Finding the right sequences for the parental lock system in Deltarune Chapter 3 is the only way to peek behind the curtain of Tenna’s chaotic game show. After navigating the high-stakes environment of the first round and finding yourself in the green room, the progression stops being about fast reflexes and starts being about deciphering the codes Toriel once set on the Dreemurr home electronics. These puzzles gatekeep the transition from the glitz of the television world into the colder, more secretive areas of the Dark World.

The game offers multiple ways to solve these, depending on your performance in the preceding segments and which character you are currently controlling. Whether you are hacking through grass with Kris’s sword or using Susie’s raw strength to toss blocks, the codes remain consistent across all playthroughs.

Solving the first Parental Lock puzzle (Code: 213)

Upon entering the hallway blocked by the guard, you encounter a set of three monitors that hold the clues to the first door. If you attempt to punch in a random code and fail, the system activates the hint screens. The first code you need is 213.

The Susie Method

If you are proceeding through the story normally without specific secret items, you will likely be solving this as Susie. The logic requires physical manipulation of the environment on the screens. On the left monitor, you need to grab a blue block and move it across to the third monitor to trigger an orange switch. This action reveals the digit "3." To find the remaining numbers, Susie must use her weed-pulling skill to clear the greenery on the middle screen, revealing a "2," and move the remaining boxes on the left screen to uncover the "1."

The Kris Method

Players who secured an S-Rank in the first round of the game show have a distinct advantage here. With the sword equipped, Kris can simply slash through the obstacles on the screens. It eliminates the need to move blocks manually. A few quick swipes reveal all three digits almost instantly.

Why the code is 213 and not 123

Even though the numbers appear as 1, 2, and 3 across the monitors, the actual sequence is determined by the physical pathing shown on the displays. If you look closely at the monitor edges, the first monitor has two exits, the second has a specific brick-wall boundary, and the third connects in a non-linear fashion. By following the logical flow of the rooms rather than their visual placement from left to right, the sequence reorders itself to 2-1-3. Entering this into the keypad opens the first barrier.

The second Parental Lock and the sentient key (Code: 1225)

The second door introduces a more complex interaction involving six screens and a key that actively avoids the player. This door requires the code 1225.

Trapping the key

You will notice a key sitting on one of the bottom screens. As soon as your cursor or character gets close, the key flees to an adjacent monitor. To capture it, you must use the blue blocks found on the bottom-left display. The goal is to set up a perimeter that cuts off the key’s escape routes. Once you have blocked the path effectively, the key becomes trapped in a small loop, allowing you to walk into it and claim it. This key unlocks a sub-door on the monitors themselves, which then displays the jumbled numbers of the passcode.

The Holiday connection

Once the numbers are revealed, they appear scattered. To find the order, you must again look for the brick corners on the screen borders to see how the rooms fit together. The resulting code, 1225, carries significant weight in the game's lore. It mirrors 12/25 (Christmas Day), referencing the December holiday that is frequently alluded to in the Dreemurr family history. In the context of a parental lock, it makes sense that Toriel would use a date of personal importance. Entering 1225 into the terminal will unlock the path to the colder sections of the chapter.

The final bypass (Code: 000000)

There is a third instance where a parental lock might appear, often described as an "undefined" lock. This usually occurs later in the chapter or if the player has taken specific non-secret paths that bypass the earlier intensive puzzles. This code is the simplest of all: 000000.

While it lacks the complex environmental storytelling of the previous two puzzles, it acts as a final gatekeeper. If you find yourself at a door with six empty slots and no clear monitor hints nearby, entering all zeroes will typically trigger the unlock mechanism and allow you to continue toward the final confrontation of the chapter.

How S-Rank performance changes the puzzles

The difficulty of obtaining these codes is heavily influenced by how you handled Tenna’s first game show round. To get an S-Rank, you need to reach at least 1500 points. This is achieved by:

  • Collecting all four keys: Three are required, but the fourth is hidden behind a blushing cactus.
  • Quiz accuracy: Correctly answering the blue spiral enemy questions.
  • The Cooking Minigame: Stacking five or more ingredients before serving customers.

Earning that S-Rank grants you access to the S-Rank changing room in the green room. Inside, you can acquire items like the Ice Key and the sword. Having the sword is a game-changer for the parental lock puzzles because it replaces the tedious block-pushing and weed-pulling with instant screen clearing. While the codes (213 and 1225) remain the same, the time spent uncovering them is reduced by more than half.

Narrative context of the Parental Locks

These door codes are not just random numbers chosen for gameplay. In Deltarune Chapter 3, the Dark World is a manifestation of the Dreemurr household transformed by the Dark Fountain. The parental locks represent the real-world restrictions Toriel placed on the television and computer to protect Kris from inappropriate media.

The transition from the "Game Show" area (the public persona of the TV) to the "Hallway" area (the private, restricted space) signifies Kris and Susie breaking into the parts of the house that are usually off-limits. Finding the codes allows the duo to explore the deeper, more repressed memories and secrets that the Dark World has brought to life, including the hints toward the chapter’s secret boss, which is accessible only after these doors are cleared and the Ice Key is utilized in the correct location.

By keeping 213, 1225, and 000000 in mind, you can bypass the frustration of the puzzles and focus on the unfolding story between Kris, Susie, and the enigmatic Tenna.