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Couch cliffs

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Ooo la la. The purple worlds, you think they give the creeps.

Curtain NPC, Chapter 3

The couch cliffs[1] (JP: ソファの谷), also known as the purple cliffs[2] (JP: ムラサキの谷), are the first area of Chapter 3's TV World.

Similar to Kris's bed in the Dreemurr residence, Kris can go back to sleep on the couch after the Chapter has been completed once already. This skips the introduction sequence (Kris's name is set to "KRS" by default) and begins The Legend of Tenna.

Map

Loading scripts

Main story

Susie screenshot couch.png
Susie sleeping on the couch upon starting Chapter 3

Susie wakes up after the events of Chapter 2, surprised to be in a new Dark World. She then wakes up Kris, and the two progress further east. Eventually, Ralsei arrives and greets the Lightners. As they continue, Susie eagerly inquires if Ralsei would be interested in the upcoming festival in the Light World.

Ralsei is appreciative of the offer, but is hesitant to tell Susie the downside to being a Darkner. After a series of basic puzzles, Ralsei explains how Dark Worlds function to Susie. He suggests that Susie should forget about the Darkners and make "real" friends; Susie refuses this suggestion and becomes upset.

Suddenly, Tenna arrives and the "Feature Presentation" VHS tape plays. Susie refuses to partake, which disappoints Tenna. Ralsei convinces Susie to indulge Tenna, and they all agree to partake in TV Time.

Later on during the Chapter, Susie overhears Tenna on a call, talking about something (presumably Toriel) found in the purple cliffs.

A small section between the greater TV World and the outside of the Green Room features a few more boardwalk rooms reminiscent of the couch cliffs. A lone Shuttah NPC can be found here, and a spotlight can be triggered to have a Zapper bring Kris to "Nowhere".

Geography

The couch cliffs are reminiscent of the cliffs area of the closet Dark World, with slopes that the party can slide down. Dark purple, wooden docks make up the region's walkways, and similarly wooden platforms, which hold various dust piles and "wobbly things", border the walkways. Dust piles are also situated on the path.

The couch cliffs host lengthy linear paths, long slopes, and a few puzzles. Many rolling hills populate the background, which is otherwise pitch black. There are various silhouetted entities lurking around the pathway, with the moving ones resembling Ribbicks.

Sublocations

Couch room

When Kris and Susie wake up on the couch, they initially find themselves in a horizontal boardwalk section. A SAVE Point is situated to the right of the couch, far enough such that the couch ends up offscreen. If the party lingers, then travels back, the couch wakes up and starts walking to the left.

Zapper dock

Couch cliffs location Zapper dock.png
The stationary silhouettes past the dock

To the left of the initial area is a dock, past which is a group of Zapper silhouettes. If the party lingers here for some time, one of the Zappers sneezes. This only occurs once.

Winding paths

The next two rooms consist of only a single long, winding pathway, interspersed with slides. Bordering the path, scattered and just out of reach, are platforms with dust piles and wobbly things. The first room ends with two dust piles on the path leading to the right, and approaching them causes Ralsei to appear. As the party travels across the next room, a short conversation takes place, during which the player can still move Kris.

Eye puzzle

The party then encounters an eye puzzle, similar to the puzzle seen in ??????, with an optional pathway leading south. The puzzle consists of three holes with three open eyes corresponding to each. Susie and Ralsei automatically press the left and right buttons, respectively, leaving Kris to press the middle button. Doing so reveals a bridge to the next area.

Dust pile offshoot

The southern path leads to a square room containing 5 dust piles. Interacting with the bottom-right dust pile reveals a chest containing 10 POINTs for the party to take. This is where the mechanic of POINTs is first introduced.

Timing puzzle

Couch cliffs location timing puzzle.png
The timing puzzle

Past another winding path, on which another conversation takes place, the party encounters a timing puzzle, similar to the puzzles in Card Kingdom's Field. Successful completion of the puzzle causes the spikes leading forward to retract.

Long slides

As another conversation takes place, the party slides down four long slides. Platforms with wobbly things border each slide, but a platform to the left of the third slide hosts a Shuttah, which promptly snaps a picture as the party passes it.

The slides end in another winding path, and a final conversation takes place on a long, horizontal boardwalk. After Ralsei's Dark World explanation and Tenna's introduction, the party is transported to the Before the Show area within TV World.

Version history

Game edition Version tag Changes
Deltarune Chapter 3 v1.01B Due to some computers not being compatible with the video,[3] it is now possible to skip Tenna's VHS cinematic. Tenna comments on the VHS not working before an option to skip it is given.[4]

References

  1. The couch cliffs, how purple and majestic they were.
    The dusty, the empty, such are the worlds such as those.
    Speaker behind a curtain, the south of the Green Room, Chapter 3
  2. ... located... in the purple cliffs? Perfect! Don't waste any time.Tenna, Chapter 3
  3. Some players' computers are not compatible with the method of video display in Chapter 3. if you reach a cinematic which crashes or freezes your game, returning to that scene once more will give you the option to skip it.@undertale.com on Bluesky, June 07, 2025.
  4. gml_Object_obj_ch3_PGS01F_Step_0 script, lines 288–308, Chapter 3