Jump to content
Discussions

User:Cheeseskates/Sandbox-ScarletForest

From Deltarune Wiki

This page contains the notes of everything I could find in the beginning of the Scarlet Forest (my nickname). 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.

Entrance

  • Save Point: "The blocky foliage grows thick above your head... The power of the forest shines within you."
  • Portal door is repaired. Coolio.
  • Continue right: Rabbick fight (avoided by step forward then wick back, then run forward before it chases)

Next Room

  • "Dark [teamname]" forms. No evil plan yet; Will work super hard. Watch our backs and fronts.
  • Crossroads:
    • Go right: upwards is dialogue from diamond cutter to get something for Clover's birthday; supports, cute boys, and trees only interests. Getting card only conclusion.
    • Go left: no evil scheming over food. More fucking choices I have to examine
      • Make Ralsei try [food by Lancer]: Honeypot Salsa is tasty to Ralsei.
      • Decline: Susie gets blood jar, which is actually honeypot salsa. It's gross to Susie.
      • Try it: Honeypot salsa; You recover "something."

Swinging Hazard Room

  • Too easy to explain.
  • Paths:
    • Up: Treasure room with people: Treasure "Ragger"; Coat Rack: "beat the king with the scarf"; pink slime: "doesn't want to discuss anything."
    • Right: Progress: solitaire card symbols room. Click symbols once then the switcharoo.
    • Susie and Lancer escape, bringing board with them.

More Solitaire Symbol Puzzles

First Room – Going Up
    • First puzzle going up: Complete in this order: Spade -> Diamond -> Switch -> Spade -> Switch.
    • Go up: Treasure chest with "Dice Brace"
    • Bow-Bow speaks some end words word in B. Insists breaking chest.
    • O-character speaks some end words in O. Didn't agree to king slaying lightners.
First Room – Going Right to 2nd Room
  • Solution: Spade -> Switch -> Diamond -> Spade
  • Clover is fought. Win and progress.

Bake Sale

  • Save Point: "The heart of the woods, a bake sale stands quietly. The power of reoccurring bake sales shines upon you."
  • Going Up: Smith Malius; give cake to get Top Cake
    • Green Diamond Stand: Choco Diamond. 40$ Proceeds -> Rudinn Relief Funds
    • Pink Heart Stand: Hearts Donut. 40$ Proceeds -> Hathy's Health
    • Blue Spade Stand: LancerCookie. 40$ Proceeds -> kicking our ass.
      • Evil plan: split jelly donut. Even better; IN HALF!! Ralsei is made fun of for being smart.
      • The two disappear after Kris changing rooms.
  • New room crossroads:
    • Go up: caterpillar – "still eating leaves like a worm."
    • Go right: Progress; treasure chest accessed by entering dark area the enemy enters as well. Contains "40 Dark Coins"

Dancing Crosses Hazard Room + Lancer Encounter

  • Simply don't get touched. Second square crossroad
    • Go down: one more hazard to treasure chest with "ReviveMint"
      • Further Down: Secret area; avoid Rabbick; treasure chest: contains "Broken Key B"
  • Lancer being a damsel boy in distress fakefully; Moustache for disguise.
  • Asks help to create ultimate evil plan; accepted.
  • Create some "machine to thrash your own ass".
  • Was a trick to steal my MACHINE!!

rUN FROM THE bIG bIRD

  • That's it. Click the bell at the end TO DETACH ITS BEAK SOMEHOW.

Revolving Room + Next Room

  • Revolve around the center and look carefully. The darker it gets, the more you can see.
  • Skip this by going to top of room where the tree's switch is.
  • Save Point
    • Worrying to Diamond Cutter 1 Lancer friend with Lightner. King may wreck people.
    • Diamond Cutter 2 doesn't want to be forced fanning Susie forever
    • Diamond Cutter 3 realizes to be better influence for King's son because of Lacer's relationship with Susie.
  • Susie not want to become good again. More fun to be bad and gets actual respect by Lancer. Tells to move out of way not to shadow her from getting tan.
  • Lacer is asked about machine. Decides work on it last minute. Loves being bad because relaxing.
  • Susie offers Kris join bad, but Ralsei no, offer fanning, though.
  • Warns of maze getting lost when leaving room.
    • Leave room and come back: Susie & Lancer gone, Diamond Cutter 2 & 3 still fanning.
    • Diamond Cutter 2 "really got into it."
    • Diamond Cutter 3 using weighted leaf to exercise.

Maze

Set 1
  • Note: going back a room starts you from the very beginning of the maze.
  • Go down the opposite path Lancer goes. He leads you to a dead end.
    • Go left: Dancing Crosses
    • Go Right: Rabbick foe.
    • Go Left: Spinning Hazard
    • Go right: Encounter Susie.
  • Susie expected Lancer, but no. Blames us for not helping navigate. Goes to look the wrong direction.
Set 2
  • Three paths after two sets of dancing crosses. Don't follow Susie or Lancer.
    • Middle: Bloxer.
    • Right: Big Birds
    • Left: Two spinning hazards.
  • Save Point

After Maze – Thrashing Room

  • We fight the machine we created earlier. Or not, Susie and Lancer blew it up for sucky design.
  • No more plan, just rule: get in the way, feel the pain.
  • Susie makes compromise: beat her = become good guy. Lose = Us become bad guy slaves.
  • Fight: Compliment Lancer enough. They'll eventually stop for Lancer liking his enemies.
  • Susie become good again. Disbanded evil team? No. Lancer joins party. Still keeping monogrammed jackets.
  • Can only move forward now. Lancer decides not to follow party. Includes portal door but inactive.

Interlude Rooms

  • Save point disappears when going back from these rooms.
  • Lancer loves following and being with people. Minions tell him what to do, so he can now chill.
  • Ralsei offers cake to hungry Susie but makes condition to follow:no making fun of him. Susie "passes."
  • Susie & Lacer reach candy tree but can't reach last piece.
  • Lacer transforms into "stool", placing hands on ground. Susie gets candy.
  • Lacer never tasted candy, not allowed to pick on own. Susie offers it.
  • Susie changed mind and not eating it? CANDY JOINS PART- "Alright Already!!!"
  • Lancer tastes. It's like friendship, which "disintegrates teeth." Laughing time. Susie: "That's... actually bad." Thanks each other, acknowledges they are good friends.
  • Lancer likes walking with us. This because it's combo of lightners and darkners, supposed to be together.
  • Susie dispels "purpose talk", though mentions the situation is "maybe" making them happy.
  • Sees castle in distance. Get to fountain, go home.
  • Lancer asks "another way home." Susie assures "crushing them". Lancer is nervous about it and runs away. Pursuit.

Chase Lancer

  • Lots of bullets.
  • Catches up: They have been cornered by the guards. Now in prison for eternity.
  • Susie is not there. Find a way out.
    • Wall: nothing.
    • Chains: IronShackle earned.
    • Moss: HP "mossed out."
  • Talk to ralsei: "can't find anything. Don't give up, but if, I'm glad I was wi-" Susie: "Shut up, concentrating."
  • Susie "sweet-talked" guard for keys, then put guard in trash. Can't figure out puzzle.
  • Solution: Spade -> Diamond -> Swap -> Spade.
  • Susie comes to unlock cell? Kris worried? I chose "she'll be fine." Doesn't actually matter.