Deltarune Chapter 5 Guide: How to Beat Orange and Green

Before you burn all your items trying to out-damage a literal healing fountain, I'm going to save you a massive headache.

The Flower Castle throws a lot of weird encounters your way, but the brawl against Orange and Green easily takes the cake. Normal combat rules simply don't apply here. Green runs the local cafes and constantly restores the duo to maximum health, rendering all your standard attacks completely useless. I spent an embarrassing amount of time trying to out-damage that healing before I realized the entire fight requires a completely different approach. If you survived the courtroom drama in my Deltarune Chapter 5 Guide: How to Beat Yellow and Blue, you already know Toby Fox loves hiding puzzles inside the battle system.

The Root of the Problem

To beat this encounter, you have to understand exactly what triggers it. Orange is starving, and Green tries to help out by feeding him. The second that food hits Orange's stomach, something shifts, and he transforms into a wildly aggressive threat. That intense hanger is the driving force behind the entire battle.

Trying to cut through Orange's health bar is a total trap. Every time Green gets a turn, their health pools reset completely. You burn through your TP, leave yourself vulnerable, and get absolutely nowhere. The fight forces you to abandon the standard damage-dealing mindset entirely.

Winning the Fight Without Attacking

Since violence is off the table, you need to exploit the mechanics to calm Orange down. The entire strategy revolves around careful TP management and keeping Orange separated from Green's support buffs.

Strategy Step Action Required
Build Your TP Stop attacking entirely. Use Ralsei and Susie to build your team's TP meter to maximum.
Use GetAlong Trigger Kris's GetAlong Act. Susie will offer food to Orange to chip away at his aggression.
Block Healing Orbs Intercept the orbs Green throws at Orange to steal the healing and deny him a power boost.

Navigating the GetAlong Loop

Kris's GetAlong Act is your golden ticket out of this mess. When you trigger it, Susie tosses food over to Orange. Because the guy is absolutely famished, he accepts the offering. It takes a few rounds of this to lower his hostility, so keep cycling back to GetAlong the second you have the TP to afford it. Don't waste a single action on anything else. When you're strapped for TP, have Susie and Ralsei defend or generate meter to keep the loop moving fast. Honestly, Orange's hanger is so relatable it hurts.

Blocking the Buffs

While you're busy feeding Orange, Green tries to interfere by launching healing orbs across the screen. If one of those orbs touches Orange, he gains a massive power boost and unleashes a devastating special attack that will easily put you six feet under. You have to physically position your SOUL to block those orbs. The silver lining is that eating the orbs yourself heals your party. You get to rob Orange of his ultimate move while patching up any mistakes you made during the dodge phases.

The Peaceful Resolution

Keep up the rhythm of feeding Orange and stealing Green's healing orbs. Eventually, Green realizes you aren't actually a threat and approaches the party seeking friendship.

Seeing Green extend the olive branch immediately calms Orange down, and the encounter ends peacefully. Once you nail down the GetAlong loop, Orange and Green are far more forgiving than gathering scattered evidence for the courtroom trials. With the duo pacified, you're free to keep exploring Flower Castle and hunt down the hidden fox locations or crack the secret egg puzzle waiting deeper inside.

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Deltarune Chapter 5 Guide: Every Fox Location Revealed

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Deltarune Chapter 5 Guide: Chasing the Pink Coins