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Deltarune: Tenna Boss Guide – Deltia’s Gaming

Known as Tenna by most players, this TV-themed antagonist drives the conflict in Deltarune’s third chapter. Through a series of game-like encounters, he pressures fighters into challenges shaped by his insecurities. While not inherently evil, his fear of rejection motivates aggressive behavior, culminating in a dramatic showdown.

The climactic confrontation occurs when cooperative options fail. Players face a choice: engage in combat mechanics or navigate peaceful alternatives. This guide outlines effective approaches to overcoming his televised trials while preserving party health.

Victory Strategies Against the Media Manipulator

Strategic targeting during the finale (Image via Toby Fox and @Underlab/YouTube)

Optimal tactics vary based on players’ confidence in reaction-based mechanics. Those comfortable with rapid pattern recognition should prioritize mini-game engagement using accumulated TP reserves. Each successful challenge completion blocks incoming assaults while accumulating victory points.

Alternatively, declaring admiration for broadcasting medium mechanics provides safer point accumulation. Defensive strategies prove effective here – maintain health reserves through precise dodging during standard attacks. Prioritize full recovery before entering the chaotic final phase marked by randomized challenge rotation.

Phase Breakdown and Countermeasures

Minigame mechanics demonstration (Image via Toby Fox and @Underlab/YouTube)

The battle escalates upon reaching the 1000-point threshold. The antagonist unleashes rapid-fire challenges reminiscent of earlier chapter obstacles. Maintain focus during these randomized transitions – many attacks follow predictable paths once visual patterns are recognized.

During the conclusive projectile segment, exploit initial motionless moments to deliver focused strikes to the central weak point. Sustained accuracy here can shorten the conflict significantly. Skilled marksmen might even bypass later attack patterns through targeted damage output.