Flowery Boss Guide: How to Beat the Flower Castle’s Mercy-Based Final Fight

Flowery is the final boss of Chapter 5’s “Festival Day” segment, fought at the top of the Flower Castle located in the Dark World—constructed through the Flower King Shop. This encounter is built around a specific kind of mercy-based pacifism: Flowery is a plant that the Dark World has reshaped into a “flower’s dream,” a human-like figure whose goal is simply to thank Asgore, the caretaker who gave him life, love, and attention. During the fight, he’s supported by the other six colored flowers that originally made up Asgore’s wedding bouquet for Toriel. Direct attacks won’t be available here; victory comes only through using Acts and increasing Flowery’s mercy.

Checklists

  • Check – A being shaped from the Golden Flower. Everything about him is an illusion… but, with hope, can it become real!?

The Flowery fight is framed as a long, punishing gauntlet, and several mechanics can alter how you approach it. Keep the caveats in mind as you plan your run.

First, like the Spamton battle, your Soul’s color and positioning shift. Instead of behaving like a Yellow Heart that fires beams, you take on an Orange Heart role and move by dashing through obstacles. You can hold the input to charge up for a longer dash that can pierce blue barriers, or tap repeatedly to perform several quick charges to clear multiple objects while you maneuver.

One major advantage: Flowery and his flower allies don’t actually want to kill you. If you lose all HP, you’re simply ejected from the battle instead of being defeated for good, and Green appears afterward to refill any recovery items you used during the encounter. That means you can be less stingy with food items and focus on learning the fight.

The catch is that Susie and Ralsei feel the same non-lethal intent as the flowers do. If you order them to attack, they’ll end up healing back the damage and cancelling out your attempts to deal offense. In other words, this has to be a pacifist-style exchange—there’s no shortcut around it.

Boss Fight – Flowery (Phase-by-phase mechanics)

With the Orange Soul, charge and dash through bamboo, breaking the blue sections while dodging the white barriers that can’t be broken. Each broken barrier grants 3% TP.

Flowery then enters the battle box and charges “Jarona,” dashing at the Orange Soul. You can charge to strike back, or use quick counters to respond to his faster rushes. The longer you charge, the longer your counter remains effective. Each successful counter grants 5% TP.

Next comes another bamboo-based sequence: as the Orange Soul, dash through the smaller blue bamboo segments while avoiding white cactus fragments. On the far left side, a wall of brambles starts to spread into the battle area, but it pulls back each time you break bamboo.

After that, you’ll see a similar idea to “My Jarona,” but with an added twist: when you deflect Flowery’s attack using the Orange Soul charge, it spawns a spinning fan that travels across the battle box. You must dodge the fan while still parrying Flowery’s incoming attacks.

The opening of the fight alternates between two pressures. Sometimes you’re sent ramming through bamboo as the Orange Soul; other times Flowery challenges you directly with “Jarona,” which you must deflect by charging or quickly tapping the indicated key to parry. Since you aren’t simply dodging everything, successful breaks and parries increase TP. TP is essential because it’s the only way for Kris to use Acts that slowly raise Flowery’s mercy meter and trigger later phases.

The good part is that TP isn’t a single-source resource here. You can build it by deflecting attacks, defending, using Susie and Ralsei’s Acts (when available), and even by using certain beverage items sold at the Cafe.

There are two specific Acts required during this stretch. First, use Posey(Z) to raise Flowery’s mercy to 10%, then use BlowAway(Z) to raise it to 20%. Kris can perform these Acts independently if Susie or Ralsei needs to focus on healing or defense, but doing so costs more TP.

For this section, concentrate on the timing of Jarona and on choosing the safest routes through barriers. You don’t have to break every bamboo during the bramble attack if it risks you taking damage—just don’t let the brambles close in too far.

After you complete both Act requirements, Flowery retaliates with an Act of his own. It removes any recruits you might have, and even increases mercy on your team—though it actually does nothing. This starts Phase Two, where Flowery brings in additional pairs of flowers to strengthen his attacks and raise the difficulty.

Phase Two begins with a variation of Seth’s Omega-style attack. You’ll move the Orange Soul between separate boxes and dash through them to reach the next area. Between transitions, words appear from bottom to top; you must avoid them. You can also absorb green words for an extra 4% TP. Despite the sound effect, they do not heal you.

Still using the Orange Soul, you then push through a long corridor lined with vertically floating knife walls that act like barriers. You can dodge the knives normally, but you can also dash into blue lily pads to bounce over them completely and skip the hazard. The rate at which the knives show up increases over time, and the lily pads float up and down—so you’ll need quick timing to dash into a pad as you land.

In the next phase, Aqua and Seth join Flowery first, adding new spins to both their Omega attacks and to Flowery’s own patterns. The main goal here is limiting damage as much as possible while still stacking enough TP to perform your primary Act. You do get extra options to handle the pressure this time. Susie and Ralsei’s independent actions can also raise mercy while granting TP gain (especially if one or more party members are currently down), but that benefit is balanced by the fact that the main Acts cost even more TP when you need to remove Aqua and Seth quickly.

Pay close attention to Seth’s attack. The fight tries to bait you into shooting through moving text bullets to hit green ones. Unlike a classic Undertale-style expectation, this does not restore health. Unless your TP situation is extremely tight, it’s safer to dodge the bullet text entirely and only go for green targets when you have an obvious, low-risk shot.

Aqua’s attack similarly tempts you into dashing into lily pads. However, that makes the sequence faster and harder, because you must rapidly tap-dash to land on the next lily pad correctly. If your timing slips, you can boost right into the knife wall.

To advance, Flowery’s mercy must reach 30%. Once you hit that threshold, Seth and Aqua retreat.

After the retreat, Flowery continues with a pattern similar to “My Jarona,” but now Orange joins him, and Flowery repeatedly tries to fake you out. Look for him standing still instead of floating; when that happens, Orange will fly over and charge you quickly. Some successful parries also cause boxing gloves to appear, which float back before homing in.

Then comes a modified Ja-Orange attack after the first turn. In addition to the fakeouts and Orange’s strikes, both characters stand down while Green launches a string of food bullets at you. During this, Flowery calls out “Ja-st Kidding!”

This phase demands more parrying, and if you’ve been practicing timing, you’ll recognize why. Flowery throws out many fakeouts now. If he stops floating, it signals Orange flying in to punch instead, and that requires a quick tap counter at exactly the right moment.

After the first turn, Green’s attack is added. Green floats close but doesn’t actually turn blue, which is one of the few clues that he’s backing down as a salvo of flying food arrives. You’ll need to dodge that incoming food, but you also get a small grace window to focus on escaping before the attacks restart.

As in the prior phase, reduce damage where you can and use healing items in a way that still builds enough TP to raise Flowery’s mercy to 40%.

Next is a bamboo-and-bramble sequence similar to the Bramble Chase move. You’ll cut through bamboo shafts to prevent brambles from forming behind you. There are no cactus sections to dodge in this variation. Instead, Blue creates flowers on the right while Yellow shoots to spawn a spread-out group of butterflies. You can’t dash through these butterflies; they must be dodged completely.

After blasting through bamboo shafts, you’ll deflect multiple versions of Flowery back-to-back. That requires quick taps to deflect each one in sequence. Once you deflect four Flowery instances, a salvo of spinning fans sweeps through the box and must be avoided.

This penultimate phase is the fastest step to progress because you only need one Act to move on. The cost is steep: it uses all of your TP. Unless you’ve been extremely consistent, you’ll likely need at least one extra turn to rebuild enough TP to perform it. The good news is that the Act still works even if multiple party members are downed—the team is healed to 1 HP.

Before you can reach that point, you’ll need to dodge Blue’s butterflies while dashing through bamboo. As with the other bramble attack, you don’t have to dash through every bamboo piece. Prioritize staying alive and avoid letting brambles overtake you.

Justice ACT and “Case” selection

When you begin the Justice Act, you’ll have one final case to present:

Case – Susie and Kris… were jailed illegally!

Choose the single item that truly links Kris and Susie to the moment (Tap to Reveal). If you pick anything else, you take damage. Getting the correct option instantly raises Flowery’s mercy to 50% and removes Yellow and Blue. Flowery then fires back with “Take that!”, accusing you of stealing the Petal Feather. Ralsei is blamed instead and removed from the fight, leaving you with only two party members.

The good news is you don’t need Ralsei to win—but you do need to survive at least one more round. Ideally you still have TP left, because triggering Susie’s Idea requires 48%. That means preparing for Flowery’s big follow-up attack where he tries to hit you four times in succession, so be ready with the counters.

As soon as possible, regardless of your remaining HP, trigger Susie’s Idea. She hurls Kris high up toward the large vine you’ve been circling. From there, you climb the rest of the way on your own, using blue bamboo to dash into and smash upward to reach new climbing sections.

Flowery can’t harm you during this climb, but brambles begin forming below. As long as you keep moving and maintain your rhythm, you should be able to stay ahead of them.

After smashing through several bamboo shafts, Kris reaches the top alone. Kris automatically shifts into action mode thanks to the Orange Soul. Flowery responds by using all of his power for a final, dramatic finish: Omega Flowery – Last Jarona!

To finish the fight, deflect Flowery’s “Jarona” the same way you previously did with the Soul—but now you can also leap and swing Kris’s sword. Flowery launches “Jarona” with explosions trailing behind him, and you must time your strikes to knock him back. If the explosions catch you, they deal 60 damage. So if Flowery advances from the middle of the screen, you’ll need to jump and slice rather than relying on a pure dodge.

Land eight successful parries to trigger the last clash. This is your chance to defeat the power of friendship. You can also aim for a perfectly timed final hit; even if you don’t, the fight still ends normally.

Up Next: Secrets

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Marcus Chen is a gaming journalist and industry reporter with more than 10 years of experience. He covers releases, announcements, and trends across PC, PlayStation, Xbox, and Nintendo, and keeps a close eye on the indie scene and esports. Previously an editor at several gaming publications, he now writes news, reviews, and breakdowns of major industry moments—from big showcases to updates on popular titles. His work is aimed at players who want a clear, fast read on what happened and why it matters.