief section where Susie leaves and ends up talking to Flowery. After meeting up, Ralsei decides to explain the concept of the in-game menus to Susie since Flowery and him have been breaking the fourth wall the entire time. This explanation takes the same form as Ralsei's explanation of what the Dark World is in Chapter 3, with the same music and ominous atmosphere... but before he can properly explain, Susie says that she already knows because Flowery already told her.
    • Immediately prior to the battle with Pink, Susie says that she expects "someone mega strong" to be behind the door, with Ralsei replying that whoever it is might have a "unique and memorable theme". By this point, even the characters in-game are familiar with the recurring superbosses of each chapter and their fan-favorite battle themes.
  • Secret-Keeper: If the player decides to relax in the onsen with Ralsei, Ralsei will hint very strongly that he knows Kris is responsible for this Dark World and that they shouldn't do such a thing again, though he believes Kris is still a hero and must have had their reasons. He never speaks of this to anyone else.
  • Sheep in Sheep's Clothing: While players might reasonably suspect that Flowery is Affably Evil, and he carries himself in a way that immediately lets you know he is clearly up to something, his desire to help Asgore isn't an act. Along with the other six flowers from Asgore's room, Flowery's loyalty and compassion for Asgore is entirely genuine, wanting Asgore to have a happy life as a reward for taking care of the flowers all this time.
  • She Is the King: During the festival, the entire town votes for a Festival King and Queen. However, there's apparently no restrictions on who you want to vote for King or Queen based on gender; you can vote for Susie, Noelle, or Kris as both King and Queen (if you vote for Susie for both and show Noelle, she'll do the same), and there's a poster at school telling people to vote for Jockington as both King and Queen.
  • Shifting Voice of Madness: As a way of Painting the Medium to show Noelle's Sanity Slippage on the Weird Route, her Voice Grunting will randomly waver up and down in pitch in the latter half of the scene by the lake.
  • Ship Sinking: The Pizzapants/Blue Ears ship is hit pretty hard in this chapter if you choose to have Blue Ears admit to being partially behind "Pizzarina", with Pizzapants screaming at him in fury for the prank before storming off with both characters much worse off compared to before.
  • Shoo Out the Clowns: Most of Hometown's residents are absent and Castle Town and the Flower Kingdom Dark World are not entered in the Weird Route, the lack of their comical antics highlighting the melancholic and frightening scenes. Fittingly, the only Shadow Crystal Boss that's therefore impossible to fight on the route is Pink, whose fight is much more comical than the last four. Interestingly, Sans is one of the only characters found in this route, and he continues his normal routine of trolling Susie through inconvenience, and even then he takes a more melancholy demeanor, picking up on how bad Kris is doing.
  • Shoo the Dog: Asgore kicks Kris and Susie out of the Dark World in his flower store and sternly tells them not to come back, most likely because he doesn't want them involved in whatever dangerous thing he's doing. Of course, they get involved anyway and sneak back in.
  • Sickeningly Sweethearts: Heavily implied by dialogue with Pizzapants, who mentions how he used to be the only groupie for Kris, Asriel, and "her" (in context, obviously meant to mean Dess) band back in the day, but remembers that Kris was the only one to ever really practice... on the instruments, that is ("Blegh").
  • Sleepy Depressive: In the Weird Route version of the chapter, Kris has not gotten out of bed for the entire day, and they've almost completely missed the entire festival, which has Toriel concerned. The implication being that Kris has tried avoiding encountering Noelle again by sleeping through the entire day, is simply too traumatized to want to go out, or both. Unfortunately for Kris, the SOUL can simply drag them out of bed, with or without their permission.
  • So Proud of You: After Kris defeats Flowery as the Final Boss, Asgore admits that he's become immensely proud of Kris since they were last seen by Asgore. Kris has not only become much wiser, but also made wonderful friends in Ralsei and Susie.
  • Stealth Pun:
    • Aborting the Weird Route in this chapter is both figuratively and literally choking at the last moment.
    • The chapter is plant-themed, the world design has a bunch of call-backs to Chapter 1 with the opening map and puzzles being similar, and the seven flowers are a reference to the colored souls in Undertale. It's Revisiting the Roots.
  • The Stinger: After the credits roll, scenes of Susie entering Castle Town and helping the Darkners set up decorations and a room for Noelle's arrival play, ending with Ralsei leaving a slice of cake in Susie's room while she sleeps and Kris walking away from the school closet door.
  • Strange Minds Think Alike: In the last chapter, Susie does an impromptu little rap upon seeing an old French fry on the ground next to the path near the lake. In this chapter, Noelle does the exact same thing.
  • Strange Soda:
    • One of the soft drinks you can purchase from a soda dispenser is Shikacola, which is advertised with all-natural "ungulate" flavor. Shika is Japanese for "deer," and the Flavor Text states that it contains deer hair and nutmeg. Dummied Out text when Noelle drinks it has her bewildered that someone would think she'd want to drink something full of someone's hair (and it only heals her for 5 HP).
    • A slightly less unusual drink from the dispenser is Flowery Soda, which is white lactose-flavored and advertised as Ralsei's favourite. Susie finds the flavour gross and is surprised that Ralsei likes it, although he'll refuse to drink it outside of battle simply out of spite towards Flowery, claiming, unconvincingly, that he's not thirsty. In battle, it'll heal him for a massive 200 HP, quadruple the amount when it's used on anyone else.
  • String Theory: Inside of the castle, you'll find some boards covered with red string near Asgore's notes about his investigation into the Dark Fountains, presumably the Dark World version of the evidence board Kris could see through the window of his basement in Chapter 4. The castle is also decorated with Zigzag Paper Tassel ornaments in the form of sheets of paper dangling from red string, which Asgore can be spied "harvesting".
  • Stylistic Suck: The lyrics to Flower Man are a bit weirdly-worded, and if you try to actually sing it you'll find they don't quite match the beats or tempo of the song; this reflects the difficulties of writing subtitles for Japanese-language songs in anime, which the song (and the chapter as a whole) are based on.
  • Sudden Downer Ending: If you've stayed on the Weird Route up to this point, Chapter 5's length is cut dramatically short and concludes quite abruptly. Kris ends up oversleeping and misses most of the festival while Susie took Noelle out across the town. Most of the interactions across Hometown are somber comments from Susie after the fact, and as with the Normal route, the story continues when you direct Kris over to the lake. After Susie says her goodbyes, Kris goes to confront Noelle, who launches into a rant about how she knows Kris is no longer the person they once were, laments over everyone else not realizing how much they've changed, and her personal realization that this change is due to their discovery of a certain ability that lets them actively defy fate, which she desperately wishes will extend to potentially shifting her own lot in life as well. She then drags them by the hands and walks backwards into the lake, deluded into believing they can make the impossible happen with a mere suggestion, and if you indulge in choosing to "Proceed" like she asks, the screen warps and distorts to depict the two starting to struggle breathing. Cut to a black screen with a CRT television filter requesting you input Side B of Chapter 7.
  • Suicide as Comedy: Yellow's attempts to off himself after believing Susie's claims that he trampled Blue's flowers, such as trying to bury himself or shoot himself with a large laser, are played for dark laughs.
  • Superboss: As with previous chapters, the fifth (and, if Seam is to be believed, final) Shadow Crystal holder is fought in this chapter. The player needs to collect ten pink coins in order to buy a pink key from a shopkeeper. Once that's done, the player can use this key to enter a door to find Pink, a Magical Girl Warrior heavily reminiscient of Mad Mew Mew, a version-exclusive boss on the Nintendo Switch version of Undertale.
  • Surprisingly Realistic Outcome:
    • If you have Blue Ears go up onstage with Pizzapants, he confesses the truth to him that Pizzarina wasn't real and that Bratty made Blue Ears catfish him as a joke. Unlike what happens if you make Bratty or Catty go onstage, there is no love confession or happy ending — Pizzapants loses it at Blue Ears and is furious as him for playing with his emotions.
    • After Noelle has to leave the lakeside because she learns that her father fell down at the festival, Susie comes back with two ice cream cones for herself and Noelle. But by then, Noelle's long gone. Undaunted, Susie vows to follow Noelle, then eats both ice cream cones at once. Much to Susie's shock, she instantly gets a bad case of brain freeze from eating cold food too quickly.
    • While travelling through the cliffs, you'll meet the NPC Ferroll, who looks an awful lot like Malius, the hammer-headed blacksmith from the first chapter that can fix things by hitting them. Problem though, is that Malius is a toy hammer, while Ferroll is a real hammer, made from metal. Naturally, instead of healing or fixing, he manages to chip off some HP and break your items.
  • Surrounded by Idiots: Seth is trying as hard as they can to stop the Lightners from reaching Asgore, but is frustrated that Aqua is treating it all like a game and that Green is being so nice to their enemies.
    T-Z 
  • Take a Third Option: During the Weird Route where Kris and Noelle begin to walk into the lake, the options presented are to Proceed (which is obvious) and Stop (which Noelle will assume you "don't actually mean it" and walk in anyway). The third option appears once they've both proceeded some way into the lake and are in danger of drowning — at this point, the screen starts a Fade to White, which is cancelled every time Proceed is chosen again. But letting it complete instead will result in the game abruptly shifting back to the normal route while Noelle gives a monologue about how the whole thing was just wishful thinking on her part. This is the only chance in the chapter to abort the Weird Route... but, tellingly, the jingle for aborting the Weird Route never plays, leaving it ambiguous just how aborted the Weird Route really is after all.
  • Tempting Fate: At the start of this chapter's Weird Route, Toriel tells Kris no one can make them get out of bed if they don't want to after noting that they spent most of the day in bed, missing the festival... then the SOUL roughly drags them out of bed and makes them stand against their will so they can meet a waiting Noelle.
  • That's No Moon: Played for laughs. The Flower Kingdom has what looks like a sun, which Susie questions given how little sense it makes considering the general nature of Dark Worlds. Ralsei doesn't have an answer. (The suns are most likely the lamps above the flowers in Asgore's shop). Much later, an optional area reveals that the one of the "suns" is actually just a Netskie taking on the appearance of one. Grabbing a mushroom there causes it to turn to its true form and start to cartoonishly run after it.
  • To Be Continued: After the post-credits scene, there's a message saying "To Be Continued in Chapter 6" before the game goes back to the start screen. However, unlike the previous chapter's credits saying that Chapter 5 would release in 2026, there's no potential release window listed for Chapter 6.note 
  • Together in Death:
    • Susie squeezes Blue and Yellow together into one case after their Dark World has disappeared.
    • Potentially Kris and Noelle on the Weird Route, if the pair really did drown in the lake.
  • Trail of Bread Crumbs: On the Weird Route, you're required to talk to Sans, who gives you a loaf of bread. The description notes how it leaves crumbs everywhere.
  • Uncertain Doom:
    • Noelle is forced to abandon her date with Susie after receiving a phone call from her mom saying that Rudy "fell down". This is notably very similar to the phrase "fallen down", used in Undertale to describe monsters that are at death's door (although, given Rudy is last seen on a ladder putting up fairy lights, it might mean he literally fell down, or both). This plot thread goes unresolved by the end of the chapter.
    • Flowery is cut in half by the Knight attempting to rescue Asgore. After giving the three heroes some inspiring words, he fades back into a regular flower with its stem nearly cut apart. When Susie and Kris return to the Light World, Susie quickly uses tape to put him back together and replaces his broken container with Yellow's (while placing Yellow together with Blue), but it's left ambiguous whether this is enough to revive him.
    • At the end of the chapter's Weird Route, Kris and Noelle walk into the lake together while holding hands, with the game fading to white as the water goes over their heads and submerges the two of them completely. It then cuts to black and tells the player to insert Chapter 7 "Side B", leaving it ambiguous what just happened, though the outlook is bad considering the entire sequence constantly plays Kris' damage sound.
    • The Librarby Monster is manning a takoyaki stall (fried dough balls containing octopus meat) at the festival, which Susie mentions taste like raw onion. Concerningly, the Librarby Monster was previously seen at the spot where you can talk to Onion (an onion-octopus monster), who hasn't been seen since Chapter 2...
  • Underestimating Badassery: Flowery sincerely believes that him and the other Colored Flowers can protect Asgore when the Knight comes. The Knight promptly disabuses him of that idea, cutting him in half effortlessly.
  • Underground Monkey: Numerous enemies and NPCs in the Flower Kingdom have parallels with ones found back in Chapter 1's Card Kingdom. They include the Floradinns, which are equivalents of the Rudinns, having similar attacks, but are flower based instead of jewel based. The Shearys, which went unnamed back in the first chapter, who work as topiary gardeners. NPCs include Hopschef, who is a plant-based Topchef from Card Kingdom (who speaks German instead of Italian), the Tropical Starwalker, which speaks in rainbow text, unlike the original Starwalker, the Zenlooker, which is like the Milklooker Lightner but a plant, and Ferroll, who acts as the chapter's blacksmith like Mallius, but is a real metal hammer instead of a toy hammer.
  • Underused Game Mechanic: invokedDiscussed: somewhere in the cliffs area of the Flower King Dark World, there is a sloped floor. There aren't any other sloped areas in any other 2D segments, something that piques the interest of a Floradinn.
    "This is the only slope... I'm obsessed with it."
  • Unexpected Gameplay Change: By using the Petal Feather, the view changes to a platforming segment where Kris can freely jump, use the Sword and use ACTs; namely having Susie activate switches and other elements with Rude Buster, or using Ralsei as a platform. This platforming style has minibosses of its own.
  • The Unfought: Asgore and The Knight aren't fought as bosses in this chapter.
  • The Un-Reveal:
    • The chapter begins on the normal route with Kris climbing back into their bedroom through the window, so weak that they're unable to stand and their skin is a pale greenish colour, before they grab the caged SOUL and reinsert it into their body. Examining their bed strongly suggests they've been up and out all night. Nothing that happens in the rest of the chapter seems to tie back to this, leaving it unknown what Kris did the night before.
    • Despite Asgore spending the whole chapter investigating the incident that caused his divorce and disgrace in the eyes of the townsfolk, the only new information is that Asgore has known about the existence of Dark Worlds for a long time (something that was already strongly implied in the previous chapter). Whatever he would've been willing to share is tabled by the Roaring Knight abducting him.
    • Precisely what Seam wants with the Shadow Crystals is not explored yet, as the fifth and final crystal can only be acquired at a point where Castle Town is inaccessible for the rest of the chapter. They only tease you with vague terms, by saying it's "very interesting" and will be "entertaining". Completionists will presumably be waiting until Chapter 6 for their reward.
  • Unusually Uninteresting Sight: Asgore is extremely casual about his flower shop suddenly turning into a Dark World, takes the sight of one of his flowers turning into a person like a normal friend come to visit, and initially spends most of his time doing mundane activities with Flowery like going to the diner or going fishing. Subverted later on, as it's revealed Asgore had known about Dark Worlds for a long time, is furiously working to use the Dark World's sudden creation to his advantage in clearing his name, voices his intent to make whoever created this Dark World suffer painfully, and admits to Flowery that, while he did genuinely appreciate his kindness, he was mostly just playing along for the sake of finding the Dark Fountain.
  • Vagueness Is Coming:
    • If you've collected the egg from the Forgotten Man, it shows up as "evidence" in the fight against Blue and Yellow. It can't actually be used as evidence during the fight (or for anything in the chapter), but the item has an ominous description warning you that "you'll know what it was evidence for when it happens". This is added on with dialogue from Darkner Pink if you've defeated her, collected the egg, and encountered FRIEND in the chapter, where she'll warn Kris to hide any "protein", or else the "cats" will find them.
    • After being cut in half by the Knight, Flowery warns the heroes that he and the other plants could sense a horror beyond imagining is stirring beneath Hometown, but he believes that Susie and Kris have what it takes to save the world from the coming darkness if they stick together.
  • Victory by Endurance: A few bullet pattern fights in the sidescrolling sections can be won by waiting them out, since they're magical constructs containing a finite amount of energy and will eventually use it all up and dissipate.
  • Video Game Cruelty Potential: Subverted similarly to the piano incident in the previous chapter. If the Weird Route is aborted this chapter, Susie has new dialogue at the Flower Castle onsen asking Kris about their relationship with Noelle. If you select "Don't get inbetween me and Noelle", Kris forcibly dives into the water to prevent the SOUL from traumatizing Susie; the only word they get out is "don't".
  • Video Game Cruelty Punishment:
    • If you lose certain recruits, the flowers will refuse to join you for a date at the café, with the exception of Aqua. Seth in particular will not join for a date if you defeated them violently at the Cliffs, even if you got their specific recruits.
    • At one point, you are given the options to remove Flowery's voice clips and mute Ralsei entirely as a gag. By silencing Ralsei, you are "punished" by having to handle a block puzzle he would otherwise solve by brute force with cutscene powers (and he'll still skip the thing if you fail too much). Disabling Flowery's voice clips and not enabling them again before grabbing the Petal Feather (the ability to reactivate voice clips is suppressed for the next few screens, then gets unlocked again, and then gets permanently replaced by an option to swap button assignments in 2D mode) means there will be no sound cues for his attacks during the initial attempt at the final boss fight, making parrying him significantly harder.
    • Want to waste the party's time until Yellow's laser charges just to see how his suicide attempt pans out? The joke will almost literally be on you, since the game's method to railroad you into saving Yellow is by having the laser kill the party instead.
    • If you continue the Weird Route in this chapter, the entire Dark World section is omitted on account of Kris and Noelle walking into the lake. The consequences of this are set to be explored in "Side B" of Chapter 7.
  • Violence Is Not an Option:
    • If you try to attack the Trashy Trio, they'll summon a barrier made of photorealistic milk cartons that will block all damage, meaning that you can only end the battle through mercy.
    • Flowery can only be defeated non-lethally. Should you attempt to defeat him with violence, Susie and Ralsei will heal Flowery because they don't want to kill him or any of the other flowers. The player can still make Kris attack, but Susie and Ralsei will always outheal them. The only way to advance is to spare him.
    • Played with for the other 6 flowers: With the exception of Aqua's first fight and the fight with her and Seth at the Cliffs, they otherwise cannot be defeated through fighting, as they will have a member that will heal off the damage they take. Special mention goes to the encounter with Yellow and Blue, as even if you target the latter, the former will step in front of him to tank the damage and get healed anyway, defying Shoot the Medic First.
    • Pink cannot take any damage from attacks. Like the battles of her Undertale counterpart, attacks deal 0 damage as her pieces split and reassemble. The only way to get through her fight is sparing via filling her Doki Meter.
  • Walk, Don't Swim: The Weird Route in this chapter ends with Noelle and Kris trying to cross the lake by walking across the bottom. We don't get to see whether they succeeded, but it's implied they drowned.
  • Watching the Sunset: The trailer ends with some official artwork of Kris, Susie and Ralsei looking at the setting sun. As for the game itself, during the town festival, Kris and Susie, with Noelle, go to the beach nearby. While Kris falls asleep after the fun, Susie decides to pick up Noelle in her arms and take her into the shallows of the beach to watch the sunset that evening. Furthermore, as per the chapter's artwork, the background of the Flower Kingdom Dark World shows exactly what was seen by the protagonists in the art.
  • Wham Episode: While it has nowhere near the impact of Chapter 3 and 4, this chapter still drops a few bombshells in regards to Asgore and a few tidbits that further deepen some of the mysteries of the game. Namely, that throughout the second half, the group come across documents that Ralsei can barely translate as being notes about the Dark World. Three key things are quickly established in short order; Asgore already knows about the existence of the Dark World before the Flower Shop Dark World was made, that they've existed potentially for years, and that the Knight may have been around since at least a few years ago and may be responsible for Asgore's life falling apart. And when Asgore is kidnapped by the Knight at the end, Susie declares they can't afford to mess up anymore and decides to officially break the secret of the Dark Worlds to Noelle the first chance she gets, intending to have someone she trusts that's close to the codes join their team.
  • Wham Line: Several in this chapter:
    • Reading Asriel's old love letters finally confirms something that was merely heavily implied until now. (Later dialogue from Pizzapants suggests it was mutual.)
      "Dearest December"
    • After Susie and Noelle's Love Confession, Susie decides to go back to the Festival to get some more ice cream, leaving a lovestruck Noelle behind with Kris. Suddenly, Noelle gets a phone call from Carol, to which she frustratedly tells her that she didn't want her to call anymore, only to suddenly pause in shock at her mother's next words:
      Noelle: What? It's... you were calling about... Dad...? He... fell down? At the festival?
    • While in the Flower Kingdom, when the gang are watching Asgore's interactions with Flowery, who asks where they can go next, we get this little question from Asgore, which changes several things we knew thus far:
      Asgore: This may be a strange question, but... have you seen anything around, resembling... oh, I don't know. ...a black river, rising out of the ground?
      (...)
      Flowery: ...heh. Look if it's a dream of yours, Gorey. How 'bout it? Tonight. How would you like to see... a "Dark Fountain"?
      Asgore: Haha, I think I would be... Very, very interested.
    • In the same vein as the above, Susie and Ralsei notice something from Asgore's notes that recontextualizes not only the backstory of Asgore, but of the whole game itself.
      Susie: (to Kris) Huh?... wait, I don't get it. Why would your dad... Have notes about the Dark World, if he just got here?
      Ralsei: No, Susie, it's about... it's something about... A Dark World... a long time ago?
    • On a brief note, Seth has one with Kris, revealing that they and a few other Flowers know something about them:
      Seth: (after freeing Kris and Susie) ...alright. I made good on our promise, didn't I? Before you made the Dark World...? That if... I helped you out, you'd make it worth my while? Well... pay up! I want... THAT! (Kris gives Berdly's feather) Ahh... the feather of a true genius... My soon-to-be prized possession!
    • Alone with Ralsei in the onsen, Kris can ask him about the Dark Fountain, to which he responds with a line that holds a double meaning in such a way that reveals he knows far more about Kris' actions than he initially let on, and that the balance of light and dark that keeps the Roaring at bay may be nearing the breaking point:
      Ralsei: How do I say this... I...don't think there should be any more Dark Fountains, Kris. No, making them... is bad. It's very bad.
    • After Pink's battle, if you select the Talk option in her shop after getting the Egg and having taken damage from FRIEND in the cliffs, Darkner Pink suddenly holds Kris's hand and notices they've been bitten. The dialogue that follows reveals critical information about FRIEND and the Eggs. Notably, this dialogue was not present on the chapter's release, but was patched in two weeks later.
      Pink: ...I once met someone who REALLY liked cats, mew.
      They liked cats so much, they owned a whole hunting pack of them, mew!
      Of course, cats are fickle creatures, but they were very good at finding protein.
      Kris, if you have any protein, you must keep it hidden, and never let anyone see it.
      The cats are not too smart, but once they find a target, they never stop chasing it until they get bored.
      And when they find you, they bite... very, VERY, hard.
      Some people would do anything to get away from them, even change their appearance, or go into hiding...
      Oh, Kris, it's terrible, mew. It's terrible...
      Please be careful, Kris... promise..."
    • In Flowery's battle, he says something that reveals he knows more about Kris' motives than initially believed, and changes the context of why he's so insistent on his plan:
      Flowery: We've watched you since you were a child... And I know that you've CHANGED! I don't know what your plans are, but... If they involve Asgore, this is as far as you'll go!
    • At the end of the chapter's Normal Route, Susie muses that the situation has gotten dire for them with the Knight having abducted another victim and them having no way of knowing if they're still safe and for how long, and decides the situation has grown bigger than just the two of them with this line:
      Susie: Kris, this can't just be a you and me thing. It needs to be... Noelle's thing, too.
    • At the end of this chapter's Weird Route, Noelle fully gives in to the SOUL's orders to proceed and takes Kris' hands to slowly walk into the lake and cross to the other side. As the two sink further into the lake and the screen gradually begins to shake more violently, the SOUL keeps pressing "Proceed" until the screen is completely enveloped by a white light... before it suddenly cuts to black with CRT filters and a metallic drone over it as the following text is typed on-screen:
      Insert Chapter 7
      Side B
  • Wham Shot:
    • During the festival, Sans has Susie makes a drawing of her friendsnote  that he holds onto. Undertale fans will recognize this as likely being the same drawing in Sans' hidden lab, further implying that he's the same character in both games instead of being an Alternate Self like everyone else.
    • While climbing through the Top of Castle in the Flower Kingdom, you get to the end on top after climbing a section with slingshot flowers with Susie and Ralsei's automatic help, you'll get chased by a shuriken Bullet Pattern, which will somehow teleport to them. Everyone is shocked, while Ralsei, without any warning, uses a lethal fireball spell to blow up the Bullet Pattern. Susie is amazed that Ralsei can do such a thing, revealing that he'd been holding back for a long time.
    • The Dark Fountain being sealed with the typical guitar fanfare... only for everyone to still be in the Dark World after the fountain's gone. Everyone immediately realizes this can only be the case if something or someone just created a new Dark Fountain nearby, and there's only one other known entity who can and is willing to do that — cue the Roaring Knight suddenly dashing in and abducting Asgore, just like the Fun Gang has been afraid of since the start of the chapter.
  • What Happened to the Mouse?: Examining the drawer with the suggestive "How To Draw Dragons" book will have the narrator point out how, despite Chapter 3 being based on the Dreemurr household, that infamous but irrelevant book failed to make any appearances. Realizing this seems to disappoint Kris or at least give them mixed feelings.
    You scholarly contemplated this for an overly long period of time.
  • Whole-Plot Reference: To Undertale. It involves battling against a flower-like foe in a magical kingdom ruled over by Asgore as its king. However, the enemies you fight aren't really "evil" per se, and the flower NPC you meet first clearly has some kind of ulterior motive. This culminates in a Final Boss battle against the flower who uses the power of six other entities to fight against you. The difference is that while Flowey was a genuine Big Bad in Undertale, Flowery in Deltarune is an Anti-Villain who wants to make things better for Asgore.
  • Why Are You Looking at Me Like That?: During Seth and Yellow's break interaction, Seth tells Yellow that in order to be a better cowboy, he needs a horse. Upon hearing that, everyone immediately looks at Ralsei. Not a horse, but was dressed as one during the cowboy segments of Chapter 3. What follows is horse-Ralsei carrying Seth on his back, while being carried by Yellow.
  • Worthless Currency: Subverted with "Flowery Dollars". They're first introduced as what's actually inside Flowery's chest of "infinite money," and since the shops you encounter still clearly need Dark Dollars, you might even be tempted to take up a certain NPC's offer to take them off your hands for an equal number of Dark Dollars... until, that is, you reach Flower Castle, where they can be used on a vending machine that dispenses drinks that heal for a whopping 200 HP, more than almost any item you've gotten your hands on to this point can, provided they're used on the right character, and another that heals 80 HP to everybody—much less than the SpinCake, but only limited in quantity by how many Flowery Dollars you have.
  • Wutai: The Flower Kingdom, created inside Asgore's flower shop, has some East Asian designs to it, namely the Japanese styled palace and architecture seen with the Flower Castle, as well as Cherry Blossoms everywhere in the Garden of Hopes and Dreams, some Yokai-like enemies like the Netskies and KawKaws, and some anime-inspired bosses (Flowery and Pink). Why isn't mentioned, aside from Asgore commenting that the Mew Mew figure he received from a certain friend is like the shop's mascot, and a manga found in the corner of his basement in the Light World.

To Be Continued in Chapter 6

Insert Chapter 7
Side B

 
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In the last phase of the final battle, Flowery draws upon the strength of his bonds with the other six colored flowers to enter an empowered state known as Omega Flowery.

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