Genocide Route

The **Genocide Route** (also known as **Vengeance Route**) is one of the main routes in *Undertale Yellow* which depicts Clover engaging in a Monster genocide in the areas of *Undertale Yellow's* Underground in an attempt to become strong enough to defeat Asgore, save the 5 previously captured human SOULs and pass through the Barrier to exit the Underground.

It is quite different to how *Undertale's* Genocide Route plays out - having more conflicts with the main characters in other areas, and changing some areas completely in terms of direction.

Given the ending of the route, this route is non-canon in relation to the events that occur in *Undertale*.

## Method

Like in *Undertale*, the player has to start killing monsters in order to walk the Genocide Route. They have to kill every monster in each area (excluding Decibat and El Bailador, who disappear if their respective areas' kill counters are exhausted before encountering them) until encounters no longer occur. There are 20 monsters in each area, including any bosses. Once the kill counter is exhausted, the encounters with the message "But nobody came." (which play the slowed down version of Your Best Friend) occur, but the area music doesn't shift to it.

However, unlike *Undertale*, it's not possible to eliminate all monsters from a specific area in a single room - once you exhaust the kill counter of 5 monsters for Dark Ruins and Snowdin, or 3 monsters in Dunes or Steamworks in a particular room, the encounter balloon appears, then shifts to a red X, and the encounter does not occur. Subsequently, no further encounters will happen until the player enters a new room. When there are only 7 monsters left in an area, the regular encounter music shifts to Enemy Retreating, and both it and the area music gradually slow down with each subsequent monster killed.

## Changes

### Dark Ruins

* At the start, nothing very relevant happens. Dalv's monologues remain the same, enemy encounters continue triggering, and puzzles still have to be fully solved. However, if the player continues their Genocide Route until they kill 13 Dark Ruins enemies (not counting unique encounters), the normal battle music is replaced with Enemy Retreating along with Flowey's save point dialogue changing to state how many monsters are left until the kill count is exhausted. With each kill, the pitch and speed for Enemy Retreating lower after the battle is over.
	+ If the player exhausts the Dark Ruins kill counter before the fight with Decibat would normally play out, the fight is skipped entirely.
	+ Flowey will appear after killing the last monster in the Dark Ruins, saying that Clover "is not for that mercy thing", but reassuring them that he's their friend, saying that real friends don't judge each other. After this, the overworld music will slow down and lower in pitch.
* Even after Enemy Retreating and Flowey's appearance, Dalv's final monologue before his battle will remain the same.
	+ However, when the battle starts, his dialogue will be entirely different. He will mention that he despite his desire to be left alone, that he noticed dust lying all over the Dark Ruins, and that nobody comes to his house anymore. He admits that he wished for everyone to be gone and that he should thank Clover for their actions, only to realize that he now misses the late monsters. Dalv will then mention how he regrets never trying to befriend the monsters in the Dark Ruins and begins to wonder if his wish for them to disappear was somehow granted, making Clover a figment of his imagination, and the entire battle a dream. Upon meeting his death, however, he realizes that Clover is indeed real and that when he wakes up, Clover will still be there. He realizes that it's likely he just won't wake up at all, before dying as he turns to dust.
	+ However, if he is spared, he will become extremely angry, saying that Clover only spared him to make him suffer more, and will stay in his room until the player leaves for Snowdin through his house.
* When Dalv is killed, they will have access to the entire house, including Dalv's previously inaccessible room which includes a journal with a single entry. The descriptions of the items will be much crueler, and if the wardrobe is opened, Pops's helium will be sucked in by Clover, making them sound funny for a while. Just like in the Neutral Route (if Dalv is dead), Flowey will break the planks for Clover to pass.
	+ If the protagonist spares Dalv, he will be in his room all the time. The description for the items will be the same as on the Neutral Route, and Flowey will open the door for Clover to pass.

### Snowdin

* At this point in the run, consumable items will stop having flavor text upon being eaten, and will only display how much HP was healed.
* Slurpy's side-quest can't be completed since most of the necessary NPCs have been evacuated.
	+ However, as of version 1.1, if the Dark Ruins kill counter was exhausted and Dalv was spared, the run will return to a Neutral Route, allowing the side quest to be started, but can still go back to a Genocide Route by killing 20 Snowdin monsters afterwards. Do be careful with EXP grinding if you attempt this or you may be underleveled for some boss fights.
* When the kill counter is exhausted, most of Snowdin's NPCs will be evacuated, with the exception being the band inside Honeydew Resort.
* Martlet's battle is significantly more difficult.
	+ Her AT is higher (8 in Neutral, 12 in Genocide Route) but her DF is lower (10 in Neutral, 8 in Genocide Route).
	+ The bullet patterns closely resemble those of her usual battle, but employ additional projectiles and more rapid attacks.

### Dunes

* The only thing changed from the Pacifist/Neutral Route at first is that almost all NPCs have disappeared. The Monster outside the East Mine leaving for Snowdin, the one outside the jammed elevator, and Moray's parents are the only ones you will encounter. The first of these is seemingly off-put by your appearance, being a lot more apologetic after bumping into you, and stammering a little. Moray's parents offer to let you stay in the headquarters, implying that news of you hasn't reached the Dunes yet.
* Before the El Bailador fight, there is a conversation with Flowey about how if Clover is excited that they have come this far, the only option being to reply with "...", making Flowey a bit discomforted. He mentions how you're harder to read, and gloomy, before dismissing it and letting you save.
* The El Bailador fight is changed entirely, with your SOUL being outside the box it was confined in. Instead, you dodge the descending "Note Bars" from inside their box, with free movement, with the notes getting knocked away at the bottom of the box instead. Coupled with the fact El Bailador gets very disheartened halfway through the fight, it makes things much easier than in the Pacifist run of this fight. Though if the kill counter has been exhausted before heading to him, the fight will not happen.
* If Clover has not killed all enemies before heading into Oasis Valley, a pop-up will appear that says "There are still enemies to bring justice on.", allowing you to turn around and check again.
* After this checkpoint, Martlet will approach Clover, pleading with them, and trying to empathize with them. She also mentions that the rest of the Royal Guard are looking for them, and they're lucky it was HER who found them. Twice, they interrupt her. First, by stepping forward, then by pointing their gun at her. This prompts her to leave. On the road approaching the Wild East, the Wild Revolver will be sitting on the ground. Upon taking it, it will be equipped and the Toy Gun will be thrown away automatically.
* Upon entering the Wild East area, Starlo approaches Clover, trying to settle things with a clean, moral duel. However, in this duel, contrary to the Pacifist Route, you can choose to fire at any time. Regardless of if you try to fire or not, Starlo will end up shot, with Ceroba approaching him to comfort him. Afterwards, a fight with her will occur. This will prove difficult, as both phases of her fight have attacks that will ***temporarily*** reduce your Max HP for the rest of the fight. Dodging red-colored attacks will be key to avoiding that, and refraining from touching the walls of the battle box will become necessary in Phase 2 of the fight.

### Steamworks

* Clover quickly shoots the panel to unlock the Steamworks gate while Flowey is talking.
* Clover tries to shoot the generator, which upsets Flowey, prompting him to say that bullets aren't always the answer to their problem. Clover quickly strongarms Flowey into breaking down the door instead, which skips 2 puzzles.
* Most of Clover and Axis's encounters have them switch places in contrast to the Pacifist/Neutral Route.
	+ Axis tries to attack Clover during their first encounter due to their vandalism, which results in Clover swiftly shooting off the left side of Axis's face. Axis makes his escape through the trapdoor, saying that he must evacuate the others.
	+ During their second encounter, Axis flees while Clover pursues him instead. Axis is then absent from the long hallway afterwards.
	+ Axis is absent from the third encounter - after Clover uses the Hydrochloric Acid.
	+ Axis's boss fight has Axis wielding the trash can lid instead.
* Clover treats Flowey a lot more coldly after this point, commanding him to move things for them, and even walking threateningly towards him.
* Macro Froggit will not come out of the door and fight Clover if the unlock requirements are met. Instead, a Micro Froggit will toss out the chest with the Golden Bandana and leave.
* You cannot purchase items from Mo, as Clover instantly points their gun at him when he tries to speak. You can then choose to rob him of his hundreds of G or not. This **is optional** to the Genocide Route.
* Vendy hasn't fled since they are a stationary machine, but much like the other vendors, it will still give you all its items for free, like any other vendor in the Route.
* Approaching Guardener will play a cutscene where Axis reassures Guardener and tells her to stay hidden. Guardener then spots Clover and quickly hides.
* If Clover has not yet killed all robots by the time you reach the computer room preceding Axis, you ***will abort*** the Genocide Route, and this is the last point at which you can do this.
* Axis takes the trash can lid during their boss battle instead of Clover. He cannot be damaged during this fight as he blocks all attacks and all Clover's attacks deal 0 damage. Because of this, Glass Bullets will not heal you upon hit.
	+ After finishing the final attack, Axis will attempt to explain and apologize to Clover, as his protocol forced him to kill one of the fallen humans. At this point, all health will be restored, and Clover will rapidly level to LV 19, SOUL turning upside down to fire a bullet at the trash lid, blowing it away before firing again, destroying Axis.
	+ It is recommended to only use healing items of 20 HP and below on this fight since they will be needed later.

### UG Apartments & New Home

* When Clover enters Bits and Bites, the normal shopkeep is not present. However, a strange figure can be seen in the background.
* Clover meets with Martlet on the rooftop. In a desperate attempt to stop Clover, she injects herself with the determination syringe and transforms into her "Zenith of all Monsterkind" form, engaging Clover in a two-phase fight.
	+ Clover will be fully healed upon entering the second phase.
* Once Martlet has been killed, Clover's LV reaches 20. With more determination than Flowey, Clover easily foils Flowey's attempts to sabotage their plans or escape. Flowey resorts to taunting Clover, and was killed.
* Following this, Clover goes to Asgore's castle and kills him effortlessly. They absorb his SOUL, collect the five other human SOULs, and proceed to exit the Underground.

## Aborting the Route

The player can abort the Genocide Route if they reach certain points without exhausting the kill count or by sparing bosses. For example, if the protagonist spares Decibat and then goes back to exhaust the kill count, Enemy Retreating still plays, the cutscene where Flowey tells Clover that friends don't judge each other and the music slowing down still occurs despite the Genocide Route being aborted.

### Dark Ruins

* Dalv has unique dialogue in his battle if the Genocide Route is aborted, however it can only be seen if the protagonist repeatedly spares him as his dialogue when being fought is the same as in the Neutral Route.
* Unlike the Neutral and True Pacifist routes, Dalv does not let the protagonist shake his hand.
* The hangout does not occur as Dalv states that he feels ill and proceeds to his room much like if spared on the Genocide Route, albeit on better terms, and the protagonist hears an organ playing on the other side when checking the door to Dalv's room.

### Snowdin

* If you apologize repeatedly to Martlet at the beginning of her boss fight, the option will turn yellow, allowing you to abort the Genocide Route there as you do not force Martlet to retreat by depleting her HP.

### Dunes

* If you try to proceed to Martlet's second encounter before exhausting the kill counter, a pop-up will appear that says "There are still enemies to bring justice on.", allowing you to turn around and check again or continue. If you choose continue, the route is aborted.
* It is impossible to spare Ceroba to end the genocide route during her boss fight.
	+ Her name will turn yellow when she is one hit away from death, but this just means she is close to dying, not that you can spare her.

### Steamworks

* Entering the control room just after the laboratory will disable any future encounters. If you fail to exhaust the kill counter beforehand, Clover can either kill or spare Axis at the end of the fight when the latter drops the trash can lid and rests. Even if you kill him, the genocide route is aborted at this point. If he is spared, he will say that letting him go is a weird decision. Before leaving, he will tell Clover "Y0U STILL [freaking] SUCK" and wish for them to trip and fall to their death.
* If you abort the Genocide run here, Ceroba will appear in the neutral finale.