Route
This world is full of all kinds of people, Kris.
In the end, how we treat them makes all the difference.Ralsei, Chapter 1
Routes are specific pathways the player can take throughout Deltarune. While the game is projected to have only one ending, there are certain actions the player can perform that affect the course of each Chapter.
Each Chapter has two standard routes: a pacifist route and a violent route. These routes are distinct from one another, meaning the player can perform a pacifist route in one Chapter and a violent route on another from the same Completion FILE.

A pacifist route occurs when no Darkner enemy is defeated violently during encounters. This requires the player to use a combination of ACT, SPARE, or Pacify in each battle. Starting in Chapter 2, defeating enemies this way allows the party to recruit them to Castle Town, which unlocks more benefits. If starting from Chapter 2 or later without using a Completion FILE, the party did not defeat any enemies violently in previous Chapters, although they failed to recruit some optional enemies or NPCs (not counting Chapter 1 enemies because all of which are always recruited by default).
The following outcomes occur as a result of a pacifist route:
- Chapter 1: Card Kingdom's Darkners help the party overthrow King after the battle against him. They can stay on Card Castle's rooftop to talk to various NPCs before sealing the Dark Fountain.
- Chapter 2: recruiting everyone unlocks the Party Dojo's "Ch2 All Stars" challenge and Sweet Cap'n Cakes's Music Room. Seam also sells CD Bagel instead of Dark Candy.
- Chapter 3: recruiting Shadowguy and Pippins on a pacifist route results in Tenna being repaired in Chapter 4. If Tenna is repaired, TV Studio is accessible at the start of the Chapter.
- Chapter 4: recruiting at least one Darkner from the Dark Sanctuaries on a pacifist route results in those Darkners arriving to catch Jackenstein when he falls in the 3rd Sanctuary.
Unique to Chapter 1 is the ability to apologize to certain Darkners in Card Castle if defeated violently. This allows the player to restore their pacifist route if no other Darkners were defeated violently.

A violent route occurs when any Darkner enemy is defeated violently through the FIGHT command. Starting in Chapter 2, defeating a recruitable enemy violently causes it to become permanently LOST, even if it has already been recruited in an earlier Chapter (such as Rabbick).
The following outcomes occur as a result of a violent route:
- Chapter 1: King is put to sleep after his battle. The party is subsequently forced to flee from a horde of Darkners and seal the Dark Fountain. They are not able to return to Card Castle to say goodbye to the Darkners.
- This outcome occurs if the party has defeated any enemies with violence, or if Susie had defeated two or more enemies before rejoining the party in Card Castle.[4]
- At the start of Chapter 2, if the party was on the violent route in Chapter 1, Lancer mentions that he used his authority to pardon the party's crimes.[6]
- Chapter 4: no Darkners help Jackenstein when he falls in the 3rd Sanctuary, with it being implied that he fell to his death.
In Chapter 3, the number of encounters in which the party has defeated at least one enemy violently impacts various events in TV World:
- In Chapter 4, if any Chapter 3 enemies are LOST or the party failed to recruit both Shadowguy and Pippins,[7] Tenna remains destroyed, since no Darkners were willing to help Susie repair him.
- If the party has defeated at least one enemy violently in 3 or more encounters:
- In the Goulden Sam room, the Pippins imprisoned in the Goulden Sam who sells TV Dinners for Dark Dollars comments that the party are criminals wanted for violence before offering to sell them TV Dinners.[8][9]
- When Tenna commands his employees to capture the Lightners, Tenna specifically observes that the employees do not want to fight the party due to being scared, and the employees have a scared expression rather than a joyous one.[10][11]
- If the party has defeated at least one enemy violently in 5 or more encounters:
- In the second quiz room, when asked to make the moral choice between "LOVE" and "HATE", "HATE" is automatically selected, with the game telling the player that they have already chosen.[12][13]
- The crowd stops appearing in most cases.[14]
- At the Concert SAVE Point, if the Shadowguys are absent (either due to being LOST or their contracts being intact), the absence of the performers and crowd is explicitly noted in the SAVE Point text.[15][16]
- In the third Stealth Zone, the section functions like a normal Stealth Zone without any stationary spotlights, and Darkners no longer join the party.[17]
Specific outcomes can occur if certain battles are ended violently.
- Chapter 2: If Berdly is defeated violently in any of his battles, or Queen is defeated violently, during the Queen battle Berdly removes the plug from his face himself, injuring his arm in the process. If he does so, in the Light World, he comments that he cannot move his arm, with Noelle dismissing it as having fallen asleep.[18]
Specific outcomes can occur if certain Darkners are recruited (regardless of whether on a pacifist or violent route).
- Chapter 2: The Darkners recruited in the Cyber World help the party fight against GIGA Queen by contributing to the Thrash Machine's HP.
- Chapter 3: Recruiting Shadowguy, Pippins, and Zapper makes the Mike impersonators accessible in Chapter 4.
Specific outcomes can occur if certain Darkners are not recruited (regardless of whether on a pacifist or violent route).
- Chapter 2:
- When returning to Castle Town, if no Darkners are recruited in the Cyber World (which requires some enemies to have been defeated violently), Queen notices that only she and Trashy are around.
- The Party Dojo challenge Tasque Manager Says becomes inaccessible if Tasque Manager is not recruited, which is only possible if she is defeated violently.
- The Party Dojo challenge Ch2 All-Stars becomes inaccessible if any of Werewire, Poppup, Ambyu-Lance, Virovirokun, Tasque, Maus, Swatchling or Werewerewire are not recruited.
Progression along the standard routes, starting in Chapter 2, is tracked in different ways.
The player can check which route they are on by interacting with an NPC or sign near the final area of each Dark World. Each object yields a different response depending on whether the player is on a pacifist or violent route.
| Object/NPC | Full recruits (pacifist) | Missing recruits (pacifist) | Violent |
|---|---|---|---|
Trashy (Queen's Mansion) |
N/A |
|
N/A |
Clipboard (Green Room) (map link) |
Looks like you've recruited everyone. | Looks like you haven't recruited all of them yet. |
|
Judgment bell (3rd Sanctuary) (map link) |
|
|
(... but the bell rung hollow.) |
| Green
(Green's Shop) |
(It's a Guest List... it seems like everyone's invited, including you.) | (It's a Guest List... it seems like everyone's invited, including you.)
|
(It's the guest list. It looks like it lists your friends, but...)
(Some guests are crossed out.) |
A sleepy blue Rudinn in Castle Town gives a comment depends on which standard route the player chooses.[19][20]
| Condition | Rudinn's comment |
|---|---|
| Full recruits Chapter 4 |
|
| Full recruits Chapter 5 |
|
| Do not use Completion FILE |
|
| Otherwise |
|
Some Chapters have unique alternate routes that are separate from the standard routes. These routes can diverge from the main story and often require the player to perform specific actions.

The Weird Route is an alternate route centered around pressuring Kris and Noelle, with exclusive atypical gameplay elements and effects than the standard route. It begins in Chapter 2, and results in many Cyber World Darkners becoming Frozen, as well as altered dialogue and unique cutscenes. The aftermath choices from Chapter 2 is revealed in later Chapters via Completion FILEs that have completed Weird Route.

The Sword Route is initiated and completed in Chapter 3. It consists of Kris gaining access to the Green Room's backstage area and playing the Original Game in between rounds of TV Time. Completion of this route grants Kris the Shadow Mantle.
| Game edition | Version tag | Changes |
|---|---|---|
| Chapter 1&2 Demo | v1.07 | Lancer pardons the party's crimes in Chapter 2 if they defeated Card Kingdom's Darkners via FIGHTing. |
| Deltarune Chapter 1 | v1.36 | Fixed a bug where enemies were not properly tracked if they were defeated by Susie before she rejoins the party in Card Castle.[21] It has been a bug since the 2018 Chapter 1 Demo, where it was possible to get the pacifist ending even if Susie defeated enemies with violence.[22] |
- 1 2 gml_GlobalScript_scr_text script, lines 2522–2528, Chapter 1
- 1 2 gml_Object_obj_npc_room_Other_10 script, lines 647–653, Chapter 1
- ↑ gml_GlobalScript_scr_monsterdefeat script, lines 14–15, Chapter 1
- 1 2 3 gml_Object_obj_kingcutscene_Create_0 script, line 13, Chapter 1
- ↑ gml_GlobalScript_scr_monsterdefeat script, lines 20–21, Chapter 1
- ↑
Don't worry, Susie!
— Lancer, Chapter 2
Pop-pop got trapped in a hamster cage, making me Prince King.
And with my new dad-like powers, I declared you forgiven! - ↑ gml_GlobalScript_scr_tenna_alt_plot script, Chapter 4
- ↑ gml_GlobalScript_scr_text script, lines 8669–8679, Chapter 3
- ↑
You're the jerk wanted for violence, right?
— Pippins, Goulden Sam room, Chapter 3
... heh, I can't believe I'm dealing with a criminal.
How about it? Want to buy a TV Dinner? - ↑ gml_Object_obj_room_teevie_large_02_Step_0 script, lines 93–117, Chapter 3
- ↑
What do you MEAN you're scared to fight them!?
— Tenna, Chapter 3 - ↑ gml_GlobalScript_scr_text script, lines 7756–7767, Chapter 3
- ↑
(It's a moral choice...)
— Goulden and Suilver Sam room, Chapter 3
(... and it seems you've already chosen.) - ↑ gml_Object_obj_dw_teevie_cameras_Create_0 script, lines 38–50, Chapter 3
- ↑ gml_object_obj_savepoint_other_10 script, lines 157–162, Chapter 3
- ↑
(It's a concert, but no one has shown up.)
— TV World - Concert SAVE Point, Chapter 3
(You question if a concert can be a concert if no one is there.) - ↑ gml_Object_obj_dw_teevie_stealth_d_Step_0 script, lines 86–108, Chapter 3
- ↑
Berdly: H... huh? That's funny, my right arm... won't move.
— Berdly and Noelle, Chapter 2
Noelle: O-oh...? It must have fallen asleep. - ↑ gml_Object_obj_npc_room_Other_10 script, lines 1510–1534, Chapter 4
- ↑ gml_Object_obj_npc_room_Other_10 script, lines 81–115, Chapter 5
- ↑ gml_Object_obj_heroparent_Alarm_1 script, line 30, Chapter 1
- ↑ Line was originally
with (global.chartarget[myself])