Deltarune Chapter 5 Guide: How to Beat Yellow and Blue

Yellow and Blue turn the battlefield into a bizarre courtroom drama where you have to play the role of judge and jury.

Deltarune gameplay screenshot featuring Kris, Susie, and Ralsei standing before a glowing blue diamond symbol with the text "JOCKINGTON GROWS THE BEARD" at the top.

Deltarune Chapter 5 throws a massive curveball when you encounter Yellow and Blue. You have to survive incoming attacks while gathering clues, reading the room, and pinning crimes on the right suspects. Get a case wrong, and you are stuck dodging petals until you figure it out. Before you waste hours taking blind guesses, I'm going to walk you through exactly how to crack all four cases and get back to exploring.

The Courtroom Mechanics

To actually win this encounter, you need to focus strictly on building up your TP and keeping your inventory stocked with the right clues. Attacking is a complete waste of your turns. Use Susie and Ralsei's ACTs to generate TP safely while you focus on dodging. Once you have enough meter, run Kris' Justice ACT on Yellow to initiate a trial. The game will present a crime, a lineup of suspects, and a list of evidence. If you're ever missing the proof you need, simply use Kris' ACT on Blue and select Evidence. Blue gladly hands over the missing pieces so you can proceed.

All Four Trial Solutions

Every single case has one definitive answer. Check the table below to see exactly who to accuse and what evidence to present for all four trials.

Case Number The Culprit Required Evidence
Case 1: Crushed Floradinn Seth PerpBook
Case 2: Vandalized Shirt Green YellowShred
Case 3: Stolen Handkerchief Aqua RedSplatter
Case 4: Missing Petals Blue String

Trial Breakdown and Warnings

The first two cases are straightforward. Seth confesses immediately when you present the flower petals found inside the PerpBook. Green folds just as fast when you show her the YellowShred to prove she vandalized Yellow's favorite shirt.

Case 3 is where the friction really kicks in. Green's handkerchief is missing, and you need the right clue before you can point any fingers. You absolutely must use Kris' ACT on Blue to request evidence before triggering Case 3. Skipping this step leaves you without the RedSplatter, meaning you can't accuse Aqua to close the case.

Case 4 brings the trial to a definitive end. Yellow's secret special petals are missing, and the culprit is actually Blue. Present the String as evidence. Yellow gets furious and tries to punish himself, but he quickly discovers the bullets in his revolver have magically turned into blue flowers. The encounter ends right there.

Surviving The Attacks

Closing cases is only half the battle. Between trials, you need to survive some truly strange bullet hell patterns without getting sent back to your save point.

Flower Petal Waves

Yellow and Blue launch sweeping waves of petals at your SOUL. The trick here is to move in the exact same direction as the wave itself. Fighting against the current is a guaranteed way to take unnecessary damage.

Scattered Petal Burst

Blue tosses flowers into the container, and Yellow shoots them to scatter the petals around. Right after they fire, the petals move incredibly slow before accelerating a second later. Position yourself closely between two slow-moving flowers to secure a safe dodging window before the speed ramps up.

The Mini Dancers

Blue sends out tiny dancers that alternate between spinning and jumping. Watch the first two jumps closely to establish the rhythm, as the pace can change unexpectedly. Track the pattern and stand directly on top of the stationary dancers to stay safe.

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