Deltarune Lancer Puzzle Guide & Solution (Chapter 3)

Deltarune Lancer Puzzle Guide & Solution (Chapter 3)

Written by Aarav Agarwal

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You need to solve the Lancer controller puzzle before fighting Tenna, or the machines powering it will shut off. The puzzle involves digging with Lancer, moving a blue box with Susie, and then finishing it off in the “Nowhere” area using Kris.

Here’s how to do the puzzle. Note that we’ve also put a [beautifully drawn] solution image towards the bottom of the Phase 1 section.

Finding the Puzzle Room

Get the Lancer Controller

Use the fire door to teleport to the entrance of Tele World. From there, look for the room with a big TV screen where Lancer is goofing off. Pick up the Lancer joystick.

Reach the Puzzle

From Lancer's screen room, go right and follow the path down and right until you pass two sets of ground spikes. Keep going until you find a puzzle room that looks like an X-O grid with two squares to interact with.

Solving the Puzzle (Phase 1)

Step 1: Dig the X Spots

Use the Lancer controller to dig up all the red/brown Xs in the puzzle area. These are the spots that matter.

Step 2: Move the Blue Box

Have Susie use her throw to toss the blue block across the river to the right side, between two little trees. This is critical. If you mess this up, just reset the room.

Step 3: Finish With a Kris Box

Turn Kris into a box (same way you do in other puzzles) and fill one of the puzzle spots.

Once the puzzle is solved, the portal to the next step activates.

Puzzle Solution

Continue to Nowhere

Go to Nowhere

Head to the Green Room fire door. Go down and right repeatedly until you find a dimly lit room with a chest. Get caught on purpose. When you’re given dialogue options, pick “Cheater” then “Nowhere.”

This puts you in the Nowhere zone where the second half of the puzzle plays out.

Solving the Puzzle (Phase 2)

Once in Nowhere, walk to the top edge of the screen. You should see the blue box you threw earlier.

Push the blue box to the right to line it up. Be careful not to push it left, or you’ll have to backtrack and redo the whole setup.

Once it’s in place, you’ll finish the puzzle and earn a Trip Ticket.

This is needed for the secret boss route and to access extra content in later parts of the chapter.

Important Notes

  • If you beat Tenna before solving this, the consoles powering the puzzle shut off.

  • You can leave and come back via the fire door system.

  • Getting the Shadow Mantle early might deactivate the puzzle entirely.

Final Blurb

This puzzle is way more confusing than it looks, mostly because it’s spread across two rooms, two controller mechanics, and one blue box with trust issues.

If you follow the steps above in order before the Tenna fight, you’re good. Miss the timing, and you’re reloading a save or crying into your Trip Ticket.

FAQ

Q: Where do I find the Lancer joystick?

In the TV room near the start of Tele World, Lancer is playing a game. Interact with the screen to get it.

Q: What if I already beat Tenna?

You might be locked out. If the TV screen is turned off, the puzzle cannot be completed.

Q: What does the Trip Ticket do?

It opens a route needed for the secret boss and lets you backtrack to optional areas.

Q: What happens if I mess up the blue box throw?

Reset the puzzle room and throw it again. Make sure it lands to the right of the river, between the trees.

Q: How do I get to Nowhere again?

Get caught in the chest room near the Green Room door, then choose “Cheater” and “Nowhere” when prompted.


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