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2nd Sanctuary

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You sought to return the dream.
But the lighting of the mind has changed. At best you can only see another side.

Branch mask Organikk, Chapter 4

The 2nd Sanctuary (JP: 第2の聖域) is a Dark World and the second of the church's three Dark Sanctuaries in Chapter 4 of Deltarune. It is an alternate version of the Dark Sanctuary, given form by Susie when she creates a Dark Fountain in an attempt to return to the Dark Sanctuary after Kris had sealed its Fountain.

All of the Darkners that have been encountered in the Dark Sanctuary are present in the 2nd Sanctuary as fossilized versions of themselves, and all of the fossils seen in the Dark Sanctuary have been brought to life.

Map

Loading scripts

Main story

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Susie creating the 2nd Sanctuary Fountain

After sealing the Dark Sanctuary Fountain and returning to the Light World, Kris and Susie attempt to enter the 3rd Sanctuary in the church's hall, but find that the door is secured by a combination lock. While looking for the code in Alvin's office, the duo find Gerson's dust, a photo of Gerson, and a hammer inside a glass case on Alvin's desk. Susie makes the connection that the glass case's contents temporarily reproduced Gerson's likeness as the Old Man in the Dark Sanctuary. This inspires Susie, using Kris's knife, to make a Dark Fountain, hoping to ask the Old Man if he knows the code to the church's hall door. The Fountain gives form to the 2nd Sanctuary.

Kris and Susie journey through the Dark World, setting out to find the Old Man. Along the way, they find more glass tapestries of the prophecy, some regarding the anticipated three heroes. Upon reaching an abandoned study, the two head into the hearth, the room getting progressively darker the further the duo ventures, eventually becoming pitch-black. Susie is then confronted by the Sound of Justice, a shrouded figure that she believes to be the Old Man, before Ralsei appears and destroys it, revealing it to be a sentient statue from the study.

Following the confrontation, Susie and Ralsei discuss the prophecy, with Ralsei eventually disclosing that he does not want Kris and Susie to see the Last Prophecy, fearing it would affect them negatively. After the trio ascends the stairs leading back to the entrance of the Dark World, the fire extinguisher provides the team with the code to the 3rd Sanctuary's entrance, 2202. Subsequently, Kris seals the 2nd Sanctuary Fountain.

Geography

The 2nd Sanctuary is a mirrored version of the Dark Sanctuary. Some areas feature an area of the Dark Sanctuary, but flipped upside down, as if the 2nd Sanctuary areas take place on the ceiling of the Dark Sanctuary.

In contrast to the Dark Sanctuary, the lighting in the 2nd Sanctuary has its hues shifted towards red. The area's gravity fluctuates, with the party often walking on walls or the ceiling. The architecture in the background does not align with the rules of geometry, and the stained glass windows are duplicated diagonally down along with having a heavy filter.

The 2nd Sanctuary features prophecy tapestries that are not seen in the Dark Sanctuary.

Sublocations

Dark Fountain

Kris and Susie begin in the room with the Dark Fountain. Susie excitedly exclaims that she had successfully made a Fountain and encourages Kris to do the same sometime. When interacting with the Fountain, the narration notes that it "glows with a backwards light".

After traversing the 2nd Sanctuary and returning here, Kris seals the Fountain and ends up back in the lobby of the church.

Atrium

2nd Sanctuary location Atrium.png
The Atrium[1] of the 2nd Sanctuary

After exiting the room with the Dark Fountain, Kris and Susie are met with a mirrored version of the area that the Dark Sanctuary Fountain was found in. The glass walkway here leads to the left and right along with a SAVE point directly in front of the party as they exit.

Following the path to the left leads a dead end overlooking a dark abyss, while going to the right leads to a brief dark section with white sound wave effects emitting in the background in time with the music of this area. During this effect, the path back is blocked until the room is entirely lit up, and the room's structure is significantly changed.

Stairs

After the party leaves the dark section, they are met with a series of stairs leading downwards. A section in between each set of stairs depicts an excerpt of the prophecy.

BUT LO, ON HOPES AND DREAMS THEY SEND.
THREE HEROES AT THE WORLD'S END.

THE LIGHT AND DARK, BOTH BURNING DIRE.
A COUNTDOWN TO THE EARTH'S EXPIRE.

The 3rd section between the stairs does not have a glass tapestry, instead having a Winglade enemy which spawns where the glass tapestry supposedly would appear. The final section contains another glass tapestry from the prophecy.

IF FOUNTAINS FREED, THE ROARING CRIES.
AND TITANS SHAPE FROM DARKENED EYES.

Piano puzzle

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The piano puzzle in the 2nd Sanctuary

Further into this area is a short walkway that shows another tapestry of the prophecy:

THE THIRD HERO.
THE PRINCE, ALONE IN DEEPEST DARK.

The walkway opens up to a large area containing scattered bookcases along with multiple areas being blocked off by bookshelves which can be destroyed using the piano located in the center of the room. Scattered Organikk philosophers are also found here. Once the bookshelves that block the path to the right are destroyed, the party can enter the next area via a climbable set of books.

An offshoot to the north contains another prophecy tapestry depicting Tenna accompanied by the following text:

THE LORD OF SCREENS
CLEAVED RED BY BLADE.

Worship room

The worship room[2] is accessible after destroying the bookshelf to the northwest. It contains a single Organikk NPC surrounded by a circle of statues resembling the Wafer NPCs found during the first visit to the Dark Sanctuary. When entering the room for the first time, the Organikk is hostile to the party. If defeated without using violence, it will say it is protecting the statues of its ancestors, lamenting it was a shame it could not have met them. A chest on the left side of the room contains the PowerBand, but is only obtainable if the MysticBand was not obtained in the Dark Sanctuary.

Library connector

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The library connector

The next area is accessed after destroying the bookcases to the right of the previous room and climbing up the books. The walkable pieces of this room is made up of upside-down bookcases along with multiple Organikk NPCs appearing throughout the room. Once the player has exhausted the dialogue with one of them, all further NPCs in this room will repeat the same last section of dialogue regardless of the order the player interacted with them. On the left side of the room is another part of the prophecy, which describes the first hero.

THE FIRST HERO.
THE CAGE, WITH HUMAN SOUL AND PARTS!

If Kris had gone to the diner with Susie earlier in the Chapter, she will remark that the image should be the one she drew of Kris on the window in the diner instead of the one shown.

This is followed by a short climbing section which can be used as a shortcut to the upper area of the room in addition to accessing a chest containing a Rhapsotea. An Organikk directly after this will be hostile, defeating it with violence causes all other Organikks in the room to vanish, which do not respawn if the player returns to this room after leaving.

The end of the area features an additional glass tapestry of the prophecy, which refers to another one of the heroes, The Girl.

AND LAST, WAS THE GIRL.
AT LAST, WAS THE GIRL.

Upon reading this display, Susie is unsure if it is even referring to her, wondering what the next glass tapestries will say. However, she no longer seems to question this aspect of the prophecy from this point onwards.

Floor

The Floor is a small room containing a SAVE Point with a set of stairs below and a mirrored set above the party. When continuing to the right of the room, the player will emerge from the left on the mirrored set of stairs on the ceiling instead of to the next room. While on the mirrored stairs the player's controls will be inverted.

Money fountain

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The inverted money fountain

Directly downwards from the SAVE Point in this area is a mirrored version of the waterfall room the player could throw money into at the Dark Sanctuary. A chest appears to the left of the waterfall along with an Organikk NPC to the right.

The NPC's dialogue and the contents of the chest in the room varies depending on the amount the player donated while in the Dark Sanctuary.[3]

If a donation was made, an additional D$ will be donated for each Egg that has been obtained and correctly placed in prior Chapters, which the NPC states is a donation made by someone else. Because donations can usually only be given in multiples of 10 D$, this is unlikely to impact rewards.

D$ donated Organikk NPC's dialogue Reward
No donation The Organikk will be hostile. None
1-99 D$ "Although small, such actions may inspire others."
"Take what is in the treasure box as if it is yours."
Darker Candy
100-499 D$ "Although you may have felt a bit flushed, it was certainly the right move." Scarlixir
500-1999 D$ "The National Mint would like to award you for your service." ReviveMint
2000-9998 D$ "The heavens were certainly moved to tears by your generosity." BitterTear
9999+ D$ "How absurd..."
"You may as well give money to a spider."
GoldWidow

Rotating tower

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Kris climbing the rotating tower, with many hazardous bullets obstructing the path

To the right of the aforementioned SAVE Point is a room containing the following prophecy tapestry with an image of some character holding a sword:

THE SECOND HERO.
THE GIRL, WITH HOPE CROSSED ON HER HEART.

Upon seeing this, Susie immediately assumes this glass tapestry to be referring to her. Next to this point of interest is a climbable tower that Susie and Kris must go up on. As the duo ascends to the top, Susie addresses her feelings about how she was never specifically picked for anything in the Light World, how she didn't think she could be a hero, and how, due to recent events, she feels a certain kind of hope in her heart regarding those topics.

After scaling the tower, Susie finds another excerpt of the prophecy, this one with the same image, except with a heart on the Girl's chest.

LOVE FINDS ITS WAY TO THE GIRL.

Susie, anxious to find the next section of the prophecy about her, runs off and tells Kris to stay where they are.

Windows and ROOTS room

If the player heads to the right after climbing up the rotating tower, they can find a door leading to a long hallway of windows. In this room lies a few NPCs, and at the end, some sacred moss, which can be eaten.

Near the far end of the room is also one unique window. This window has a distinct egg-shaped object in its windowsill instead of the normal, shaded figure. Heading upwards while standing beneath this window leads to a room with an interactable bookshelf, a prophecy-like glass tapestry showing an image of a house between two trees and the word ROOTS above it, and an Organikk NPC.

Therapy room

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The therapy room

By going through the room transition between the windows and ROOTS rooms eight times, Kris will be teleported to a hidden room. In this room is a pixelated blue Rudinn, sharing its appearance with the Flying Aces in Mancountry, and three doors on the far left. Entering the middle door leads to a pitch black area, with five different intractable objects: an NPC, two canvases, a sink, and a tree.

Interacting with the canvas in the bottom left of the area prompts the player if they want to draw on it. If the player chooses to do so, Kris will pick up a pencil and start sketching the man behind the tree. However, due to multiple reasons, the pencil gets thrown off the intended sketch in the middle of each attempt, making Kris try again and again. When Kris finally finishes, the layered sketches form a monochrome smear. A tree is painted over this smear, because it is has become the only thing in the room to look at. After finishing the painting, Kris's hand is still moving, as if it is tracing over some unrevealed shape. They then pick up an Egg from a nearby easel.

Bell room

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The bell room

This room, found by going past the "LOVE FINDS ITS WAY TO THE GIRL." prophecy tapestry, contains a bunch of upside down bells that Kris and Susie can walk on. The organ piano present on top of the East Belltower from the Dark Sanctuary can be seen in the background, also upside down. Throughout the room is multiple rotated instances of a prophecy tapestry including the caption THE GIRL and the character with the sword.

While reading the tapestries in the air, Susie runs off to the next room without Kris. Before Kris can leave the room, a Wicabel suddenly appears and rushes directly to them as an unavoidable encounter. Kris is the only party member present for this battle.

Known as "The Gallery of Ancient Faces", this room contains many NPCs observing the Dark Sanctuary Darkners that were turned to stone. While most of the stone statues are Wafers, the room also features a Balthizard, a Guei, Cuptains, a Watercooler, a Bibliox, and Starwalker if he was interacted with in Chapter 1. The prophecy tapestries of The Girl are littered throughout the room, and a fragment of the prophecy with a caption saying GALLERY is also present in the middle.

This room also contains a hostile Organikk (which comes alongside a Wicabel) and a chest with 500 D$. The Organikk is fought after interacting with a sign nearby.

Study (Cliffs)

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The area below the study

Past the Gallery, there is a room containing the prophecy tapestries "THE LAST PROPHECY. THE STORY'S END." and "TO SAVE THE WORLDS, THERE IS ONLY ONE WAY." before a silhouette of what appears to be the Old Man comes into view, who breaks the next prophecy tapestry. After chasing him briefly, the floor breaks, causing the party to fall.

At the bottom, there is a climbing segment required to get back up, as the ground crumbles beneath the party and enemies rise up from the floor. At one point, Susie needs to throw Kris higher up; in another, Kris needs to save Susie by jumping into the enemies around her.

Study

After climbing back up from the cliffs, the party encounters the Old Man's study, although abandoned and mirrored. There is a table with Rhapsotea for 99 D$ each, which Susie insists on paying despite the table being unmanned. Upon buying one, the party pays 100 D$ for it instead to avoid needing to break up change, unless they have exactly 99 D$ remaining. Rhapsotea is sold here for 25 D$ less than its sell value.

Inside the hearth of the study contains a room that gets increasingly darker the further the party ventures in. Susie notices a shrouded figure walking away and urges Kris to chase after it. After this point, the path back is blocked, forcing the party to go further inside.

Roads to other sections are fully blocked, so only the hearth area can be entered.

Ripple maze

After a point, the room transitions into a ripple maze, similar to the mazes in the Dark Sanctuary. The maze gets progressively darker until the ripples are no longer visible, at which point the duo hears some sounds. Susie follows the sounds, only to fall and then encounter the Sound of Justice enemy.

Exit

After the battle with the Sound of Justice and reuniting with Ralsei, the party finds themselves in a new room with a dead end on the left side; heading right leads to a long staircase, where Susie and Ralsei have a conversation about how Ralsei conceals certain pieces of information. In the middle of the staircase is the fire extinguisher claiming to be important, but the party is dismissive of any information it may have.

At the top of the staircase, there is a switch opening a path leading back to the Dark Fountain; before the party leaves, the fire extinguisher tells the party the code to the church hall.

This room is the same as the "dead end" room accessed by going left in the Atrium.

Trivia

  • The 2nd Sanctuary is so far the only Dark World accessible to the player immediately after creation of its Dark Fountain.

References

  1. 2nd Sanctuary - AtriumSAVE Point, Chapter 4
  2. Internally referred to as dw_churchb_worshiproom.
  3. gml_Object_obj_dw_churchb_moneyfountain_Step_0 script, lines 80–93