Ready to face off against the Queen in Deltarune? After exploring Cyber City and getting kidnapped by the malevolent monarch, you'll end up inside the Mansion - with a score of enemies and puzzles to take on.
Here, you'll find IGN's complete guide to the Mansion section of Deltarune's second chapter, including how to defeat every enemy for both pacifist and violent players.
- Jailbreak
- Light Puzzle #1
- Light Puzzle #2
- Light Puzzle #3
- Queen's Mansion - Entrance
- Mansion 1F
- Respect the Pottery
- Tasque Master
- Stoplight Puzzle
- Mansion 2F
- In the Dining Room
- Kris and Ralsei's Adventure
- Acid Mouse Puzzle
- Boss Fight: Roulxs Kaard
- Boss Fight: Queen and Berdly
- Boss Fight: Giga Queen
You can use the links above to hop to a specific section of the guide if needed.
Jailbreak
In the previous section, you will have just used Lancer to get out of your personalized jail cell and get into the main Mansion.
Before heading to the east after the rest of your party members, dip to the west briefly and use the save point near the door.
Then, make your way east. The other doors you'll see along the way belong to other classmates, some of which you've not seen in the Dark World like Catty.
In the next area, you'll be working on your first light puzzle.
Light Puzzle #1
Despite Berdly's insistence that he can solve the puzzles, you will be able to tackle them without interference.
The first puzzle forms an image of the Queen's face, and you need to assemble the image by moving each part with the controls on the wall. The corresponding controls will be displayed on the bottom half of the screen - for Switch players, for example, use A to rotate and the arrow buttons or JoyCon sticks to move.
When a piece is in the correct place, exit out of that control and work on the next pieces. For this puzzle, the orange piece makes up the top left side of the face, the green makes up the bottom, and the smaller pink piece makes up the right side of the face.
When the pieces are all in alignment, the image will flash and you'll be able to progress. Susie will goad Berdly into doing the next one, but you will still be able to work on them without needing to worry about him.
Light Puzzle #2
The next puzzle shape is a triangle, with multiple polygons of various sizes.
The easiest solution we found was placing the green polygon along the left hand side and filling in the bottom right with the orange piece, then placing the smaller yellow polygon on the top right. Then, fill in the top with the tiny pink triangle.
The triangle will flash once you've solved the puzzle, allowing you to progress - much to Berdly's dismay.
Light Puzzle #3
Susie will give you the answer to the next puzzle, revealing that it goes against the previous requirements of not letting the polygons overlap inside the lines of the shape.
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 trying to fit the irregular sides together. Use the wispy blue shape to patch any uncovered spots.
After completing the puzzle and watching an emotional Berdly monologue, you'll be able to keep going to the east.
You'll run into Ralsei - who's been recruited as a butler and now has a snazzy new outfit - and find out that this mission now also involves saving Lancer, who has been petrified due to not being in his own Dark World.
Berdly will propose a plan where he and Susie save Noelle while Kris distracts the Queen, saying there's a shortcut on the third floor.
Keep heading along the path to the east to continue.
Queen's Mansion - Entrance
Inside the next room - decorated with an ominous pair of legs - you'll be able to save your game, visit a cafe, and use a teleporting door if needed.
Save your game, then head to the cafe, run by one of the butlers. 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.
Item | Price | Description |
ButJuice | $200 | Short for ButlerJuice. +100HP |
SpaghettiCode | $180 | Spaghetti woven by master coders. Party +30HP |
B.ShotBowtie | $300 | Armor: A handsome bowtie. |
RoyalPin | $1000 | Armor: 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 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.
When you're stocked up and ready to continue, exit the cafe and head up the stairs to the east to start working through the Mansion levels.
Mansion 1F
Walk up the stairs to the right in the entrance hall to continue exploring the first floor of the Queen's Mansion.
You'll get a brief message from the Queen about her artwork - which turns out to be a warning, as all of the paintings will begin to shoot fireballs. The red one to the east will breathe fire consistently, so you'll need to find a way to turn it off.
Head down the southern path and follow it along until you reach an orange painting with a glowing item on it. Interact with it to flip it around into a blue painting.
Then, head south again and flip a red painting with a glowing item. This will reveal a treasure chest with a ReviveMint inside.
Head back up to the top of the room - the red painting will now not be breathing fire. Continue to the next room.
Respect the Pottery
In the next room, the Queen will acknowledge the escapees with a brief broadcast and a set of rules, including "respect the pottery."
Breaking or even touching any of the vases in the room causes the butlers to attack - this includes having your party members walk into the vases. Think of it as a strange game of Snake.
The butlers are a new kind of enemy called Swatchlings.
Here's what you need to know when you eventually run into them during this section:
- The aim for peaceful players should be to make the Swatchlings the same color
- This is done by either using Warmify or Coldify to modify their outfit color. For example, using Warmify on a green Swatchling will turn it orange
- Once their colors match, they'll be spareable
- The Swatchlings attack by revealing dishes down the sides of the attack box, causing birds to fly out, or simply by sending angry birds to attack you
Keep making your way through the pottery-filled rooms, avoiding the vases. We got curious if we could interact with the vase in the first room and immediately got jumped, but it's possible to make your way through the first two rooms without getting into combat.
If you make it through the second room's simple maze without breaking a vase, the game will pop a vase on your head before you reach the finish line.
If it doesn't fall off, Susie will ensure it comes off - so you'll end up fighting Swatchlings regardless.
When you've fought the Swatchlings, find the exit to the next room to the south east.
Tasque Master
The next room has four Tasque portraits hanging on the walls and a Tasque Manager blocking the way to the next section of the Mansion.
The Tasque Manager will ask 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 are as follows:
- 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/4)
The 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 spare them right away, despite the accompanying Tasques.
Keep on to the next section.
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.
If you're interested in the Secret Boss, keep reading - if not, head up the stairs and hop to Mansion 2F.
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.
The room after the stoplight puzzle isn't the secret room itself, but it's the room containing the entrance to 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
Hop in the teacup ride to get to the next floor and avoid the grey spheres that float in the air as you go up. Unlike the purple arrows in previous sections, these do damage.
You'll enter via a dinner party. Speaking to the Hacker is worthwhile, as he'll tell you about a treasure that you can investigate.
For now, make your way through this hall to the west and interact with the huge dish. It'll split into three, reveal one key and two bombs (remember which one has the key), then they'll spin around quickly. You'll need to pick the key to open the door ahead.
Head through and get ready for some more fire-breathing paintings - this time, they're upside down.
Start by following the path round to the west and interacting with the red painting to open up a nearby hallway. Note that you can reach the first floor from this hallway.
Head back towards the main door, then follow the eastern path along until you find another red painting. Interact with it to open another blocked hallway.
There'll be a door to the north that you can now easily access, with a sign mentioning that it's closed due to vermin. Make your way back around to the west, then go north through the open door.
In this room, you'll encounter Swatchlings who are scared of a group of Maus.
These are no ordinary Maus, though - they'll join up to create a new, spinning enemy called a Mauswheel. Dealing with them requires more trapping and catching than usual, and they have two key attacks:
- A computer mouse that follows you around the attack box
- White projectiles that are fired out, sometimes fanning out, while the computer mouse is chasing you
If you're taking the peaceful route and get the Mauswheel to 100% mercy, the Tasque Manager will appear and deal with the issue for you.
As thanks, the Swatchlings will open up the eastern Dining Room. Exit the kitchen and make your way over to the east, dodging the circle of fireballs from the central painting, and enter the Dining Room.
In the Dining Room
Inside the Dining Room, the Queen will challenge Kris and co to find the key to the exit in an ever-shifting room of silver platters.
Click on a few random platters until the Queen reshuffles the room - then, do this again. After the second reset, you'll be able to comb the room and look for a small white creature underneath a platter that will promptly hide when you approach it. It'll look lower to the ground than the other platters.
The party will end up on top of the table carried by the familiar-looking critter, who will begin to destroy the room. Steer the table until the key is found - don't worry about it being destroyed, as your new friend will storm through the door and directly through a horde of Swatchlings.
Make your way to the west to continue.
In this room, you'll need to avoid the pottery on wheels being chased around by Swatchlings. There are several patrolling and they move quite fast, so take your time while continuing west and use the alcoves to dip out of the way if needed.
Continue heading west into the next room.
In here, there'll be a moving, fire-breathing painting to dodge either side of the huge statue of the Queen in the center of the room. Head north to get to the next room.
Kris and Ralsei's Adventure
In the next room, Berdly will greet you and promptly take Susie with him through a secret bookshelf passage to the roof. For now, it's a party of two.
Save your game near the door you came through, then head to the east to enter the next section.
Here, you'll need to use the lever to hail a swan boat to cross the river of acid.
The Queen will continue to pop up and chat to you as you steer around the tiny villages floating in the acid pool - urging you at one point to get a banana that appears, it doesn't matter if you do or not.
Eventually, a giant hand will flatten the swan boat's face and halt your progress as you enter the next room. Hop out, then continue through the door for a puzzle.
Red and Blue Houses
The houses in the next part of the map act as switches for the tiles they're connected to with red and blue lines. Interacting with a house switches its color, opening up new pathways. The lines coming off of each house indicate where its blue and red tiles will fall.
There's a small castle toy on an island to the north. Defeating the Werewires guarding it will reveal a treasure chest with ReviveDust inside.
Make your way across to the east using the houses. In the next section, a Swatchling will be stuck on one of the islands, and if you free them without smashing the pottery that pops in on the exit bridge, they'll leave you a treasure chest behind.
If you smash the pottery, they'll simply leave without a fight.
Head back west and start making your way north, making sure you plan ahead and watch the rest of the room when hitting houses and creating new paths.
In the next room, you'll have another puzzle to deal with.
Acid Mouse Puzzle
In this room, you'll have a mouse puzzle to contend with, with the addition of the new house mechanic from the Mansion's previous puzzles.
There are two treasure chests that you can guide the mice to, but they contain money that won't actually be given to you. We tried - the mice will simply keep the money ($21 in total) so don't waste your time.
You need to get the mice to go to the two gray houses on the right hand side of the screen.
To do this, follow these steps:
- Hit the second, third, and fourth houses, turning each of them red
- Release the mice via the traffic light - this will complete the red house section
- Then, hit the second and third house. The order of tiles should now be red, blue, blue, red
- Release the mice again, completing the blue house section
This will now complete the blue house section. The game will notify you that the bridge has been made available, so follow the direction of the arrows and cross to the west.
Hit the lever to summon the hand that was previously in the way of your route. This will cause a huge high-five to happen, but more importantly, it'll clear the way.
Follow the path to the south, crossing the red tiles and entering the previous room. Keep heading this direction until you're back in your boat. Begin sailing again and get ready for a nautical boss fight.
Boss Fight: Rouxls Kaard
In the next section of the acid river ride, Ralsei will open up to you and discuss the meaning of friendship. After this heart-warming section, you'll run into a familiar face - Roulxs Kaard, atop the Thrashing Machine you created previously.
This battle is quite strange. The aim is to claim the most houses on the board by turning them your color - in the case of the player, this is red.
Players can only connect consecutive houses, so you're out of moves once you run out of spaces to move to. 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.
While you're focusing on placing houses, Ralsei can distract Roulxs, making him place one less house on the next turn. Make sure you're generating TP so you can claim multiple houses per turn.
Roulxs will attack in-between turns like a standard boss fight. He'll rain boxes down from the top of the screen, send the duck-death machine charging forward then back again, then send a single duck projectile at you.
Even if you end up losing, you'll still be able to progress after this fight.
The path will be cleared, you'll get to take a cute picture with Ralsesi at the end of the ride and leave Roulxs behind, then get back on dry land again.
You've got a double boss fight up ahead, so get ready and keep heading east after watching the scene between Susie, Noelle, and Berdly. Susie will make a dramatic entry to re-join the party just before you can leave and begin the fight.
Make sure you snag the save point before heading up the stairs.
Boss Fight: Queen and Berdly
In the next room, you'll be attacked by a Werewerewire. As the name suggests, this is a stronger version of a regular Werewire.
The Werewerewire will have a lazer attack where lines trace the edge of the attack box then take a right angle inwards to attack, similar to the Maus mousehole attack. Additionally, it has a lazer gun and shuriken attack - like the regular Werewire's attacks, just combined and faster.
To deal with the Werewerewire, each character should use their individual Act to give the creature mixed messages. Kris should be cold, Susie should be rude, and Ralsei should be sweet. After a few rounds of this , you can spare the Werewerewire.
Keep heading east - note you can access Mansion 3F through the first door along this hall - until you reach a section of the road with multiple forks. The hanging wires will shoot down projectiles that cause waves heading left and right, so watch the ground for their shadows then time your movements accordingly.
After this section, it's the boss fight - so get ready then head east.
The boss fight starts with a dramatic reveal after a small monologue about world domination - the Queen has Berdly wired up like a Werewire.
Players should focus on toasting the Queen to lower her defenses - by getting her to drink too much Battery Acid - and make her more vulnerable to attacks, while also loosening Berdly's wires and throwing Kris at the weak points to free him.
Berdly will attack on behalf of the Queen. He'll hang from the top of the screen like a Werewire, throwing triple tornadoes to each side of the attack box.
The Queen will also attack with the following moves:
- The attack box will change to the Queen's glass, with projectile drops raining down from the top and progressively filling the glass - once this is done, the Queen's acid shield will form, which can happen multiple times in a fight
- Thirds of the attack box will be filled with an exclamation point, before the Queen's boot stamps down from the top
- Circles of Queen's head-shaped projectiles will be launched from diagonal points, spreading across the attack box
- Chat icons will send out word projectiles while scrolling from both sides of the screen - if the Queen appears in this section, the projectiles will be red and start coming from diagonal points
- The attack box will be electrified and start shaking, with small electric sphere projectiles to dodge
- Arrows will point from all sides of the screen, indicating where a lazer path will be shot out
These attacks will start to be combined - you'll need to ward off the head-shaped projectiles, stomping boots, and lazer arrows at the same time. The key is to watch for your empty space in the immediate area so you don't get visually overwhelmed.
Additionally, the Queen will load her Ultimate Attack - but it'll fail at 50%, popping error boxes all over the screen as projectiles are launched.
Once you've freed Berdly, the fight will be over, with the Queen making an incredibly sneaky escape. Save your game at the save point that pops at the Dark Fountain, then continue east, getting ready for another battle.
Boss Fight: Giga Queen
In the next section, you'll get another dramatic monologue from the Queen, talking about creating a new Knight as she has Noelle tied to a giant hand.
The Queen will briefly be kicked off of the building, before her ultimate form is revealed - Giga Queen.
You'll also get to access another form here - your Thrash form. It's time for a mech fight.
In this fight, there is no pacifist route. You can Act to help your attacks or defensive moves, but you need to win by dealing damage and learning the Queen's attack patterns. There are also multiple rounds, where the Queen will get stronger as you progress.
She settles into repetitive attacks after a few rounds, meaning you can get into the swing of dodging and attacking in retaliation.
She will attack in the same way that she did during the arcade game earlier. You'll be able to dodge left or right, duck down, or attack straight back. Giga Queen's avatar will flash white before an attack and make a beeping noise - we'd highly recommend playing this with headphones.
There are three round-specific attacks to watch for:
- Round one. When the Queen leaps into the air and throws baseballs, you need to strike upwards and hit them to destroy them as they fall
- Round two and three. Golden wheels will roll towards you three times - duck under them each time
- Round three. The queen will summon duplicates of herself and you'll need to dodge to the side or duck under her to avoid them as they hurtle towards you
The Thrashing mech can heal, increase dodge, and boost damage, but be mindful that your TP cost for healing will go up each time you use it.
When you've won and watched the emotional discussion between the party, you'll see Berdly attempt to summon a new Dark Fountain before promptly getting shut down by Ralsei. He'll explain what the Roaring is and how devastating it'd be. Even the Queen is surprised by this.
The scene showing the Dark Fountain being sealed will play, marking the end of the Mansion section and taking you into the Chapter 2 version of Hometown.
Up Next: Hometown Walkthrough (Chapter 2)
Top Guide Sections
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- How-To Guides
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Deltarune: Chapter 1
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