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Deltarune Chapter 5 Guide: How to Beat Yellow and Blue

Put away your weapons and step into the courtroom to solve all four cases, present the right evidence, and survive this bizarre bullet hell trial.

Quick Answer: Put your weapons away because attacking is useless here. You win this courtroom-style boss fight by using ACTs to build TP, requesting evidence from Blue, and holding trials with Yellow. Present the correct clues to solve all four cases and the encounter will automatically end.

If you expected a standard brawl, Yellow and Blue are going to throw you for a massive loop. This encounter abandons traditional combat entirely and drops you into a bizarre courtroom drama. You have to play detective, judge, and jury while dodging aggressive bullet hell patterns. Guessing blindly will just get you killed. Let’s break down exactly how to solve every case so you can clear the room and move on.

Mastering the Courtroom Mechanics

To beat this duo, you have to completely change your playstyle. Pressing the attack button is a total waste of a turn. Your entire focus should be on generating TP and gathering clues.

Let Susie and Ralsei handle the TP generation by spamming their ACTs safely. Meanwhile, Kris is the star of the show. When you have enough meter, use Kris’s Justice ACT on Yellow. This starts a trial where you are presented with a specific crime, a lineup of potential suspects, and your current inventory of evidence.

Sometimes you will notice a crucial piece of proof is missing. When that happens, simply use Kris’s ACT on Blue and choose the Evidence option. Blue will happily fork over whatever clues you need to build your case.

All Four Trial Solutions

Every crime has one strictly correct answer. Presenting the wrong evidence or accusing an innocent suspect forces you back into the bullet dodging phase. Use the table below to nail the right verdict on your first try.

Trial NumberThe CrimeThe CulpritRequired Evidence
Case 1A crushed FloradinnSethPerpBook
Case 2Vandalizing a favorite shirtGreenYellowShred
Case 3Stealing a handkerchiefAquaRedSplatter
Case 4Making special petals disappearBlueString

Trial Walkthrough and Key Warnings

The first half of this fight is incredibly straightforward. Seth practically gives up the ghost the second you pull out the petals hidden inside the PerpBook. Case 2 is just as easy. Flash the YellowShred to prove Green ruined Yellow’s shirt and the trial instantly closes.

Case 3 is the only place you might actually get stuck. Green’s handkerchief goes missing, and you will not have the clue you need by default. You absolutely must ask Blue for evidence before you trigger the third trial. If you skip this step, you will lack the RedSplatter and cannot accuse Aqua.

Once you wrap up the final case, you might want to switch gears and hunt down some of the game’s best secrets. If so, don’t miss our Deltarune Chapter 5 Guide: How to Find All Pink Coins to start unlocking the hidden boss.

Case 4 wraps up the entire encounter. Yellow is furious that his special petals are gone, but the thief is actually Blue. Hand over the String as your final piece of evidence. The revelation makes Yellow so irate he tries to shoot himself in frustration. Thankfully, his revolver bullets magically transform into harmless blue flowers, bringing the fight to a sudden close.

How to Survive the Attacks

Solving the mysteries is only half the battle. Whenever court is adjourned, you have to survive some incredibly weird attack patterns.

  • Flower Petal Waves: Sweeping waves of petals will flood the screen. The secret to surviving is moving with the current. Go in the exact same direction the wave is flowing. Trying to fight against the momentum guarantees you will take a hit.
  • Scattered Petal Burst: Blue throws a handful of flowers and Yellow blasts them apart. The pacing here is super deceptive. The scattered petals float painfully slow for a full second before suddenly accelerating to top speed. Find a gap between two slow-moving flowers immediately and wedge yourself in before they speed up.
  • The Mini Dancers: Blue summons tiny dancers that alternate between spinning in place and jumping. Watch the first two hops very closely because the rhythm changes without warning. Track their jump cadence and stand directly on top of the ones that are stationary to avoid taking damage.

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

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