Inside Pulse 12

Walkthrough: Dangan Ronpa: Trigger Happy Havoc

(Note to anyone who might be arriving here looking for a walkthrough for Dangan Ronpa 2: Goodbye Despair: you can find it here.)

Hello and welcome to Diehard GameFAN’s Dangan Ronpa walkthrough! While Josh took the lead on the review for the game, I’ve been having a substantial amount of fun with it, and thought it might be helpful to have a strategy guide available for those who, like me, are finding it difficult to put the game down. Unlike prior guides, since the game allows you to basically go back to anything you’ve seen before, even allowing you to skip entire sections, I opted to plow through the game first, then go back and take notes on what was important, so that it’d be easier to concentrate on notetaking without being distracted by the game and plot at the time. Additionally, this guide is broken into three segments, focusing on the Class Trial sequences of the main game, earning all of the Report Card pages of the other classmates in the school, and completing School Mode in a way that will allow you to make the most effective use of your time when doing so. I do want to note that I’ve opted to skip over explaining what to look out for in the Investigation sequences, with good reason: the game makes it a big point to highlight the locations it thinks you need to visit with an exclamation point on the map, and each area you can visit shows you every possible point of interaction at the press of a button, making these segments very easy to complete. It’s rare that you’ll find yourself unsure of where to go next or pixel-hunting for a specific object in these sequences, so there’s not really a need to document what you need to look for in this case, and since the game generally won’t let you leave an area until you find everything you need or talk to everyone who has info for you, you’ll be fine. It’s the other elements of the game that can require some additional review, which is what we’re going to focus on with this guide, so keep that in mind and you should be just fine.

Once again, before we get started, thanks to NIS for bringing the game stateside.

Anyway, bear in mind the following observations before we begin:

1.) This guide is about as spoiler-free as I can possibly make it; in this case, that means that I’ll be leaving out a lot of pertinent details as to WHY you’re doing specific things, but clearly spelling out what you have to do. As such, you might be able to infer who’s doing what if you read too far ahead, because there’s honestly no way to get around that. In the cases of things that are useful but very spoileriffic, I’ll link to them separately, so as to avoid spoiling too much, but there may still be things that reading ahead might ruin, so keep that in mind.

2.) Unlike other guides I’ve done previously, this is meant to be more of an evolving guide (at least as far as School Mode is concerned). This is largely because it’s extremely difficult to catalog everything that you can possibly do in School Mode and what works with what, so more information will routinely be added to parts of the FAQ as more discoveries are made until all of the appropriate useful information I can dig up is on file here. For those who feel they may have useful information to offer, the more the merrier, so feel free to play along at home.

3.) If you have any questions, feel free to use the comments section at the bottom or my E-mail link to ask away; I am here to help.

With that out of the way, let’s get started.


SECTION ONE : NORMAL MODE

For the most part, anything listed here will be effective in the normal story mode regardless of the difficulty chosen. While some things may change (the placement and amount of tiles available in Closing Arguments, for example), the evidence you need to use, statements you need to shoot, prompts you need to choose and icons you need to set will be consistent regardless of difficulty. Also, while I have taken efforts to make this as spoiler free as possible, including linking to screenshots to assist with some sections rather than posting them in the document, reading ahead could potentially spoil some information about the chapter outcomes, so consider yourself appropriately warned.

As mentioned before, we’re skipping anything in this section that deals with normal day-to-day student interactions and investigation sections outright during this guide, instead focusing only on Class Trial sequences and nothing else. The reason we’re skipping the interaction sections is simple: everything you can do in these sections is either done in a fashion that holds your hand the whole way through it or allows you total freedom to interact with whoever you wish, so there’s no real reason to get into it. The Free Time sequences are yours to do with what you will and no choice here is better than any other, though if you’re looking to pick up a specific skill (as detailed in Section Two), go for hanging out with the character who pays it off. I will note that, if you’re the sort of person who likes to hunt around and search everything for Monocoins, hanging out with Celeste as soon as possible to earn Raise is probably a good idea, as it triples your payout for found Monocoins, so keep that in mind.

Also, since I’ve seen more than a few people explain that they’ve had issues with the Bullet Time Battles online, and I had some difficulties with them at first, I thought we’d start off with a video explaining how they work at the Gentle and Mean difficulties, so that, for those of you who are having trouble with them, you’re aware of how they work and can deal with them more easily.

With that done, let’s get started.

CHAPTER ONE:

This chapter is essentially a primer for things to come; you’ll likely have a good idea of who the killer is during the investigation phase, so you likely won’t be too shocked reading through this section. Further, a lot of the more advanced gameplay mechanics that can pop up during Bullet Time Battles and Nonstop Debates won’t show up until the second chapter, so you can basically consider this one giant tutorial. On the flip side, you can also take from this that the later trials will be a good bit more challenging and feature far more discussion to plow through, so keep in mind, you’re going to see a lot more confusing trials where this came from.

Nonstop Debate One: Choose “Evidence of a Struggle” and shoot “didn’t even have a chance to resist…” (7th prompt).

Nonstop Debate Two: Choose “Kitchen Knife Set” and shoot “some random knife” (4th prompt).

(We learn about Concentration here; press the right trigger to slow down time, that’s about all there is to it.)

Nonstop Debate Three: Choose “Aoi’s Account” and shoot “when nobody was in the d-dining hall” (4th prompt).

When prompted, choose “Sayaka”.

Hangman’s Gambit One: the word here is “hair”.

When prompted, choose “bathroom doorknob”.

(This is when multiple weak statements begin appearing in debate scenes; this pretty much going to be constant across the whole game from here on out regardless of difficulty so keep that in mind.)

Nonstop Debate Four: Choose “Bathroom Doorframe” and shoot “locked it” (7th prompt).

When prompted, choose “The crime took place in my room.”

When prompted, choose “Switching rooms”.

Nonstop Debate Five: Choose “Dorm Nameplates” and shoot “The room that Makoto was staying in.” (6th prompt).

When prompted, choose “Sayaka”.

When prompted, choose “Sayaka’s wrist”.

(This is where Nonstop Debates begin to feature multiple truth bullets; the higher the Logic difficulty is, the more you’ll see, so Gentle will likely still only see one at a time for a good while, while higher difficulties will see three to five regularly.)

Nonstop Debate Six: Choose “Replica Sword Sheath” and shoot “sword-based sneak attack!” (4th prompt).

When prompted, choose “Her palms”.

When prompted, choose “The water was off”.

When prompted, choose “Sayaka”.

Nonstop Debate Seven: Choose “Dying Message” and shoot “just aren’t any more clues” (2nd prompt).

When prompted, choose “Left index finger”.

When prompted, choose “Leon Kutawa”.

When prompted, choose “Burnt Shirt Piece”.

When prompted, choose “How it was disposed of”.

Nonstop Debate Seven: Choose “Shattered Crystal Ball” and shoot “you’d have “to get close to the incinerator” (5th prompt).

When prompted, choose “Throw it”.

When prompted, choose “Ultimate Baseball Star”.

Closing Argument, in order:
picture of murderer at the doom room door
picture of murderer with sword behind them
picture of murderer defending themselves with the sword
picture of drawn sword and Sayaka in the background
picture of murderer holding screwdriver by the door
picture of Sayaka writing blood message
picture of murderer using lint roller
picture of murderer holding crystal ball
picture of shirt being thrown at the incinerator
picture of burned shirt piece

Bullet Time Battle: Just shoot down the arguments and defeat his final argument with “Toolkit” when prompted to do so.

CHAPTER TWO:

Here’s where the cases start getting weird and convoluted, with multiple believable potential suspects and lots of confusing untangling of the Gordian Knot before you can get to a point where you really know what the hell happened. If you’ve spent a lot of time on filling out the report cards for the characters you might have some idea as to what’s going on before you get to the big reveal here, but otherwise there’s going to be a lot more logical puzzling going on here. The action sequences also get more intense, so anyone playing above Gentle difficulty should be aware that their shooting skills will be getting a workout.

Nonstop Debate One: Choose “Locker Room Dumbbell” and shoot “iron pipe.” (5th prompt).

(White Noise is introduced into debates at this point if you’re playing above Gentle Difficulty for Action Scenes. Basically other characters will make statements that scroll through the field in purple text, and by shooting them with X or tapping the back touchscreen you shoot them down. You’ll need to shoot down a lot of them if you want the Trophy for doing so, and they tend to sail right in front of the statements you want to shoot, but otherwise it’s not a huge deal.)

Nonstop Debate Two: Choose “Genocide Jack Case File” and shoot “no proof for it.” (6th prompt).

When prompted, choose “How the victim was positioned”.

Hangman’s Gambit One: the word here is “schizo” (which technically refers to “schizophrenia,” which is unrelated to the issue at hand, but whatever).

When prompted, choose “Her behavior changed”.

Nonstop Debate Three: Choose “Status of the Dead Body” and shoot “the modus operandi matches” (6th prompt).

When prompted, choose “The victim’s fatal injury”.

When prompted, choose “What was used to suspend her”.

When prompted, choose “Because Chihiro was a girl”.

When prompted, choose “Byakuya Togami”.

(Here we’re introduced to “Truth Flashbacks,” where you convert statements made by others into ammunition to use against other pieces of testimony. This may mean you’ll have to cycle testimony a couple times in order to convert one testimony to shoot at another, but I’ll let you know when that’s going to happen so you’re not put off. Either way, this makes it even harder to know just what you need, Truth Bullet-wise, to progress through the debate, so be mindful of the fact that, if you don’t have anything that might work, you may need to use someone else’s words against them, or against someone else.)

Nonstop Debate Four: Convert “before we found the body” (1st prompt) and shoot “The victim was Chihiro” (5th prompt).

Nonstop Debate Five: Choose “Library Desk Lamp” and shoot “I’d never seen that rope” (10th prompt).

When prompted, choose “The scene of the crime”.

When prompted, choose “Two Locker Room Posters”.

When prompted, choose “Boys Locker Room Carpet”.

Nonstop Debate Six: Choose “Broken e-Handbook” and shoot “Leon’s Handbook” (10th prompt).

When prompted, choose “The killer is a guy”.

Nonstop Debate Seven: Choose “Celeste’s Account” and shoot “And only the killer” (9th prompt).

Nonstop Debate Eight: Choose “Celeste’s Account” and shoot “blue tracksuit” (9th prompt).

When prompted, choose “The way he talked”.

When prompted, choose “It’s Chihiro’s”.

When prompted, choose “By hitting its weak point”.

When prompted, choose “Mondo Owada”.

Nonstop Debate Nine: Choose “Broken e-Handbook” and shoot “works just fine” (6th prompt).

Closing Argument, in order:
picture of tracksuit hanging out of the bag
picture of e-Handbook in Chihiro’s hand with “IN” above it
picture of Chihiro heading to the blue door
picture of killer holding the dumbbell
picture of model poster covered in blood
picture of killer removing the poster
picture of red door
picture of killer placing the model poster on the wall
picture of Togami holding the cord
picture of Togami writing in blood
picture of sauna with a shadow in the right corner
picture of e-Handbook shorting out

(We introduce Fever Time and Nega Time here, which are basically “easy shooting mode” and “invisible timing meter mode” respectively. By the way, if you kick on Fever Time while the opponent has Nega Time going, since the game doesn’t explain it, Fever Time basically cancels out Nega Time; you can press buttons to your heart’s content and not have to worry about timing. In other words, save Fever Time to counteract Nega Time when possible if you’re playing above Gentle difficulty in action sequences.)

Bullet Time Battle: Just shoot down the arguments and defeat his final argument with “Broken e-Handbook” when prompted to do so.

CHAPTER THREE:

Conceptually speaking, this case is nuts; it changes up a bit of the pacing the prior two cases established and goes in a lot of different directions before you’ll get to the final resolution of the events. Only one new mechanic is added during the trial, though, so you won’t find too much new to worry about, and you’ll only see the new mechanic once (and even then only on some difficulties) so you can focus more on the particulars of the trial than on mechanical changes.

Nonstop Debate One: Choose “Yasuhiro’s Message” and shoot “blueprints” (2nd prompt).

When prompted, choose “Hiro”.

When prompted, choose “Blue Tarp” and “Repository Dolly”.

(Here is where reloading is added to Bullet Time Battles; basically you have to reload every so often, on any difficulty above Gentle, to destroy statements. What the game DOESN’T tell you is that you have to press Square for EACH bullet you want to reload; this isn’t a big deal so long as you can keep time appropriately, but it bears mentioning.)

Bullet Time Battle: Just shoot down the arguments and defeat her final argument with “Equipment Room Bloodstain” when prompted to do so.

Nonstop Debate Two: Choose “Robo Justice Costume” and shoot “bend over” (7th prompt).

When prompted, choose “You can’t take it off by yourself”.

Nonstop Debate Three: Convert “what order” (4th prompt) and shoot “the numbering” (7th prompt).

Hangman’s Gambit One: the word here is “wristwatch”.

Nonstop Debate Four: Convert “someone else’s discovery” (10th prompt), repeat the sequence, and shoot “dead body had been found” (7th prompt).

When prompted, choose “When both bodies were rediscovered”.

Nonstop Debate Five: Choose “Hifumi’s Glasses” and shoot “was no noticeable difference” (9th prompt).

When prompted, choose “Glasses Cleaning Cloth”.

When prompted, choose “Hifumi”.

When prompted, choose “The Note Hifumi Had”.

When prompted, choose “Taka”.

Nonstop Debate Six: Choose “Broken Wristwatch” and shoot “nothing to do with Tick Tock” (8th prompt).

When prompted, choose “Kiyotaka’s Scrap of Paper”.

Nonstop Debate Seven: Choose “Spotless Hammer” and shoot “one of the Justice Hammers” (11th prompt).

Nonstop Debate Eight: Convert “two murders” (7th prompt), repeat the sequence, and shoot “impossible” (4th prompt).

When prompted, choose “Celeste “.

When prompted, choose “Encountering the suspicious individual”.

Nonstop Debate Nine: Convert “so strange” (9th prompt), repeat the sequence, and shoot “those guys” (6th prompt).

When prompted, choose “Hifumi is dragging the suspect away”.

Nonstop Debate Ten: Choose “Robo Justice Costume” and shoot “stand up straight” (7th prompt).

When prompted, choose “He said people’s last names”.

Nonstop Debate Eleven: Choose “e-Handbook” and shoot “no way to contradict me” (10th prompt).

Closing Argument, in order:
picture of Hifumi in side profile
picture of clock pointing to 1AM
picture of Hiro holding his head
picture of murderer holding a camera
picture of a wristwatch pointing to 6AM
picture of Justice Hammer 4
picture of Justice Hammer 2
picture of Justice Hammer 3
picture of Hifumi pushing the tarp and dolly
picture of bloody hammer

CHAPTER FOUR:

This case goes in something of a roundabout direction to reach its conclusion, as you’ll find yourself bouncing between different suspects and evidence and going through multiple Bullet Time Battles to get through it. A new mechanic is also added to the Bullet Time Battles about halfway through the trial that adds some additional challenge to shooting down opposing arguments, though when compared to other gameplay changes that have come before it’s nothing that’s likely to throw you off too much.

Nonstop Debate One: Choose “Aoi’s Account” and shoot “the only reason you have” (7th prompt).

Nonstop Debate Two: Choose “Pocket Trash” and shoot “I never saw her” (7th prompt).

When prompted, choose “When Sakura got that candy”.

When prompted, choose “On the magazine shelf”.

Nonstop Debate Three: Convert “magazine shelf” (5th prompt), repeat the sequence, and shoot “When Ogre’s body was discovered” (2nd prompt).

Bullet Time Battle: Just shoot down the arguments and defeat his final argument with “Kyoko’s Examination Summary” when prompted to do so.

When prompted, choose “Why the magazine was hidden”.

When prompted, choose “Toko”.

Nonstop Debate Four: Choose “Kyoko’s Examination Summary” and shoot “just once” (6th prompt).

Hangman’s Gambit One: the words here are “Chess Piece”.

When prompted, choose “It was broken”.

When prompted, choose “Monokuma Bottle Experiment”.

When prompted, choose “Sakura’s Second Attacker”.

(Yes, there’s ANOTHER Bullet Time Battle, BUT WAIT, THERE’S MORE! Now you have to swap between Truth Bullets depending on how high the Logic difficulty is. That’s why I’ve been listing what bullet to use in each BTB up to this point, for the record. You generally have enough time to change over as needed, and thankfully you won’t have to contend with White Noise or anything; just pick your bullet and shoot.)

Bullet Time Battle: Just shoot down the arguments and defeat her final argument with “Locker Handprint” when prompted to do so.

Nonstop Debate Five: Choose “Status of Sakura’s Body” and shoot “in front of the shelf” (9th prompt).

When prompted, choose “Magazine Shelf Bloodstain”.

When prompted, choose “I saw it for myself”.

Nonstop Debate Six: Choose “Monokuma File #4″ and shoot “the shot to her head” (6th prompt).

When prompted, choose “Section A”.

Hangman’s Gambit Two: the words here are “Protein Drink”.

When prompted, choose “A protein drink”.

When prompted, choose “Footprints in the Powder”.

When prompted, choose “Makoto and Hina”.

Nonstop Debate Seven: Choose “Footprints in the Powder” and shoot “from section C to section A” (6th prompt).

When prompted, choose “The rec room window”.

When prompted, choose “Section A of the shelf”.

Nonstop Debate Eight: Choose “Empty Protein Drink” and shoot “the rec room was unlocked” (9th prompt).

When prompted, choose “Sakura”.

(YES WE HAVE A THIRD BULLET TIME BATTLE.)

Bullet Time Battle: Just shoot down the arguments and defeat her final argument with “Yellow Powder” when prompted to do so.

When prompted, choose “Sakura Ogami”.

When prompted, choose “Sakura wanted to create the locked room”.

Closing Argument, in order:
picture of Byakua looking at a piece of paper
picture of Toko at a distance entering the locker
picture of flying knight chess piece
picture of Toko written in blood
picture of Toko, up close, leaving the locker
picture of upside-down magazine
picture of flying queen chess piece
picture of Sakura’s hand holding poison
picture of suspect tossing poison bottle
picture of suspect removing protein bottle from pocket

CHAPTER FIVE:

This case, in terms of the terminology I have to use here, is probably one of the most spoiler-filled of the lot, so don’t read through this if you’re not here yet. From a mechanical perspective, this trial is actually pretty easy; you only have to deal with one Bullet Time Battle and (at most) nine Nonstop Debates, in addition to presenting a bunch of evidence and arguments, so you should be able to get through this one pretty handily. From an experience perspective, however, this trial is long and there’s a fairly notable spoiler toward the end that, while I’ve made as vague as I possibly can, should still be avoided until you get there. Just keep that in mind.

When prompted, choose “Kyoko’s gloves”.

Nonstop Debate One: Choose “Fake nails” and shoot “must’ve been wearing gloves” (7th prompt).

Nonstop Debate Two: Choose “Tattoo on the Right Hand” and shoot “we can’t identify the body” (6th prompt).

When prompted, choose “Mukuro Ikusaba’s Profile”.

Hangman’s Gambit One: the word here is “wolf”.

When prompted, choose “Makoto and Kyoko”.

When prompted, choose “At 9 o’clock”.

Nonstop Debate Three: Choose “Sprinklers” and shoot “10 o’clock at night” (2nd prompt).

Bullet Time Battle: Just shoot down the arguments and defeat her final argument with “Exploded Body Analysis” when prompted to do so.

When prompted, choose “Tarp”.

Nonstop Debate Four: Choose “Body Before the Explosion” and shoot “didn’t get dirty” (9th prompt).

When prompted, choose “Chicken Coop Chickens”.

Nonstop Debate Five: Choose “Disguised Dead Body” and shoot “getting stabbed” (8th prompt).

When prompted, choose “Monokuma File #5″.

When prompted, choose “Fragments Near the Dead Body”.

Nonstop Debate Six: Convert “hit on the back of her head” (8th prompt), repeat the sequence, and shoot “The victim’s fatal injury” (2nd prompt).

When prompted, choose “Titanium Arrows”.

Nonstop Debate Seven: Choose “Bloody Duct Tape” and shoot “too thin” (8th prompt).

When prompted, choose “Woodblock Key”.

Nonstop Debate Eight: Convert “the locker key in my own room” (11th prompt), repeat the sequence, and shoot “There’s proof” (7th prompt).

SPOILER-ISH IF YOU HAVEN’T GOTTEN TO THIS POINT YET:

Okay, so at this point you’re given a choice with no time limit to it.

Pursue the Lie – This basically opens up another path to another…

Nonstop Debate Nine: Choose “Kyoko’s Account” and shoot “gotten into my room” (5th prompt).

where you reveal the big lie here, which essentially counts as a BAD END. However, it dumps you right back to this same choice after you do it, and unlocks some content in the Extras section, so the first time through, go for it.

Run Away – This literally does nothing and I don’t know why it’s even here.

Let it go – Rather than inviting everyone to break into a song on a snowy mountainside, this ignores the lie… and… well, you’ll see.

CHAPTER SIX:

This is the last case in the game, and you’ll damn sure know it; it’s not only the longest and most involved, it’s also full of a disgusting amount of information, plot twists, and action, relatively speaking. Nine normal Nonstop Debates, three Bullet Time Battles, a big shift in how case structure is normally handled and a special Nonstop Debate towards the end make this case the most involved yet, mechanically, and it’s also absolutely stuffed full of plot revelations and dialogue, so expect to be dealing with this one for a good while even with a guide. Just so you know.

Nonstop Debate One: Choose “Group Photo” and shoot “the three of us” (10th prompt).

When prompted, choose “The ones who got the photos”.

Hangman’s Gambit One: the word here is “Amnesia”.

Nonstop Debate Two: Choose “Interview DVD” and shoot “I remember everything” (5th prompt).

Nonstop Debate Three: Choose “Monokuma Control Room” and shoot “a million miles away” (11th prompt).

When prompted, choose “The other wounds”.

Nonstop Debate Four: Choose “Mukuro Ikusaba’s Profile” and shoot “all those wound’s in battle” (4th prompt).

When prompted, choose “The mastermind”.

Nonstop Debate Five: Convert “it was Mukuro Ikusaba” (3rd prompt) and shoot “right hand” (7th prompt).

When prompted, choose “The bio lab”.

When prompted, choose “Tarp”.

Bullet Time Battle: Just shoot down the arguments and defeat his final argument with “Bio Lab Lights” when prompted to do so.

When prompted, choose “Ten lights”.

When prompted, choose “The same person was killed twice”.

Nonstop Debate Six: Convert “murdered twice” (12th prompt), repeat the sequence, and shoot “Junko Enoshima” (3rd prompt).

Nonstop Debate Seven: Choose “Mukuro Ikusaba’s Profile” and shoot “wasn’t Mukuro” (2nd prompt).

When prompted, choose “Junko Enoshima”.

Hangman’s Gambit Two: the word here is “Replaced”.

When prompted, choose “They switched at the beginning”.

When prompted, choose “Interview DVD”.

Bullet Time Battle: Just shoot down the arguments and defeat his final argument with “Group Photo” when prompted to do so.

When prompted, choose “Junko’s face”.

Closing Argument, in order:
picture of Junko and Mukuro
picture of mastermind removing a corpse from the fridge
picture of the knife in the mastermind’s hand
picture of the mastermind (left) and Kyoko’s back
picture of Kyoko (left) and the mastermind (right)
picture of the mastermind shoving the mask down
picture of the intact body
picture of the blown up body

(Normally this is the end, but we’ve got a ways to go yet. Oh, and the first choice that comes up here doesn’t mean anything, obviously.)

When prompted, choose “Before arriving at school”.

When prompted, choose “The motives Monokuma came up with”.

When prompted, choose “Human connections”.

When prompted, choose “The past”.

When prompted, choose “Greed”.

When prompted, choose “Betrayal”.

Nonstop Debate Eight: Choose “Genocide Jack’s memory” and shoot “nobody can remember anything” (10th prompt).

When prompted, choose “The Togami family fell” (uh…).

When prompted, choose “Our life at Hope’s Peak”.

Nonstop Debate Nine: Choose “Locker Notebook” and shoot “a single class” (6th prompt).

When prompted, choose “When I fainted”.

When prompted, choose “The headmaster”.

Hangman’s Gambit Two: the word here is “Hijack”.

Nonstop Debate Ten: This is a special debate with special rules; basically, you have to convert the word “hope” in the second prompt, shoot each “…” prompt that comes up from your classmates, then repeat the process for the next one.

Bullet Time Battle: Just shoot down the arguments and defeat her final argument with “The Ultimate Hope” when prompted to do so.

END OF NORMAL MODE.


SECTION TWO: REPORT CARDS

Before we move onto talking about School Mode, I want to stop and talk about the student Report Cards for a bit, since you’ll essentially want to max them out before you buckle down in School Mode. Now, before you begin tearing your hair out about having to go through the story mode, AGAIN, to do this thing, fear not, for School Mode understands your pain, and allows you the option to “Spend Time” with any of your classmates, which acts as a Report Card hangout session. This allows you to progress your Report Cards with each of your classmates without having to deal with the campaign a second (or third, or fourth) time, allowing you to fill everything out without having to deal with plot or the trial gameplay. There are a few reasons you’ll want to fill out everyone’s Report Cards, for those wondering; it develops the characters further and gives you more information on their background and motivations, it unlocks extra skill points and special skills that can be assigned for Class Trials to help you complete them, and you’ll need to complete the Report Card of a character before you can successfully earn their ending in School Mode. There’s also several Trophies tied into doing so, for those who are interested in maxing the game out, so keep that in mind.

Maxing out a character’s Report Card is a simple matter of hanging out with them during Free Time events until their particular discussion path is complete (which is marked with a star next to their name and a Trophy unlocking to signify this), though if you simply do this thing on its own, it will take a great deal of time to clear most Report Cards. As such, you can also improve the way your classmates see you through gifts, which can be earned through the Monokuma vending machine in the School Store, or the Extras menu. By collecting Monokuma coins, be it through completing cases or by searching every possible item in the environment, you’ll be able to buy knick-knacks from the machine that will, in turn, potentially make people like you more. Characters can have various levels of appreciation for an item, ranging from outright hatred to apathy to strong love, and the objective is to give characters the items they want most, which often means you’ll complete a Report Card page every time you hang out.

The following list breaks down each character, how many pages they have total, what items they respond best to, what skills they provide, what Report Card pages unlock them, and what the skills themselves do. For reference, any Report Card pages that do not unlock new skills always unlock SP boosts, allowing you to equip more skills before Class Trials, and each character starts with their first page unlocked by default.

02: Kiyotaka Ishimaru:
Total Report Card Page Count: 5
Skills Available: Attentive Influence (Page 2, Increases the Influence Gauge by 2), Steel Patience (Page 4, Reduces Influence Gauge damage taken in trial).
Best Item Choices: Mac’s Gloves (24), Red Scarf (28), Adorable Reactions Collection (43), Chin Drill (88).

03: Byakuya Togami:
Total Report Card Page Count: 6
Skills Available: Cool and Composed (Page 2, Steadies your aim a little), Envious Influence (Page 4, Increases the Influence Gauge by 5).
Best Item Choices: Civet Coffee (03), Scarab Brooch (22), Golden Gun (52), Old Timey Radio (57), Crystal Skull (60), Golden Airplane (61), Prince Shotoku’s Globe (62), Millenium Prize Problems (66).

04: Mondo Owada:
Total Report Card Page Count: 5
Skills Available: Downshift (Page 3, Reduces your aim speed), Upshift (Page 4, Increases your aim speed).
Best Item Choices: Sonic Cup-a-Noodle (09), Roller Slippers (27), Fresh Bindings (32), Quality Chinchilla Cover (41).

05: Leon Kutawa:
Total Report Card Page Count: 4
Skills Available: Robot Jock (Page 2, Increases Truth Bullet rate of fire), Kinetic Depth Perception (Page 4, Automatically targets weak points during Concentration).
Best Item Choices: Everlasting Bracelet (17), Blueberry Perfume (21), Jimmy Decay T-Shirt (33).

06: Hifumi Yamada:
Total Report Card Page Count: 6
Skills Available: Handiwork (Page 2, Allows you to reload two bullets at once in Bullet Time Battles), Delusion (Page 5, Influence recovers over time during Concentration and Fever Time).
Best Item Choices: Cola Cola (02), Potato Chips (06), Demon Angel Princess Figure (37, also, DUH), Unending Dandelion (45), Project Zombie (68), Tips & Tips (70).

07: Yasuhiro Hagakure:
Total Report Card Page Count: 7
Skills Available: Lost in Thought (Page 2, Increases the time limit for each phase of trial), Crystal Prediction (Page 5, Decreases an argument to three statements or less).
Best Item Choices: Crystal Skull (60), Golden Airplane (61), Prince Shotoku’s Globe (62), Sacred Tree Sprig (76), Meteorite Arrowhead (87).

08: Sayaka Maizono:
Total Report Card Page Count: 3
Skills Available: Melodious Voice (Page 2, Increases damage to opponents when statements are destroyed in Bullet Time Battles).
Best Item Choices: Kitten Hairclip (16), Everlasting Bracelet (17), Love Status Ring (18), Rose in Vitro (46), Cherry Blossom Bouquet (47).

09: Kyoko Kirigiri:
Total Report Card Page Count: 5
Skills Available: Neutral Liberation (Page 4, Focus depletes more slowly).
Best Item Choices: Civet Coffee (03), Blueberry Perfume (21), Rose in Vitro (46), Cherry Blossom Bouquet (47), Bojobo Dolls (80).

10: Aoi Asahina:
Total Report Card Page Count: 7
Skills Available: Extraordinary Focus (Page 5, Increases the Focus Gauge by 2) Ambidextrousness (Page 7, Allows lock on to two statements at once in Bullet Time Battles).
Best Item Choices: Flotation Donut (12), Kitten Hairclip (16), G-Sick (26), Waterlover (36), Astral Boy Doll (38).

11: Toko Fukawa:
Total Report Card Page Count: 9
Skills Available: Vocabulary (Page 2, Increases bullet capacity in Bullet Time Battles), Trigger Happy (Page 7, Decreases Truth Bullet firing delay).
Best Item Choices: Everlasting Bracelet (17), Glasses (25), Rose in Vitro (46), Cherry Blossom Bouquet (47), Antique Doll (59), Maiden’s Handbag (71), Novelist’s Fountain Pen (84).
Alternate Best Item Choices: Everlasting Bracelet (17), Maiden’s Handbag (71), Kokeshi Dynamo (72).

12: Sakura Ogami:
Total Report Card Page Count: 6
Skills Available: Breathing Technique (Page 3, Focus recovers more quickly), Tranquility (Page 5, Completely steadies your aim).
Best Item Choices: God of War Charm (23), Fresh Bindings (32), Rose in Vitro (46), Asura’s Tears (64), Secrets of the Omoplata (65).

13: Celeste:
Total Report Card Page Count: 7
Skills Available: Raise (Page 4, Increases the number of Monokuma coins given through searching), Menacing Focus (Page 6, Increases the Focus Gauge by 5).
Best Item Choices: Rose Hip Tea (04), Love Status Ring (18), Zoles Diamond (19), Rose Whip (48), Antique Doll (59).

14: Junko Enoshima:
Total Report Card Page Count: 4
Skills Available: Trance (Page 3, Focus recovers more quickly), Charisma (Page 4, Increases Influence recovery when right answers are chosen).
Best Item Choices: Ration (11), Kitten Hairclip (16), Rose in Vitro (46), Golden Airplane (61).

15: Chihiro Fujisaki:
Total Report Card Page Count: 5
Skills Available: Algorithm (Page 3, Increases the speed of memorizing a statement), Cheat Code (Page 5, Time limits don’t decrease during debates if you miss white noise or shoot a statement with the silencer).
Best Item Choices: Blueberry Perfume (21), Kirlian Camera (42), Unending Dandelion (45), Tips & Tips (70).

For reference, anything that provides a value boost to your Focus or Influence generally doesn’t stack, nor do Downshift and Upshift. Just so you know.


SECTION THREE: SCHOOL MODE

School Mode, also known as “Enchanting Dangan Academy ~Purely Prismatic Souls~” (no, really) is unlocked once you beat the main game, and as you’d expect, it’s a sort of “What If?” scenario where you’re just goofing around in the school instead of trying to deal with MURDERS. What you might NOT expect is that it’s basically a time management/item acquisition mode, where you essentially have to 1.) acquire enough parts to build wacky versions of Monokuma, 2.) manage the stats and health of your classmates while doing so, and 3.) get into the good graces of your classmates in the process through proper questioning of their interests. This might sound a little weird, but once you get used to the flow and structure of everything it makes a lot of sense. Basically, gameplay revolves around spending your day gathering items to build spare Monokuma duplicates within the confines of the demands of the original Monokuma (yes, really) and spending your off time hanging out with classmates and taking them on trips to other parts of the school to curry their favor.

The first time you go through School Mode, I’d strongly recommend that you use this playthrough to boost the stats of your characters and complete all of your missing Report Card pages if possible. While the game informs you it’s possible to complete the mode entirely in one shot, using the New Game Plus feature built into the mode is far more sensible, and there’s honestly no reason to do so except personal satisfaction. On the other hand, since you’re going to have to repeat the mode (at the very least) four times to unlock everything if you’re looking to do everything the game has to offer, you might as well spend the first playthrough improving yourself and making sure you have as many Report Card pages as possible, so that you can clean up any missing ones in your second through fourth playthroughs. If nothing else, this is the most economical use of your time when playing School Mode, and it lets you see everything available to you with a minimal amount of difficulty or frustration, since from your second playthrough onward you should also be able to complete all of the tasks set before you with minimal challenge.

The general flow of School Mode is as such: each day you’ll have to choose what each of your classmates do, from three options: Gathering, which collects items to use in construction, Cleaning, which keeps the school clean, and Resting, if they’re too tired to go on. Every time you have a student perform an action, it depletes some of their stamina, with Cleaning depleting a set amount no matter what while Gathering depletes more stamina the further away the particular classroom you send them to is located. If your classmate gets too tired, they’ll collapse and be unavailable for a while, so you’ll want to let them rest before that happens if possible. You can also create various items that heal stamina and boost stats from the items you Gather around the school, and Monokuma will occasionally give you these things as well. Characters can also occasionally enter into a hyper state that makes their Cleaning and Gathering much more effective and causes them to not lose stamina while doing so, though you can also use items to force classmates into this state. You can also make items that make Gathering and Cleaning easier for everyone, by improving the amount of items you get and the efficiency of Cleaning or reduce the stamina used in doing anything, so there’s really a lot you can manage here.

When you start School Mode for the first time, your fifteen students will have a total of five stat points, with three points in their default primary stat and two points in their default secondary stat, so for instance, Makoto starts with three points in Gather and two points in Cleaning, while Mondo starts with three points in Cleaning and two in Gather. As characters Clean and Gather, their stats improve, making them more effective at the tasks assigned to them, and you can also gain items that improve these stats from crafting or Monokuma. These stats are the only things that carry over to a new game once you’ve completed a session, so you’ll want to do everything you can to boost them on each playthrough to make your characters better at their given tasks as you progress. In theory, you’ll want to commit the characters who are good at to Cleaning and Gathering by default to those tasks, but in practice I found that you could commit three characters to cleaning and set the rest to Gathering and generally do adequately early on and exceptionally in later sessions, so take from that what you will.

Once you’ve finished out a day, you’re then dumped back to your room, allowing you to spend time with others or sleep in, depending on what you’d prefer to do. Spending time with others allows you to either “Spend Time” with a character (which goes through Report Card page earning) or “Use a Trip Ticket,” which lets you take a character on a trip elsewhere in the school to boost their opinion of you in this mode. You’re given Trip Tickets each time you complete a request for Monokuma, and the tickets you’re given allow you to take exactly enough trips to correspond to your breaks before the next request is due. Assuming you complete every request, you’ll get a total of fifty eight tickets (as you’re given a set holiday every seven days, as well as two holidays at the end of the mode). Characters require (at a minimum) ten Trips before they’ll achieve the maximum fondness for you, so you can max out (at most) five characters per session, meaning you’ll need to play through School Mode (at a minimum) three times to complete the mode; since you definitely will not complete the Report Cards during the story mode, you’ll likely want to play through four times (as mentioned above) to save your sanity. Either way, burning Trip Tickets and befriending your classmates is the reason to play School Mode, so you’ll want to make sure you’re making the most of your time, which is where this guide comes in.

Originally, I approached this mode with the idea in mind that characters would likely have solid responses available to them EVERYWHERE, and that there would probably be locations that would have a couple of REALLY GOOD responses, making them the ideal places to visit. However, after working with Aoi Asahina a bit during a period where I was trying to recall specific answers to questions, I discovered something interesting: she specifically had a location that, no matter what prompt was generated, had one REALLY GOOD choice in every prompt. This led me to believe that it’s likely that EVERY character (or most of them at least) should be similar. While it does seem that some characters simply don’t have a single spot where every response is REALLY GOOD, for the most part you should be able to find several places, from this guide, that make it possible to maximize your time with those characters. If nothing else, I recommend saving before taking someone on a Trip so that, if you get a question where PRETTY GOOD is the best result, you can load and try again, but if you’re not into that sort of thing, two PRETTY GOOD responses equates to a REALLY GOOD response, value-wise so you should be fine. I’ve also included the answers to every Trigger Happy Heart that pops up that offers the best possible response, so when those sorts of meetings come up you’ll be all set.

02: Kiyotaka Ishimaru:

Dining Hall:
Prompt One: Choose “For breakfast, Japanese Style is best.” – REALLY GOOD.
Prompt Two: Choose “You’re always so… fired up.” – REALLY GOOD.
Prompt Three: Choose “So what do you like to do at night?” – PRETTY GOOD.

Garden:
Prompt One: Choose “Wanna walk around a bit?” – REALLY GOOD.
Prompt Two: Choose “We can’t eat these chickens…” – REALLY GOOD.
Prompt Three: Choose “Look at those chickens!” – REALLY GOOD.

TRIGGER HAPPY HEART:
Choose “Affirmation” and shoot “Is it fair of me” (5th prompt) – REALLY GOOD.

03: Byakuya Togami:

Library:
Prompt One: Choose “I love reading!” – REALLY GOOD.
Prompt Two: Choose “Just reading casually isn’t enough, is it?” – REALLY GOOD.
Prompt Three: Choose “Wanna go check out that back room?” – PRETTY GOOD.

TRIGGER HAPPY HEART:
Choose “Affirmation” and shoot “he and I live in different worlds” (5th prompt) – REALLY GOOD.

04: Mondo Owada:

Dining Hall:
Prompt One: Choose “How do you get your hair to do that?” – REALLY GOOD.
Prompt Two: Choose “Want something to drink?” – REALLY GOOD.
Prompt Three: Choose “What should we talk about…?” – PRETTY GOOD.

TRIGGER HAPPY HEART:
Choose “Negation” and shoot “laugh at me.” (9th prompt) – REALLY GOOD.

05: Leon Kutawa:

Music Room:
Prompt One: Choose “I’d love to hear Sayaka sing sometime…” – REALLY GOOD.
Prompt Two: Choose “I’m a big fan of music.” – PRETTY GOOD.
Prompt Three: Choose “That piano looks pretty expensive…” – PRETTY GOOD.

Rec Room:
Prompt One: Choose “Is that a slot machine back there…?” – REALLY GOOD.
Prompt Two: Choose “Let’s give darts a shot.” – REALLY GOOD.
Prompt Three: Choose “I’m not sure about any of these games…” – PRETTY GOOD.

TRIGGER HAPPY HEART:
Choose “Negation” and shoot “keep it hidden from everyone until this is all over!” (9th prompt) – REALLY GOOD.

06: Hifumi Yamada:

Dining Hall:
Prompt One: Choose “Want something to drink?” – REALLY GOOD.
Prompt Two: Choose “Every meal is important.” – REALLY GOOD.
Prompt Three: Choose “So what do you like to do at night?” – REALLY GOOD.

TRIGGER HAPPY HEART:
Choose “Affirmation” and shoot “handed down from the gods” (6th prompt) – REALLY GOOD.

07: Yasuhiro Hagakure:

Dining Hall:
Prompt One: Choose “For breakfast, Japanese Style is best.” – REALLY GOOD.
Prompt Two: Choose “Let’s make lunch and go eat somewhere!” – REALLY GOOD.
Prompt Three: Choose “Tell me all about power spots.” – REALLY GOOD.

TRIGGER HAPPY HEART:
Choose “Affirmation” and shoot “beg him to help me!” (7th prompt) – REALLY GOOD.

08: Sayaka Maizono:

Music Room:
Prompt One: Choose “I’m a big fan of music.” – REALLY GOOD.
Prompt Two: Choose “I’d love to hear you sing sometime…” – REALLY GOOD.
Prompt Three: Choose “That piano looks pretty expensive…” – PRETTY GOOD.

School Store:
Prompt One: Choose “That’s a pretty cute doll.” – REALLY GOOD.
Prompt Two: Choose “You wanna give the toy machine a shot?” – PRETTY GOOD.
Prompt Three: Choose “There’s all kinds of paintings in here…” – PRETTY GOOD.

Dining Hall:
Prompt One: Choose “Want something to drink?” – REALLY GOOD.
Prompt Two: Choose “Let’s make lunch and go eat somewhere!” – REALLY GOOD.
Prompt Three: Choose “Do you know how to cook?” – PRETTY GOOD.

Garden:
Prompt One: Choose “Wanna walk around a bit?” – PRETTY GOOD.
Prompt Two: Choose “Look at all the different plants…” – REALLY GOOD.
Prompt Three: Choose “

TRIGGER HAPPY HEART:
Choose “Negation” and shoot “being a nuisance” (4th prompt) – REALLY GOOD.

09: Kyoko Kirigiri:

Prompt One: Choose “What’s your favorite kind of music?” – REALLY GOOD.
Prompt Two: Choose “I’m a big fan of music.” – REALLY GOOD.
Prompt Three: Choose “That piano looks pretty expensive…” – PRETTY GOOD.

TRIGGER HAPPY HEART:
Choose “Negation” on “there’s nothing I can do.” (5th prompt) – REALLY GOOD.

10: Aoi Asahina:

Rec Room:
Prompt One: Choose “I wanna get outside and run around!” – REALLY GOOD.
Prompt Two: Choose “Are you into sports comics?” – REALLY GOOD.
Prompt Three: Choose “Let’s give darts a shot.” – REALLY GOOD.

Dining Hall:
Prompt One: Choose “Don’t you ever let your hair down?” – REALLY GOOD.
Prompt Two: Choose “Have you put on a little weight?” – REALLY GOOD.
Prompt Three: Choose “For breakfast, Japanese style is best.” – PRETTY GOOD.

TRIGGER HAPPY HEART:
Choose “Affirmation” and shoot “swim like crazy!” (5th prompt) – REALLY GOOD.

11: Toko Fukawa:

Library:
Prompt One: Choose “I love reading!” – REALLY GOOD.
Prompt Two: Choose “Do you write using a computer?” – REALLY GOOD.
Prompt Three: Choose “Do you read any fanfic stuff?” – REALLY GOOD.

TRIGGER HAPPY HEART:
Choose “Negation” and shoot “pointless expectations” (7th prompt) – REALLY GOOD.

12: Sakura Ogami:
Garden:
Prompt One: Choose “I’d rather have rabbits than chickens…” – REALLY GOOD.
Prompt Two: Choose “I wish there were cherry blossoms here.” – REALLY GOOD.
Prompt Three: Choose “Wanna walk around a bit?” – PRETTY GOOD.

School Store:
Prompt One: Choose “That’s a pretty cute doll.” – REALLY GOOD.
Prompt Two: Choose “Would that barrel be good for training?” – REALLY GOOD.
Prompt Three: Choose “Let’s organize things in here a little…” – REALLY GOOD.

TRIGGER HAPPY HEART:
Choose “Affirmation” and shoot “I feel like he accepts me for it.” (6th prompt) – REALLY GOOD.

13: Celeste:

Rec Room:
Prompt One: Ask “Is that a slot machine back there…?” – REALLY GOOD.
Prompt Two: Tell her “Hope’s Peak is amazing…” – PRETTY GOOD.
Prompt Three: “Tell her “Wanna play Othello?” – REALLY GOOD.
TRIGGER HAPPY HEART:
Choose “Affirmation” and shoot “Stand by my side?” (8th prompt) – REALLY GOOD.

14: Junko Enoshima:

Dining Room:
Prompt One: Choose “Let’s make lunch and go eat somewhere!” – REALLY GOOD.
Prompt Two: Tell her “Is it hard being a model?” – REALLY GOOD.
Prompt Three: Choose “When I’m starving, it’s burger time!” – PRETTY GOOD.

TRIGGER HAPPY HEART:
Choose “Negation” and shoot “Makoto’s been spending so much time with me?” (9th prompt) – REALLY GOOD.

15: Chihiro Fujisaki:

Library:
Prompt One: Choose “It’s so quiet here…” – REALLY GOOD.
Prompt Two: Choose “I love reading!” – REALLY GOOD.
Prompt Three: Choose “Do you come to the library a lot?” – REALLY GOOD.

TRIGGER HAPPY HEART:
Choose “Negation” and shoot “think I’m awful.” (6th prompt) – REALLY GOOD.


On that note, that’s all we have so far. Hopefully this has been helpful, and if you have any questions or comments to offer, please feel free to do so in the comments or by emailing me as needed. Good luck!

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