The Orange and Green fight at the Flower Castle looks easy at first. Orange is just hungry, and Green is the laid-back one who runs the cafés. The trouble starts the moment Green feeds Orange, which transforms him into a serious threat and kicks off a battle you cannot brute-force. Pile on damage and you’ll watch it evaporate, because Green can restore the team to full health and make your attacks meaningless.
Quick answer: Don’t use Fight. Spend turns raising TP with Ralsei and Susie, then trigger Kris’s GetAlong Act so Susie feeds the hungry Orange. Keep repeating GetAlong while stopping Green’s healing orbs from reaching Orange, and the fight ends when Green offers friendship and Orange agrees to stop.
Why attacking Orange and Green never works
This is a mercy encounter dressed up as a boss fight. Green can heal the whole enemy side back to maximum health, so any HP you chip away simply comes back. Racing their health bar down is the slow path that gets your party killed while making zero real progress.

Because of that, treat every turn as either mercy progress or survival. The fight is built to punish a damage strategy, so the win condition has nothing to do with how hard you hit.
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Add to Google Preferences →The GetAlong loop that ends the fight
The whole strategy revolves around Kris’s GetAlong Act. Performing it makes Susie offer food to Orange, who accepts because he’s hungry, even as he keeps rebelling against you. Each successful GetAlong moves the duo closer to backing down.


How you know you won
There’s no traditional knockout here. The fight resolves when Green reaches out for friendship and Orange agrees to call off the brawl. That cooperation is the “win,” even though you never actually beat them down. The structure mirrors the Blue and Yellow encounter earlier in the chapter, where success comes from passing trials rather than winning by force.
Setup and mistakes to avoid
Walk in prepared, because the fight rewards patience over aggression. Bring full-party healing and lean on the green tea and armor the chapter hands you on the way to the Flower Castle. Ralsei should be in your party here so you have room to survive while Kris spends turns acting instead of attacking.
| Mistake | Do this instead |
|---|---|
| Using Fight to lower their HP | Stick to GetAlong, defending, and healing |
| Letting Green’s orbs reach Orange | Intercept the orbs to deny his special attack and heal yourself |
| Healing every single turn out of panic | Heal only when HP gets low, then return to acting |
| Giving up when Kris goes down | Keep going — Susie and Ralsei still advance the mercy progress |
Note: The biggest danger is panic damage. If you’re aiming for the clean resolution, every turn should either move the duo toward making peace or keep your party standing long enough to get there. Feed Orange, block the heals for Green’s side, and let GetAlong do its work, and the pair will eventually stand down on their own.






