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Should You Save Yellow From the Hyper Punishment Gun in Deltarune Chapter 5

Destroying the gun keeps the story moving, while ignoring it triggers a hidden cutscene and a Game Over.

Destroying the gun keeps the story moving, while ignoring it triggers a hidden cutscene and a Game Over.

Yellow is one of the Flower Kingdom characters Kris, Susie, and Ralsei run into during Chapter 5 of Deltarune. He is fixated on justice, and after the Fun Gang convinces him that he caused a crime, he spirals into trying to punish himself. That spiral ends with the Hyper Punishment Gun, a ceiling-mounted weapon he plans to use to blow himself up.

Quick answer: Destroy the Hyper Punishment Gun before its charge fills. Letting it fire wipes your whole party and sends you to the Game Over screen, so saving Yellow is the only way to continue the story.


How the Hyper Punishment Gun encounter starts

After you beat Yellow’s bullet pattern, he introduces himself and becomes convinced he deserves harsh punishment. Walking through the yellow door, he first announces he will bury himself. There is a brief moment where it looks like he actually did, but he reappears and decides burying is not enough.

Illustration

He climbs to the top of the room and sets up the Hyper Punishment Gun to finish the job. Before the weapon activates, Yellow explains that it takes a full 120 seconds to reach a complete charge. That two-minute window is your time to act. Aqua’s swords are also flying around during this sequence, so you have to deal damage while dodging.


Destroy the gun to continue the story

Use Yellow’s flower to launch upward and hit the gun. This is your main way to reach the ceiling-mounted weapon and start chipping at it.
Command Susie to use Rude Buster on the gun to knock it down. Bringing it lower makes it easier to keep landing hits.
Keep attacking the gun while weaving around Aqua’s swords. Once it takes enough damage, the weapon breaks before the charge fills.
Saving Yellow from being blown up

You know it worked when the gun is destroyed and Yellow snaps out of his spiral. He stops trying to hurt himself, though he still believes he should be punished, so he slides down a jail slide to lock himself up. The story then moves on to Blue near the stage.


What happens if you let the gun fire

If you do nothing for the full two minutes, the gun fires. The barrel glows red, a black shadow falls over the center of the screen, and a bright white light floods the rest of the area. When it clears, Kris, Susie, and Ralsei have all dropped to 0 HP.

The punchline is that Yellow survives. He pops back up and says “Dang, it missed me!” before the screen fades to black and the Game Over screen appears. The shot missed him, but it killed your entire party, so you lose a little progress and restart from the nearest save point.


Is there any reward for letting Yellow get hit?

There is no achievement and no in-game benefit for sitting through the firing animation. The only payoff is the cutscene itself, which is a small Easter egg for players who poke at the boundaries of what the game expects. It is the kind of optional gag Toby Fox hides for the curious, but it does not advance anything.

ChoiceOutcome
Destroy the gun in timeYellow is saved, locks himself in jail, story continues
Let the 120-second charge finishParty drops to 0 HP, Yellow survives, Game Over and reload

So the only correct move for finishing the chapter is to break the gun. Saving Yellow here also sets up his return later, when he teams up with Blue for a proper boss fight built around presenting evidence during a trial.