Ch2 All Stars Kris-Only Challenge Run Guide
In Deltarune Chapter 2’s Switch version, there’s this glitch you can perform to get to Castle Town without Susie or Ralsei. This allows you to get multiple Jevil’s items for Chapter 3, which is why I first did the glitch, but by now I’m much more fascinated by the Party Dojo, which you can now do with just Kris. The first, third, and fourth don’t become anything too special, and the second is completely unchanged. The fifth, however, is something truly hellish!
Ch2 All Stars Kris-Only; it’s like a miniature boss-rush! Here is my guide on what you need to do to get started on the challenge.
To begin, you need to set up the glitch. Simply go to Toriel’s home and through the ending sequence until you have to wash your hands, then go to the home menu and resume the game, after which you will be able to go back into the house and the town, except without Susie (warning: in this state some events will crash the game, so go straight back to Castle Town). Then, go to Castle Town and begin your preparations. If Susie had the Jevilstail, you can now grab a second one in Castle Town, but it’s really not necessary for this challenge.
Now, it is time to strategize. The difficulty of this challenge comes almost entirely from the grueling challenge that the double Werewerewire encounter at the end of Ch2 All Stars is. You need to prepare for this encounter first and foremost. You can either take care of them by attacking (with only Kris) or the “BeCold” act. The latter gives that Werewerewire 12% mercy, meaning you will have to repeat it nine times before sparing that enemy; a 10-turn total process you will have to do twice. Meanwhile, even with some offensive investment (ATK 19; Mecha Saber, Frayed Bowtie, Royal Pin), I could only get Kris’ attacks to do ~6.5% (best non-crit) or ~8% (critical hit) of Werewerewire’s HP. This amounts to a 13-turn total process, of which 10 or 11 must be critical hits and the rest of which can’t be much worse. For that reason, I highly recommend sparing the Werewerewires and the rest of this guide will assume that is your preferred strategy.
Next, time for gear. In this battle with only Kris, there is literally no method to use your acquired TP, so disregard all effects involving TP, along with anything involving magic since this is Kris. Since you will be sparing the Werewerewires, defense is a higher priority than attack and thus the stat you will want to maximize. I recommend the BounceBlade for this reason. then the Dealmaker if you have it. If not, two ChainMail/RoyalPin will suffice, for a total of +2 ATK and +7DEF. For your items, use the SpinCake (+140 HP); you will be able to get another one for Chapter 3 by simply talking to the Top Chef after the battle. Also use the Light Candy (+120HP) if you have it to spare. The best renewable healing item from Chapter 2 to supplement these is the Butler Juice (+100HP), though it might be worth it to have one DD-Burger as well. If you don’t have enough Butler Juice to take up the rest of your inventory, I recommend filling the rest of your inventory with a mix of DD-Burgers and CD Bagels from Seam.
Now you can start the battle, but you’ll want to make sure you can get to the double Werewerewire encounter as quickly and consistently as possible, so it’s time to cover the optimal strategies for defeating every enemy in the first four waves (assuming you have the aforementioned gear for fight options; any higher attack will make fighting ever-so-slightly easier).
Wave 1: Two Werewires. Each one can be spared by jiggling twice, then sparing, taking 3 turns. Each can also be defeated by attacking them and getting two critical hits, though if you miss one you can easily take them out in the third turn. Fight the Werewires.
Wave 2: Poppup, Ambulance, Virovirokun. Poppup can be spared in two turns by blocking, then sparing. However, it can also be one-shot by a critical hit, making fighting better. Virovirokun can also be spared in two turns by TakeCare, then sparing. It can be taken out with fighting in two turns, but that requires good timing, sparing is preferred. Ambulance actually has no acts you can use without other party members, so to spare it you must use the spare action six times; the first five of which making its name finally yellow. Attacking it, meanwhile, takes three turns as long as you get one or two critical hits. For your sanity, please attack Ambulance.
Wave 3: Two Tasques and one Mauz. Sparing Mauz takes two turns (Catch1, Spare) assuming you do not fail the act, but can also be taken out in one attack if you get a critical hit and two normal attacks will take it out. Therefore, fight it. Sparing Tasque also takes two turns (Pet, Spare) and no action commands. Fighting can also take Tasque out in two hits, but only if both are critical hits. Since it is more reliable, spare Tasque.
Wave 4: Three Swatchlings. The length to spare these is up to RNG. Keep in mind that you do not have the half-warm or half-cold acts, so any orange/green Swatchlings cannot go straight to yellow. In ideal circumstances, it will take five turns to spare the Swatchlings (Warmify/Coldify x2, Spare x3) though unfavorable luck can extend it a little more. However, attacking them is worse, as even a critical hit does less than half their HP. Each Swatchling therefore takes three attacks, for a total of nine turns. Spare the Swatchlings.
To review: FIGHT Werewire, Poppup, Ambulance, and Mauz. SPARE Virovirokun, Tasque, and the Swatchlings. Ideally this will take 20 turns, though mistimed attacks can extend this another 5 turns, and bad Swatchling luck can extend this another 2. You also will likely need to heal once or twice, making it reasonable to take up to 29 turns before getting to the Werewerewires.
Now, speaking of healing, once you have spared two of the Swatchlings, take some time to heal before sparing the last one. When you spare it the Werewerewires will appear and all hell will break loose. This moment is why I personally recommend having one DD-Burger. All your inventory space against the Werewerewires is valuable, and though it takes two turns, the DD-Burger(+130 total) is the most healing you can get in one inventory slot here, exempting the Spin/Top Cake. Since a single Swatchling’s attacks are not extraordinarily difficult, it is fine to take multiple turns to heal. Once you have healed, spare the Swatchling and release the Werewerewires.
Wave 5: Spare the Werewerewires for reasons shown above. You will want to put all your effort into sparing one Werewerewire before starting on the second since their combined attacks are chaotic and unpredictable. Then, when you finally spare the first Werewerewire, make sure to stay careful. Even one opponent can quickly take out Kris, especially if you have used all your items. Speaking of which, do not forget to heal whenever needed in this battle. The Werewerewires can take down Kris’ health bar in a flash and you will likely need all the healing you brought. Consider any time that both Werewerewires use their horizontal/vertical wire attack a lucky break; it is significantly easier than everything else in the battle, including the one Werewerewire version of the same attack.
That is all the help I can give you in this challenge. Anyone who wants to try it, feel free! Just remember that the glitch that allows this challenge is only possible on the Nintendo Switch version of Deltarune. Have a good day!