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How to Recruit Every Enemy in Deltarune Chapter 2

Recruit every Chapter 2 enemy by sparing or pacifying the required number of each type. This guide lists all ten thresholds, explains the RECRUITS menu, warns about LOST enemies, and shows which Castle Town activities each completion level unlocks.
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To recruit every recruitable encounter in Deltarune Chapter 2, spare or pacify the required number of each of the ten enemy types. Use ACT commands to make enemies spare-able, or have Ralsei pacify a TIRED enemy. Do not defeat a recruitable enemy with FIGHT: that enemy becomes LOST and cannot be recruited later on that playthrough.

The word “character” is easy to misread here. Chapter 2’s RECRUITS list tracks standard enemy types, plus special encounters such as Tasque Manager and Mauswheel. Story characters and bosses that appear in Castle Town are handled through their own story events, not this ten-entry checklist.

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How the Chapter 2 recruit system works

Recruitment begins in Chapter 2. Starting with this chapter, sparing or pacifying enemies recruits them, as stated in DELTARUNE’s official Gameplay Reminder Cheat Sheet. Recruitment is tracked by enemy type rather than by one chapter-wide number: Ambyu-Lance has its own requirement, Poppup has another, and so on.

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A recruitable enemy has to survive the encounter nonviolently. Use the ACT menu to satisfy that enemy’s spare condition, then select SPARE when the game makes it available. Alternatively, when an enemy is TIRED, Ralsei can use PACIFY. Once PACIFY succeeds, that enemy counts as recruited. The exact ACT needed varies by enemy, so read the battle menu and look for the state that makes SPARE available rather than repeatedly attacking.

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Why FIGHT can permanently cost a recruit

Defeating a recruitable enemy violently marks it LOST. A LOST entry cannot be recruited by sparing a later copy of the same enemy, so a FIGHT victory can block completion of that type. This is the central trade-off in Chapter 2: violent victories increase your party’s stats for the rest of the chapter, while nonviolent victories preserve recruitment eligibility and add residents or activities to Castle Town.

If you are pursuing a complete recruit list, do not use FIGHT as a convenient way to finish a battle against an enemy that appears in the checklist below. If you have already caused an enemy to become LOST, the safest response is to reload an earlier save from before that encounter if one is available. The game does not provide a later spare that reverses the LOST result.

Where to check progress

Interact with a Dark World Save Point and open the RECRUITS menu. It shows completed entries and, once recruitment has started for a type, the number of additional spares still required for that type. Treat this menu as the authoritative progress check. A single chapter total is not enough because each enemy has a separate tally.

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The complete Chapter 2 recruitment checklist

There are ten enemy types in the Chapter 2 recruit list. The numbers below are the required recruited instances for each type, according to the detailed recruit reference. A type is complete only when its own counter reaches the required value.

Enemy type Required recruits What to remember
Ambyu-Lance 4 Spare four separate Ambyu-Lance encounters.
Poppup 3 Spare three Poppup encounters.
Tasque 5 Spare five Tasque encounters.
Werewire 6 Spare six Werewire encounters.
Maus 3 Spare three Maus encounters.
Virovirokun 4 Spare four Virovirokun encounters.
Swatchling 5 Spare five Swatchling encounters.
Werewerewire 1 One successful spare is enough.
Tasque Manager 1 This special encounter needs one successful recruitment.
Mauswheel 1 This special encounter needs one successful recruitment and is treated separately by some unlock checks.

The table is a set of independent thresholds, not a substitute for the RECRUITS menu. For example, reaching the required number for Tasque does not advance the Werewire entry, and recruiting the one Mauswheel does not complete any other type.

A reliable procedure for recruiting every type

1. Decide on the nonviolent route before entering battles

Recruitment is easiest when you choose the nonviolent plan from the beginning of the chapter. The official reminder describes nonviolent recruitment as the way to make Castle Town livelier, while violent defeats improve combat statistics for the remainder of the chapter. You can choose either style for ordinary play, but a completion file requires you to protect every recruitable type from FIGHT defeats.

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  • Keep SPARE and ACT visible in your normal battle plan.
  • Use the enemy’s ACT options to create the condition required for SPARE.
  • Use Ralsei’s PACIFY only after the target is TIRED.
  • Before ending a battle, confirm that the enemy has been spared or pacified rather than defeated.

2. Make the enemy spare-able

Select ACT and try the actions available for that enemy. The goal is not to lower HP to zero; it is to change the enemy’s battle state until SPARE is available. The game’s interface indicates when an enemy can be spared. Because the required ACT differs by type and encounter, follow the displayed feedback instead of assuming that one command works for every enemy.

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When Ralsei is in the party, a TIRED enemy can be handled with PACIFY. PACIFY is a recruitment route, not a normal damage finisher: wait until the enemy is TIRED, choose Ralsei’s PACIFY option, and let the battle resolve. If you have not met the TIRED condition, PACIFY is not the shortcut to recruitment.

3. Confirm the result after every battle

After a successful SPARE or PACIFY, continue playing until you reach the next Save Point, then inspect RECRUITS. This catches mistakes while the last encounters are still easy to identify. Check the individual enemy entry, not merely whether the menu has opened.

If an entry’s remaining number decreases, that encounter counted. If it does not, the enemy may not have been made spare-able, the wrong action may have been used, or the battle may have ended through a violent defeat. Correct the problem before moving on when possible.

4. Keep a type-by-type tally

The largest thresholds are six Werewire, five Tasque and five Swatchling, so do not rely on memory. Record the remaining number shown at each Save Point, especially after mixed encounters. A battle containing multiple enemy types can advance more than one entry if each individual enemy is recruited, but one enemy’s success never substitutes for another type’s requirement.

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5. Use Queen’s Mansion as a final warning point

Near the end of Queen’s Mansion, Trashy appears if eligible Chapter 2 enemies remain unrecruited. This makes Trashy a practical warning that at least one requirement still needs attention. If all recruitable enemies are complete, Trashy is absent.

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Do not use Trashy’s presence or absence as your only completion test for a particular unlock. The game’s detailed conditions distinguish “all recruitable enemies” from the full ten-entry requirement for the Party Dojo, and Mauswheel is the important exception to keep in mind. Open the RECRUITS menu and check each entry directly before concluding that the chapter is complete.

What full recruitment changes in Castle Town

Recruitment has visible consequences beyond a completed menu. The official reminder says that recruiting more enemies makes Castle Town more lively and may unlock activities. Chapter 2’s detailed recruit conditions specify the following results.

Castle Town result Recruitment condition
Music Room opens Recruit every Chapter 2 enemy except Mauswheel.
Party Dojo “Ch2 All Stars” becomes available Recruit all ten Chapter 2 entries, including Mauswheel.
Seam’s shop stock changes With at least nine Chapter 2 enemies recruited, Seam sells CD Bagels instead of Dark Candy.
Animals’ behavior changes If Tasque Manager is not recruited while Chapter 2 recruits are present, animals in town become feral and circle the alley near the Great Door.

Music Room versus the complete ten-entry list

The Music Room has a lower threshold than the all-stars challenge: it requires every Chapter 2 enemy other than Mauswheel. That means you can open the room while still missing the one Mauswheel entry. This is why “the town has the room” and “every recruit is complete” are not interchangeable statements.

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Party Dojo: “Ch2 All Stars”

The Party Dojo challenge requires all ten entries, including Mauswheel. If the RECRUITS menu still shows Mauswheel incomplete, the Music Room condition may be satisfied but “Ch2 All Stars” is not yet unlocked.

Seam’s nine-recruit threshold

Seam’s inventory changes once at least nine Chapter 2 enemies have been recruited: CD Bagels replace Dark Candy. This is a threshold, not proof that every type is complete. You can reach nine while one entry remains unfinished, so consult the menu if your objective is a perfect list.

The Tasque Manager condition

Tasque Manager has its own one-recruit requirement. If Tasque Manager is not recruited but other Chapter 2 recruits are present, the animals in Castle Town become feral and circle the alley near the Great Door. Recruiting ordinary Tasques does not satisfy the Tasque Manager entry; they are separate entries in the checklist.

Effect on the GIGA Queen battle

Chapter 2 recruits also contribute to the Thrash Machine used in the GIGA Queen battle. This is another reason recruitment matters even if you are primarily interested in Castle Town: the recruit state feeds into that battle’s machine.

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Special cases and common completion mistakes

“Every character” does not mean every person in Castle Town

The RECRUITS menu is an enemy system. It does not ask you to recruit Susie, Ralsei, Noelle, Queen or every other story character. Those characters enter Castle Town through story progression or other events. For this checklist, focus on the ten enemy entries shown above.

Chapter 1 is already counted

Chapter 1 enemies are treated as recruited when Chapter 2 begins. The recruit mechanic itself was introduced in Chapter 2, so you do not need to replay Chapter 1 to build a Chapter 1 recruit list.

Do not treat Mauswheel like an ordinary threshold

Mauswheel requires only one recruitment, but it is excluded from the Music Room condition and included in the full “Ch2 All Stars” condition. That one entry therefore changes which activity is available. When a guide or in-game hint says “all recruits,” identify whether it means the activity’s stated requirement or all ten entries.

A violent win is not the same as an uncounted spare

If you defeat an enemy with FIGHT, the result is LOST, not merely “pending.” Repeating the encounter later does not repair that entry. A nonviolent completion route must preserve the enemy from the first relevant encounter onward, or you must return to an earlier save.

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Troubleshooting a missing recruit

The counter did not decrease

Return to the next Save Point and inspect the specific entry. If the number is unchanged, review the battle: the enemy may have been defeated, PACIFY may have been attempted before the enemy became TIRED, or an ACT may not have created the spare-able state. Use the enemy’s battle feedback as the deciding signal.

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One type is complete but the chapter still is not

That is expected. Each type has an independent tally. Compare every row in the checklist with the RECRUITS menu, paying particular attention to the six Werewire, five Tasque and five Swatchling requirements and to the one-entry Werewerewire, Tasque Manager and Mauswheel requirements.

The Music Room is open, but the dojo challenge is missing

Check Mauswheel first. The Music Room does not require Mauswheel, while “Ch2 All Stars” does. The dojo condition is all ten entries, not merely the condition that opens the Music Room.

Trashy is present near Queen’s Mansion

Treat Trashy as a warning to inspect your counters, not as a replacement for the menu. Find the entry with a remaining requirement and recruit the missing number through SPARE or PACIFY. If the menu says all entries are complete, use the specific activity condition you want to verify, because different Castle Town unlocks use different thresholds.

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Continuing into later chapters

If you are carrying the file forward, the completion-file state matters. The completion-file reference states that, without a Chapter 2 Completion File, later play treats only Tasque, Werewire, Swatchling and Tasque Manager as recruited from Chapter 2. If a later chapter’s town state is important to you, preserve the Chapter 2 Completion File rather than assuming that a partially completed or ordinary save will carry every recruit forward.

This carryover rule does not change how you recruit during Chapter 2: each of the ten entries still has to meet its own tally, and the in-game RECRUITS menu remains the place to verify them.

Quick Recap

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Final completion checklist

  1. Open RECRUITS at a Dark World Save Point.
  2. Verify Ambyu-Lance 4, Poppup 3, Tasque 5, Werewire 6, Maus 3, Virovirokun 4 and Swatchling 5.
  3. Verify Werewerewire 1, Tasque Manager 1 and Mauswheel 1.
  4. Confirm that no recruitable entry is marked LOST.
  5. Check the activity you want: Music Room excludes Mauswheel, while Party Dojo “Ch2 All Stars” requires it.
  6. Use Trashy’s Queen’s Mansion appearance only as an additional warning, not as a substitute for the counters.

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