So you walked the Snowgrave (or “Weird”) Route, forcing Noelle down that dark path and thinking it was all over after the horrifying conclusion. But in the world of Deltarune, your choices are remembered. The path you took doesn’t just end; it stains your save file, and the game ensures you see the consequences, triggering a cascade of chilling changes that turn a normal playthrough into something much darker.
What Is in Deltarune Snowgrave (Weird) Route Guide?
This is your complete guide to every single one of those changes. From major, unmissable new scenes to the tiniest, most horrifying details, we’re going to break down exactly what you’ve done.
The Snowgrave Echo: How Chapter 3 Remembers Your Sins
You might have been surprised to find that Chapter 3, with its TV themed Dark World, doesn’t have its own version of the Snowgrave Route. You can’t force your new party members to cause havoc. However, that doesn’t mean you get off easy. The game wastes no time in reminding you of the path you chose, planting seeds of doubt and dread that blossom later on.
A “Bad Choice”: Ralsei’s Ominous Warning
One of the first, subtle signs that your save file is different occurs early in Chapter 3. After the second game show style board, you get the option to check on Susie or Ralsei. In a normal playthrough, if you check on Ralsei, he’s his usual sweet self, encouraging Kris to go to the festival with Noelle later, saying it’s a great idea.
But on a Snowgrave file, his tone changes. He becomes hesitant, almost concerned. Ralsei will tell Kris that going to the festival alone with Noelle might be a “bad choice.” He even suggests that Noelle might be happier if she went with Susie instead. It’s a small change, but a powerful one. Ralsei, who is often oblivious, seems to sense the dark influence you have over Noelle, and he’s gently trying to steer you away from her. The game is already telling you: we know what you did.

A Secret Boss’s Taunt Just for You
The secret bosses in Deltarune are always a highlight, and the one in Chapter 3 is no exception. But if you face this boss on a Snowgrave file, you’re in for a personal attack. During the battle, the boss gets two extra, chilling lines of dialogue that are aimed directly at you, the player.
The boss taunts Kris, asking if “no part of you is just enjoying this.” It’s a direct jab at the player’s potential morbid curiosity. But then it delivers the killing blow: “…the same part of you that enjoyed yesterday, knowing you could say it wasn’t really you.” This line is devastating. It breaks the fourth wall, referencing the events of Snowgrave in Chapter 2 (“yesterday”) and the core theme of control. It acknowledges that you, the player, forced Kris to do these things, and it’s calling you out for enjoying the carnage from behind the safety of your screen.
A Town That Hasn’t Forgotten: The Major Changes in Chapter 4
If Chapter 3 was the echo, Chapter 4 is the full throated scream. When you return to Hometown, the consequences of your Snowgrave run are no longer subtle. They are everywhere, drastically altering character states, conversations, and adding entire new scenes filled with psychological horror. Before we dive into the specific Snowgrave differences, if you’re looking for a general walkthrough of the main story and puzzles, you can check out our complete guide to Deltarune Chapter 4.
The Library is Closed, and Berdly is Gone
One of the most immediate and public signs of your actions is the state of the Hometown library. In a normal game, Berdly proudly works at the front desk, ready to offer you some typically long winded conversation.
On a Snowgrave file, the library is dark. A sign on the door says it’s closed due to a lack of volunteers. Berdly isn’t there. He isn’t anywhere. His absence is a cold, hard fact that the game presents without fanfare. The energetic, annoying, and ultimately endearing rival is simply gone from the world, and the community is lesser for it. It’s a quiet but heavy reminder of the final outcome of your actions in the Cyber World.
A Haunting Conversation at the Hospital
If you decide to visit the hospital, you’ll find where Berdly is. He’s lying in a bed, unresponsive in a coma like state. His father is nowhere to be seen. You can interact with him, with the options to leave him or “heat him up.” Choosing to heat him seems to make him relax slightly, a small, futile gesture in the face of what you’ve done.
More significantly, your conversation with Rudy, Noelle’s father, changes. On a normal route, you can talk about looking for clues about a key. In a Snowgrave run, Rudy’s dialogue is laser focused on Noelle’s well being and her relationship with you. He mentions that Noelle wanted Kris to “just make sure she has fun” at the festival, a line that feels incredibly heavy with dramatic irony. It’s clear that Noelle is confiding in her father, and your name is now intrinsically linked to her recent trauma.

“Things Took a Weird Route”: How Your Friends React
Your friends notice something is wrong, too. After the church service, Susie suggests getting together to work on the school project. On a normal file, this is a straightforward conversation. But on a Snowgrave file, Noelle takes the initiative, suggesting everyone come to her house to work.
Susie’s reaction is one of pure surprise. She even says that things “took a weird route,” a direct and intentional nod to the original name for your dark path. She then turns to Kris and asks, with genuine concern, “You got something against Noelle or what?” Your friends can’t see the whole picture, but they can see the results: a changed, more assertive, and deeply troubled Noelle, and a Kris who is at the center of it all.
Noelle’s Terrifying Nightmare: The Heart in the Vents
This is it. The single biggest and most horrifying addition in a Snowgrave playthrough. When Kris goes to stash their SOUL (the heart) for the night, they are interrupted by Noelle. What follows is a long, terrifying new cutscene where you, as the heart, are in Noelle’s room, listening to her talk in her sleep.
She’s having a nightmare about the Snowgrave route. She talks about snow, about a voice she keeps hearing, your voice. She recalls specific moments, like Kris telling her “Berdly is going to get better” and apologizing for taking her watch. The nightmare intensifies as she feels like someone is listening to her thoughts. The scene becomes interactive, and your choices as the SOUL can make her distress worse, causing her to panic or seize up in her sleep. You are, quite literally, re-traumatizing her in her dreams. It’s one of the most disturbing scenes in the entire game, a direct consequence of your choice to walk the Weird Route.
Can You Abort the Nightmare?
Thankfully, Toby Fox provides a few ways to stop this torment. You are not forced to see the worst of it. You can choose dialogue options that spare her, like saying it was just a joke, or simply not responding when she asks who is listening. You can even choose not to reclaim control of Kris afterward, leaving the heart out and ending the scene prematurely. These small mercies allow players who regret their path to pull back from the brink, but the fact that the scene exists at all is a testament to the route’s dark power.
A Final Phone Call and a Promise for the Festival
The end of the chapter also changes. Instead of Kris climbing out the window to meet Susie, they are stopped by a phone call. It’s Carol, Noelle’s mother. She confirms that Noelle is really looking forward to seeing Kris at the festival. This call, coming right after you’ve witnessed (or caused) her nightmare, is incredibly unsettling. It solidifies your connection to Noelle, trapping you in a social obligation that now feels more like a threat.
The Smallest Details, The Deepest Cuts
Beyond the major new scenes, the Snowgrave route is littered with tiny, blink-and-you’ll-miss-it details that twist the knife just a little bit deeper.
The Taste of an Apple: At the tea party with Gerson, if you choose not to drink the tea, Kris normally eats an apple and leaves the core. On a Snowgrave file, Kris bites into something “small and hard,” leaving a bitter taste and no apple core behind. A small detail, but one that suggests something inside Kris is broken or different.
A Prayer, A Kick, and a Bitten Hand: The game gives you several opportunities to see Kris’s violent impulses bubbling to the surface. When looking at the prayer candles, choosing to pray for Noelle results in Kris kicking the display. Later, if Kris tells Susie they’ll “never play again” on the piano, they bite their own hand in frustration. These are not actions you can control; they are the result of the trauma and violence of the path you’ve chosen.
The Lone Red Pixel: After thinking of Noelle at one point, a single red pixel can appear on the screen. She thanks you in a shaky voice. This tiny pixel is a symbol of your continued, unnerving connection, a digital scar on the world.

What Does It All Mean for Chapter 5 and Beyond?
The Snowgrave Route is more than just an alternate path, it’s a fundamental shift in the game’s narrative. It proves that despite the game’s theme that “your choices don’t matter,” some choices matter so much that they permanently alter the world and its characters.
The changes in Chapter 3 and 4 are likely just the beginning. Your Snowgrave save file is a ticking time bomb. How will the festival play out in Chapter 5? Will Berdly ever wake up? And most importantly, what will become of Noelle, now that you’ve shown her the terrifying strength she holds? The game is setting up a major confrontation and a potential schism in the story, all because of a “Weird Route” you decided to take in a computer lab. The only thing we know for sure is that the consequences are far from over.
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