Dark Sanctuary
This is a Kingdom without King or Prince.
Flaky disciples, lost in meaningless worship.
Old scholars, greyed by research forgotten.
Fairies, princesses, soldiers..
On the outskirts, ghasts, wild beasts of horror and sloth...
... And, of course, a Dark Knight!Cuptain, Chapter 4
The Dark Sanctuary (JP: 闇の聖域) is a Dark World and the first of the church's three Dark Sanctuaries in Chapter 4 of Deltarune. It is partially repurposed in the 3rd Sanctuary.
After a Completion FILE is made, inspecting the blanket at the start of the Chapter allows Kris to enter this area by choosing to "sleep an incredibly long time". Consequently, Kris misses the entire day in Hometown.
The Dark Sanctuary was given form by the Knight making a Dark Fountain within the church's lobby, and another within the church's hall. Certain Darkners, later accessible in the 2nd Sanctuary and the 3rd Sanctuary, are present as stone. The Sanctuary's inhabitants regard these statues as fossils of their ancestors.

After Kris and Susie get locked out of the Dreemurr residence following their visit to Noelle's House, they head to the church to find Toriel and ask her for the key, only to discover that the church's interior has been converted into a Dark World. Fearing that Toriel might be in danger once again, the pair enter the Sanctuary, quickly finding themselves face-to-face with the Knight and the Dark World's Dark Fountain.
The Knight forces the pair back, flinging them down from the Sanctuary's Atrium to the lower levels. During the descent, Kris gets injured when they crash into a glass tapestry. After they land, Susie notices Kris is bleeding and fruitlessly tries to heal them. Ralsei, who was in search of something else, approaches the pair and heals Kris instead, causing Susie to grow insecure about her healing capabilities.
The party traverses the Dark Sanctuary to find a way back to the Dark Fountain. Along the way, they come across numerous glass tapestries depicting excerpts of the prophecy. They also meet an Old Man, who initially feigns ignorance and absent-mindedness but assists the party later and helps Susie overcome her insecurities. After confronting and defeating Jackenstein, the party gains the ability to climb walls.

Eventually, the heroes confront the Knight again after unlocking the way back to the Dark Fountain. The Knight flees through a Great Door into the 3rd Sanctuary, forcing the party to overhaul their plans. Kris then seals the Dark Fountain and returns to the Light World.
When Susie opens the door to the 3rd Sanctuary in the Light World, the darkness from its Fountain spills out and fills the front rooms of the church, recreating the Dark Sanctuary almost exactly as it was. Darkners from the 2nd Sanctuary, which were previously statues in the initial Dark Sanctuary, are now animate and mingle with the Darkners from the Dark Sanctuary.
The Dark Sanctuary features ornate, sprawling architecture, and contains many staircases, bookshelves, and foreground pillars. Many of its areas are dimly lit, and many other areas are entirely pitch black save for some scattered light sources. The floors are prominently blue and heavily detailed, and red carpets are often draped over specific spots. The windows floating above the floor are the primary and often the only source of light for the Dark Sanctuary.
Many of the areas in the Dark Sanctuary feature no walls, leaving the background clearly visible. The background features many towers, buildings, and cathedrals. The areas which have walls are often marked with spots which the party can climb to reach higher areas.
The Dark Sanctuary's most prominent feature is the many glass tapestries scattered throughout the Dark World. These tapestries depict excerpts of the prophecy, accompanied by a picture to correspond with the text. These tapestries are initially invisible, but when approaching one, the lighting drastically changes as the tapestry comes into view.
The Atrium[1] spans the beginning portion of the Dark Sanctuary, from the landing area to the Dark Fountain. The party spends the majority of their time in the Dark Sanctuary looking for a way back to the Atrium after the Knight knocks them off.

The landing area is a small square room with a SAVE Point to the north. It is illuminated by the nearby windows, which shine light into the room. If Kris walks in this room, Susie reminds them that they can run by holding [CANCEL]. The exit to the east leads to the next area.
The next area is a darkened path, which partially lights up as the party nears the lanterns and wall-mounted candles throughout. At the end of the path is the first piano playing puzzle, which must be solved to lift the bars blocking the way forward.
Upon solving the puzzle, the room completely lights up, and the party can inspect a climbable wall past the bars. The wall initially cannot be climbed, leaving the eastern exit as the only way forward.

The next room contains a grand staircase leading to the Dark Fountain. However, the Knight blocks the entryway to the Fountain and attacks Susie, which also destroys the staircase and separates her from Kris.
Kris attempts to approach the Knight while dodging its sword attacks. It is possible to survive by only holding up and moving slightly when a sword is about to strike. Each attack deals 69 damage without armor, allowing Kris to survive three hits, with the last hit being the one that ends the sequence. With 13 DF (JingleBlade + TennaTie + Dealmaker), Kris can take as low as 37 damage and survive up to 6 hits. Therefore, to survive the onslaught, it is optimal for Kris to wear as high-DF gear as possible.
At 19th set of candles, a set of three swords start to appear, which cover the left or right side. Afterwards, a flurry of swords appear, with the occasional three swords. If Kris can reach the Knight at the 30th candle set, Susie tells them to attack. Kris does not, which causes the Knight to knock them away with a large barrage of swords.
The Knight's aura sends both Kris and Susie over the Atrium's edge and into a free-fall, where Kris gets injured upon crashing through a glass tapestry. They eventually land on another platform, marking the start of the Lower Left.
The Lower Left[2] of the Dark Sanctuary consists of three main parts: A long walkway containing prophecy depictions, the first instance of a dark room, and a shorter walkway with prophecy depictions.
The Lower Left's landing area is a dimly-lit room with glass shards littering the floor. When Kris attempts to walk, they collapse, prompting Susie to attempt to heal them. Ralsei arrives shortly afterward and heals Kris before joining the party.

The party proceeds to climb up a series of staircases, interspersed with depictions of the prophecy resting above short platforms between the staircases. Throughout the rooms, many Mizzles fade in and out of the background, singing along to Dark Sanctuary. A SAVE Point is present below a depiction of the Delta Rune with no accompanying text. The first area contains the following prophecy snippets:
THE PROPHECY, WHICH WHISPERS
AMONG THE SHADOWS
THE LEGEND OF THIS WORLD.
<DELTARUNE.>
In the next set of staircases, a short conversation between Ralsei and Susie takes place, during which the player can still move Kris. Many Guei flames hover over the central platform of the room. When the party approaches, one flame hovers down and chases the party, revealing itself if it comes into contact. This area contains the following prophecy snippets:
A WORLD BASKED IN PUREST LIGHT.
BENEATH IT, GREW ETERNAL NIGHT.
IF FOUNTAINS FREED, THE ROARING CRIES.
AND TITANS SHAPE FROM DARKENED EYES.

In the dark maze, winding paths overlap each other. While in this room, only the immediate area around Kris is visible. To counter this, lamps with buttons are scattered throughout. When pressed, they illuminate a large area before slowly dimming out. Kris's SOUL is visible when near paths with chase enemies moving along them, taking 25 HP from each party member if Kris is hit. There is a Wafer on the southernmost path to the right who warns the party of the hostile Darkners.
Smaller rooms in the area branch off from the dark maze; one in the upper left accessed by climbing and one in the bottom right accessed via an archway along one of the paths. There is also a chest in this area, but it is hidden in darkness in the bottom left by the climbing path. Opening it reveals slippery gloves that make the wearer worse at climbing. These do not get added to Kris's inventory.

Heading through the archway on a lower path of the dark maze leads to a small room containing a chest, a Wafer, and a prophecy depiction of Jockington accompanied by the following snippet:
JOCKINGTON GROWS THE BEARD.
Opening the chest reveals a Rhapsotea, and talking to the Wafer prompts them to recite Jockington's beard prophecy.
The southwest belltower is accessible by climbing the upper-left path in the dark maze. This area is only available after acquiring the ClaimbClaws from Jackenstein. It is a vertical climbing section with many Cuptains attempting to reach their "Holy Princess" at the top. While climbing the wall, obstacles in the form of falling water can knock Kris down to a lower level.
At the top is a large bucket of water, which initially does nothing when inspected. However, backtracking from the bucket causes Miss Mizzle, in the form of "HolywaterCooler", to attack the party. Upon her defeat, one part of the golden piano puzzle is revealed.
The Lower Right[3] portion of the Dark Sanctuary spans the next four rooms.
The room following the dark maze is another set of staircases, which contain the following prophecy snippets:
THE LIGHT AND DARK, BOTH BURNING DIRE.
A COUNTDOWN TO THE EARTH'S EXPIRE.
THE POINTY-HEADED WILL SAY
"TOOTHPASTE," AND THEN "BOY."
Upon encountering the second prophecy tapestry, Susie calls out that the event already happened, to which Ralsei responds that anything in the prophecy will eventually come to pass.
The next room contains a locked door to the north, in between two walls of bookshelves. At the base of the left bookshelf is a stool, and in the right bookshelf is a green book, which is unreachable.
Backtracking to this room with the Old Man in the party prompts him to request help from the party. At this point, interacting with the stool prompts Ralsei to transform into his "Stool Form". He is promptly crushed by Susie as she reaches for the green book; it is then revealed that retrieving the book unlocks the door, which Susie and the Old Man walk through. Ralsei, still on the ground, can be shown compassion when inspected, which causes Kris to lie flat on the ground next to him.

The room to the east is a horizontal hallway with windows lining the northern wall. A Balthizard hangs from the ceiling and initiates a battle upon coming into contact.
Going further right leads to the following prophecy snippet:
BUT LO, ON HOPES AND DREAMS THEY SEND.
THREE HEROES AT THE WORLD'S END.
This tapestry is promptly destroyed, which plunges the room into darkness. With the room now completely black, the pathway is only revealed by sound waves visualizing the ground when Kris walks. After reaching the end of the path, they are ambushed by a Titan Spawn and must run back. The path of the room changes once the Titan Spawn appears, making it harder to escape.

Once they find a small patch of light, Susie stops and prepares to fight. She is immediately startled by someone turning on the lights, revealing a new room. This room has a heavy light switch, a climbable wall leading to the southeast belltower, and a huggable portion of wall. The culprit who flicked the lights on is a suspicious Old Man. He follows the party at a slow pace and can help them with an encounter in the darkened hallway.
The southeast belltower is accessible by climbing the wall in the post-maze area. It is a ripple maze of whispering figures. Navigating the maze leads the party to a Wafer, which unlocks the path to the north. Stepping on the pressure plate reveals one part of the golden piano puzzle and partially lights up the room, revealing the figures to be petrified Organikk philosophers.
Following the Old Man through the open archway leads to another set of staircases. These staircases contain multiple depictions of the prophecy that was shattered earlier. Ralsei notes that every depiction can appear somewhere else. At the end of the staircase is a path to the north, which Susie, Ralsei, and the Old Man go through. Further along the staircase is a Wafer standing next to a petrified Wicabel.
The northern path leads to another dark maze containing the next piano playing puzzle, which is solved by following the Old Man as he guides the party along the maze. A fork in the path to the north leads to left and right.
If "Further Left" is chosen when the Old Man asks where to go next, he walks further left, across a bridge of glass tiles, and stops at a chest. This chest, when opened, increases Kris's maximum HP by 1. To the right of the fork, Susie and Ralsei surround a Darker Candy pedestal. Susie is seen eating the candy while Ralsei looks on. Kris can take a Darker Candy from the pedestal, but attempting to take another causes it to fall to the floor. Ralsei and Susie then attempt to eat the candy off the floor.
Solving the puzzle triggers a battle against Guei and allows the party to head to the study.
The study is a large room with two floors. The Old Man's table is situated in the center of the room, below the fireplace, and the Old Man himself hosts a shop. Above the fireplace is a poster depicting the "Legend of the Magic Axe". The fireplace opens up after solving the golden piano puzzle.
The fireplace contains the JusticeAxe, and it is obtained after defeating the Hammer of Justice.

The Library,[4] referred to as the Northwest Library by the Old Man,[5] is accessed through the left door in the study's second floor. It is a large location with two wings and an entrance to the Dark Zone. Many of the rooms have bookshelves along the walls, and some rooms have bookshelves on the ground that can be walked on top of.
The entrance area has an entryway to the north which leads further into the Library. There is a climbable wall to the right that is initially inaccessible and a slide next to the entryway that connects from the Dark Zone's exit. A SAVE Point is present in the center of the room.
Further in the Library is a vertical room with many bookshelves scattered throughout the floor. The blue book in the top-right floats up and chases the party when approached, revealing itself to be a Bibliox upon catching up.
To the north is another bookshelf room that contains the first bookshelf pushing puzzle. The room is divided into two layers: a ground layer and a bookshelf layer that spans the top of the bookshelves. There are two entryways to separate rooms: the northwestern exit leads to the worship room, and the northern exit leads to the forked hallway. Both must be accessed by navigating the colored bookshelves to appropriate places. In between the entryways is a chest containing the AbsorbAx.
To the south is a telescope which, when interacted with, allows Kris to view Ralsei and Susie. Susie is seen practicing her healing magic, and Ralsei is seen examining the bookshelves. Both notice Kris when viewed long enough and abruptly strike a pose.
Interacting with Susie in this room after having witnessed the state of Ralsei's room in his castle prompts her to offer to take the nearby ladder for his room.
The worship room is a dimly lit room with a spotlight at the center. Under the spotlight is a petrified Organikk philosopher, and Wafers border the room in a circle around the philosopher. To the left, obscured by some of the Wafers, is a chest containing a MysticBand. Collecting this MysticBand prevents the party from obtaining the PowerBand in the 2nd Sanctuary.

The northern entryway from the bookshelf puzzle leads to a forked hallway. Guei flames patrol the room, but they move out of the way if engaged and defeated. The forked paths lead to separate wings of the library, while the entryway to the north leads to the Small Piano room. A climbing wall to the right connects from the entrance and leads to the golden piano room.
The left wing of the library is a maze similar to the one in the Atrium. It is a darkened maze of winding paths and chase enemies roaming the area. The maze can be temporarily lit up by stepping on the blue pressure plates. An offshoot to the left veers south and leads to a chest containing a Scarlixir. Opening this chest creates a bridge back to the main area. Tao can be seen along the offshoot, out of the party's reach.
The end of the maze contains a prophecy tapestry revealing one part of the Library's piano playing puzzle.
A CONUNDRUM'S FIRST FOUR TONES.
The right wing of the Library contains the second bookshelf pushing puzzle. Near the beginning of this room is a couch, and a chest to the south contains a ReviveMint. Interacting with Susie in this room after having witnessed the state of Ralsei's room in his castle prompts her to offer to take one of the couch cushions for his room. When interacting with Ralsei, Kris can ask for help or make him sit on the couch. Ralsei sports a sadder expression if one of the couch cushions is taken.
The next room contains the other part of the Library's piano playing puzzle.
A CONUNDRUM'S LAST FOUR TONES.

The Small Piano room[6] is accessed from the northern exit in the forked hallway. It is a dimly lit room with a small piano and a set of bars blocking the way forward. Solving the piano playing puzzle lifts the bars, revealing a SAVE Point beyond and a way east.
Initially, the Dark Zone is a dark hallway. When Ralsei flips the light switch, the party falls down a pit. Ralsei heals everyone before they progress.
The Dark Zone[7] is a large room with slides that lead the party down to lower levels. The room progressively gets darker as they progress, and Jackenstein repeatedly warns them to stay away. After confronting and defeating Jackenstein, the room fully lights up, and the party receives the ClaimbClaws, which allow them to climb their way out of the Dark Zone. An offshoot to the right contains a chest with 500 Dark Dollars.
The room to the left of the bookshelf room contains a water reservoir with an accompanying waterfall at the center and a petrified Organikk philosopher. A sign near the waterfall hints at a secret to the area. Kris can donate Dark Dollars to the reservoir, which briefly parts the waterfall, revealing an entryway to a hidden room.
Passing through the doorway leads to a ripple maze with Unknowns scattered about. At a certain point, a gold soundwave signifies the presence of what turns out to be a wall of bells. If climbed, it leads to a different maze, now having sections of water which slow the party down. At the end of the room is a button revealing one part of the golden piano puzzle, but it also triggers a Titan Spawn to appear and chase the party back the way they came. At a point, the lights are suddenly turned on by the Old Man, who then invites them for tea in the new room. Kris can refuse and the party will leave, but if the offer is accepted, a cutscene is triggered and everyone goes to sit down at the present table.

At the top of the climbing wall in the Library is a single golden piano. It is accessed by climbing the wall at the entrance and continuing to climb in the forked hallway. This room houses the golden piano puzzle which, once solved, opens the fireplace in the study.
Upon restoring the Dark Sanctuary, the piano disappears and is replaced with a Wicabel encounter. It is thus impossible to play the piano at that point.
The East Belltower[8] leads to a large organ that provides the key to unlocking the northern door in the study.

The base of the East Belltower is accessible from the study's eastern exit. It contains many climbable pillars and Cuptains scattered about attempting to climb them. Atop the bottom-right pillar is a chest containing a Winglade weapon. On the ground level to the right is a water cooler containing a Mizzle. When approached, the Mizzle escapes from the water cooler and circles around it, initiating a battle if touched. At the center of the room to the north is a large pillar leading further into the Belltower.
To the east of the Belltower's base is a horizontal room, in which one of the background towers appears to make up the floor. The fire extinguisher is situated along the edge, and a Wafer stands next to it. To the far right is a prophecy tapestry depicting Queen's car:
THE QUEEN'S CHARIOT
CANNOT BE STOPPED.

Within the Belltower proper is a large climbing segment with many falling water hazards scattered throughout. As Kris climbs, they can collect coins which are equivalent to Dark Dollars. Silver coins reward 5 Dark Dollars, and the gold coin near the top rewards 20.
An offshoot to the east leads to a separate climbing section. The offshoot consists of two layers of climbing tiles with falling water above. Getting caught in the water from the top layer sends Kris to the lower layer. The lower layer is missing a tile, and Kris can get sent through that missing tile and reach a hidden area. This area has a chest containing a TensionGem and a bridge leading to the eastern offshoot.
The climbing offshoot consists of two sets of timed climbing segments. Each must be completed within a certain time limit. The Cuptains at the checkpoints track how long it took to complete the climbing segments.
At the top of the climbing area is a set of long walkways with a Mizzle at the end guarding a chest. Cuptains confront the party as they walk to the Mizzle, but they are easily knocked off the walkway. Once there, the Mizzle wakes up and leaves, leaving behind the chest, which contains a PowerBand.

The room with the organ is situated at the top of the East Belltower. Progressing further is a cutscene where Susie obtains the SheetMusic from the Old Man, after which Kris can play the track Piano that may not be played that well to open the northern door in the study.
Unlike other pianos, the organ piano can play a wide range of notes due to having access to diagonal inputs as well as orthogonal ones, with the exception of up-right. In addition, there is a shift octave button that, when combined with a direction, plays a different lower note. The shifted version of the up input plays the same note as a regular neutral input. In total, 15 different notes can be played.
The following tracks can also be played on the organ piano, giving special reactions from Ralsei and Susie.[9][10] Since neutral (●) plays the same as shift up (⇧), they can be used interchangeably.
| Track | Notes | Reaction |
|---|---|---|
| His Theme | ⬃ ➡ ⇧ ⬃ ⬁ ⬁ ⇧ ⬃ ⇧ ⬃ ⬁ ⬁ ⇧
(shift downleft, right, shift up, shift downleft, shift upleft, shift upleft, shift up, shift downleft, shift up, shift downleft, shift upleft, shift upleft, shift up) |
Ralsei: Aww, what a pretty melody! It's like a lullaby...! |
| Your Best Friend | ⬊ ⬊ ⬇ ⬋ ⬊ ⬇ ⬇ ⬋ ➡ ⬃
(downright, downright, down, downleft, downright, down, down, downleft, right, shift downleft) |
Ralsei: Aww, that song sounds so friendly and sweet! |
| (currently unknown) | ● ⬇ ⬋ ⬅ ⬇ ⬇ ⬊ ⬇ ➡ ● ⬇ ⬋ ⬇ ⬊ ⬇ ⬇
(neutral, down, downleft, left, down, down, downright, down, right, neutral, down, downleft, down, downright, down, down) |
|
| The Legend | ⇦ ● ⬊ ⬆ ⬉ ⬋ ➡ ⬊
(shift left, neutral, downright, up, upleft, downleft, right, downright) |
|
| Don't Forget, with two mistaken extra notes | ⬊ ⬇ ⬋ ⬋ ⬋ ⬋ ⬋ ● ⬊ ➡ ➡ ➡ ➡ ➡ ➡ ⬊ ➡ ● ● ● ● ● ● ⬉ ⬆ ⬉ ⬋ ⬊
(downright, down, downleft, downleft, downleft, downleft, downleft, neutral, downright, right, right, right, right, right, right, downright, right, neutral, neutral, neutral, neutral, neutral, neutral, upleft, up, upleft, downleft, downright) |
|
| Lost Girl | ⇦ ⇧ ⬊ ⬉ ⬆ ⬋ ⬊ ⬅ ⬁ ⇧ ⬋ ⬁ ⇧
(shift left, shift up, downright, upleft, up, downleft, downright, left, shift upleft, shift up, downleft, shift upleft, shift up) |
|
| It's Pronounced "Rules" | ⬊ ● ⬁ ⇦ ⇦ ⬅ ⬋ ⬇ ⬊ ➡ ● ➡ ⬊
(downright, neutral, shift upleft, shift left, shift left, left, downleft, down, downright, right, neutral, right, downright) |
|
| Hammer of Justice, but seemingly the 2nd note and 3rd notes are switched | ⬋ ⬇ ➡ ⬊ ● ➡
(downleft, down, right, downright, neutral, right) |
|
| Heartache | ⇦ ⇧ ⬁ ⇧ ⇦ ⇦ ⬁ ⇧ ⬋ ⬊
(shift left, shift up, shift upleft, shift up, shift left, shift left, shift upleft, shift up, downleft, downright) |
|
| You've Got a Friend in Me | ⬊ ⬋ ⬊ ⬅ ⬋ ● ⬅ ⬆ ⬅ ⬆ ⬋
(downright, downleft, downright, left, downleft, neutral, left, up, left, up, downleft) |
Susie: Dude, stop messing around! |
| Chopsticks | ⬇ ⬇ ⬇ ⬇ ⬇ ⬇ ⬇ ⬇ ⬊ ⬊ ⬊ ⬊ ⬊ ⬊ ⬊ ⬊ ⬉ ⬉ ⬉ ⬉ ⬉ ⬅ ⬉ ⬆ ⬆ ⬆ ⬆ ⬉ ⬅
(down, down, down, down, down, down, down, down, downright, downright, downright, downright, downright, downright, downright, downright, upleft, upleft, upleft, upleft, upleft, left, upleft, up, up, up, up, upleft, left) | |
| Heart and Soul | ● ● ● ● ⬁ ⇦ ⬁ ● ➡ ⬊ ⬊ ⬊ ⬊ ➡ ● ➡ ⬊ ⬇
(neutral, neutral, neutral, neutral, shift upleft, shift left, shift upleft, neutral, right, downright, downright, downright, downright, right, neutral, right, downright, down) | |
| Once Upon A Time | ⬃ ⬋ ➡ ● ⬋ ⬃
(shift downleft, downleft, right, neutral, downleft, shift downleft) |
Susie: What's that song? Sounds like crap. |
| Dark Sanctuary | ⇦ ● ⬋ ➡ ● ➡ ● ➡ ⬋ ➡ ● ➡
(shift left, neutral, downleft, right, neutral, right, neutral, right, downleft, right, neutral, right) |
|
| MEGALOVANIA | ⇦ ⇦ ⬅ ⬊
(shift left, shift left, left, downright) |
The first time this is played, the Annoying Dog runs into Kris in his Little Tikes car. On subsequent plays, Kris fails the final note. |
| Piano that may not be played that well | ⇧ ⬁ ⇧ ⬃ ⬊ ⬇ ➡ ⇧ ⇧ ⬁ ⇧ ⬋ ➡ ⬊ ⬇ ⬋ ⬋ ⬋ ⬋ ⬋ ● ⬊ ➡ ⇦ ⇧ ⇧ ⬁ ⬊ ⬇ ⬋ ⬋ ⬋ ⬋ ⬋ ⬅ ⬉ ⬆ ⬉ ⬅ ⬋ ⬊ ⇧ ⬁ ⇧ ⬃ ⬊ ⬇ ➡ ● ⬂ ⇩ ⇨ ○
(shift up, shift upleft, shift up, shift downleft, downright, down, right, shift up, shift up, shift upleft, shift up, downleft, right, downright, down, downleft, downleft, downleft, downleft, downleft, neutral, downright, right, shift left, shift up, shift up, shift upleft, downright, down, downleft, downleft, downleft, downleft, downleft, left, upleft, up, upleft, left, downleft, downright, shift up, shift upleft, shift up, shift downleft, downright, down, right, neutral, shift downright, shift down, shift right, shift neutral) |
If this is played before obtaining the SheetMusic or Kris playing the track on their own, Kris fails the last note.
Otherwise:
|
| Piano that may not be played that well, without shifting to the lower octave | ● ⬉ ● ⬋ ⬊ ⬇ ➡ ● ● ⬉ ● ⬋ ➡ ⬊ ⬇ ⬋ ⬋ ⬋ ⬋ ⬋ ● ⬊ ➡ ⬅ ● ● ⬉ ⬊ ⬇ ⬋ ⬋ ⬋ ⬋ ⬋ ⬅ ⬉ ⬆ ⬉ ⬅ ⬋ ⬊ ● ⬉ ● ⬋ ⬊ ⬇ ➡ ● ⬊ ⬇ ➡ ●
(neutral, upleft, neutral, downleft, downright, down, right, neutral, neutral, upleft, neutral, downleft, right, downright, down, downleft, downleft, downleft, downleft, downleft, neutral, downright, right, left, neutral, neutral, upleft, downright, down, downleft, downleft, downleft, downleft, downleft, left, upleft, up, upleft, left, downleft, downright, neutral, upleft, neutral, downleft, downright, down, right, neutral, downright, down, right, neutral) |
|
The room to the east of the organ consists of three connected squares. Many water coolers containing Mizzles are scattered throughout the room. A bell hanging from the center calls every Mizzle toward the party, effectively forcing an encounter.
The book room contains another locked archway accompanied by a green book. Retrieving the book unlocks the archway leading to the next room.
The curtain corridor is a horizontal hallway with a curtain lining the northern wall. The Old Man sits at the end of the hallway, writing a letter on his desk. He retracts the curtain, revealing the solution to the organ puzzle.
A CONUNDRUM'S MULTITUDE TONES

Going through the unlocked door in the study leads to a vertical hallway that veers to the left. A prophecy tapestry stands in the way, but it can be destroyed by interacting with it. The hallway has more tapestries which state the following:
THE KNIGHT WHICH MAKES
WITH BLACKENED KNIFE.
SHALL DUEL WITH HEROES
STRIFE BY STRIFE.
The party then finds themselves back in front of the broken grand staircase. Heading west and climbing up the previously inaccessible wall leads to another long climbing segment, this time while avoiding falling swords the Knight sends down.
Upon reaching the top, Susie chases the Knight up a long staircase and to a Great Door, which slams shut before Susie can enter. A switch is present at the bottom of the staircase to the far right, revealing a pathway that leads to the Dark Fountain.

The Dark Fountain is significantly thinner than the previous Fountains. Susie wonders out loud why the Knight is not stopping them from sealing it. When Kris seals the Fountain, they and Susie end up in the lobby of the church.
After restoring the Dark Sanctuary and returning to the study, the center door on the second floor opens up. It leads to a room with two tall pillars, in front of which Kris appears on the left. The Annoying Dog appears and initiates a race to the chest at the top. While the Annoying Dog's climbing section is relatively straight, Kris's climbing section is much more complex and winding.
Eventually, Kris loses the race, but the Annoying Dog goes for the bone off to the side, leaving the chest for Kris. Inside the chest is a DogDollar. The center door closes afterwards.
- Gigi D.G.'s concept art of the Dark Sanctuary
- Another layout of the Dark Sanctuary by Gigi D.G
- The song "You've Got a Friend in Me" having a special reaction is likely a reference to Toby Fox's "friend inside me" post, an edit of the original song.
| Game edition | Version tag | Changes |
|---|---|---|
| Deltarune Chapter 4 | v1.03 | From Now On (Battle 2) was patched to properly play, as Dark Sanctuary would erroneously play in a battle if Mike was fought at the beginning of the game. |
- ↑
Dark Sanctuary - Atrium
— SAVE Point, Chapter 4 - ↑
Dark Sanctuary - Lower Left
— SAVE Point, Chapter 4 - ↑
Dark Sanctuary - Lower Right
— SAVE Point, Chapter 4 - ↑
Dark Sanctuary - Library
— SAVE Point, Chapter 4 - ↑
Meanwhile, the Northwest Library's got lots o' nice books.
— Old Man, "Knight", Chapter 4
Might help ya take your mind off it! It's that upper left door. - ↑
Dark Sanctuary - Small Piano
— SAVE Point, Chapter 4 - ↑
You are in the DARK ZONE.
— Narration during Jackenstein battle, Chapter 4 - ↑
A figure with a sword flew in that door up there.
— Old Man, "Knight", Chapter 4
But, it's locked with some contraption.
I reckon if you could get to the East Belltower, you might be able to open it... - ↑ gml_Object_obj_dw_church_organ_Step_0 script, lines 235–252, Chapter 4
- ↑ gml_Object_obj_dw_church_organpuzzle_Step_0 script, Chapter 4