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User:Cheeseskates/Sandbox-CardCastle

From Deltarune Wiki

This page contains the notes of everything I could find in the beginning of the Card Castle. The wiki notes only relevant details to a page and will have a difficult time integrating every bit of information in a meaningful way. Therefore, I feel this page is important, for me at least.

Susie's Escape

  • Directions to go:
    • Go Left: Dead end. Forced right.
  • Puzzle issue. Lancer seems to be mischievous, against Susie's feelings.
  • Lancer was betrayer whole time. Hurt Susie.
  • Lancer attempts to explain, but Susie is fine with it, "actually. Who would want her as a friend anyway"
  • Susie tells Lacer "get out of the way." Lacer opposes. Susie attacks him.
  • Lancer eventually doesn't fight back, making Susie "miss" from emotion.
  • Lancer explains: they let out, his dad dies. At least in prison, no one is hurt.
  • Susie compromises: won't kill, talk out poeacefully. They're a team, so they can't be stopped.
  • Lancer plans to ripen up dad. Asks if still friend. Susie says yes.

Prison Floor B1

  • "So that's why, okay Kris?" – Ralsei being cryptic.
  • Susie unlocks cell. They move out.
    • Interact moss: Susie upset no moss for her.
  • Two paths:
    • Left: Dialogue; glad Susie solved puzzle out of real motivation to save us, tsundere-type attitude; Floating eyes imprisoned as well; Guard loves the trash and apologises for earlier, will invite guard's friends; Ralsei fondly remembers then frustrated Susie.
    • Right: Progress
  • Save Point
Right Room
  • More prisoners:
    • Three Kings: Begs be freed – imprisoned since Knight.
    • Tutorial Man: Arrested for word-search puzzle-making without license.
    • Diamond Cutter ?: Locked up for not fighting lighteners since they're nicer than king.
    • Various animals: once individual in cages, now grouped and squished.
    • Cage 1: "no one talks to me."
    • Cage 2: "Are you enjoying the show?"
    • Cage 3: "I'm Goulden Sam."
    • Cage 4: "It's tough being the fourth cage."

Elevator Interlude

  • Susie asks if party hurts the king. Tries excuse but goes into "want to as well."
  • Ralsei encourages "ACTing", and will teach Susie. Susie accepts.
  • Susie asks if making cakes. Ralsei reminds condition. Susie reluctantly accepts.
  • Elevator stops. Ralsei leaves.
  • Susie tells Kris: "I'll listen if we want to be effective/get out, but not for anything STUPID."
  • Susie joins the party for real.

?????? (???)

Initial Encounter
  • Long staircase down to cage.
  • Crazy fuck is "free" when in cage. Locked up for "playing a game" by the "kings". Asks to play game. Same result.
    • Decline: "already playing" ???
    • Play: Playing: find the key, shopkeeper hint.
Old Shopkeeper 1st Encounter
  • Strange Prisoner: Weary "not talking about HIM."; Concludes imprisoned guy (IG) is troublesome left alone, so heroes should "deal with him now" for some chaos (meaninglessness justifies to the old cat) "walk where the stars don't shine." hint. *gives Broken Key A*
2nd Encounter
  • Crazy guy loves key. Open door; enter.
  • Guy plays game; HP 0 = lose.
  • FIGHT or PACIFY Jevil.
    • After Pacify:
      • Jevil exhausted. Will nap for 100 years now.
      • Party can't have "pleasant dream"; Nightmare to awaken in hearts from shadow of Knight's hand.
      • Can lightners stop it? A mischief-mischief, a chaos-chaos.
      • Within "your little cell", take this and do your strongest.
      • Obtain Jevilstail
    • After FIGHT:
      • What Fun! You're Fast & Strong, but there are yet Faster & Stronger.
      • Hand of Knight is drifting forward. Soon, "Queen" returns. Hell's roar will bubble from depths.
      • Can lightners stop it? A mischief-mischief, a chaos-chaos.
      • Within "your little cell", take this and do your strongest.
      • Obtain Devilsknife
  • Whatever outcome, the party leaves his world which disappears from existence.
  • When the room is re-entered, "The Circus" no longer plays, replaced by echoing footsteps.
Old Shopkeeper 2nd Encounter
  • About Jevil:
    • Jevil once court jester, Seam the court magician.
    • Perhaps & Perhaps not friend, Matches each other in games used to play.
    • Jevil met "strange someone" and changed. Started saying things that didn't but also did make sense.
    • Jevil began seeing the world as a game with everyone as participants. As the court mage and companion, Seam locked Jevil away or "us away" to Jevil.
    • Since then, strange words stuck in Seam's cotton and made him view the world darker, yet darker.
    • Reflecting on old memories, Seam misses playing with Jevil. Wonders if not asked to lock up Jevil, would have had more purpose in Seam's life.
  • We Won:
    • You won?! Party may be truly "heroes" after all.
    • Jevil was just a taster to the true difficulty to come.
    • One day soon, heroes will realize futility of their actions.
    • At that time, come back to shop for tea and toast "to the end of the world."

Floor 1F

Room 1

  • Rudinn Ranger runs about.
  • Two paths:
    • Up: Elevator; locked on top floor, needs ride down to access.
    • Left: Two more paths
      • Down: Path to Thrashing Room
      • Up: Two more paths
        • Left: Rudinn's Room: legit treasure and family photograph; Diamond Cutter 1; sold beds, back hurts, life never better. Diamond Cutter 2; tamed beast (Susie), grateful. True heroes, including you "talking beast."
        • Up: Progress

Room 2

  • Spinning hazards. Three paths:
    • Up: blocked by spikes. Solved by going right
    • Down: Treasure with "Clubs Sandwich"; Castle bathroom "royal flush" occupied.
    • Right: Glitter in distance; was a trap.
  • Rouxls Kaard debuts. Presents "strongest puzzle of thou's life"
  • Solution: kick box onto pressure plate. "... God Dammit!"
  • Proceed upward.

Room 3

  • Two paths:
    • Right: bedroom with Hathies
      • Hathy 1: Sold gems for beds; well slept.
      • Hathy 2: Forives sins and smiles nicely; Kris does the same.
      • Inspect bed: rest? no. Not my bed.
      • Inspect all beds: rank upgraded to "bed inspector."
    • Left: Progress

Room 4

  • Dancing crosses; buttons spawn chest down. Two paths:
  • Down: Progress; No chest unless buttons are pressed and squash sound is heard. Contains "ReviveMint"
    • Enter clover door: Diamond Cutter first party member and manages music; Hathy manages cake but got lost. That's the risk; Clover; random bullcrap; three-person bed and party trees.
  • Right: Another "life puzzle". Solution: Kick box to pressure plate twice.

Room 5 + Kaard Shop

  • Save Point
  • Four paths:
    • Spade door: Lancer's room: has salsa, a digging utility, a hole, a recreational hole, and 20 useless rupys; also a bed and four buttons that seems to do nothing.
    • Elevator: Takes down to Floor F1 and is now ridable back up.
    • Stairs Door: Progress
  • Cunt Man comes back with K. Round. Fight and win. Same boasting and retreat.
Kaard Shop
  • "Welcome to my shop, you ungrateful worms!" or after beating K. Round no.2, "Welcome, welcome, my Heroick Comrades!"
  • Buy:
  • Talk:
    • About yourself: Duke of Puzzles; Hobbies: caligraphy, lawkeeping, bugkeeping, cages, long walks in dungeon. Wonders if I am admirer.
    • Why sell to us: Army of funds to destroy the party, amusing.
    • The King: Cruel, but hired me, so brilliant.
    • The King's Son: Son more troublesome, called "lesser Dad", no relationship, no MP3s please would rather die, and "how is he, anyhow".
  • "See thou in the dungeon, worms!" / "Come by any time, my good worms

Throne

Before Battle
  • Expected royalty, but ruined from some conflict.
  • Lancer talks to father, expectedly perplexed.
  • Father says to son that son is fooled by sentimentality for purpose of destroying fountain.
  • Father threatens to drop son to make lightners kneel. About to attack until Lancer goes from behind.
  • Who is this king? Hero to people, Enemy to protagonists. Therefore, he's gonna get beat.
After Battle
  • Pacifist Throughout PLaythrough
    • He tries to kill us for the "Strange Knight" but eventually gives in. He tricks protagonists to get heal, then sneak attack.
    • Kris saves Susie but is knocked back. Questioned by king what his plan is, because quiet people piss him off.
    • Sneak attack by Susie. Generic "friend" dialogue. SAAANS???!!!!!
    • Oh no, just Pacify, even though King is not tired (sleeps no matter what). Talk on "sometimes you have to fight, but be careful you don't hurt the wrong person."
    • Lancer warns of people breaking through throne door to get party.
    • Goodbyes? Yes. Badbye-byes.
    • Ralsei is a goat, sweet. Goodbyes, now.
  • FIGHT Throughout Playthrough
    • Realizes party much stronger than envisioned.

Weapon/Armour Comments

This section assumes you have all the equipable items in the game. When equipping a weapon or armour to a character, they will have dialogue at the bottom of the screen.

For Ralsei
For Susie