Mansion - Deltarune Guide - IGN (2024)

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This part of the Deltarunewalkthroughcovers events after the gang arrives at the Queen's Mansion.

The Queen traps Kris and their friends inside personalized rooms within her Mansion. They talk to Susie with the room's communication device, who then suggests looking through their items for something that can help them escape.

  • Escape using Lancer, who should still be in your pocket.

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You should see the first save point on the left outside the door to your room.

How to Solve Light Puzzles

The Queen set up some puzzles composed of multicolor lights at the beginning of her Mansion. Line up the differently shaped lights to fit inside the outline on the floor. Berdly insists on being the only one smart enough to do them, but you'll be there forever waiting for him to solve them.

Here are the solutions to each light puzzle.

Puzzle 1

The first puzzle forms an image of the Queen's face. This should be fairly easy to put together, considering how distinct the pieces are.

Puzzle 2

The second puzzle consists of four polygons that form a triangle. Some of the pieces look like they can fit multiple ways inside the outline. Don't be afraid to experiment. Below is at least one solution to the puzzle.

Puzzle 3

Susie outright gives Kris the answer to the third puzzle, which completely disregards the past puzzles' rules about not overlapping lights.

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Position each light so that the corners perfectly fit against the sides of the box. You just need to fill all the space in the square, so don't bother fitting the irregular sides together. Use the wispy blue shape to patch any uncovered spots.

Continue forward until Ralsei rejoins the group. Berdly leaves the trio to do his own thing, leaving them to explore the Mansion without him. Unfortunately, this mission to seal the Fountain also becomes a mission to save Lancer.

Queen's Mansion - Entrance

After reuniting with Ralsei, the crew enters a blue-hued room with tall lady legs and a save point. The Queen's Mansion Entrance includes a Cafe, portal, bookshelves, and the exit to the rest of the Mansion up the stairs to the right.

Color Cafe

One of the Queen's butlers runs the cafe. It seems like the proceeds go straight to the Queen, but don't let that stop you from stocking up on healing items and upgrading armor.

Here's a list of the shop's wares and some points to consider before you buy.

ItemPriceDescription
ButJuice$200Short for ButlerJuice. +100HP
SpaghettiCode$180Spaghetti woven by master coders. Party +30HP
B.ShotBowtie$300Armor: A handsome bowtie.
RoyalPin$1000Armor: A luxurious broach.
  • ButJuice, short for ButlerJuice, heals 100HP for a single character. It's one of the highest-healing items readily available at this point in the game, but it might not be necessary for players who prefer Ralsei's heals.
  • SpaghettiCode works the same as a ClubSandwich but heals less. You might need it for especially tough boss fights to heal many characters at once.
  • Buy B.ShotBowtie if you care about crafting it later in Castle Town. It's one of the main ingredients for a TensionBow, which offers 10% more tension from grazing bullets.
  • RoyalPins are the sturdiest, most luxurious armor you can get at this point in the game. Give each character one if you can. If not, the B.ShotBowtie is a decent, more affordable upgrade.

Mansion 1F

Walk up the stairs to the right in the entrance hall to continue exploring the first floor of the Queen's Mansion.

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Respect the Pottery Challenge

The Queen acknowledges the escapees with a brief broadcast and a set of rules, including "respect the pottery." Breaking any of the vases in the room causes the butlers to attack.

  • It's relatively straightforward how to avoid the vases in the next room. Just walk around them and make sure not to move Susie or Ralsei into them, either.
  • However, if you make it far enough, the game feels compelled to drop a vase on Kris' head and challenge them to keep it balanced all the way until the finish line at the end of the room.
  • The vase on your head needs protection. Move toward the direction it's falling in order to rebalance it.
  • If you make it to the finish line without breaking the vase, then Susie ruins it for you and the butlers make a beeline for you.

Tasque Manager Quiz

One room has four Tasque portraits hanging on the walls and a Tasque Manager blocking the way to the next corridor.

Tasque Manager asks the player a series of questions about the four paintings. These questions mostly have to do with the order of the paintings and their names. The names should be the following based on the numerical labels:

  • 1 (One) - Task
  • 2 (Two) - Timberly
  • 3 (Three) - Tasq
  • 4 (Four) - Tasc

With that in mind, here are the answers to the Tasque Manager's questions.

  • Which painting's name is first alphabetically? - Left (Tasc)
  • Which painting's name is third alphabetically? - Bottom (Tasq)
  • Which painting is fourth? - Left (Tasc aka 4)

Tasque Manager attacks no matter what answers you give. However, if you answer all the questions correctly, then they start the fight at 100% Mercy. The fight ends if you Mercy them right away, even though they fight alongside two Tasque.

Players can continue up to the second floor of the Mansion in the following room.

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Optional: Secret Room

To the right of the stairs to the second floor is a stoplight puzzle that leads to the Secret Room. You don't need to find the Secret Room to complete the chapter. However, it's necessary to fight the Chapter 2 Secret Boss.

Stoplight Puzzle

Managing these spotlights takes patience and speed. Pause the cars when there's plenty of space separating them so that it's faster to move between them. Don't be afraid to repeatedly tap the stop button until the cars are favorably positioned.

Your respawn point changes at the hallway in the middle of the room (up to the right after the third stoplight). Thankfully, that means you don't need to worry about cars resetting your progress to the very beginning of the puzzle.

Continue to the right, pausing the lights as fast as possible, to eventually reach the hallway to the Secret Room.

Secret Room

The room after the stoplight puzzle isn't the secret room itself, but it's the room with the Secret Room. It houses many statues of the Queen along with the hacker from Cyber Field.

There's one chest in the room. Open it to find ChainMail, an armor item.

For more on how to find the Secret Room, see the How to Find the Chapter 2 Secret Boss guide.

Mansion 2F

The second floor of the Mansion welcomes the crew with fire-breathing paintings. Interact with the red paintings around the area to claim items and open hallways.

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You can find one ReviveMint beside a red painting.

To the innermost left and right of the room are two red paintings that the player can use to open up blocked hallways.

One of these red paintings (on the left) opens the hall to the kitchen, which players need before opening the Dining Room.

Unlock the Dining Room

Save the three butlers in the kitchen from the aggressive mice in the corner of the room. These mice form a "Mauswheel," which needs more trapping than usual to Mercy but works the same way as with regular mice.

After the mice are gone, the butlers open up the Dining Room.

In the Dining Room

The Queen challenges Kris and gang to find the key to the exit in an ever-shifting room of silver platters.

Ralsei and Susie drop hints to try something other than aimlessly opening the platters. If you explore the room, you should find a platter with little white legs.

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Interact with this legged platter to plow through the room and the next hall.

After reaching a certain point on the second floor, Berdly will come out from a hole in the wall and temporarily snatch Susie away from your team.

Kris and Ralsei Adventure

Kris and Ralsei depart on a short solo adventure across a battery acid river after Susie leaves the party. When they first enter the room, Ralsei wonders if there's a way to safely cross the river. Interact with the lever beside the river to hail a swan boat.

The Queen starts talking to the duo as they cross the river. A hovering banana appears over the acid.

  • Nothing significantly different happens if you get the banana or not. If you don't, then the Queen says it was part of her plan to leave you "potassium deficient." If you do, Ralsei accepts it without much of a fuss.

Eventually, a giant stone hand in the middle of the river halts Kris and Ralsei's ride. They then need to find the switch to remove it.

Red and Blue Houses

The houses in the next part of the map act as switches for the tiles they're connected to with the red and blue lines. Interacting with the house switches it from red to blue or vice versa. If you change the house to red, it opens up red-tiled paths. The same goes for blue.

Interact with the houses to activate the tiles you need to move around the map.

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In the room to the right of the original map, there's a butler stuck on one of the islands. Change the house in the lower right corner to set them free.

In exchange, the island they were on has another house that opens up an island with a chest.

Boss Fight: Rouxls Kaard

Kris and Ralsei fight Pirate Rouxls Kaard in a tile-turning game with houses. Whoever can turn the most houses their color wins. Players can only connect consecutive houses, so you're out of moves once you run out of spaces to move to.

However, the game doesn't exactly work how one might think. Once either party runs out of tiles, the game ends. Whoever has the most houses at that point wins. You might be able to cut off Rouxls Kaard by cutting off half the map with a row of houses, but it doesn't help if he still claims more houses than you by the time he runs out of spaces.

Either way, it seems like a battle the player can't lose. Kris and Ralsei move on, and then the game switches to whatever's happening with Noelle and Susie.

Picture with Ralsei

At the end of the river, Kris and Ralsei take a picture together. Kris reacts based on the player's choice. Whatever choice doesn't seem to affect the story, but some options offer more entertaining reactions than others.

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Boss Fight: Queen and Berdly

Just when Kris and the gang think it's time to escape, the Queen shows up with Berdly as her wired captive. Players alternate with loosening Berdly's wires with Act, and toasting to the Queen to get her to lower her defenses by drinking too much Battery Acid.

The fight ends once the player loosens Berdly enough for him to escape.

Boss Fight: Giga Queen

After Berdly escapes, the Queen ascends into her final form. Giga Queen battles against the gang and their Thrash machine form.

Some tips to surviving Giga Queen:

  • Think back to the arcade game you played against her. Try your best to sidestep her attacks when you sense they're coming and then counter.
  • The Queen later separates into patterns, like rows of clones doing pirouettes and the like. Dodge left or right, duck, or even attack similar to how you moved in the arcade game.
  • If you have any leftover teas from the tea salesman, most of them heal 100 HP for Thrash machine.

Sit back for the revelations after the boss fight. It isn't long until you go back to Hometown.

Up Next: Hometown (Chapter 2)

PreviousCyber CityNextHometown (Chapter 2)

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Mansion - Deltarune Guide - IGN (1)

Deltarune: Chapter 1

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Mansion - Deltarune Guide - IGN (2024)

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