Green Room
It'll take some time before round 2, so
!
Tenna, Chapter 3
The Green Room (JP: 楽屋) is a prominent location in Chapter 3's TV World. True to its name, it serves as the green room of TV Time. Collected POINTs can be spent here to purchase items from vending machines or the Ball Machine. Dark Dollars may also be converted into POINTs. Numerous Darkners employed by Tenna either work or spend their free time in parts of the Green Room.

The party initially arrives in the Green Room after completing the Desert Board and the Cooking Show minigame. They can use this area to SAVE, buy and sell items at vending machines.
When moving on to the next round, Susie sees Tenna onstage and decides to talk to him while Kris and Ralsei watch from afar. Tenna is seen conversing with his subordinates about Toriel being located in the "purple cliffs" and expresses surprise when Susie approaches him. He is overjoyed to hear that Susie enjoyed his games and explains how he has been feeling alone recently, then suddenly tells Susie the next board is ready after receiving a phone call.
After completing the Island Board and the Rock Video minigame, Tenna is seen stressing about the next round on stage. When Susie interrupts him, he lies about everything being fine, which disillusions her about Tenna and his intentions. Kris can talk to Tenna by themselves afterwards. In order for the party to progress, they must speak to the Zapper on the east side of the Green Room and either select "Don't do anything" (which initiates an encounter) or "Press his buttons" twice. This allows them to access the Cold Place.

After returning from the greater TV World, the Green Room visibly gains a dull blue tint, and particles like snow fill the air. Many of the facilities, such as the arcade, are locked, and the vending machine in the main area now only accepts Dark Dollars as currency. Similarly, the Zapper in the ABC-Rank rewards room is replaced with a vending machine that trades POINTs for Dark Dollars. Near the doorway to the Cold Place, a clipboard with Tenna's remaining employees is posted, which indicates whether the party has obtained all possible recruits.
The Green Room is a brightly-lit area with an orange tiled floor. The walls have a green and blue gradient, and stars travel along the walls much like the greater TV World.
The Green Room hosts many facilities that serve to entertain the party. It contains a lounge area as well as several game rooms.

The main room of the Green Room is where the party is put after every round. It consists of one vending machine, Ramb's shop, two couches and doors exiting to all four sides. To the east there is an exit to the Cold Place, to the north there are entrances to various rank-restricted rooms, to the south there is a red carpet hall, and to the west is an exit to the stage. Ramb gives the party a gift each time they finish another round of TV Time.
After finishing the Desert Board, the room contains one Pippins NPC that talks about how Kris and Asriel took him from school, and how they lost the Rudinns somewhere, possibly alluding to the Seven Flying Aces. Elnina is sitting on the right couch, playing a game with another Pippins NPC. When talking to her about Lanino, she starts crying about how she misses him greatly, and the Pippins NPC leaves. Susie challenges Kris to play a racing game on the left TV, though she gives up after either Kris fails three times or Kris wins. On the west side of the room, Lancer talks about how he has gotten a job at the gaming factory.
After finishing the Island Board, Rouxls Kaard can be seen sitting together with Lanino and Elnina on the right couch, apparently unaware that the party had already done the Cooking Show. Lancer is rolling on the floor, and Kris can choose to either pick him up and immediately drop him down, or participate in his rolling. If Kris participates in rolling, their regular sprite starts rotating while in the Green Room. The Zapper guarding the entrance to the Cold Place can be fought, so the party can proceed to the Cold Place.
If the Sword Route is pursued, Ralsei ends up playing an RPG by himself. While Kris is on the second stage, he uses the left TV since the right one is occupied by Rouxls Kaard and his lovers, and refuses to fight anyone in-game. While Kris is on the third stage, he sits in front of the right TV and has made it to Level 2.

Kris can choose to race Susie in a small racing game by inspecting the main room's left television. However, the camera is facing away from the television, so the player cannot see the game's screen. This initially appears to be a simple joke, but it is actually a hidden minigame whose rules are not explained.
The goal of the game is to simply drive a car in a circle using directional keys to win the game.[1] Kris's hands bob up and down when they are making progress. When the car hits a wall, Kris's hands stop moving and a sound effect plays. The game can be played three times before Susie refuses to play further, or until Kris wins. It can only be played prior to starting the Island Board.
The ABC-Rank rewards room can be accessed via the right north door in the main room, and contains three doors and two hidden hallways. Access to each room is based on the Evaluation segment of each round, with high ranks having access to most low rank rooms. A Zapper at the entrance explains ranks and rewards to Kris, and can reveal the Z-rank passage.
T-rank is the highest possible rank, whereas Z-rank is caused by a deliberately low score.
- T-rank ("TV" rank): T-rank room, which is a hidden hallway left of the A-rank room.
- S-rank ("Star" rank): Star Changing Room.
- A-rank: "Arcade" room, where they can replay a physical challenge.
- B-rank: "Ball Machine" room, where they can spend POINTs to earn random prizes.
- C-rank: "Cooler" room, which is a small room with a Watercooler.
- Z-rank: Z-rank changing room, which Zapper reveals the hallway to the right of the desk.
A reverse vending machine is present in this room, where Kris may sell items in exchange for Dark Dollars. Lanino can also be found in the hallway. Interacting with him causes him to admit that he is still thinking about Elnina. Kris can offer an encouraging line, which causes Lanino to appreciate their support.
When returning to the Green Room after the show is over, the T-rank, A-rank, and C-rank rooms are always locked. The B-rank room stays open if the party's Round 2 rank was B or higher. If the party bought a counterfeit S-rank after Round 2 to access the rooms, but the party's Round 2 rank was C or lower, then the B-rank room re-locks after the show. The Z-rank room is automatically open after the show if the party previously used it to get the Shelter Key.[2]
After the show is over, the S-rank room is open if it was open after Round 2, otherwise it is closed.[3]

The red carpet hall, located south of the main room, is decorated with golden statues of Tenna and red carpet over the floor, along with golden, Tenna-shaped stanchions that stare in Kris's direction at a close distance. On the walls are various TV-related posters without words on them, and what appear to be TVs that start displaying Tenna's smile once the party passes by them. It also contains another vending machine to the right of the top entrance, which sells weapons and TVSlop. The shortcut door is on the left of the top entrance, but remains deactivated until after Round 3.
The south exit is blocked by the stanchions until Round 3. If the party achieved A, B, or C-rank during either board, a Pippins appears by the exit to offer the party a counterfeit S-rank for 1500 POINTs. If the party achieved Z-rank, the Pippins appears but refuses to offer the party anything. After Round 2, the Pippins does not appear (regardless of Round 2 rank) unless the party had either a real or a counterfeit S-rank from Round 1.[4] This partially prevents the party from wasting 1500 POINTs without the Ice Key, but it also prevents the party from getting a Z-rank on Round 1 followed by a counterfeit S-rank on Round 2. If the party obtains a counterfeit S-rank but does not use it, it disappears at the beginning of the next round (either the Island Board or Doom Board). (If the party obtains a counterfeit S-rank after Round 1 and doesn't use it, the party can still obtain a counterfeit S-rank after Round 2.)
Next to the top entrance are a Zapper and a Pippins, who appear to be close friends. After completing the Island Board, Zapper voices his concerns about Pippins potentially turning to stone, due to his kind being from Card Castle, while Pippins tries to reassure him that he fits perfectly in this Dark World. After the cutscene where all of Tenna's subordinates and friends quit their jobs and leave him, returning here shows that Zapper was the one to turn to stone instead. Pippins urges Kris to seal the Fountain quickly, and speculates that Zapper turning to stone might be because he represents a remote Kris had stolen from Catti's house.
After the Desert Board, the space in the south-west corner is occupied by an unknown NPC behind a curtain, who talks about the outskirts of TV World, and how Tenna brightened everything up. After the Island Board, a Shuttah appears in this spot instead to discuss how TV World was built on top of "a frozen waste" and how some of its denizens left following the change.

The T-rank room features a dark corridor lit with a backdrop of screens looping an animation of multiple Tennas spinning and making the so-called "T-V Pose", a T-pose with the V sign on both hands.
A lone lectern with a book stands at the end of the corridor. After the first board, the book contains the history of the T-pose, which mainly seems to serve as subtle confirmation for the three main inspirations for Tenna's character: WarioWare, Little King's Story, and Tales from Electricopolis.
After the second board, the tempo of the background music in the room becomes variable, and the message in the book is much less descriptive. Inspecting the book reveals it is malfunctioning as well. The text is gone, and now displays a twitching and spinning T-posing Tenna.
The books are a reference to an obscure Japanese game by Osamu Sato called "ローリーポーリーズの七転び八起き (Roly-Polys Nanakorobi Yaoki)", a Japanese edutainment game with the purpose of teaching children English. The track playing in this room, KING OF ROLYPOLY, also references this game.
- Text in the book after the first board
- Text in the book after the second board
- Page formatting in Roly-Polys Nanakorobi Yaoki

Contrary to the S-rank's stylized door, the interior of the Star Changing Room is very run down. It has cracked walls, with the stars slowly twitching in place instead of scrolling as usual. One of the stars when approached falls off the wall and lands on the floor with a sound effect. There are two corkboards with papers tacked on the sides, and two curtain-covered areas.
The left side has a vending machine that sells TVSlop and can exchange Dark Dollars for POINTs. It also has a worn brown double-door, which is initially blocked by Ramb. It leads to the backstage area. Ramb explains that the game that Kris has been playing is not the original game, but a version that Tenna has made easier. Ramb then grants Kris access to the backstage area and tells them to keep it a secret from Tenna.
The right side has a Pippins that comments on the T-rank. After the second board, they offer an advice on using Susie's Rude Buster for 1 POINT, but if the offer is refused, they explain it anyways. Behind the first polka-dotted curtain is a sock-wearing Shadowguy who screams upon uncovering. Beside it is Rouxls Kaard doing makeup, and a Rabbick who wishes for an autograph. Interacting with Rabbick again causes them to admit they got stuck to Kris's clothes, and assumes they will be brought back to Castle Town later.
The far-right curtain has an entity (with a similar speaking pattern to Napstablook) that gives Kris a Saber10.
When returning to the Star Changing Room after Round 3, the backstage room is only accessible if the Shelter Key has been obtained, as otherwise the door is locked with Ramb not present. If the room is open, it is after Round 3, and the Shadow Mantle holder has not yet been beaten, then below the door to the backstage area, there is a hidden path that leads to the inside of Ramb's stand in the main room, where Kris can see Susie and Ralsei on the couch.

The Z-RANK changing room is a dingy, dimly lit room. The hallway can only be accessed after earning a Z-rank. Entering the door causes Susie to comment that it looks like a bathroom, and Kris enters the room on their own.
Inside the room are two collaboration posters between "two stars", and a broken frame. Inspecting the latter causes various glass-breaking sounds per check. The right side has a phone with the receiver left hanging and unplugged. A manhole at the end of the room allows Kris to enter the backstage area.
Considering that the black rotary phone's appearance is similar to the one in Spamton's shop, it is likely that the Z-rank room used to be inhabited by Spamton at some point, and the posters of "two stars" depict him alongside Tenna. This idea is further reinforced by the fact that the receiver was left hanging, a detail mentioned by both the Addisons and Tenna when they discuss Spamton suddenly leaving or abandoning his partnerships.
The Pipis which Tenna received from Spamton chirps more frequently in this room.

The backstage area is reachable either through the Star Changing Room or through the Z-rank changing room. It consists of two rooms.
The first room contains the game system for employees, which has 12 controllers for them to use during each round.[5] Nearby is a paper that lists their schedule.[6] Behind the red curtains is a manhole, which is the alternate way to enter the room from the Z-rank changing room. If Kris entered from the Z-rank room, then the door that normally goes from backstage down to the S-rank room is closed and inaccessible. On console versions, the border changes to resemble a TV on entry, featuring the border only and no background.

The left room contains a large screen and an abandoned game system with a missing controller. Upon trying to boot up the game, the silhouette of the word "MANTLE" appears before the game notifies Kris that there is no controller. Entering this room in console versions causes the border to disappear.
Upon returning to the main room, Kris finds an OddController that can be used to play the game. Choosing not to causes the narration to describe it as "strangely familiar".[7] Despite being able to refuse picking it up, this item must be picked up, otherwise it blocks the way from exiting the room.
Returning to the Original Game and choosing to plug the controller in causes it to become playable.
After the show is over, the light in the backstage area is dimmed, but the light in the left room isn't dimmed (regardless of whether the console is working or not). This causes Kris to cast a shadow away from the left room only after the show is over.

The Arcade can only be accessed if an A-rank or higher was obtained. Upon entering this room, the border for console versions transits to the blue stars border.
It allows the party to replay Cooking Show after completing the first board, and Rock Video after completing the second board. Inspecting the posters for each minigame lists the current high score for the minigame as well as tips for better gameplay.
Additionally, the optional Monster Movie minigame can be unlocked for 500 POINTs in this room. This can be done by interacting with the sunglasses-wearing Pippins on the far-left side. Completing this minigame is one of the possible ways to earn the "BEAST" achievement on PS4/PS5 versions.

The Ball Machine room can only be accessed if a B-rank or higher was obtained. The room contains a sign labeled "BALL MACHINE User's Guide" which explains the prize mechanic, the Ball Machine and a vending machine to insert POINTs into. Inserting POINTs into the vending machine rewards the party with a random prize from the Ball Machine. The more POINTs are put in, the higher the chance is to win a gold prize.
Putting in 1225 POINTs transports Kris to gacharoom_unknown. Once Kris leaves this room, the Ball Machine is permanently gone. If the Shadow Mantle was obtained before acquiring the TripTicket, the ticket relocates to this room after speaking to the Bibliox in Nowhere.

This small room is only accessible if a C-rank or higher was obtained. Inside are two Zappers taking a break and enjoying cups of water next to a watercooler. Interacting with the Watercooler triggers an encounter. After defeating the Watercooler, a crater appears in its place. Inspecting it rewards 200 POINTs.
The Green Room was first revealed during Spamton Sweepstakes, at deltarune.com/ramb/. The room shown in the Sweepstakes link maze appears to be an earlier version of the Green Room, with a platter in place of the passage to the south, a single door to the right of Ramb's shop instead of two doors, and a different look of Ramb's shop.
- Dynamic Border for the Green Room
- Dynamic Border for the Arcade
- Dynamic Border for the Star Changing Room
- Dynamic Border for the Z-rank changing room
- Dynamic Border for the backstage
- Dynamic Border for the cold version of the Green Room

- The Green Room is heavily implied to correspond to the Dreemurr residence's second story in the Light World.
- The left green couch with yellow stripes and the right blue couch with a crease mark allude to Kris and Asriel's beds in Kris's room, with Asriel's bed sporting yellow stripes and Kris's blanket being folded in the same diagonal shape as the crease mark.
- The glow-in-the-dark stars seen on Asriel's side of the room parallel the star-patterned wallpaper.
- The pencil holder on Asriel's desk corresponds to the box of swords in Ramb's stand.
- Asriel's computer mouse is the Maus hanging from Ramb's stand.
- The hallway's carpet to the south of Kris's room corresponds with the red carpet hall that is south of the Green Room's main area.
- Replicas of the cactus are present.
- The Cold Place is due east and houses the Dreemurr residence Fountain, which corresponds to its living room.
| Game edition | Version tag | Changes |
|---|---|---|
| Deltarune Chapter 3 | v1.01B | A softlock regarding the Green Room was patched. |
| On the Sword Route, if there is not enough room in the inventory for the Shadow Mantle, a chest containing it appears in the Green Room instead. | ||
| v1.02 | Lancer no longer persists outside of the Ball Machine room. |
- ↑
#deltarunespoilers the car minigame actually exists it's just invisible but you can win it
— @hflyer222 on Twitter, June 10, 2025. - ↑ gml_object_obj_room_ranking_hub_create_0 script, Chapter 3
- ↑ gml_object_obj_npc_room_other_10 script, line 1568, Chapter 3
- ↑ gml_object_obj_room_tvland_preview_create_0 script, line 13, Chapter 3
- ↑
Susie: ... Hey, wait. How is Lancer in the game?
— Susie and Tenna, Chapter 3
Tenna: Don't worry, he's backstage with a controller just like everyone else! - ↑
"(ACT 1 SCHEDULE)." (Various names and times are written under it.)
— Narration, Chapter 3
("ACT 2 SCHEDULE" is scrawled underneath in red pen...) - ↑
(You didn't pick up the strangely familiar controller.)
— Narration, "No", Chapter 3