Deltarune Chapter 5 Yellow and Blue Fight Answers

Deltarune Chapter 5 Yellow and Blue Fight Answers

The Yellow and Blue fight answers in Deltarune Chapter 5 are Seth with PerpBook, Green with YellowShred, Aqua with RedSplatter, and Blue with BlueString. Use Justice on Yellow to start each trial, accuse the correct culprit, then present the matching evidence to solve the case.

This fight is not really about damaging Yellow and Blue. It is a trial fight. You build TP, use Justice, pick the right answer, survive the next attack pattern, and repeat until all four cases are solved. If you are stuck in the accusation menu, the table below has every answer you need.

All Yellow And Blue Fight Answers

Here are all Yellow and Blue fight answers in Deltarune Chapter 5.

Case Culprit Evidence
A Floradinn was crushed flat Seth PerpBook
Yellow’s favorite shirt was vandalized and turned black Green YellowShred
Green’s handkerchief was stolen Aqua RedSplatter
Yellow’s secret special petals went missing Blue BlueString

That is the entire answer set. The fight only feels confusing because it mixes trial logic with normal bullet dodging. Once you know the culprit and evidence pairs, the only real job is having enough TP to keep using Justice.

How The Fight Works

The Yellow and Blue fight works by solving four trial cases.

To begin a case, use Kris’s Justice ACT on Yellow. Justice costs 40% TP, so you need to build TP between trials before you can continue. Once Justice starts, Yellow describes the crime, then you pick the culprit and the evidence that proves it.

If you choose the right culprit and evidence, the case closes. If you choose wrong or do not have the evidence yet, the fight keeps going and you have to survive more attacks.

Do not treat this like a damage race. You can attack if you are not trying to play peacefully, but the clean way to beat Yellow and Blue is to solve the cases. Attacking mostly wastes turns that should be spent building TP, healing, or getting missing evidence.

Case 1 Answer

The first case is about a Floradinn being crushed flat.

The culprit is Seth, and the evidence is PerpBook.

This first trial is basically the tutorial case. It teaches you that you need both parts of the answer. Accusing Seth is not enough by itself. You also need to present PerpBook to close the case.

Since the victim is a Floradinn, this is also a good reminder not to ignore recruits while clearing Chapter 5. If you are trying to finish the chapter cleanly, our Deltarune Chapter 5 all recruits list is worth checking before you move too far past this section.

Case 2 Answer

The second case is about Yellow’s favorite shirt being vandalized and turned black.

The culprit is Green, and the evidence is YellowShred.

This case is simple once you stop looking for a complicated motive. The important clue is the damaged shirt piece. Pick Green, present YellowShred, and the case is solved.

After this case, the fight starts to lean harder on TP management. If you are low, do not force the next trial immediately. Build TP first so you are not stuck eating extra attack cycles.

Case 3 Answer

The third case is about Green’s handkerchief being stolen.

The culprit is Aqua, and the evidence is RedSplatter.

This is the case where a lot of players get stuck because they do not have the right evidence ready. If RedSplatter is not available, use the Evidence ACT on Blue before trying to solve the case.

Once you have RedSplatter, the accusation is straightforward. Pick Aqua, present RedSplatter, and move on.

Case 4 Answer

The fourth case is about Yellow’s secret special petals going missing.

The culprit is Blue, and the evidence is BlueString.

Some menus or guides may refer to this evidence as String or Blue String, but the answer is the same idea. Blue is the culprit, and the string is the proof.

This is the final trial. After you accuse Blue and present the correct evidence, the fight moves into its ending scene. You do not need to keep attacking or solve another hidden case after this.

What To Do If You Are Missing Evidence

If you are missing evidence in the Yellow and Blue fight, use the Evidence ACT on Blue.

Evidence costs 20% TP, but it can give you the missing item you need to continue the trial sequence. This is the fight’s built-in fallback, so do not restart just because one evidence option is missing.

The safest rhythm is:

  • Build TP.
  • Use Evidence on Blue if you are missing proof.
  • Use Justice on Yellow once you have 40% TP.
  • Pick the correct culprit and evidence.
  • Survive the next attack pattern.

That loop will carry you through the whole fight. The only way it gets messy is if you spend all your TP on recovery and never save enough for Justice.

How To Survive The Attacks

Yellow and Blue’s attacks are annoying, but they are not the real wall of the fight. The trial answers are the wall.

The flower petal attacks are the most common. Flowers or lines appear, then petals fire across the box. Stay loose, move through the open lanes, and avoid making huge panic movements. Small adjustments are better than dragging the SOUL across the screen every time a petal appears.

The scattered flower pattern is about reading where the flowers are before they burst. Do not wait until the whole box is filled with petals. Move between the flower clusters early, then adjust once the petals spread.

The music note pattern adds another layer because you have to watch the notes and the petals at the same time. Follow the wavy note gaps, but keep your eyes on the full box. This attack punishes staring at one obstacle too hard.

The dancer attack is mostly pattern recognition. The dancers move and jump in a rhythm, usually alternating in a way you can read after the first few jumps. Do not chase them. Find a safe gap, let the pattern pass, and move only when the next jump forces you to.

My advice is to play this fight slower than you think you need to. If you are rushing because you already know the answers, you will take dumb damage between cases and waste TP recovering.

Pacifist And TP Tips

For a pacifist clear, do not attack Yellow or Blue. Use ACTs, solve the trials, and let the fight end through the case sequence.

Justice costs 40% TP, so Susie and Ralsei’s HelpOut ACTs are useful for building meter. If someone is low, use Ralsei’s healing before they go down. If multiple characters are down, Blue’s Integrity ACT can help recover, but it costs TP that you also need for Justice.

That is the only real balance in the fight. You need TP to solve cases, but you also need enough health to survive long enough to use it. Heal before things get desperate, then push the next Justice ACT once the party is stable.

If you are using this fight as part of a full Chapter 5 cleanup route, the Deltarune Chapter 5 walkthrough can help with the surrounding route. If you are chasing bigger optional rewards after the story path, the Deltarune Chapter 5 Shadow Crystal guide is the next cleanup piece to check.

Yellow and Blue are not hard once you stop thinking of the fight as a normal boss. The answers are fixed, the Justice ACT is the key, and the fight ends when all four cases are solved.


GamerBlurb Team

We’re a group of gamers from the United States. We write about the games we love, from big releases to niche hits, with a focus on clear guides and tips to help you level up.

https://gamerblurb.com/about-us
Previous
Previous

Deltarune Best Flower Items

Next
Next

Deltarune Chapter 5 All Recruits List