Contrary to speculation, **the Roaring Knight** in *Deltarune Chapter 3* **cannot be spared**. This encounter is designed as a forced battle where dealing damage is the only path to victory. Pacifist actions like ACT or mercy options are completely absent.
No dialogue choices or alternate routes exist—**the fight concludes only after Susie delivers the final blow** once the Knight’s health drops to a critical level.
Key Mechanics of the Roaring Knight Battle
The battle begins after defeating Tenna and a subsequent TV broadcast cutscene. Key features include:
- No ACT or spare mechanics—players are locked into combat.
- A traditional *Undertale*-style fight structure, but without the signature yellow “spare” prompt.
Common Misconceptions About Sparing
- Prolonged pauses in dialogue—mistaken for a pacifist trigger—are scripted moments that don’t affect the outcome.
- Susie running out of unique lines mid-fight does not unlock alternative paths.
The Knight’s health must be reduced to roughly **20%**, triggering a final attack. Surviving this allows Susie to end the battle with a decisive strike.
Combat Strategy Essentials
- Attacking is mandatory: No progress occurs without consistent damage.
- Rude Buster (Susie’s ability) is optimal—expect to use it ~15 times.
- Survival items like Revivemints are critical for endurance.
FAQ
Q: Can you spare the Roaring Knight in Deltarune Chapter 3?
No. You must deal enough damage to end the fight. There is no spare option.
Q: Is there any way to trigger an alternate ending by not attacking?
No. The fight requires damage to progress. Waiting or stalling does nothing.
Q: Do ACTs or Susie’s dialogue change the outcome?
No. Once Susie runs out of lines, nothing else happens. You still need to attack.
Q: Can you lose the fight?
Yes, it’s a tough fight if you’re not prepared. Bring plenty of Revivemints and time your dodges.
Let me know if you want a separate “how to beat” version too.