Top of Flower Castle Guide: Final Brawl to Seal the Dark Fountain
Kris, Susie, and Ralsei push deeper through the Flower Castle, clearing the seven flowers that have been guarding Asgore’s happiness. Even so, the Dark World is starting to show cracks—signs that the story is nearing its last showdown. To seal the Dark Fountain for good, you’ll climb to the Top of Flower Castle and settle things with your newly made allies in a final, high-stakes brawl over which side “deserves” the Dark World more.
Chapter 5: Top of Flower Castle — checklist-style route
| Area / Section | What to expect |
|---|---|
| Top of Flower Castle – The Beginning | Outdoor-to-action platforming segments; multiple flower encounters; a Seth-led battle with Shi |
| Green’s Shop | Shop with increased prices; activated fast travel; a long, companion-driven platforming gauntlet; two Pink Coins in the area; secret artist studio |
| Pink Door | Fast travel access; the last Pink Coins; a return route via Netskie Climb Door and multiple platform jumps |
| Castle Top | A wardrobe heal setup, a gauntlet featuring the other six flowers, then the final room with a last Save Point and Fast Travel Door |
| Boss Fight – Flowery | Multi-phase boss gauntlet with Soul mechanics, TP-focused ACT strategy, and a final “Omega” Jarona showdown |
Task Search: The Beginning
From the lower Flower Castle, you’ll climb a long vine upward. As you go, Asgore starts shrugging off the flowers’ distractions—fun time is over, and he wants to see the Dark Fountain firsthand. When you reach the destination, the seven flowers confront you with a clear warning: even if you’ve made friends, they’ll still fight to prevent you from dismantling the dream they built for Asgore. No amount of politeness will stop them from going to war.
Step out onto the balcony overlooking the sunset to find a Save Point. From there, follow the main path to the right.
You’ll meet Seth while she’s pushing a Shinobeetle. She explains a new vulnerability: when they’re alone, they’re “spareable,” which adds a twist to the fight. You can still use ACT to increase Mercy, but Seth will reduce 20% of your accumulated Mercy on her turn. Because of that, the recommended plan is to aim for a one-turn spare: once the Mercy is above 55%, have Kris convince for a +35% boost, then have Susie ACT for +20%, and finally have Ralsei spare before Seth can counter. If the spare goes through, Seth has no choice but to flee—this is also likely the last Shinobeetle you need to recruit.
Continue up the stairs into the next room, where you switch into action platforming mode. Ahead, the next flower duo is already prepared to slow you down.
Blue helps by creating a route of cloud platforms, while Yellow waits in the background—ready to open fire as soon as you step onto any of Blue’s cloud flowers. As you advance, Yellow’s hazards start appearing in the middle of the platform section. While it’s technically possible to brush the extreme edges of platforms and avoid the flowers entirely, the safer and more satisfying approach is to sprint straight through.
Yellow will target a platform momentarily, then fire to destroy the cloud and send you falling back to restart if you’re not fast. Keep running across the cloud path while following Blue. As you go, more platforms will slide side to side, so track their movement and rush over toward a set of trampoline flowers.
As you jump upward, bounce between trampoline flowers to reach a ceiling crowded with rocks and a large blue flower. At this stage, you can’t proceed without provoking Yellow—slash the blue flower, and Yellow will shoot rocks into the area, building a climb path. You’ll then use a new trampoline flower to spring even higher.
Next, Yellow brings out the “big guns”: giant yellow pistols that fire across the narrow shaft you’re climbing. You’ll need to push forward quickly across the cloud platforms to stay ahead of the shots below. Take a breath and plan your jumps—there’s enough time to map a route if you keep your head.
When you reach the top, you can return to normal exploration and head right to another large staircase. Flowery appears to needle you—questioning who truly deserves their Dark Fountain more—something Susie clearly refuses to entertain.
On the other side of the stairs, you’re back outdoors. Return to action platforming mode and pass through the Tori Gate. Aqua tries to stop you by throwing knives; dodge with well-timed jumps. You can also slash trampoline flowers as you pass to collect Flowery Dollars, or keep your focus purely on movement.
When Aqua escalates and starts throwing even more knives, they arrive in waves that can be difficult to dodge. Use short hops with quick button presses to clear single knives and return to the ground faster, and save longer holds for clearing two to three knives in a row.
Once you reach the far side, Seth has set up a battle with three Shi. She gives them mobility by placing a skateboard under the scarecrows, letting them move across the battle area like a tall, bouncing tower. Wait on the left side until they start bouncing quickly, then dash between gaps. Sparing one Shi makes the remaining two significantly easier to avoid.
The final twist arrives when only one Shi remains. Aqua teams up with the Shi to upgrade their scythe-throwing pattern with her own knife attacks, meaning you’ll dodge far more projectiles than before. Aim to use Intimidate to get a full Mercy—unless the other Shi have already used their ACTs. In that case, it’s better for Kris and Susie to each run individual ACTs to help Ralsei set up the spare. If you missed recruiting some Shi earlier in the Cliffs and Castle, you can finish them here.
Green’s Shop
After more stairs—and after you witness Ralsei lose his temper at Flowery’s jabs—you reach near the top of the castle. Green steps out of the shadows and reveals her “ultimate” gimmick: a shop where prices are increased by 1 Dollar, plus a Save Point.
As a bonus, the fast travel doors near the shop are now activated. That means you can quickly hop back to the Gardens, Cliffs, and the lower Castle areas to grab anything you missed—especially Pink Coins.
Enter the room to the right of Green’s Shop and prepare for a major platforming challenge that tests how quickly you can use your companions’ ACTs while moving through the space.
When you reach the far right side, start by having Susie attack the blue flower to reveal a trampoline you can hit to rise. Before you jump on it, have Ralsei hang from the lever above so you can bounce to him safely.
Ralsei slides left, and you’ll repeat the process—except now you must send Ralsei to the next lever while mid-air. When you jump across the next two trampoline flowers, the third one must be attacked by Susie first to activate it. Try to target it right before your second jump.
If you start failing, you’re not stuck—Susie will eventually point out that things go smoother when teammates act without waiting for Kris to instruct them. Trust your party to clear the path: they’ll follow your lead and handle the needed switches. If you do it right, you won’t need to micromanage which flowers Susie targets or which lever Ralsei hangs from. Keep jumping, and the group’s actions should cover the rest.
Platforming pressure ramps up as you climb. Large shurikens begin appearing behind you, so stay ahead by relying on your friends to be ready for your next landing spot. Follow the route through more trampoline flowers to reach the top, where Ralsei reveals an unexpected move that helps save Susie from one last trap.
From here, you may want to go left before continuing the main route. The left path is another tough platforming segment: you’ll cross a pit lined with thorny roses by bouncing off multiple trampoline flowers. Blue ones are easier to control, but the main challenge is timing your hits and bouncing off a single flower repeatedly as you move left across the pit.
Don’t panic when knives show up. They won’t shove you back the way Orange’s Bullet Patterns do, so it’s usually better to take the hits rather than fall trying to avoid them. Your hitbox is also extremely small, making the knives look more threatening than they are.
At the halfway point, you’ll find a ledge that drops you below—but since it’s a one-way route, save it for the return trip. Unfortunately, the rest of the left path is even worse. You’ll bounce on yellow trampoline flowers that launch you in wildly different directions unless you land dead on the center. This takes more practice than the earlier sections because you’ll need to hit near the top-center of each flower to stay airborne, then keep moving along with the flower until you can angle yourself toward the next one in the chain of three. If you make it all the way across, your reward is one of two Pink Coins in this area.
Just past that Pink Coin, you’ll find one more task: slice through vines and use Ralsei to hang from multiple roots growing up a wall. Since Ralsei is no longer automatically latching, you’ll need to manually ACT so he can attach—which becomes tricky when there are three latch points. There’s a very short window after setting the next ACT during which Ralsei starts moving to the subsequent point, and Kris can still jump upward. Try to jump up immediately rather than jumping and then using an ACT.
The room further up on the left is the ultimate test. You’ll jump across a line of roots while having Ralsei move ahead. Work to find a rhythm: select the ACT, jump to the next root, and keep the flow so your movement stays smooth. Unfortunately, you’ll essentially need to run the timing sequence twice because an “Annoying Dog” interrupts you the first time.
Once you reach the far side, open a Treasure Chest to obtain a DogDollar. Then grab a Laddery that leads back to Ralsei’s room, and enter a door to discover a secret artist studio featuring all the guest artists in this chapter. Don’t forget to pick up the special BromideF and check your Key Items to view a questionable poster. For a quick way back, head left above the Laddery to locate a Trampoline Flower that carries you over the gap.
Heading back to the right, take the second Trampoline Flower to fly across a particularly annoying gap and reach an area with a lower opening you can drop through. Here, you’ll spot the strange creature still searching for cheese. When you try to have Susie hit a pinwheel to send it toward the treat, the floor collapses.
You’ll slowly fall down a windy chasm lined with sharp roses. Slice away blue roses as you descend to avoid getting cut. You’ll also run into Yellow’s pistols here, firing out red rings. Move side to side to float through the rings at the right moment so you can land safely below.
Pink Door
The gusty pit leads to a mysterious Pink Door. It includes its own fast travel door, and it’s also where you’ll find the last of the Pink Coins.
If you’ve been collecting Pink Coins carefully, you should already have at least ten—the amount needed to buy the Mysterious Key from the shop in the Castle Cliffs area. With the nearby fast travel door, you can now warp quickly to that location. Still, there are nineteen Pink Coins total, and it’s best to hunt them all down. Eighteen have already been covered, and the final one is located by returning to an earlier area.
After you secure the Mysterious Key, warp to the Netskie Climb Door and head right across the vines into the cavern where you previously chased Seth and Aqua. This opens into a section where you run through a Tori Gate and platform across jumps while collecting coins.
Dash into the next area and you’ll find yourself below the castle—because earlier, a gust accidentally sent Aqua and Seth upward. Since they’re no longer here, keep running right into a new room. Jump quickly as you enter to cross a gap, then slam onto the far side from a high ledge where the final Pink Coin waits.
While you’re in this room, use the umbrellas to climb to higher spots. Going all the way up on the left side will get you tons of Flowery Coins. To exit, drop down to the bottom and pass a friendly Shi. From there, use the gust to return—handy if you missed the jump that leads to the Pink Coin.
Castle Top
When you’re ready to push toward the end of this Dark World, take the right path in the large platforming room where you were working as a team. There’s a wardrobe you should use to fully heal the group—because next comes a gauntlet meant to test whether you’re truly ready to face Flowery.
The other six flowers will appear and launch a string of attacks that you must defeat in action platforming mode:
First, Aqua and Seth summon their bullet patterns. Aqua’s pattern is interrupted by a large purple book that flattens it, then the book falls and explodes, sending knives outward along the ground. To counter, jump and slash the book from the sides. Then be ready to hop over the knives as they spread across the floor. During this portion, use Susie’s stunbuster as often as you can.
When the first group retreats, heal if needed by targeting the wardrobe, because more attacks are coming shortly.
Blue and Yellow move in next. Yellow calls down a cowboy hat high above that shoots wavy beams. That means the only truly safe zone is directly under the hat. Dash left and right while watching the wave pattern so you don’t get clipped by the lines.
After the hat finishes its assault, it becomes vulnerable—but it’s still high up. Fire a Stunbuster at it to bring it down. When it drops, it creates a trampoline flower on a string. Bounce by attacking it, then keep fighting while airborne as you bounce in place.
After one more chance to heal, the gauntlet’s final opponent is Orange and her boxing gloves. Small attacks come from every direction, but slicing a few of the smaller threats sends them bouncing into each other. Mash your offensive timing to scatter them and reduce the chaos.
Then, watch for an alert box that signals a stronger glove is about to crash down. This heavier glove creates shockwaves on impact, so jump over it first, stun it with Susie, and then start attacking.
Once enough damage lands, a second alert box appears as another boxing glove crashes down. Now you have to deal with two gloves slamming the ground and producing shockwaves. Play defensively: wait for both gloves to slam (especially if they’re still mostly synchronized), hit back briefly, then back off. If the gloves aren’t in sync, stun one to create more time to deal damage—particularly when one or both are about to trigger shockwaves at the same time.
Eventually, the gloves slam together and become temporarily invulnerable. When they fly into the background, dodge their return swings. One glove comes low, the other stays elevated, so time jumps carefully to avoid both. When they slam together again, both become stunned, letting you land the finishing blow.
With Orange defeated, Green appears next—not to fight, but to drop food you can slash for a full heal after the battle.
Enter the final room to get one last Save Point and a Fast Travel Door. Use it to go back to Green’s Shop and the Cafe in the lower castle. At this point, you should have unlocked Tea Time with everyone. After you chat, spend the remaining Flowery Dollars on drinks and fill your immediate inventory and storage. You won’t be using that specific money again.
Save your progress, then head right from the Save Point to reach Flowery. Follow him to hear his final plea, then start the fight to prove that your dream deserves to continue more than Flowery’s—along with his flower companions.
Boss Fight – Flowery
- Check – A being forming out of the Golden Flower. Everything about him is an illusion… but, with hope, can he make it real!?
The Flowery encounter is a grueling, multi-part boss fight with multiple caveats that can change how you approach it—so keep them in mind as you go.
As with the Spamton fight, your Soul changes colors and positioning. However, instead of firing beams like a Yellow Heart, you’ll take on bravery with an Orange Heart and dash through objects. You can hold to charge for a longer dash that pierces through blue obstacles, or tap rapidly to trigger several short charges to clear multiple objects while maneuvering.
The fight’s good news: Flowery and his companions don’t actually want to kill you. If you lose all your life, the battle ejects you from the encounter. Green will also appear to replenish recovery items you used during the fight, so there’s less pressure to hoard food and drinks mid-battle.
The flip side is that Susie and Ralsei share the flowers’ pacifism. If you command them to attack, they’ll instead heal back the damage and cancel out your offensive actions. You’re locked into pacifist play here—there’s no workaround.
The battle begins with Flowery alone. He alternates between ramming you through bamboo while you’re operating as the Orange Soul, or using his “Jarona” attacks that you must deflect by charging (or rapidly tapping the indicated key) to parry. Since you aren’t simply dodging everything, successful breaks and parries raise your TP. TP is the core resource of this fight: it’s the only way for Kris to use ACTs to slowly increase Flowery’s Mercy level, which triggers new phases.
Fortunately, there are many ways to build TP: deflecting attacks, defending, having Susie and Ralsei use their ACTs, and—if you have them—using beverage items sold at the Cafe.
Two specific ACTs are required. First, use Posey(Z) to raise Flowery’s Mercy to 10%, then use BlowAway(Z) to raise it further to 20%. Kris can use these ACTs independently if Susie or Ralsei need to focus on healing or defense, but doing so costs more TP.
For the early phase, focus on timing the Jarona attacks and learning the most reliable way to break through (or avoid) barriers. You don’t need to destroy every bamboo during the bramble sequence if you’re trying to avoid taking damage, but don’t let brambles get too close either.
After completing both ACT types, Flowery retaliates with an ACT of his own that removes any recruits you might have had. It also raises Mercy on your team—though it effectively does nothing. This starts Phase Two, where Flowery calls in additional flower pairs to strengthen his attacks.
In Phase Two, Aqua and Seth join Flowery first. Their presence changes both their Omega Attacks and Flowery’s own moves. The main goal here is to minimize damage while building TP for your main ACTs. You also get more counter options than before. Susie and Ralsei’s independent actions still raise Mercy along with TP (especially if one or more party members are knocked down), but the tradeoff is that the main ACTs cost even more TP when you want to remove Aqua and Seth quickly.
Pay close attention to Seth’s attack. It pushes you into wanting to shoot through moving bullet text to hit green targets. In Undertale you might be rewarded with healing, but here you’re not. Unless you’re extremely confident in a clean shot, prioritize dodging the moving text bullets themselves and only aim for green if the shot is simple—otherwise the damage ramps too fast.
Aqua’s sequence encourages you to dash into lily pads, but that makes things much more accelerated and harder to keep up with. You’ll need rapid timing—quick taps on dash as you land on each lily pad—or you’ll slam right into the wall of knives.
To move to the next phase, raise Flowery’s Mercy to 30%. At that point, Seth and Aqua retreat.
Phase Three demands much more parrying. Flowery introduces tons of fakeouts, so your timing matters. If he stops floating, Orange will fly in to punch—counter it with a quick tap at the exact moment.
After the first turn, Green’s attack enters the mix. Green hovers nearby, shrugs, and backs down as a salvo of flying food threatens you. Dodge while you have that grace window, then prepare for renewed attacks. As before, focus on taking minimal damage and using healing items to gain TP so you can raise Flowery’s Mercy to 40%.
This penultimate phase is the fastest—one ACT is all you need to progress. The downside is that it consumes all your TP. Unless you’ve been incredibly consistent, you’ll likely need at least one extra turn to build enough TP. The good news is that the ACT can still work even if multiple party members are down: they’ll be restored to 1 HP.
Before you can do that, you must dodge Blue’s butterflies while dashing through the bamboo. Like earlier bramble attacks, you don’t need to dash through every piece of bamboo. Prioritize evasion over breaking—so long as the brambles aren’t closing in and overtaking you.
When you begin the Justice ACT, you’ll get one last case to present:
Case – Susie and Kris… were jailed illegally!
Choose the single item that correctly links Kris and Susie to the scene (Tap to Reveal). If you choose incorrectly, you take damage. If you choose correctly, Flowery’s Mercy jumps instantly to 50%, and Yellow and Blue are removed from the battle. Flowery then fires back with “Take that!”, accusing you of stealing the Petal Feather. Ralsei takes the blame and is removed, leaving your party at two members.
The good news is you can still win without Ralsei—but you do need to survive one more round. Ideally you still have TP remaining, because you’ll need 48% to trigger Susie’s Idea. That requires enduring Flowery’s big attack where he tries to hit you four times in a row, so be ready for counters during that burst.
As soon as you can—no matter your remaining health—trigger Susie’s Idea. She throws Kris high onto the large vine the fight has been orbiting. Now you climb the rest of the way on your own, using blue bamboo to dash into climbing points and smash upward.
Flowery can’t actually hurt you here, but brambles will begin forming below. Keep moving and you should be able to outrun them if you stay calm.
After smashing through a series of bamboo columns, Kris reaches the top alone. Kris automatically shifts into action mode thanks to the Orange Soul. Flowery then gathers everything for one last conclusion: Omega Flowery – Last Jarona!
To win, deflect Flowery’s Jarona the same way you handled the Soul, except now you can jump and swing Kris’s sword. Flowery launches at you with explosions behind him. Time your strikes to knock him back; otherwise, the explosions will deal 60 damage. If he attacks from the middle of the screen, jump and slice rather than attempting to dodge entirely.
Land eight successful parries to trigger the final clash. This is your chance to defeat the power of friendship. You can perfectly time the last hit; if you don’t, the fight will still end normally.
When the dust settles, Asgore rushes in to end the conflict. He apologizes to his adopted child for letting things spiral out of control, and for how his obsession with investigating the Dark World consumed his life. Understanding that the dream must end so he can address his real-world responsibilities, he asks you to seal away the Dark Fountain.
You then get one last goodbye to the seven flowers. Their dreams end here, and they can’t be carried into the Dark World like the other items you collected. Talk with everyone, then go right to approach the Dark Fountain. Speak with Flowery and Asgore one more time before interacting with it.
When the fountain is sealed, unexpected events unfold in rapid succession, leaving Kris, Susie, and Ralsei reeling.
With the Dark World sealed, Kris and Susie wake up in the Flower King shop. Susie immediately runs off to find tools, leaving you to inspect the shattered glass jar on the ground. Inside, Kris finds a packet of poisonous seeds for a golden flower—and also a code leading to shelter. Before Kris can remove evidence, Susie returns and reads it herself. Progress is progress, even when it’s messy.
After leaving the Flower King shop, Susie asks Kris if they can walk her home—her “Home,” specifically. You can choose to refuse. If you say no twice, Kris walks off-screen and returns with You in a balloon so you can watch Kris escort Susie home themselves. If you’d rather get a genuine moment, it may be worth being more kind at first.
No matter what you pick, you can head toward the School as Susie talks about Kris and their shared adventures. Near the supply closet door, though, Susie pivots from heartfelt talk to a blunt statement: “Our thing” now needs to become “Noelle’s thing,” because things are getting dangerous and few people are left to trust.
Susie thanks Kris for walking her home, then shuts the door and begins preparations to welcome Noelle to Castle Town—unaware of Noelle’s immediate family emergency, and also unaware of a severely depressed human slowly walking away.
You’ve completed Chapter 5, and the sun has officially set on the group’s lighter adventures. Darkness is on its way in Chapter 6.
Up Next: Walkthrough
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- Walkthrough
- How-To Guides
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