DELTARUNE Chapter 3 and Chapter 4 Ending Guide – Walkthrough
Toby Fox’s Deltarune continues to deepen its narrative and player-driven choices with Chapters 3 and 4. Depending on how you play—especially your actions toward certain characters—the story can take drastically different turns.
Let’s explore all known routes and DELTARUNE Chapter 3 and Chapter 4 Ending Guide – Walkthrough from the latest chapters, including how they unfold and what choices influence them.
DELTARUNE Chapter 3 and Chapter 4 Ending Guide – Walkthrough
Chapter 3 Endings Explained
Normal Route (Default Playthrough)
If you play passively—avoiding any harsh or manipulative actions—you’ll find yourself on the standard Chapter 3 route:
The Dark World forms inside Toriel’s living room.
Kris, Susie, and Ralsei participate in a twisted game show hosted by Tenna, a sentient TV.
The trio eventually discovers that Tenna is holding Toriel captive.
After defeating Tenna and confronting the Knight, the team escapes thanks to Undyne.
Back in the Light World, Kris quietly opens another Dark Fountain… alone.
This ending subtly sets the stage for greater mysteries to come and reflects the “heroic” tone of your party’s actions.
Alternate Route (Tenna Route / Genocide-Like)
A hidden path can trigger if you begin acting more aggressively and manipulating certain characters:
Kris and Noelle are key here. Like Chapter 2’s “Snowgrave” path, you influence Noelle into freezing enemies using IceShock.
This darker path causes her to become emotionally unstable.
Eventually, she even freezes a major character in a shocking twist.
Tenna’s fate changes significantly, and the final confrontation feels more tragic than heroic.
This ending mirrors the consequences of your control over Noelle, emphasizing Deltarune’s meta themes of agency and guilt.
Chapter 4 Endings Explained
Chapter 4 opens with exploration and escalates the stakes regarding the mysterious “Knight” and the spreading of Dark Fountains.
Prophecy Route (Standard Ending)
Kris and Susie continue investigating the origin of the Fountains.
They confront deeper lore about the apocalypse known as “The Roaring”—a cataclysm that occurs if too many Fountains open.
Inside a church-based Dark World, you encounter emotional revelations tied to Noelle’s family, especially her mother Carol and missing sister.
The story ends with Kris seemingly getting closer to the Knight’s truth—yet still controlled by an external force.
This ending keeps the tone dramatic but balanced, setting up a tense continuation in future chapters.
Alternate Route (Post-Snowgrave Impact)
While not as drastically different as in Chapter 2, your prior decisions—especially if you completed the Snowgrave route—do seem to alter certain scenes in Chapter 4:
Noelle is visibly colder and traumatized.
Some characters behave differently around Kris.
Dialogues reference past events in subtle but chilling ways.
Though there’s no fully divergent “evil” route in Chapter 4 (yet), fans speculate that more intense variations are being saved for Chapter 5 and beyond.
How to Unlock Alternate Endings
Here are a few tips to help you explore all routes:
Save Often: Keep multiple save files so you can explore different decisions.
Talk to Everyone: Even minor characters may trigger key route changes.
Use IceShock with Noelle: Doing so repeatedly in Chapter 3 is how you initiate the dark path.
Observe Subtle Hints: Deltarune rarely announces you’re on a new route—pay attention to tone, music, and character reactions.