You’ve beaten Aqua and Seth, you’ve bested Orange and Green, now only one duo stands to stop your climb up Flower Castle! Yellow and Blue’s battle is focused less on combat and more on deductive reasoning and exploration.
The fight rewards you for exploring as much of the surrounding area as you can, and taking some time to look around can make it much easier. We’ll be going over the battle itself, the prep you can use to trivialize it, and general tips on how to beat Yellow and Blue.
Exploring and Securing Evidence

Progressing through Yellow and Blue’s battle will task you with solving four court cases. Each has evidence that’s required to solve them, otherwise you’ll need to spend time and TP on Blue’s Evidence ACT.
There’s plenty of useless evidence dotted around Yellow and Blue’s areas, so we’ll only be going over the pertinent entries. For the four cases I could find three pieces of effective evidence, namely…
- The PerpBook, found beside Seth, once you follow Yellow to his punishment.
- YellowShred, found next to the fire pit directly to the left of the entrance to Yellow’s room.
- RedSplatter, found by interacting with the ‘bloody’ hole meant for Yellow.
Despite multiple playthoughs I couldn’t find the BlueString needed for the final case, so we’ll need to use Evidence with Blue in order to find it. Let’s go case by case. You can begin a case once you have the evidence by using Justice in Yellow’s ACT menu. It costs a sizable chunk of TP, so don’t be afraid to Defend or use Susie and Ralsei’s unique ACTs to make some TP fast.
Case 1 – Crushed Floradinn

Our first case concerns a Floradinn who has been crushed flat. He doesn’t seem too bothered, but Yellow insists that the perpetrator be punished. Luckily, we acquired the PerpBook earlier!
The book belongs to Seth, who stammers as soon as they’re even hovered over. Select them and accuse with the PerpBook to solve Case 1!
Case 2 – Yellow’s Shirt

Yellow is the victim of case 2, noting his favorite shirt’s burnt state. This is where we use the YellowShred, the only remaining piece of the shirt.
Green is the culprit, accuse them and you’ll move on to Case 3!
Case 3 – Green’s Handkerchief

Green is the next with a complaint, as their prized handkerchief has been horribly stained red. The evidence here is the RedSplatter, which the accused used to stain the handkerchief.
Aqua is our perp, as she’s all too excited to reveal. Line up the evidence and send her off, you’ll be left with only one cast left.
Case 4 – Yellow’s Prized Flowers

Yellow is one again our victim, lamenting his stolen gift for Blue. This is the only piece of evidence I couldn’t find, so spent a turn using the Evidence ACT with Blue to earn the BlueString.
Blue is, ironically, also our thief. His integrity has cornered him, and by accusing him with the BlueString, you can clear the battle!
Blue and Yellow’s Attacks

The duo have 4 attacks they cycle through, repeating a pattern as you stack TP and clear cases.
Attack 1: The first sees Yellow fire a giant bullet that slowly follows a path covered in giant flowers. Whenever the bullet passes a flower, it pops, firing projectiles in all directions. Keep as much distance as you can from the bullet’s path so you have as much time as possible to dodge the follow up projectiles.
Attack 2: The second attack sees Blue summon a line of mini ballerinas at the bottom of the screen. He’ll jump, and a few ballerinas will flash blue before copying the jump. Slot yourself between the non-glowing ballerinas, and you’ll be right as rain.
Attack 3: The third attack features flowers floating from left to right, before Yellow shoots them and causes projectiles to fire from their petals. Another case of keeping as much distance as possible so you have time to move.
Attack 4: The fourth and final attack sees Blue summon three lines of music notes. In every set of 9 notes, one will be replaced by a flower, which Yellow will quickly shoot. Like every other flower, it’ll then fire projectiles in the petal directions. Keep your distance and move with the bending note lines and you’ll be set.

The fight is very forgiving, not only in its few repeated attacks, but in Blue’s other unique ACT, Integrity. In exchange for TP, Blue will revive fallen party members, allowing you to focus on solving the cases and keeping your TP up.

