For a Pacifist/Mercy clear, do not attack Orange and Green; use non-damaging ACT/Mercy options, keep the party alive, and only state GetAlong as the likely solution with a clear hedge because the exact turn-by-turn method is not fully verified.
The safest Mercy plan for the Orange and Green boss in Deltarune Chapter 5 is to treat it like a relationship-focused ACT fight, not a damage race. Early players report ACT → GetAlong as the important Kris action, but the exact count, Mercy values, and separate spare rules are not fully pinned down yet.
That means this is not a rigid menu script. Use it as a practical Pacifist/Mercy approach: bring Ralsei, avoid Fight, build TP safely, heal when needed, keep using nonviolent options, then Spare when the game allows it.
- Pacifist answer for Orange and Green
- Confirmed setup before Orange and Green
- Mercy fight plan for Orange and Green
- Attacking Orange and Green can stall the fight
- Mistakes that hurt the Mercy clear
- Still unconfirmed for this boss
- Related Chapter 5 objectives after this fight
- Frequently Asked Questions
Pacifist answer for Orange and Green

For a Mercy route, do not try to knock out Orange or Green. Keep Kris on ACT, use non-damaging options, and have the rest of the party defend, heal, or spare once the spare condition appears.
The reported solution is GetAlong, which appears to push the duo toward cooperating instead of continuing the fight. Since the current evidence does not verify the exact turn order or number of uses, do not treat any claimed precise input chain as guaranteed.
If the fight drags, stay patient. A Mercy clear should be won by meeting the spare condition, not by forcing damage through a boss pair that may be built to punish damage strategies.
Confirmed setup before Orange and Green

| Detail | Use in this guide | Confidence |
|---|---|---|
| Chapter 5 reaches the flower shop Dark World | Players the boss in the chapter’s main Dark World flow | High |
| The first three wardrobes have nothing useful | Do not stop checking too early | High |
| The fourth wardrobe adds Ralsei | Bring him before pushing deeper into the area | High |
| GetAlong is the reported Mercy ACT | Use it if it appears in Kris’s ACT menu | Reported, not fully verified |
The useful pre-fight setup is limited but important. Chapter 5 reaches a Dark World inside Kris’s father’s flower shop, and the party can regain Ralsei from the fourth wardrobe after checking the wardrobe section.
Mercy fight plan for Orange and Green
STEP 1/7
Enter with Ralsei and healing ready
Before committing to the boss, make sure Ralsei is back in the party and you have enough healing resources to survive a longer ACT fight.
STEP 2/7
Avoid Fight commands
Do not use damaging Fight inputs if you are preserving a Pacifist/Mercy route.
STEP 3/7
Check Kris’s ACT menu
If GetAlong is available, use it as the reported main ACT for making Orange and Green cooperate.
STEP 4/7
Defending with party members who are not acting
Use defending turns to reduce incoming damage and build TP instead of wasting turns on damage.
STEP 5/7
Heal through bad attack turns
Spend TP or items to stabilize the party whenever HP drops low, especially if Kris needs more ACT turns.
STEP 6/7
Keep using nonviolent options
Continue with GetAlong or the safest available ACT/Mercy choices until a spare condition appears.
STEP 7/7
Spare when the game allows it
Once Spare becomes available, use it on the valid target or targets to end the fight without killing either boss.
Do not switch to damage just because the fight feels slow; keep Kris on ACT, use the others to defend or heal, and wait for the spare window.
Because the exact spare trigger is still unconfirmed, watch the in-game menus closely. If Orange and Green appear as separate Mercy targets, spare the one that becomes valid; if the game resolves them together, take the shared spare when it appears.
Video help
Attacking Orange and Green can stall the fight
Early players report that Green can fully heal either boss when one drops below 70% HP, prioritizing themself over Orange. That behavior is not verified enough to state as a hard rule, but it does explain why damage-focused attempts may feel like they are going nowhere.
For a Pacifist/Mercy route, the healing claim should not change your plan anyway. You are not trying to win by HP damage. Treat any healing behavior as another reason to stay with ACT, defense, healing, and Spare.
If you already attacked by mistake and want a clean Mercy result, consider reloading before the fight rather than trying to reason through unclear route consequences. The current material does not confirm exactly how Chapter 5 tracks this encounter’s outcome.
Mistakes that hurt the Mercy clear
| Mistakes | Why it hurts the run | What to do instead |
|---|---|---|
| Using Fight | Risks breaking the Mercy intent and may trigger reported healing behavior | Use ACT, defend, heal, and spare |
| Assuming each boss must be defeated separately | Turns the fight into a damage race the encounter may resist | Look for cooperation or shared Mercy progress |
| Skipping Ralsei | Removes a support option before a longer survival fight | Check the fourth wardrobe before moving on |
| Arriving without healing resources | Leaves no buffer while Kris spends turns on ACT | Restock or backtrack before committing |
| Following exact claims without proof | Unverified turn counts can waste attempts | Use the flexible Mercy plan and read the menus |
Most failed or drawn-out attempts come from treating the encounter like a normal two-target damage fight. The safer read is that Orange and Green are a nonviolent puzzle boss where survival matters more than damage output.
Also be careful with the names. Orange and Green are useful player-facing labels here, but the official boss names are not confirmed in the current evidence.
Still unconfirmed for this boss
Several hard details are still missing: the official names for Orange and Green, the exact number of GetAlong uses, whether each boss has a separate spare condition, and the specific HP or Mercy values behind the fight.
Rewards, bullet rules, item drops, and route consequences are also not verified. Until those details are clearer, avoid guides that present exact numbers or menu scripts as settled fact.
After Orange and Green, players are also looking into the optional boss Pink, the Chapter 5 Shadow Crystal, the Weird Route or Festival Weird Route, and Pink Coins. Those are separate objectives, so do not mix their requirements into this Mercy clear unless the game explicitly connects them in your run.
Frequently Asked Questions
Can you beat Orange and Green without attacking?
Yes, that is the safest reported plan for a Pacifist/Mercy clear. Use non-damaging ACT and Mercy options, defend or heal with the rest of the party, and spare when available.
Is GetAlong definitely the correct ACT?
GetAlong is the reported ACT tied to the Mercy solution, but the exact method is not fully verified. If it appears in Kris’s ACT menu, it is the best current option to prioritize.
Do Orange and Green have to be spared separately?
That is not confirmed. Watch the Spare options during the fight and use them when they become available, whether the game presents Orange and Green as separate targets or resolves the pair together.
Does Green really heal below 70% HP?
Early players report that Green fully heals a boss below 70% HP, but that mechanic is still unverified. Either way, a Mercy route should not rely on damage, so keep focusing on ACT and survival.
Do you need Ralsei before this fight?
You should bring Ralsei if you can. The fourth wardrobe reportedly returns him to the party, and having him gives you better support while Kris works through the nonviolent ACT path.