Obliteration Route

> *"You, Susie and Noelle are filled with power."*
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The **Obliteration Route** is an alternative story route in *Deltatraveler*, accessed by killing every enemy available, to the point where their encounters are exhausted and no longer appear in the Overworld; it features a drastically more grim and dark take on Deltatraveler's narrative, having Kris (being directly controlled by the player), Susie and Noelle forced against their will to kill numerous beings.

This route takes elements from both the "Genocide Route" and the "Weird Route" from *Undertale* and *Deltarune* respectively (namely, combining both the overworld enemies of Deltarune and the grind of Undertale).

When starting the game for the very first time, a warning will appear regarding the presence of graphic content depicting "pixelized blood" on a specific path of the game (that being the Obliteration Route, specifically Section 2 - Oh Mother), as well as prompting the player to kill animal characters; the player will also **know if they're on said path**. Upon confirming having understood, the player will recieve a final "*You have been warned.*"; the warning will then never appear again.

## General Requirements

While certain points in the route will require more specific steps, there are always some general rules that can be used as a reference:

1. Every single enemy must be defeated with violence **and** their encounter must be exhausted until they no longer appear in the overworld. To do so, leaving and entering a room again will respawn all enemies again until they are killed enough times so they no longer appear.
2. Just like in the "Weird Route" in *Deltarune*, at certain points in progression in the route (like an enemy encounter being exhausted, all enemies available being defeated, etc.), a brief ominous blippy sound will play. On the contrary, making any decision that aborts the route will instead play a brief and bright sound.
3. At certain points, if every enemy has not been killed, the game will "warn" the player by saying "*It may be a good idea to keep on going. After all, you're already pretty strong*", which compared to the Genocide Route in *Undertale* (just in Waterfall), where the narrator would warn the player in case they were risking to abort the run, in *Deltatraveler* instead it's actually *encouraged* to do so in this case. If one is willing to continue the route, they must **ignore** said warning.

## Section 1 - In Ruins

> *For the Hard Mode version of Section 1, see Hard Mode/Obliteration Route.*
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### Method

* 1) All the following enemies must be fought 3 times each **before** talking to Napstablook:
	+ Froggit
	+ Whimsun
	+ Two Froggits
	+ Froggit and Whimsun
	+ Three Moldsmals
* 2) Kill Napstablook with Susie's Rude Buster.
	+ To battle them, you must answer ***"Yes"*** to their question.
* 3) All of the following enemies must be fought **before** sleeping in Toriel's house:
	+ Loox (Three times)
	+ Vegetoid (Twice)
	+ Vegetoid (Twice)
	+ Two Looxes (Three times)
	+ Two Vegetoids (Twice)
	+ Loox and Vegetoid (Three times)
	+ When that happens, the narrator will tell you this:
		- *(...)*
		- *(You can hear the wind blowing amid the silence.)*
		- *(You feel the power in your hands.)*
			* If all the encounters have been exhausted before meeting Toriel, an alternative cutscene will play. Answer her with either *"I need rest"*, *"I don't know"* or *"I'm very tired"*. Choosing instead *"I feel great"*, *"I'm getting stronger"* and culminating with ***"We killed them all"*** will instead trigger a special cutscene where Kris rips out the SOUL out of their body and proceed to stab it with their weapon, causing a GAME OVER.

* 4) Fight Flowey and ultimately kill him.

### Differences

* Froggit and Loox's behaviors change after killing their first two encounters:
	+ Froggit will try to run away from Kris.
	+ Loox will still follow Kris, but more slowly.
* Killing an enemy will make the NPC one disappear.
* When 3 enemies encounters have been exhausted, Susie will call out Kris, wondering "what the hell are they doing."
* When the three Moldsmals encounter have been exhausted, the talking rock will describe Kris and Susie as "twisted".
* When all enemies before Napstablook have been killed, a remix of "Ruins" called "*Ruined*" will begin playing.
	+ All save points will now narrate "You and Susie are filled with power."
	+ Kris's portrait will also change into this:
* After Napstablook is killed, Susie's portrait will change into this:
	+ Even if the route is aborted, Susie's portrait will remain as such until Noelle joins the Party. Kris' portrait, however, will return to normal as soon as it's aborted.
* The ant-sized man & frog (and the normal sized Froggit NPC) will not appear.
	+ If the route was aborted BUT the enemy encounters for that room were not exhausted, they will appear again.
* The Froggit NPC before the room with the Toy Knife inside will not appear.
* "Doobie Ralsei" will not appear.
* Susie will react more nervously when Kris picks up the Toy Knife.
* When approaching Toriel's house before all enemies have been killed (but none spared), a message will appear saying "*It may be a good idea to keep on going. After all, you're already pretty strong*". If the player follows the suggestion, the normal route cutscene will play.
	+ This will NOT abort the route. Only going to sleep before all enemies are killed will.
* When interacting with the Moss near Toriel's House, it will only be unenthusiastically described as "Just some moss..."
* When every enemy has been killed, a very slowed down version of "Ruins" will begin playing, a strong and persistent sound of blowing wind will start, and Kris's portrait will ultimately change to this:

* When interacting with the mirror in Toriel's House, the narrator will add: "*(You couldn't look yourself in the eyes)*".
* When interacting with the drawer in the kitchen, the description will say: "*(No knives.)" "(You felt a relief settle.)".*
* When sleeping in the bed in Toriel's house, the dream sequence will change: Kris' hands will be stained with blood, because, as Doctor W.D Gaster himself states, "they have been busy, mercilessly gaining strength" and what they decide to do will not matter. He will then make a proposition to Kris, to come find him and traverse the Grey Doors to reach the "Golden Corridor", and to defeat "the one that carries their own essence"; only then he will "cleanse Kris of their sins and set them free".
* After interacting a second time with Frisk in the bed of golden flowers at the very start of the Ruins, the narrator will add: "*(You felt your heart sink.)*".
	+ Additionally, the unused Undertale "*Star*" track will play even slower and more somber.
* After Toriel's encounter in the basement under her house, interacting with the Guest Room in the hallway will make the narrator say: "*(You don't want to think about it.)*"
* Many dialogues before and during the battle with Flowey will change.
	+ After depleting his HP, the CHECK description will change into: "*Your best friend."*
* While in Snowdin forest, the Genocide variant of the "*Snowy*" track will play instead.

### Aborting

* Sparing ANY enemy at any point will abort the route permanently.
	+ If this is done after killing all the enemies before Napstablook, the "Ruined" track will keep playing.
* Talking to Napstablook before all enemies before have been killed will abort the route.
	+ Additionally, trying to initiate the route by exhausting an encounter **after** interacting with Napstablook, the following textbox will appear indicating that the route can no longer be properly initiated:
		- *(You thought about the path that you're on.)*
		- *(You realized that **things won't escalate, as you left Napstablook alone**.)*
		- *(You let out a sigh of relief.)*
	+ If all enemies have been killed instead, answering "No" will have the same effect; as well as letting Susie talk to them during their fight four times.
* Going to sleep before all enemies are killed will trigger a dream sequence where W.D. Gaster will tell Kris that all enemies left have found refuge, thus aborting the route.
* Sparing Flowey will abort the route.

## Section 2 - Oh, Mother

### Requirements

**Obliteration Route for Section 1 must have been completed:**

1. The Save Point near the Grey Door must says "You, Susie and Noelle are filled with power."
2. Kris's portrait must look like this:
3. Current LV for Kris, Susie and Noelle should be 7.

### Method

* 5) In Peaceful Rest Valley, just like in the Ruins in Section 1, all the following enemies must be defeated 3 times each **before** encountering the Coil Snake:
	+ Mobile Sprout.
	+ Two Mobile Sprouts.
	+ Li'l UFO.
	+ Two Li'l UFOs and Mobile Sprout.
	+ Spinning Robo.
	+ Mobile Sprout and Explosive Oak.
	+ Two Mobile Sprouts and Explosive Oak.
	+ Spinning Robo, Explosive Oak and Li'l UFO.
	+ When that happens, the narrator will tell you this:
		- *(...)*
		- *(The emptiness of the running river fills you with dread.)*
		- *(This power...)*
		- *(You felt strong enough to draw blood)*
			* From this point on, as long no one is Spared or Pacified, enemies will start to **bleed** when killed. On top of that, the "enemies must be defeated several times" rule will drop; only requiring a single kill from now on.
* 6) Kill Coil Snake.
* 7) Kill the first Blue Cultist.
	+ After killing them, a creepy lady will "reward" Kris by hitting their head with a pan, knocking them down. After waking up in a hospital, Kris will be told that they have a **concussion** and might feel some weakness by it (specifically, their AT will drop by 6, their DF will drop by 3, and occasionally they will be unable to attack in battle), and that all their money have been spent on the doctor's fee.
		- Because of that, it's advised to buy as much from Sans as possible (like two Hard hats for Kris and Noelle), since any money currently hold is destined to be gone anyway.
* 8) Kill all the Blue Cultists. It's important to note that, in case of multiple Blue Cultists in a fight, if one is killed, all others remaining will get more aggressive; greatly increasing the intensity of their attacks. It's recommended to reduce the HP of everyone as low as possible before beginning to kill them.
	+ In case only IceShock was used to deal damage in the battle against the two sent by Porky, a special interaction will occur: Noelle will ask Kris why they only let her attack. Answer with either *"There is something weird"*, *"Nothing"* or *"Nevermind".* Answering instead with *"For your own good"*, *"You must become stronger"* and culminating with **"*We will eradicate them all*"** will trigger a special cutscene where Kris rips out their SOUL and hands over to Noelle, asks her to freeze it and to throw it away; breaking it and causing a GAME OVER.
* 9) Kill Mr. Carpainter and obtain the bomb.
* 10) After using the bomb to enter Lilliput Steps, all following enemies need to be killed once **before** challenging Mondo Mole:
	+ Rough Mole.
	+ Mr. Batty.
	+ Rough Mole and Mr. Batty.
	+ Two Rough Moles.
	+ Mighty Bear.
	+ Two Rough Moles and Mr. Batty.
	+ Two Mr. Battys.
	+ Rough Mole and Mighty Bear.
	+ Rough Mole, Mighty Bear and Mr. Batty.
	+ When that happens, the narrator will tell you this:
		- *(...)*
		- *(You didn't feel anything.)*
		- *(It's all too numbing.)*
		- *(You hope deep in your heart that it doesn't get any worse.)*
* 11) After that, challenge Mondo Mole and kill it as well.
	+ It's recommended for the player to use "*Lecture*", as it will reduce its damage and defense while "*Disrupt*" will reduce the healing power of its PSI ability.
* 12) Kill Ness first in Phase 1, then Paula in Phase 2.
	+ Don't forget to grab the Clean Pan after killing them.

### Differences

* When asking for a hint from the Hint Man, he will ask if Kris considered sparing enemies instead, suggesting using *Sleep Mist* on a Mobile Sprout or convincing an Explosive Oak to leave the battle.
	+ Additionally, if you respond "No" instead, he will finally add that he will be there all the time... unless they're able to draw blood.
* When exhausting one enemy encounter, Noelle will wonder why they are defeating the same enemy; with Susie assuming that Kris knows what's up ahead. Noelle finally add that they should try to help the enemies instead or doing anything else, since "it doesn't seem a good use of time."
* Mobile Sprout, Li'l UFO, and Spinning Robo will run off when you finish off their first two encounters. Explosive Oak will just stay put.
* After gaining the ability to draw blood, the music in Peaceful Rest Valley will stop playing; with only the sound of running river being audible.
	+ Additionally, the Hint Man will disappear.
* Coil Snake's check description will change into: "Snake blood is good for treating damaged hearts."
* After the Coil Snake's death, Susie and Noelle's portraits will change into this:
* Right after killing the Coil Snake and talking to Sans, he will ask what the yelling he heard inside the cave was about; only to dismiss it to some extent, passively-aggressively hoping that they are happy with "the path they have taken".
* When encountering the first Blue Cultist, instead of looking for a fight, Susie will begin panicking.
* While Kris has the concussion, their portrait will change to this:
* After exiting the hospital with the concussion received, the SAVE point will narrate "The silence is deafening"; referencing how nearly all citizen left Happy Happy Village.
	+ Even Sans will note that he saw a bunch of people leaving the cave in a hurry.
	+ Both the Bridge Man and the Mushroom Lady will no longer be in Peaceful Rest Valley.
	+ If the player backtracks at the very far left, both the music will have stopped playing; and a small white bunny will block the path, "protecting the town".
	+ The bowl of Boiled Eggs and the Bananas will be missing.
	+ When interacting with the small house near the village entrance, Susie will add: "Something's telling me they won't ever get another recruit ever again."
* In the middle of W.D. Gaster's explanation on Essence Holders, Kris will suddenly collapse on the floor; interrupting it and prompting Paula to suggest the party to visit Lilliput Steps for its healing powers. She will then go on her own to search someone to help her. Because of that, she won't join the party.
	+ Additionally, the Franklin Badge will be found right outside the cabin by Susie after the Blue Cultists are defeated.
* Mr. Carpainter will mention the protagonists' "violent tendencies" and that it would make for a very helpful asset. He will even give two "choices" to pick from: "I guess" or "Hell no". Both will make the player fight him anyway.
* After killing Mr. Carpainter, "*mus\_toomuch*" (a slowed down version of "*Your Best Friend*") will start playing.
* In Lilliput Steps, all enemies will flee.
* After killing Ness & Paula, Noelle's portrait will change into this:
	+ As well as Susie and Noelle's overworld sprites:

### Aborting

* Sparing or Pacify any enemy will abort the route immediately. However, depending on *when* that's done will result in different lasting consequences:
	+ Sparing or Pacify any enemy after gaining the ability to draw blood will immediately remove said ability. Instead, enemies will flee when attempting to kill them, rewarding much less EXP.
	+ Sparing or Pacify any enemy after Kris gets a concussion will replace Ness & Paula with Porky's mech as the final boss; being identical to the Normal Route version (except Paula not being on the party and a few lines of dialogue changes before and after the fight)
		- Additionally, the SAVE point in Happy Happy Village will read:
			* *"(You can feel the guilt weighing down on you as you stand in this empty town.)"*
			* *"(Despite this, you are filled with a certain power.)"*

* Approaching the Coil Snake before all enemies in Peaceful Rest Valley have been killed will make a message appear, saying "*It may be a good idea to keep on going. After all, you're already pretty strong*". If the player decides to do so before gaining the ability to draw blood, sparing or attacking the Coil Snake will both result in the run being aborted.
	+ From this point on, all enemies will flee when their HP is depleted to 0, rewarding much less EXP that they would normally give if killed. Mr. Carpainter and Mondo Mole don't run away, but they don't die either.
* Sparing the Coil Snake when it's killable will make Susie confess that she felt anxious for a moment, since she was afraid that "the snake's guts would come flying out" (which will make Noelle react extremely surprised and confused by that statement).
* Sparing the first Blue Cultist will make Susie note how the first enemy Kris decided to spare was a human, but that it's at least better than "doing the opposite". Shortly after that exchange, the Blue Cultist returns with the Coil Snake's body wondering what happened to it. As an excuse, Susie tells them that a coyote killed it, then she warded it off afterwards. While having a tone of disapproval, the cultist believes it; and then goes away to find someone to clean the mess.
* Sparing the Blue Cultists after freeing Paula will make Noelle wonder why Kris decided to stop killing just now, speculating it might be because Susie is gone or that they kept dying *because* Susie is gone as well. She'll then clear that she's only joking and that it isn't a game, as she's just glad that Kris did it.
* After everyone leaves Happy Happy Village, sparing any Blue Cultist will count the route as "aborted"; which will have different outcomes depending on the order it's done.
	+ When approaching the group of cultists inside the City Hall, Susie will respond with an unimpressed "... whatever".
	+ Fighting the two cultists after freeing Paula, Noelle will add at the end: "Well, that was... something."
	+ If you defeat Mr. Carpainter with non-lethal violence, Susie will emphasize that he survived.
* Sparing Mr. Carpainter will result in Susie thinking "(Well, hey, we didn't kill him...)".
	+ After that, the only sounds in Happy Happy Village will be birds chirping.
	+ Additionally, any Blue Cultist still alive or their bodies will disappear.

* Attempting to kill Mondo Mole before all enemies are dead will make it intrigued by the confusion of Kris's face, mentioning how they would expect to penetrate its thick skin with their weak power; and that it senses that their power to draw blood has waned.
* Sparing Mondo Mole makes it say that aside from appeasing it, Kris has also managed to redeem themselves and their ability to draw blood has waned.
* During the Ness & Paula fight, it's possible to spare them by selecting certain ACTs in a specific order.
	+ First for Ness, these following ACTs must be picked: Reflect -> Talk -> Reflect -> Talk
		- Doing so will reduce his ATTACK.
	+ For Paula, these ACTs must be chosen: Apologize -> Talk
	+ After that, both Ness & Paula will stop attacking, and can be spared. Alternatively, they'll become vulnerable to a betrayal kill (although only Ness will be killed, no matter who you choose to attack).
	+ In doing this, Ness will say that the feeling of Kris's situation is no excuse for what "they" did, but he thinks he understands it. He says that he and Paula will tell the people in Twoson that the murders were Mondo Mole's fault and bury it, and then he tells the Delta Warriors to leave with some annoyance before the two of them leave. Susie thanks Kris for stopping and they leave.

## Section 3 - Hell's Forest

### Requirements

**Obliteration Route for Section 2 must have been completed:**

1. The Save Point upon entering Section 3 must say: "You, Susie and Noelle are filled with power."
2. Kris, Susie and Noelle's portraits must look like this:
3. Current LV for everyone should be 13.

### Method

* 13) Kill Snowdrake. Note that during this fight, Noelle still has a chance to be unable to attack.
* 14) All of the following enemies must be fought **before** reaching the Forest of Wild Beasts:
	+ Chilldrake (Twice).
	+ Doggo.
	+ Ice Cap (Three times).
	+ Ice Cap and Chilldrake (Three times).
	+ Ice Cap (Once, hidden in the hole).
	+ Two Chilldrakes (Once).
		- When that happens, the narrator will tell you this:
			* *(...)*
			* *(The cycle cotinues.)*
* 15) Kill all the Feraldrakes.
* 16) All of the following enemies must be fought **before** reaching the end of the bridge:
	+ Dogamy and Dogaressa.
		- To trigger combat, you must answer *"I'm actually a human"*, *"I'm going to kill you"*, and ***"Proceed"***.
	+ Two Ice Caps (Three times).
	+ Lesser Dog.
		- You must insist on returning to that room after Susie gets Kris out of it.
		- Attacking or sparing Susie doesn't affect the route, nor do the options that come up if you try to kill her.
	+ Gyftrot.
	+ Three Ice Caps (Hidden in the rightmost snowpoff).
	+ Greater Dog.
	+ If you kill Greater Dog after killing everyone else, the following dialogue will appear (if it doesn't, it doesn't mean the route has been aborted):
		- (...)
		- (It draws silence once again.)
	+ Moving onto the bridge before killing all enemies will have the narrator tell you this:
		- (...You felt ready to continue.)
			* Moving forwards after this message before killing all enemies will abort the route.
* 17) Kill GG!Underfell Sans at the end of the section.
* 18) Kill the Rough Mole in Waterfall.

### Differences

* Noelle will barely speak at first.
* After killing Snowdrake, after Susie tries to tell Noelle that maybe it was another Snowdrake instead of Snowy, Noelle becomes angry at Susie's denial and leaves the party. Susie also leaves to prevent Noelle from being killed, leaving Kris alone.
* Sans will notice that Kris is alone. He also thinks it isn't surprising that their friends have left them behind.
	+ He will also increase the price of his products.
* During Doggo's encounter, if every monster in the Ruins were killed and the route was aborted at any time before Snowdrake's encounter, treacherously killing him will make Susie add that she hopes this doesn't mean Kris is starting slaughtering again.
* When examining the pile of dog treats on the right, the narrator will tell you this:
	+ (You considered smoking one...)
	+ (...But you realized it wouldn't make you feel any better.)
* If you abort the route at any time between Coil Snake's death and Kris's dream, the conversation between the Delta Warriors will change depending on who you have killed. Also, if you haven't killed Ness and Paula, Kris's dream will be very slightly different.
* The ending of W.D. Gaster's dialogue changes in this route.
* Susie and Noelle will be waiting in front of the Invisible Electricity Maze.
	+ When GG!Underfell Papyrus says that breaking the rules will make him let his brother attack them, Noelle begins to consider doing so.
	+ After finishing the maze, they both move forward.
* When you kill all enemies up to this point, the Snowball Game ball disappears.
* Susie will be waiting alone in the room with GG!Underfell Sans's letter, as Noelle continued forward.
	+ After both skeletons leaves, Susie will move on to catch up with Noelle.
* As soon as you arrive at the Forest of Wild Beasts, Susie will go with Kris to tell them that she and Noelle found a house with a family of rabbits, and she will accompany them there. Noelle is in that house.
* When Kris goes to sleep, they have a different dream where they are stained with blood and are extremely worried, thinking that they will die alone and surrounded.
* Susie asks Kris why they've been killing so many people and, regardless of the answer, asks them if this is a game for them. Kris starts to moping, and Susie tells her that killers don't mope because of their killings and that they should be grateful that she and Noelle didn't kill them. They start crying, which causes Susie to start crying too because she doesn't know what they are going to do now. Noelle suggests that they talk about what Kris was saying about control, and tells them to talk about it downstairs like in the Normal Route.
	+ From here on, Kris will be **deceitful**. This means there will be a few more battles where you can try to use Red Buster, but Susie will target Kris and do a GAME OVER. Although in boss battles like GG!Underfell Sans, they survive at 1 HP while Susie and Noelle lose all their HP.
* The dialogue with GG!Underfell Sans is a little different, as Susie mentions the body counter they have.
* The bunny girl who walks her brother doesn't want to leave the house once the Feraldrakes are defeated, as she doesn't feel safe with the Delta Warriors around.
* When you meet Dogamy and Dogaressa, you have the option to say that Kris is human, which will cause Susie and Noelle to try to defend them. You can then threaten to kill them, which will cause Susie to warn you that they're not going to help you. Finally, you can "proceed" and start combat.
	+ After killing them, Susie will wonder how they're able to hurt so much, suspecting that it isn't simply that "they're getting stronger."
* When you try to fight Lesser Dog, Susie will take Kris out of the room. She and Noelle will try to convince you to stop, but they end up giving up and Susie simply won't attack and Noelle won't accompany you.
	+ After killing it, Kris will ask Susie to do against them what she did in the Dark World, so she'll be thinking about whether they are referring to the attack she used when fighting alongside Lancer; causing her to accidentally attack you with it. She realizes that Kris was referring to Rude Buster and, after doing so, explains to them what she did before. Here you can decide whether to spare her or try to kill her.
		- If you try to kill her, she'll realize that she's not dying and will spare herself. She'll then ask you what your problem is and, if you choose *"Shut up"*, she'll ask you why you'd try to kill her. If you reply ***"I want you dead"***, then she'll get fed up with you and become **devious**. This means that there'll be turns (which you can tell by looking at Susie's in battle and seeing if she's smiling and looking down) where she'll hurt herself when you try to hurt the opponent, throw her branch instead of hitting with it to do less damage, heal the opponent when you try to heal a team member, etc.

* If you freeze GG!Underfell Sans, Susie will wonder if that happened because of the power they have.
	+ If Susie is devious, she'll wonder how Kris knew this would happen, and will say that between you attacking her and this thing you did with Noelle, she thinks that you don't need her and will throw away her weapon. You can't equip anything on her either.

### Aborting

* Sparing Snowdrake will abort the route with no additional dialogue or scene, but there are some changes:
	+ Noelle will keep her miserable emotional state, so she has a chance to be unable to attack during battles.
	+ During most scenes, when examining certain objects, as well when spotted by Doggo, several of Noelle's dialogues will disappear.
		- Even when perfoming a betrayal kill on Doggo, both Susie and her will not comment on it.
	+ Noelle's dialogue and reaction in the Invisible Electricity Maze will be the same as that of the Obliteration Route.
	+ When you interact with the letter, instead of suggesting Kris ignore it, Noelle will say she's curious to know what's inside. If they open it, she won't react shocked.
	+ Inside the bunny house, when asked by Q.C who should share the same bed, instead of being flustered about sharing it with Susie, Noelle instead directly ask her by being much more firm and serious. Susie will also add to Kris that she hasn't forgot about "that talk" after they all wake up.
		- In the bedroom, Noelle will look sad instead of laughing.
		- Kris's dream and the conversations between the Delta Warriors after the dream change.
			* Now Kris thinks about the fact that "they" have forgiven some people, but still worries how Susie feels about them.
			* Susie is now willing to give Kris another chance after seeing that "they" want to change.
			* When they finish their conversation, they believe that things aren't going to escalate from here and they will continue supporting Kris.
	+ What Susie says when you kill Lesser Dog changes.
* When interacting with the SAVE point near the plate of spaghetti, if not all previous enemies were killed (while none spared), it will narrate: "You felt an urge to climb down the ladder **right now**". If the player decides to climb down the ladder, it will effectively abort the route, since Susie will prevent Kris from climbing up.
	+ Additionally, right before the dream sequence, W.D. Gaster will say that the enemies you didn't kill have gone into hiding, accompanied by the typical brief and bright sound.
* Sparing other enemies or entering the Forest of Wild Beasts before killing all enemies only changes the dream, the conversations, and the dialogue after killing Lesser Dog.
* Susie will say something new when the first Feraldrake is spared, regardless of whether the route was aborted right there or at any time after killing Snowdrake.
* If you choose the wrong options when you meet Dogamy and Dogaressa, they will let you go, saying some new dialogue.
* If you spare Dogamy and Dogaressa, they will let you go because, regardless of whether you're a human or a puppy, they think you're nice, unlike most monsters. Susie will tell you that if you wanted to avoid their attacks so badly, maybe it wasn't necessary to kill two children.
	+ If you kill Dogaressa and spare Dogamy, Susie will think what you did was fucked up and ask Kris to tear out their SOUL to play some baseball, which will cause a GAME OVER.
	+ If you do the same thing again 2+ times, the cutscene will change slightly. Before Susie can even finish her sentence, Kris will tear out their SOUL, saying that they are with her before suggesting to play baseball, which will cause a GAME OVER.
* If you spare Lesser Dog, Susie will be confused because a couple of kids didn't stop you but a sad dog did. Also, when you return to this room, there will be statues of Kris and Susie, but not Noelle.
* Sparing Greater Dog or GG!Underfell Sans doesn't give any new dialogue or cutscenes.

## Trivia

* Unlike the "Genocide Route" in *Undertale* and the "Weird Route" in *Deltarune,* which are both names not confirmed by Toby Fox (the first being created by fans, while the second is how certain Deltarune's files related to that route are named), the *Obliteration Route* was instead confirmed by Sarah (nickname RynoGG), the lead developer of Deltatraveler.
	+ The reason for the name "Obliteration" is that, compared to the "Genocide Route" in *Undertale*, where only one "kind" (the monster kind) of enemies were killed, thus commiting a **genocide** to a specific kind, in *Deltatraveler* numerous kinds of enemies are involved instead (monsters, animals, humans, etc...), thus **obliterating** anything in the Delta Warriors's path.
* In Section 2, after exiting and entering a room with enemies that leave a puddle of blood under them, the blood's color will shift from a bright red to a much darker red. This is a reference to how real life blood acts, where the iron contained in hemoglobin reacts with air and oxygen, turning into iron oxide and turning a darker red color.
* In Section 3, there was originally planned an unique cutscene for sparing Sans, where Susie would get very pissed and Noelle would have to confort her; however RynoGG decided against it, mostly because she didn't feel like making another excessive cutscene.