3rd Sanctuary
... I suppose the original Dark World...
Was formed partially of the fountain inside there, too.
The Knight's two fountains...
So, it makes sense... it would be a similar world as before.Ralsei, Chapter 4
The 3rd Sanctuary (JP: 第3の聖域) is a Dark World and the third and last of the Dark Sanctuaries in Chapter 4 of Deltarune, taking place within the nave of the church in Hometown. A confrontation with the Knight takes place in this area, culminating in a battle against a Titan.
None of the Darkners in this world are statues, meaning Darkners from both the Dark Sanctuary and the 2nd Sanctuary are now animate, and mingle with each other.

The Knight created the 3rd Sanctuary along with the Dark Sanctuary in the church. It fled to this area after being confronted by the party in the Dark Sanctuary. Met with a locked door in the Light World, Susie created the 2nd Sanctuary in search of the combination for the lock.
After unlocking the door to the main church hall, Kris, Ralsei, and Susie enter the Dark World and begin traveling to the Dark Fountain. As they enter the 3rd Sanctuary proper, the party notices the Fountain in the distance calling out to them. They are later met with a tall tower, which Jackenstein assists the party in climbing.
As Kris, Susie, and Ralsei approach the Fountain, the space around them becomes dark, and the Knight attacks the party in pitch-black surroundings. Kris's SOUL brightens up, and the group huddles close together, attempting to evade the Knight's barrage of swords, until it becomes undodgeable. At this point, Susie and Ralsei offer themselves as shields for Kris, barely scraping by to the end of the room, with each party member at 1 HP.

The three party members ascend the final set of stairs and confront the Knight. It then creates a Dark Fountain within the Dark World, causing a Titan to hatch. The heroes fight swarms of Titan Spawn before fighting the Titan itself. Ultimately, the Old Man assists in defeating the Titan, and Susie and Kris jump into the Titan to seal the Fountain it is part of. After the Titan is defeated, Susie runs ahead and sees a depiction of the prophecy's ending, which Ralsei had been trying to hide; she smashes it to pieces before it could be seen by the player. The Knight flees, and Kris seals the Fountain.
The 3rd Sanctuary shares many characteristics of the Dark Sanctuary and 2nd Sanctuary, with narrow passageways and dimly lit areas. Many of its areas feature no walls, leaving the background clearly visible. As in the 2nd Sanctuary, much of its background architecture is flipped and rotated beyond the laws of geometry. Reflected in the background architecture is a gradient that gets more prominent near the bottom of the area and travels across the room. This gradient is seen on many different occasions, including in the background for the prophecy tapestries.
The 3rd Sanctuary features a third set of prophecy tapestries that are not seen in the Dark Sanctuary or 2nd Sanctuary, including the final portion of the prophecy, which is not seen.

Upon passing through the opened Grand Door in the Dark Sanctuary, the party finds themselves on a glass walkway. Moving forward reveals countless prophecy tapestries hovering below, albeit without any excerpts above them. A SAVE point lies at the right turn, which then leads into the next room.
Upon reaching the Stairs area, a pink warp flame appears next to the SAVE Point, which transports the party back to the Stairs area.
The Dark Fountain calls out to the party as they stand on a twisted, narrow path made up entirely of bookshelves. Several Biblioxes can be found atop the bookshelves, which attempt to ambush the party as they cross. If any of them are encountered and spared, the remaining ones attempt to attack in the overworld by firing fire-shaped bullet patterns. Defeating them through violence makes the remaining ones instantly disappear instead. An exit to the north leads to the next room, and there is also an exit to the east that is hidden by bookshelves.
The eastern exit leads to a horizontal room. Walking across the initial walkway reveals an excerpt of the prophecy:
THEY'LL HEAR THE RING OF HEAVEN'S CALL.

Past this display is a fast-paced horizontal climbing puzzle, in which Kris must navigate to the right as fast as possible, jumping across nine gaps whilst avoiding being struck by the water pouring above. Upon reaching the end, the party can find a chest containing the PrincessRBN just past another prophecy tapestry:
THEY'LL SEE THE TAIL OF HELL TAKE CRAWL.
Falling down from the middle tile after crossing the second gap in the puzzle takes the party into a secret room with an Organikk NPC standing beside a prophecy tapestry, reciting an extended version of the Jockington excerpt seen in the Dark Sanctuary:
Before the clock strikes midnight, the shadow will grow!
O, the shadow will grow, serpentine!
Even when the clock ran back, the shadow was growing!
A patch of shadow, slithering on, slithering on, serpentine!
... So sayeth our ancestors. Crazy fellows, the lot!
North of the library passage is a dark maze. The party must navigate this maze while avoiding chase enemies, which periodically appear in varying formations. At the end of the maze is an invisible path, indicated by a pink outline, which veers to the north.
Taking the hidden path leads the party into a partially-obscured hallway, with window outlines in the foreground. Heading west, a Balthizard roams the area. Past the Balthizard is another excerpt of the prophecy, with what appears to be a depiction of Asgore below:
THE FLOWER MAN,
TRAPPED IN ASYLUM.
At the end of the left side of the hallway is an Organikk NPC, who asks Kris if they missed something "on the other side of [their] mind". Answering "No" to their prompt without the Chapter's Egg reveals the entrance to the windows and ROOTS room from the 2nd Sanctuary.

Heading to the right from the room's entrance instead shows a prophecy tapestry completely obscured from the player's view, implied to depict the Angel of the prophecy:
THE ANGEL, BANISHED, WILL
FINALLY MEET WITH ITS DESIRE.
East of the spawn maze is a room that contains a switch. Upon interaction, the switch plunges the entire room into darkness. Three different Organikks lie in wait, indicated by red sound waves as opposed to the party's blue ones. Yellow pressure plates can be stepped on to briefly reveal part of the room with yellow sound waves. Reaching the end of the room reveals a switch that reverts the room's lighting and an offshoot to the north leads to a hidden area.
Accessing a northern path and moving left brings the party to a hidden room with a lone yellow pressure plate. Stepping on the pressure plate reveals a chest containing a Waferguard, promptly making the switch disappear in the process. If the party quickly runs back to the start of the room after pressing the switch, FRIEND can briefly be seen in the darkness over the sound waves.
Past the dark maze is a large room with many smaller areas separated by gaps. The initial area is small and contains a blue pressure plate, a piano, and a gate that blocks the way up. This room contains the piano pushing puzzle, which must be navigated to continue forward. After the last gap, the piano falls into the darkness below, while the party jumps off and lands on the platform that leads to the next room. The rising darkness stops at this last platform. The next room is through an entryway to the north.
If the party backtracks into this room from the north, the room is already in its puzzle-completed state (the darkness has already reached the level of the last platform with the entryway) and the party cannot continue backtracking or do the puzzle backwards. If the party backtracks into this room from the south, they can redo the puzzle (which has no benefit).

The Stairs[1] is a small room situated at the base of a large staircase leading north. A SAVE point is present at the foot of the staircase, and to the right is a pink warp flame that transports the party back to the Entrance. After reaching the Last Chamber, a red warp flame appears to the left of the SAVE Point, which transports the party back to the area.
To the far left is a strange spring,[2] which allows the party to create Scarlixirs for 500 Dark Dollars each and Rhapsoteas for 300 each. To the far right is the judgment bell. Kris can ring it to verify if all possible Chapter 4 recruits were found.

North of the staircase is a room with a tall tower. The tower is made up of many small segments. When the party approaches, the Knight destroys the bottom segment of the tower, preventing them from beginning their ascent. However, Jackenstein arrives and assists the party in climbing the tower.
Halfway up the tower, the segments become fragmented, forcing Jackenstein to slow down. The Knight interferes again and destroys more segments of the tower. There are two possible outcomes that can play out here.
If no Darkners from Chapter 4 were recruited or the party defeated the Sanctuaries' enemies violently, the gang jumps off Jackenstein to climb the rest of the wall themselves due to the wall being too fragile. Soon after, the Knight's sword attacks break more parts of the wall, causing Jackenstein to fall. Susie expresses her concern for Jackenstein as she cannot see if he landed on flat ground. The trio then ascends to the top of the wall.
However, in the alternate case, Jackenstein falls from the Knight's attacks with the Lightners still on him. Fortunately, the Darkners of the Sanctuaries come to aid, and rescue the party by stacking themselves as a tower and launching the trio to the top of the wall.
If the party backtracks to the beginning after climbing the tower, they can see the Darkners still stacked on top of each other. On a violent route, no Darkners are present. Either way, the tower cannot be climbed again and the bottom segment has been destroyed.
To the north is a horizontal hallway that progressively gets darker as the party continues. As they walk, the Knight periodically attacks the party, and Kris's SOUL lights up to reveal the way. The hallway then veers to the north as the Knight continues to attack.

The Last Chamber[3] is a dimly lit room that contains a warp flame to the left and a SAVE Point to the north. The warp flame transports the party back to the Stairs area. The room is situated at the base of another staircase, which crumbles away as the party climbs it.
The staircase continues to the north and ends at a circular room with a large pit in the center. Two tall bookshelves extend from the northern edge of the room, and the Dark Fountain can be seen in the distance.
After the Knight creates the Titan and the party defeats it, the central pit closes up, leaving the room completely empty. The room cannot be backtracked from at this point.

The party climbs up the base of the Titan's tower, which contains many dark eyeball enemies, white bullets, and eyes that cry black liquid. As Kris climbs the tower, the walls begin to crumble away, forcing them to take alternate paths. Some walls are scripted to crumble away as soon as Kris climbs onto them, causing Kris to fall down a short distance to the next available wall. It is not possible to backtrack from the base of the tower, and various sections also crumble away in a pattern that prevents backtracking.
At the top is a large eye that Kris must attack three times to progress, part of the walls crumbling away with each attack.
After attacking the large eye, Kris and the party fall to this room, which Ralsei says is safe for the time being. However, the Titan notices them and begins destroying the floor behind the party as they automatically run up the staircase to the upper level. The staircase is not destroyed, but the party cannot backtrack onto the staircase. The upper level contains a ledge which the party can jump down to reach the Titan's tower again and continue their climb upward.
The first time the party attempts to jump down, they are interrupted by a battle with Titan Spawn. The player can use the menu to heal both before and after this battle.
The upper half of the tower is similar to the lower half. This time, however, darkness begins creeping up from below, forcing Kris to outrun it as they climb. Eventually, they reach Susie, who offers to throw them to the top.
The darkness appears to contain shapes of Titan Spawn. If the darkness fully reaches Kris, they take significant damage and the darkness briefly retreats downward before resuming its upward creep. Most mechanics are the same as the first crumbling tower (there is no large eye at the top, and sections crumble but not in a way that prevents backtracking).
The game quietly heals Kris to full HP at the beginning of the tower.

At the top of the tower is a jagged, horizontal walkway with bells and various debris floating above. The player cannot backtrack from the summit. Walking across reveals more excerpts from the prophecy:
A WORLD BASKED IN PUREST LIGHT.
BENEATH IT GREW ETERNAL NIGHT.
THE LIGHT AND DARK, BOTH BURNING DIRE.
A COUNTDOWN TO THE EARTH'S EXPIRE.
IF FOUNTAINS FREED, THE ROARING CRIES.
AND TITANS SHAPE FROM DARKENED EYES.
The walkway comes to an abrupt end, at which the Titan waits for the party to arrive. After losing to the Titan twice, a Cuptain appears and offers items to the party: a Scarlixir and one or more Rhapsoteas depending on how many times they lost.
This hallway holds the last excerpts of the prophecy, revealing how the story ends:
THE LAST PROPHECY.
THE STORY'S END.
AND THEN, WHEN ALL HOPE
IS LOST FOR THE TALE.
THE FINAL TRAGEDY UNVEILS.
TO SAVE THE WORLDS,
THERE IS ONLY ONE WAY.
The fifth glass tapestry is destroyed by Susie.
ONLY THEN,
WILL THE WORLDS BE SAVED.
Backtracking to the hallway's entrance is possible, but it is blocked off by an unseen entity.[4] The interaction with the entryway has a variable set to play one of the sounds Dess's guitar makes when Kris hits the SOUL after it reaches said guitar in Dess's closet in Noelle's House, snd_guitar_hit_03, at 0% volume after the narration is displayed.[5]
When in the room with the Dark Fountain, Susie expresses her wish for things to always remain the same. Upon sealing the Fountain, Kris and Susie end up in the main hall of the church.
On the Weird Route, Your Power does not play when sealing the Fountain when it otherwise would by default.
- ↑
3rd Sanctuary - Stairs
— SAVE Point, Chapter 4 - ↑
(It's a strange spring, with many chalices.)
— Narration at the strange spring, Chapter 4 - ↑
3rd Sanctuary - Last Chamber
— SAVE Point, Chapter 4 - ↑
(It seems the way is blocked.)
— Narration upon trying to leave the room with the final prophecy, Chapter 4
(You put out your hand...)
(And, just out of view, just perfectly out of view,
Another hand pressed against yours
And pushed you back.) - ↑ gml_Object_obj_ch4_DCC03_Step_0 script, line 681, Chapter 4