Great Door
(It seems to be locked.) (It may never open again.)
Inspecting the Great Door in Castle Town, Chapters 2 and 4
The Great Doors[1][2] (JP: 大とびら), or Grand Doors[3][4][5] (JP: 大扉), is a type of recurring Dark World door in Deltarune. They are ornate doors that depict the Delta Rune, which functions as both the entrance and exit of a corresponding Dark World. Opening or closing the doors in either world affects the state of the door in the other.
The Great Door of Castle Town connects the closet Dark World's Castle Town to the Card Kingdom's Field. In the Light World, it is a door in the school's unused classroom, giving access to the supply closet. In the beginning of Chapter 1, Ralsei theorizes that Lancer was able to travel between the two Dark Worlds because the Great Door was open. After Susie passes through to Card Kingdom and is followed by Kris and Ralsei, Ralsei closes the door behind them, starting the heroes' adventure. After this point, the Great Door is permanently closed, and its Light World equivalent, if examined, is found to be locked.
TV World's Great Door connects TV World's Cold Place to the Light World. In the Light World, it corresponds to the front door of the Dreemurr residence, left open by Kris before they created the Dark Fountain inside the house. The Knight, carrying Undyne, uses this Great Door to escape to the Light World at the end of Chapter 3. Susie and Kris follow them through, leaving the Dreemurr residence Fountain still active inside the open front door in the Light World and returning to close the Fountain later.
The Dark Sanctuary's Grand Door[3] connects the two Dark Worlds created by the Knight in the church during Chapter 4. In the Light World, it corresponds to the door between the church's lobby and the main hall, which has a numerical lock whose combination is written on the nearby fire extinguisher. The Knight seals the Grand Door after fleeing through to the 3rd Sanctuary, forcing the party to unlock the door in the Light World and enter the second Fountain to find the Grand Door open again and continue pursuing the Knight.
There appears to be no Great Door corresponding to the church's main entrance. However, on SAVE files with Chapter 4 completion data, a pillar of light appears near the Grand Door. Susie compares it to the Castle Town pillar of light, and Ralsei speculates it is related to the church door opening a crack.[6] Entering the pillar of light allows Kris to leave the church and head to Castle Town. Similar pillars of light appear in Chapter 5, which have the ability of taking the party back to the Light World.
The Great Door's sprite was made by Temmie Chang.[7]
- There are two sprites for Great Doors that are open: a Great Door with a Dark World on the other side (dark when looked through), and a Great Door with the Light World on the other side (bright when looked through).
- ↑
Oh my! The Great Door is opened?![sic]
— Ralsei, Chapter 1 - ↑
Field - Great Door
— SAVE point, Chapter 1 - 1 2
(A Grand Door... it seems to be locked solid.)
— Narration, Chapter 4 - ↑
O, there once was a great fortepiano up above! How it sang in gold...
— Cuptain, Chapter 4
Until the Grand Door opened, releasing a cacophony of ancient witches. - ↑
Go to Grand Door
— Warp flame, Chapter 4 - ↑
Susie: Huh? It looks like... that thing in Castle town.
— Susie and Ralsei upon seeing the pillar of light, Chapter 4
Ralsei: A way back to the Light World...
Ralsei: Did... the door to the Church crack open...? - ↑ UNDERTALE 6th Anniversary So We Play DELTARUNE Chapter 1 For Some Reason - LIVE! (01:07:02) on YouTube