Deltarune Chapter 5 Guide: How to Beat Yellow and Blue

Yellow and Blue force you into a bizarre courtroom encounter where gathering evidence matters much more than dealing damage.

A Deltarune Chapter 2 gameplay screenshot of a courtroom-style trial where Kris, Susie, and Ralsei stand at podiums facing various Cyber World NPCs.

Deltarune Chapter 5 throws a massive curveball with the Yellow and Blue boss fight. You have to survive incoming attacks while simultaneously pinning crimes on the right suspects. Getting a case wrong simply forces you to dodge more projectiles until you figure out the correct logic. I spent way too much time taking blind guesses here, so I mapped out the exact solutions for all four trials to save you the headache.

Navigating The Courtroom

Attacking Yellow and Blue is a complete waste of your turns. You need to focus entirely on building your TP meter and keeping your inventory stocked with the correct clues.

Rely on Susie and Ralsei's ACT commands to safely generate TP while you prioritize dodging. Once you have enough meter, trigger Kris' Justice ACT on Yellow to initiate a trial. The game then presents a specific crime, a lineup of suspects, and your available evidence. If you ever lack the required proof to close a case, use Kris' ACT on Blue and select the Evidence option. Blue will gladly hand over the missing pieces you need to proceed. Keeping this mechanic in mind prevents you from getting stuck in an endless loop of incorrect accusations.

All Four Trial Solutions

Every case has one definitive answer. Presenting the wrong item or accusing the wrong suspect just extends the fight.

  • Case 1 (Crushed Floradinn): Accuse Seth and present the PerpBook. Seth confesses immediately when shown the flower petals found hidden inside the book.

  • Case 2 (Vandalized Shirt): Accuse Green and present the YellowShred. This proves Green ruined Yellow's favorite shirt, and she folds incredibly fast.

  • Case 3 (Stolen Handkerchief): Accuse Aqua and present the RedSplatter. Green's handkerchief is missing, but you can't solve this case right away. You absolutely must use Kris' ACT on Blue to request evidence before triggering Case 3. Skipping this step leaves you without the RedSplatter, making it impossible to accuse Aqua and move forward.

  • Case 4 (Missing Petals): Accuse Blue and present the String. Yellow's secret special petals are missing, and pointing the finger at Blue brings the trial to a definitive end. Yellow gets furious and tries to punish himself, but he discovers the bullets in his revolver have turned into blue flowers, which abruptly stops the encounter.

Surviving The Attack Patterns

Closing cases is only half the battle. Between each trial, you need to survive some strange attack patterns without depleting your health pool.

Flower Petal Waves

Yellow and Blue launch sweeping waves of petals at your SOUL. The trick is to move in the exact same direction as the wave itself. Fighting against the current practically guarantees you take unnecessary damage. Moving with the flow buys you the time you need to slip through the gaps.

Scattered Petal Burst

Blue tosses flowers into the container, and Yellow shoots them to scatter the petals across the board. 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 rapidly 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, since the pace can change unexpectedly. Track the pattern and stand directly on top of the stationary dancers to stay safe while the others launch into the air.

Josh

Josh is the founder and Editor-in-Chief of NeonLightsMedia. He covers strategy titles, competitive shooters, and European indie projects. He prefers games that bite back and is always looking for titles that might lack polish but make up for it with real soul.

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