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Deltarune Chapter 5: Full Walkthrough Through the Flower Shop Dark World

Every puzzle solution, item pickup, and boss fight from the honey toast opening to the Flower Castle.

Every puzzle solution, item pickup, and boss fight from the honey toast opening to the Flower Castle.

Chapter 5 of Deltarune opens quietly inside Kris’s house and then drops you into a brand-new Dark World built around Asgore’s flower shop. The path runs from a family breakfast through the school festival, into Susie and Noelle’s date, and finally into a floral realm ruled by a new character named Flowery. The chapter is free if you already own the game, on every platform including the Nintendo Switch 2, and you can continue an old save or start fresh.

Quick answer: Make honey toast for Toriel, clear the castle climbing puzzle, dress Susie and decorate Ralsei’s room, finish the festival and beach scenes, then enter the flower shop Dark World. Inside, recruit Ralsei from the fourth wardrobe, solve the fox-and-mushroom and watering-can puzzles, grab the Petal Feather from Aqua, and push forward through Seth and the color guards to the Flower Castle.


Honey toast and leaving home

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The chapter begins with Kris grabbing the first Heart and waking up in their room. Head into the next room, where Toriel asks for a slice of honey toast.

Interact with the toaster and place the bread inside. Wait roughly ten seconds for it to finish. You can move around and do other things while the timer runs.
Take the finished honey toast back to Toriel. She eats it and the conversation turns toward surprising Kris’s brother, Asriel, who is due home as his exams end.
Leave the house, go south, then turn right at the intersection to meet Asgore. He explains that his flower shop is named Flower King after he and Toriel were crowned at the festival, and he brings up Toriel’s tight finances as a single parent on a teacher’s salary. The dialogue choices here do not change progression, so pick whatever you like.
Continue down the road and turn right to find a save point. Then head right again to reach the school. Walk straight through the store room door to enter Castle Town.

Castle climbing puzzle

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Ralsei and Lancer greet you near the castle entrance. Save at the point by the door, then head inside for the first real gameplay challenge, a vertical climb blocked by descending bars.

The rule is simple. Climb upward and avoid the bars as they come down. Getting hit pushes you backward and resets part or all of your climb depending on how far you have gone. Patience beats speed here, so watch the bar patterns, wait for a gap, and advance in short bursts rather than rushing.

At the top you meet a mysterious character who promises to help if trouble finds you later. The scene is short but clearly sets up something important down the line.


Susie’s dress and Ralsei’s room

Outside the castle you can visit the shop to spend Dark Dollars and check the recruit café for fresh dialogue. Neither is required, but both are worth a look.

Head north and Lancer stops you to design a dress for Susie’s date with Noelle. There are no wrong choices, so mix and match freely. Queen prints whatever you pick and puts it on Susie, who promptly takes it off and sticks with her usual outfit before joining the party.

Continue into the living quarters until you reach Ralsei’s room, which sits empty behind a taped-off doorway. Susie barges in anyway. During the conversation, the heartfelt option is to tell Ralsei to “be yourself.” Susie then returns carrying a garbage can as the room’s first piece of furniture. Once the party is ready, leave Castle Town. You cannot return here for the rest of the day.


Festival, the beach, and the Dark Fountain

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Back in the light world, Noelle waits outside the school. Susie tells Kris to lead, and the trio sets off through town. To open the festival’s black gate, you first need to talk to Noelle’s dad, Rudy, who is decorating the Town Hall. Speaking with him reveals where Noelle’s mother is and unlocks the previously closed gate.

The festival grounds split into three directions. The table below covers what each path holds.

DirectionWhat you find
LeftComedy act on stage
RightVoting booth for Festival King and Queen
Far right / eastExit toward the beach

Take the beach path when you are done exploring. The beach scene focuses on Susie and Noelle as their feelings come into the open. It is interrupted when Carol calls to say Noelle’s dad has fallen off the ladder, and Noelle leaves before Susie returns.

Afterward, Kris and Susie head to Asgore’s flower shop. Susie goes in to buy flowers while Kris removes their Heart. A Dark Fountain erupts inside the shop, a new Dark World forms, and Susie pulls Kris in after her.


Meeting Flowery and the four wardrobes

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Inside the floral Dark World, you find Asgore talking with someone before Flowery steals the scene. Flowery, an old friend of Asgore’s, makes a flower grow out of Susie’s hand, then Asgore disappears and the chase begins.

Follow the path to a room with four wardrobes. Open them in order. The first three hold junk, and the fourth hides Ralsei. Opening it adds him back to your party and restores the full trio. Continue forward, talk to Flowery again, and you will hit your first battle against two enemies. With Ralsei along it is an easy fight.

After the fight, head south and take the left path to a treasure chest holding the Red Ribbon, a strong piece of early-chapter gear.


Fox and mushroom puzzle

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Return to the junction and take the right path, which is blocked by spikes. You need to move a block onto a switch, but the block and switch sit in separate areas.

Go to the lower path with mushrooms and bite at least two of them. Mushrooms grow on Kris’s head. Eating more has no extra effect.
Return to the room with the block and switch. One of the mushrooms falls, and the block turns into a fox that chases it.
Pick up the fox and drop it onto the switch. The spike blocking the path clears and you can move on.

Scissors path, Floradims, and the Watering Can

Next comes the scissor section. Moving scissors patrol the path and damage Kris on contact. Move in right after a scissor passes and follow its direction, staying still to read the pattern. With trial and error you can reach the top untouched.

At the top a locked door is guarded by two Floradims. Defeat one yourself, and Flowery joins to help finish the second. Through that door you pick up the Watering Can, a key item that grows grass and walkable paths in marked green spots.

Use the Watering Can to bloom flowers in the green buds. The scissors cut the blooms, which clears the Floradim blocking the way and opens the route ahead. You will repeat this watering-and-cutting trick across the next rooms.

When two paths appear blocked by grass figures, water both clear. Take the right path first to a room with a yellow pot. Water the middle plots to reveal an image of Flowery’s face, interact with the vines, and Flowery leaves a chest containing the Thatchet weapon. The other path leads forward but forces a fight with two Shearys, so focus your attacks and shut down their offense quickly. Along the way you can also reach a chest holding Green Tea and another with a Revive Mint.


Diner, floor switch puzzles, and the Petal Feather

The path reaches a diner where you can buy and sell items, and where Flowery is still misleading Kris’s dad. Past it, use the doors with attached strings to swing across cliff edges and reach the upper area with floor switch puzzles.

The first floor puzzle is simple. Start the timer and step on every glowing tile before it runs out, with each party member covering a side. Clearing it lowers the spikes blocking the right path. The next room needs a fourth person, so push through the cutscenes until Flowery solves it himself on a skateboard.

Beyond the locked door, you meet Aqua, who controls a legion of floating knives. Avoid moving your soul into the blades and defeat her. Beating Aqua grants the Petal Feather, which lets you jump and alter the terrain, turning the next stretch into a platforming section. Hit bells while you move to collect coins.


Seth, the color guards, and the Flower Castle

Climb the vines back near the exit sign and interact with the mysterious structure to continue. You soon face Aqua alongside her companion Seth. A giant pair of glasses spawns and rains knives. Target the arms so Ralsei latches on and holds the glasses down, opening your window to attack until they break.

A later rematch against both has Seth targeting your soul with homing bombs. Bait the bombs by standing in a corner, then move away as they dash in, all while dodging Aqua’s knives. Aqua eventually leaves, Seth’s pattern shifts to flying words you must avoid, and then Aqua returns to drag him off so you can continue toward the Flower Castle.

Along the way you meet the rest of the guard. There is a box-stacking puzzle to reach a key, after which Orange summons floating boxing gloves you can bounce off during a parkour climb. Green skips the fight entirely and serves cheese instead. Aqua also sends you to find three foxes before you push on.

A chest room near the end spawns a fox if you open the wrong containers. To skip that fight, open only the top-most chest on the right, which holds a MistleWP.


Flowery boss fight and ending

As tradition holds, the chapter’s final boss is Flowery. The fight itself is a touch easier than the bullet-hell run that leads up to it, but it still demands sharp timing and positioning. A reliable approach is to build TP and lean on Kris’s ACTs, since Flowery’s attacks are well telegraphed and readable.

After the battle, Asgore steps in to protect Kris and admits the Dark World grew beyond what he could manage alone. Kris then says goodbye to the flowers and moves to seal the Dark Fountain. You will know the chapter’s main route is complete once that closing sequence plays and the Dark World collapses behind you. The secret boss and the weird route sit outside this path and require their own separate runs to uncover.