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How to Recruit Every Enemy in Deltarune Chapter 2

A complete Deltarune Chapter 2 recruitment guide with every enemy tally, nonviolent battle method, progress checks, unlock conditions, and troubleshooting for missed recruits.
WorldDeltarune Chapter 2 Length8 min Posted Quest giverVGSources Team
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To recruit every entry in DELTARUNE Chapter 2, spare or pacify the required number of each of the ten recruitable enemy types. Use ACT commands to make an enemy SPARE-able, or have Ralsei use PACIFY after the enemy becomes TIRED, then finish the encounter without a violent defeat. Check the RECRUITS menu at Dark World Save Points after each group of battles.

The title “every character” needs one important qualification: Chapter 2’s RECRUIT list tracks standard enemies, not every person or boss who can appear in Castle Town. Story characters and bosses can arrive through story events or other conditions. This guide covers all ten enemy types recorded by the Chapter 2 recruit list, the exact tallies for each, the consequences of missing one, and the Castle Town rewards for completing them.

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How the Chapter 2 recruitment mechanic works

Recruitment begins in Chapter 2. The official gameplay reminder describes the rule directly: “Starting from Chapter 2, SPARING or PACIFYING enemies RECRUITS them.” You do not recruit an enemy by defeating it. You recruit it by ending its encounter after it has become eligible for SPARE or after Ralsei has pacified it.

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Make enemies SPARE-able with ACT

Choose ACT options during combat until the enemy’s battle status allows SPARE. The exact ACT choice depends on the enemy and the situation shown in the battle interface. Once the SPARE option is available, select SPARE rather than FIGHT. If several enemies are present, process each recruitable target individually; ending the battle while one is still present does not substitute for recruiting that enemy.

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Use Ralsei’s PACIFY on a TIRED enemy

Ralsei can use PACIFY when the target is TIRED. PACIFY ends that enemy’s participation nonviolently and counts toward its recruitment requirement. This is an alternative to selecting SPARE after using ACTs, not a separate type of permanent recruit.

Why FIGHT can ruin a completion run

A recruitable enemy defeated violently with FIGHT becomes LOST and cannot be recruited later in that playthrough’s Chapter 2 progress. The official reminder also points out the trade-off: violent defeats raise the party’s stats for the rest of the chapter. You therefore have a deliberate choice between the combat benefit of violence and preserving that enemy’s recruitment eligibility. If your goal is a complete town and the Chapter 2 recruit rewards, do not use FIGHT on an enemy type whose tally is unfinished.

The complete Chapter 2 recruit checklist

Each enemy type has its own threshold. There is no single “spare this many enemies” total that completes the list; the counter must be satisfied separately for every row.

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Enemy type Required recruits
Ambyu-Lance 4
Poppup 3
Tasque 5
Werewire 6
Maus 3
Virovirokun 4
Swatchling 5
Werewerewire 1
Tasque Manager 1
Mauswheel 1

The last three entries are especially easy to overlook because each needs only one successful recruit. They are still separate entries: recruiting Tasque Manager does not satisfy Tasque, and recruiting Mauswheel does not satisfy Maus.

A reliable recruitment procedure

  1. Decide that the run is nonviolent for recruitable enemies. You can still fight enemies that are not eligible for recruitment, but never choose a violent defeat for an unfinished recruit-list type.
  2. When a listed enemy appears, make it SPARE-able. Use the ACT commands presented in that encounter. Watch the battle text and status indicators rather than assuming the first turn is enough.
  3. Alternatively, make it TIRED and use PACIFY. Select Ralsei’s PACIFY on the TIRED target. This completes the nonviolent resolution needed for recruitment.
  4. End the battle without FIGHT. If multiple enemies are on screen, repeat the process for each recruitable enemy that you still need before ending the encounter.
  5. Check a Dark World Save Point. Open the RECRUITS menu to see completed entries and, for types already started, how many required spares remain.
  6. Repeat until every row reaches zero remaining. Do not rely on a general impression that you have spared “enough.” The game tracks the ten enemy types independently.

Enemy-by-enemy completion guide

The table above is the authoritative planning list. These notes explain how to use it while playing and where each type fits into a completion check.

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Ambyu-Lance

Ambyu-Lance requires multiple successful recruits, so one spared encounter is not enough. After each appearance, use ACT or the TIRED-and-PACIFY route and then verify the remaining count at a Save Point. If you have used FIGHT on any Ambyu-Lance, that defeated instance is LOST; only later eligible encounters can add progress.

Poppup

Poppup has a shorter multi-recruit threshold. Treat every Poppup encounter as a progress opportunity until the RECRUITS menu shows that its requirement is complete. Do not confuse a battle that ended without a visible FIGHT command with a confirmed recruit; check the menu when you can.

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Tasque

Tasque needs several successful recruit resolutions. Tasque is also relevant to the Tasque Manager distinction: recruiting the ordinary Tasque entry does not recruit the manager, and recruiting the manager does not fill the ordinary Tasque counter. Track both rows separately.

Werewire

Werewire has the highest ordinary multi-recruit threshold in the list. It is the type most likely to remain incomplete if you stop checking late in the chapter. Keep the Save Point counter as your source of truth and continue using nonviolent resolutions until no Werewire recruits remain.

Maus

Maus requires several recruits and is independent of Mauswheel. A successful Mauswheel recruit cannot be applied to Maus, even though the names are related. Check that the Maus row itself is complete before treating the two entries as finished.

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Virovirokun

Virovirokun is another multi-recruit entry. Use the same rule as for every standard enemy: expose the SPARE option with ACT or use PACIFY on a TIRED target, then avoid a violent finish. The RECRUITS menu records the type-specific progress.

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Swatchling

Swatchling also requires repeated successful recruits. A partial count is useful because the Save Point menu shows remaining required spares once recruitment has begun. If the count stops changing, review whether a recent battle ended with FIGHT or whether another enemy in the encounter was the one you actually spared.

Werewerewire

Werewerewire is a one-recruit entry. That makes it easy to miss: a single violent defeat permanently loses that instance, while one successful nonviolent resolution completes the row. Confirm the entry in the RECRUITS menu rather than assuming you encountered it.

Tasque Manager

Tasque Manager is also completed with one recruit. It is a distinct special encounter in the list, not an automatic reward for recruiting Tasque. If you want every Chapter 2 entry and the related Castle Town state, make sure the manager’s own row is complete.

Mauswheel

Mauswheel is the final one-recruit entry and the source of an important completion distinction. Some Chapter 2 checks treat all recruitable enemies as complete before Mauswheel is recruited, while the Party Dojo’s “Ch2 All Stars” challenge requires Mauswheel too. If you want the full ten-enemy completion, do not stop when the earlier unlocks appear.

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How to monitor progress and find a missing recruit

Use Dark World Save Points, not memory

The RECRUITS menu lists completed entries and shows remaining required spares for enemy types where recruitment has begun. Open it regularly, especially after a difficult sequence or before leaving an area. The menu is the practical progress check because it separates each enemy type’s tally.

Interpret the end-of-mansion Trashy check

Near the end of Queen’s Mansion, Trashy appears if eligible enemies remain unrecruited and advises you to check. If all recruitable enemies are complete, Trashy is absent. This is a warning system, not a replacement for the individual counters: it tells you that something eligible remains, but the RECRUITS menu identifies which row needs work.

Recover from a mistake

If you used FIGHT on a recruitable enemy, that particular enemy is LOST for the run. You cannot convert the lost entry afterward with ACT or PACIFY. The practical recovery is to reload an earlier save from before the violent defeat, if one exists, or continue and accept that the relevant row will remain incomplete in the current file. Save before sections where you are intentionally checking a new enemy type so a mistake does not erase the whole completion attempt.

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What full recruitment changes in Castle Town

Recruiting enemies makes Castle Town more lively and can unlock activities. The Chapter 2 rewards are not all triggered by the same threshold, so the desired outcome determines whether you can stop before recruiting Mauswheel.

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Castle Town result Recruitment condition
Music Room opens All Chapter 2 enemies except Mauswheel are recruited.
Party Dojo “Ch2 All Stars” All ten Chapter 2 enemy types, including Mauswheel, are recruited.
Seam’s shop item changes At least nine Chapter 2 enemies are recruited; Seam sells CD Bagels instead of Dark Candy.
Animals near the Great Door If Tasque Manager is not recruited but Chapter 2 recruits are present, animals in town become feral and circle the alley near the Great Door.

Chapter 2 recruits also contribute to the Thrash Machine used in the GIGA Queen battle. That contribution is another reason to track recruits even if your immediate goal is a Castle Town activity rather than the full dojo challenge.

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Different completion goals and the Mauswheel exception

There are three practical stopping points. For the Music Room, recruit every Chapter 2 type other than Mauswheel. For the “Ch2 All Stars” Party Dojo challenge, recruit all ten. For Seam’s CD Bagels, reach at least nine recruits, regardless of which entries make up that total. Those conditions are not interchangeable.

The phrase “all recruitable enemies” can therefore be misleading at the end of the chapter. Use the RECRUITS menu for the exact rows, then match your completed rows to the specific reward you want. If your goal is a genuinely complete Chapter 2 recruit file, include Mauswheel even if another town activity has already unlocked.

Continuing into later chapters

Chapter 1 enemies are treated as recruited when Chapter 2 begins; the RECRUIT mechanic itself is introduced in Chapter 2. If you later continue a playthrough without a Chapter 2 Completion File, the completion-file reference states that only Tasque, Werewire, Swatchling, and Tasque Manager are recruited from Chapter 2 in later play. A completion file is therefore relevant when preserving the broader recruit state beyond this chapter, not when checking whether an individual encounter in the current chapter was spared correctly.

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Quick troubleshooting checklist

  • A row is not increasing: Confirm that the enemy was made SPARE-able or was TIRED and PACIFIED, and that the encounter did not end with FIGHT.
  • You recruited an enemy but a reward did not appear: Check the reward’s own threshold. Music Room, CD Bagels, and “Ch2 All Stars” use different conditions.
  • Trashy appears: At least one eligible recruit remains. Open the RECRUITS menu and work from the row with a nonzero remaining count.
  • Trashy is absent but the dojo challenge is unavailable: The all-recruitable check and the ten-enemy “Ch2 All Stars” requirement are not identical; verify Mauswheel specifically.
  • The town’s animals are circling the alley: Chapter 2 recruits exist, but Tasque Manager has not been recruited.
  • You defeated a listed enemy with FIGHT: That instance is LOST. Reload an earlier save if you need a fully complete current run.

Final completion standard

A complete Chapter 2 recruit list means every one of the ten rows reaches its own required tally: Ambyu-Lance, Poppup, Tasque, Werewire, Maus, Virovirokun, Swatchling, Werewerewire, Tasque Manager, and Mauswheel. The dependable method is consistent nonviolent play, regular Save Point checks, and treating the RECRUITS menu—not memory or a single town event—as the final authority.

Quick Recap

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