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Deltarune Chapter 5 Guide: The Secret Balloon Ending

Discover the exact dialogue choices you need to make to surrender your SOUL and unlock Deltarune Chapter 5's most terrifying alternate conclusion.

Quick Answer: You don’t need to break the game or find hidden items to get this ending. Simply clear the main story normally, and when Susie asks to walk home at the very end, select “Not Now” followed by “I have other things to do” to trigger this terrifying alternate conclusion.

For years, we have been locked into a single narrative path. No matter what you did in previous chapters, the game always funneled you into the exact same final cutscene. Toby Fox finally decided to shatter that tradition in Chapter 5 by giving us multiple endings. The Balloon Ending is easily the creepiest of the bunch, and most players completely gloss over it because it hides behind a very casual conversation right before the credits roll.

No Crazy Setup Required

If you are frantically searching the Flower Shop Dark World for a hidden switch or a secret item, you can stop right now. This alternate ending does not require any obscure sequence breaking.

You just need to play through the game normally. Enjoy the Festival Day with Noelle and Susie, jump into the Dark World, and defeat the final boss. Your actions during the main campaign simply do not matter here. In fact, if you want to take your time and befriend every single enemy along the way, you can easily reference our Deltarune Chapter 5 Guide: The Complete Recruitment Checklist without ruining your chances of seeing this secret conclusion.

The only thing that dictates which ending you get is how you handle the dialogue once Kris and Susie safely return to the Light World.

Locking in the Dialogue Choices

The exact divergence point happens right at the finish line. Susie will turn to Kris and ask if they want to walk back home together.

This triggers a few dialogue prompts. You have to actively reject her offer using two very specific responses to derail the normal ending sequence. Use the table below to make sure you hit the exact right triggers.

The Character PromptYour Required Response
Susie asks to walk home togetherSelect “Not Now”
The immediate follow up promptSelect “I have other things to do”

The second you lock in that final choice, Kris will briefly wander off the screen. When they return, they will be holding a vibrant orange balloon. Susie makes a quick, passing remark about the new toy, and the ending sequence proceeds.

The Horrifying Truth of the Balloon

If you follow the normal path, the game gives you total freedom to explore Hometown. You get to revisit iconic locations, poke around the school, chat with the locals, and eventually make your way back to the closet to transition to Castle Town and trigger the credits.

The Balloon Ending violently rips that freedom away from you. The absolute second Kris returns holding that orange balloon, you lose all control over your character. The remainder of the Hometown segment becomes a completely unplayable cutscene.

Pay close attention to the balloon Kris is carrying. Look inside the translucent orange rubber and you will see a very familiar shape trapped inside. It is your SOUL. Kris’s vessel has fully usurped control of their own body. You are no longer the one pulling the strings. Instead, you are literally just a passenger floating along on a string, forced to watch Kris wander around town. It is a brilliant, terrifying hostage situation that guarantees the final two chapters of this game are going to be completely unhinged.

For more tips, walkthroughs, and everything else covering the game, check out our full collection of guides.

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