CHAPTER [[GARY]] : STAY UP LATE
SCRIPT


You wanna know how it all goes down? Well, you're in the right place. This is the ENTIRETY of my Deltarune Au written down; a script of each route, each interaction, each fight, every little thing all put together into one big package, all organized with a neat table of contents.
I wrote this down so I could keep my timeline straight and iron out any plot holes and continuity errors. Plus for y’alls reading pleasure.


BEFORE THE STORY

After defeating Gary and the reset of the timeline, the Player is left to continue the game, assuming that everything has been returned to its original plan. With either the NewsBreaker or the WingAxe in their inventory somehow, the Player movies forward to load up Deltarune Chapter 3 - Late Night.

LATE NIGHT

“Late Night” shows itself to be mostly in order; Tenna interrupting the Fun Gang to play his games, the occasional escapade between boards and physical challenges to uncover lore. Soon enough, they realized there’s more than what was previously planned for them.

MEET LIL' TELLY

During their first break in the Green Room, Susie spots someone hiding behind one of the TVs. Assuming it to be Lancer playing around, she grabs at him to pull him out of hiding. To her shock, it’s not Lancer. A small kid kicks and squirms in her arms, eventually breaking free to look at the trio; it’s a TV like Tenna, but much smaller, her pink head with an empty screen. The party asks her who she is, but there’s no response. As Susie tries to play with the buttons on her frame, she assumes this TV is broken and cannot show any images or make a sound. The little TV gestures angrily at them, but none of them can decipher what she’s saying. Susie eventually decides to name her Lil’ Telly before letting her go, at which the TV scurries off to hide somewhere else.

As the party ventures into the studio, they can sometimes spot Lil’ Telly following behind, travelling through vents and the lighting grid of the studio. Depending on the party’s behaviour, Telly will respond accordingly; if she sees them mostly winning fights by FIGHTing, she’ll keep hiding while watching them from afar. If she sees them winning fights mostly through ACTing and sparing, she’ll come out of hiding to sometimes play pranks or scare Kris and the gang in light banter. When visiting Tenna after the first round, Susie will ask him about Lil’ Telly. Tenna will exclaim that he has no idea how she got here, but joke how he feels offended that Kris’ family would bring another TV into the house without telling him, one that doesn’t even work, no less. If the Player gets Telly to stick around them, Tenna will be bewildered, questioning Susie and the gang on how they got her to follow them so easily, how he’d been trying to get Telly to do the same for weeks with no avail. He’ll also offer to “turn on captions” so that the party can understand what Telly is signing to them.

Asking other Darkners around the studio will prompt a multitude of responses from them about Telly; how they believe Toriel brought her home one day, an old TV from one of her students who was moving away. It was meant to be for Kris’ bedroom to keep them company while Asriel was away for college, but Toriel never got her to work, and she’s been stashed behind the couch ever since. Others will rant about how she used to scare everyone around the studio while her identity remained a secret, sending Darkners screaming as they thought she was a ghost of some sort, all mute and lifeless. They also explain how Tenna immediately grew a liking to her since everyone else had left him, how he’d spent weeks trying to get her to like him too. He’d tried everything he knew Kris once liked; cooking shows, games, rock concerts. However, nothing stuck as she was too scared of the loud noises and would find it hard to interact with games. Or perhaps, Tenna himself was too much, too loud.

Regardless, the Fun Gang is led to the next round, where things get progressively out of control as Tenna wants to keep them around for longer. As they visit him in the games room, they find Telly there too, waiting for Tenna to stop talking with his team, though as Susie and the others come in to talk to him, Lil’ Telly sneaks off, with Tenna noticing her absence. After getting away from Tenna and exploring the wider TV World, the Player is able to find a secluded room. There, they find a small bedroom with Telly inside; a makeshift bedroom for the child dropped onto this Dark World. She sits on top of her furniture, facing an empty bed separated from her bedroom. Upon interaction, she’ll sign again, the Player and party now able to understand what she’s saying. She won’t say much besides how she liked the name Susie gave her, how “everyone names her eventually”. She’ll ask Kris if they intend to “keep playing” referring to Tenna’s games, with a reply pending what the Player picks as an answer. If they answer “Yes”, then Telly will wish them a good time. If they answer “No”, then she’ll wish them good luck. This is the last time the player will see Lil’ Telly during the “Late Night” chapter, as she’s not a recruitable character.

After defeating Tenna and recruiting him to CastleTown, Tenna will mention how Lil’ Telly didn’t come along, that she must still be at the Dreemur residence. If not taken to another place, Tenna will ask Kris and their friends to please find Lil’ Telly and bring her to CastleTown. He’ll comment about how he should’ve kept a closer eye on her, how despite all his games and shows, he wasn’t able to be any better than Kris’ parents. Returning to Kris’ place and looking behind the couch, where Telly was mentioned to be, Kris and Susie will find an odd trail that’ll lead them into the outskirts of the town and into an abandoned house consumed by the surrounding vegetation. Busting the door open, Kris and Susie would find another Dark Fountain inside. Susie wonders how Ralsei could’ve missed this Dark Fountain, Kris looking visibly confused at its existence as well. Without much option, and hoping they’ll find Lil’ Telly inside, they jump in.

STAY UP LATE

Kris and Susie fall into a Dark World covered in soft pink clouds and sparkling stars amidst the dark sky. Bubbly catchy tunes play somewhere far away and little friendly creatures crawl about. Gone was the goofy shine of the TV World, but also far from the overgrown ruins they’d entered. Something was wrong. As they wait for Ralsei to catch up with them, the two Lightners venture into the cloud fields, looking for Lil’ Telly… another Dark Fountain to close, apparently.

The Lightners are quickly attacked by spindly plant creatures that contrast with the soft pastel world. With other Darkners running from them, they’re presumed invading enemies of this Dark World. Kris and Susie fight them off for a while, defending other Darkners until Ralsei arrives and joins the party. After swarms of smaller enemies, a bigger monster appears in their path. This would be the chapter’s opening mini boss. After defeating it, the party is cheered by rescued Darkners and taken further into the village.

MEET BECKY

As they arrive at the cloud kingdom, they’re greeted into Lunaland; a magical place fit for a late night anime for the girly girls. Off in the distance they can make out someone blasting through plant monsters, sending them flying off with pink blast beams and sparkling explosions galore. When the dust clouds clear, the gameplay would switch to a video resembling an anime opening, introducing the Player and party to Becky and an updated version of Lil’ Telly, her screen now fully functional and her antennae long and wavy. At the end of it, they’d both jump at the new people in their little cloud land, taking them for enemies at first. Telly, recognizing them from Tenna’s Dark World, would be the first to greet and introduce them to Lunaland, a Dark World of her very own that she rules over alongside her friend Becky.

The two pink children get interrupted as the leader of the strange monsters shows up; an alien Darkner proclaims herself Lady Ovnee, queen of the plant aliens, and here to take LunaLand for herself. Becky joins the Fun Gang and they all fight Lady Ovnee together, being the chapter’s opening bossfight. After defeating Lady Ovnee, she flies away with her retreating aliens, cursing “those damned magical girls” and swearing to return someday. As she’s leaving, Rouxls leaves the player’s inventory to go after her, seeing her as another boss to follow.

After kicking Lady Ovnee out of the village, Becky invites Kris and their gang to hang out for a while. She explains how the evil alien tyrant could return anytime now with a new plan, but she also doesn’t take her too seriously. Plus, it’s been a while since she’s had other “people over to play”, how it’s been mostly her and Lil’ Telly. As they go further into the village, Ralsei suggests this to be a great way to go about looking for the Dark Fountain that is causing this whole world, being worried over the fact that, yet again, he cannot feel the presence of one. The party talk amongst themselves over how they somewhat remember the antics of what happened with Spamton - or Gary. They remember taking Spamton after his NEO bossfight and closing Cyber City’s Dark Fountain, but at the same time, remember the whole detour to NEO City and what happened there. Memory dialogue would differ depending on what route the player picked previously.

REWIND 1

LunaLand has two shops the player can access at all times: Pauletta’s Place and Lady Ovnee’s Hideout.

Pauletta’s Place is a small café-like shop owned by one of Becky’s childhood toys; a kids make-up kit. Pauletta mostly sells consumable items themed after anime food tropes and kid snacks; though if the player exhausts the consumable items menu, Pauletta will display some weapons and armors for sale. Talking with Pauletta will reveal story tidbits of Becky and her loyal friend Lil’ Telly; how the two have been friends since they can remember, but how Telly seems to be the one that is holding the Dark World together as its main leader. When asked about Lady Ovnee, Pauletta will talk about how she’s been popping up more often, calling her a “tough weed to pull out”. She respects Becky’s wishes to never do harm even to their enemies, but she wishes they could at least throw her in a pretty pink jail to keep her from causing anymore troubles. Pauletta will also joke about how “her kind” seems to always be put in charge of cafés.

Lady Ovnee’s Hideout is a small area not too far away from LunaLand in a comically badly hidden base of operations. Ovnee herself will greet - or more threaten - the Fun Gang as they enter her shop for the first time. She’ll begrudgingly admit how she has to fund her evil plans somehow, so a little shop is all she can afford right now. Lady Ovnee’s shop sells mostly armor and weapons, also giving the player some information about herself and LunaLand. She’ll insist how she’d found the place abandoned and had planned to grow her own home there, her plans thrown off as Becky and Telly suddenly appeared and refurbished the place. She’s been trying to reconquer the place ever since. It’s hinted that the Fun Gang doesn’t really believe in her story. While inside the shop, the player can notice Rouxls sneaking around behind Lady Ovnee, as it seems he’s found her hiding place and prepares to become her righthand man.

Following Becky’s invitation, Susie suggests they head over to Becky and Telly’s place, Ralsei also reasoning that they would know where the Dark Fountain was located. While traversing LunaLand, there’ll be various small encounters with both LunaLand inhabitants and more of Lady Ovnee’s minions. They will cause small battles and puzzles the Fun Gang need to solve to get through LunaLand.

As the party reaches the center of the village, their quest is interrupted as the sky darkens, a red hue washing away all the rainbows as a storm engulfs the horizon. Sensing an approaching threat, the Fun Gang climb up one of the cloudy cliffs of LunaLand to get a better look at the upcoming storm. However, as they reach the top, their efforts are cut short as the world is frozen in place; a giant PAUSE menu overlays the screen, as time is rewinded. Our heroes wake up at the gates of LunaLand, are reintroduced to Becky and Telly, who don’t seem to be aware of the rewind.