Danganronpa: Trigger Happy Havoc Walkthrough, Class Trials, School Mode, and 100% Guide

Official Danganronpa Trigger Happy Havoc screenshot showing the title screen

Danganronpa: Trigger Happy Havoc is a visual novel mystery, but the cleanest way to finish it is to treat every chapter like a case file: daily life setup, free time, investigation, class trial, then cleanup. This walkthrough is written for players who want to finish the story, avoid the easy 100% mistakes, and understand when to worry about Report Cards, Monocoins, School Mode, presents, and hidden scenes.

Spoiler warning: the chapter tables below name trial targets, late-game mechanics, and major solution steps. If you only need a light nudge, read the route plan and come back to the trial sections when you are already inside the elevator.

Official Danganronpa Trigger Happy Havoc screenshot showing the title screen
The main story is linear, but 100% completion is not. Save before class trials, use Free Time deliberately, and leave the heavy School Mode cleanup until after the ending.

Best Completion Route

  1. Play the main story from the Prologue through Chapter 6 normally, but make a manual save before every class trial and before the Chapter 5 lie decision.
  2. During story chapters, spend Free Time with characters whose Report Cards you want, but do not panic if you miss pages. School Mode is the safer place to finish most Report Cards.
  3. Pick up easy hidden Monocoins before each investigation ends. Each story chapter has 20 hidden Monocoins, and several early room coins can become unavailable before the trial.
  4. For trial achievements, aim for one clean class trial with no retries, no damage, and no Concentration. Chapter 1 is the easiest place to do this if you already know the answers.
  5. In Chapter 5, choose the bad-end branch once if you want complete gallery cleanup, then retry and choose the true route.
  6. After the main ending, use School Mode for Report Cards, Trigger Happy Hearts, character endings, Trip Tickets, final present collection, and extra Monocoins.
  7. Only spend aggressively at the MonoMono Machine after you have secured the 999 Monocoin achievement or you are ready to farm more coins.

How Progression Works

Every main chapter has three practical layers. School Life tells you where to go next and opens new floors. Deadly Life is the investigation: examine every marked object, talk to everyone, and keep checking nearby rooms until the game sends you to trial. Class Trial is where your Truth Bullets, evidence, Hangman’s Gambit answers, and closing argument order matter.

System What To Do Common Mistake
Free Time Give liked or loved presents to fill Report Cards and unlock class trial skills. Trying to finish every Report Card in the story. School Mode gives far more time.
Investigation Examine the body, nearby evidence, changed room details, and any object the camera allows you to inspect. Leaving after the obvious clues. Several trials require small environmental details.
Class Trial Save at new phases, read the exact statement, then match the contradiction to the right bullet. Shooting a related bullet at the wrong wording. Danganronpa often wants one exact phrase.
Monocoins Collect hidden coins before the investigation is complete, then use trial rewards and School Mode for the rest. Spending too many coins early, then needing extra farming for the 999-coin and all-present achievements.
School Mode Use the first run to build Report Cards and levels, then later runs for concepts, Trip Tickets, and endings. Expecting materials to carry over. Gathering and Cleaning levels carry over; materials do not.

Main Story Walkthrough

The table below gives the practical route for each chapter. It is not a transcript. Use it to know what to protect before you step into the trial.

Chapter Route Focus Investigation Priority Trial Target
Prologue Learn navigation, inspect the classroom, meet every student in the entrance hall, then go to the gym. No murder case yet. This chapter mainly introduces map use, points of interest, and Monokuma’s rules. No trial. The Prologue completion achievement unlocks automatically.
Chapter 1 Follow Sayaka’s events, inspect Makoto’s room thoroughly, visit the A/V room and Class 1-A when prompted. Makoto’s bathroom, the room switch, the dying message, the trash room, the incinerator, the broken crystal ball, and the kitchen knife set. Leon Kuwata.
Chapter 2 Explore the second floor, pool area, library, archive, and locker rooms. Girls’ locker room body scene, boys’ locker room differences, Genocide Jack file, desk lamp, posters, carpet, e-Handbooks, and Celeste’s account. Mondo Owada.
Chapter 3 Open the third floor, then track the Rec Room, Art Room, Repository, Physics Lab, Equipment Room, and Bathhouse chain. Blueprints, tarps, dolly, Robo Justice costume, wristwatch, glasses, notes, Justice Hammers, and the movement of both bodies. Celeste.
Chapter 4 Open the fourth floor, check the Music Room, Headmaster’s Office area, Chem Lab, Data Center door, and secret room route. Rec Room shelf sections, magazine shelf, pocket trash, bottle experiment, locker handprints, protein drink, footprints, and poison/protein mix-up. Sakura Ogami.
Chapter 5 Explore the fifth floor, Garden, Bio Lab door, Dojo, Tool Shed, Class 5-C, Headmaster’s Office route, and Kyoko’s room. Body identity, gloves, fake nails, tattoo, sprinklers, tarp, chickens, duct tape, arrows, woodblock key, and Kyoko’s locker key. Choose the bad-end lie route once for cleanup, then retry and let the lie go to continue.
Chapter 6 Escape waste disposal, then investigate the second-floor dorms, Headmaster’s Private Room, Locker Room, Data Center, Control Room, Bio Lab, Dojo, Garden, and A/V Room. Group photos, interview DVD, Monokuma Control Room, Mukuro profile, Bio Lab freezers, lights, tarps, battle wounds, locker notebook, and the lost school memories. Junko Enoshima, followed by the final hope sequence.
Epilogue Choose to open the door and watch the ending. No extra investigation. No trial. This leads into School Mode availability.
Official Danganronpa screenshot showing a class trial lineup
Class trials are easier if you think in claims, not suspects. First prove what happened, then identify who could have done it.

Class Trial Answer Roadmap

Use these as a compact answer spine. The exact wording may vary slightly between versions, but the key bullet or answer is the part to watch for. Save at each new phase if you are chasing the no retry, no damage, or no Concentration achievements.

Chapter 1 Trial

Trial Section Key Answer
Opening contradictions Use Evidence of a Struggle, Kitchen Knife Set, and Aoi’s Account to establish that the victim had a chance to resist and the dining hall timing matters.
Bathroom logic Hangman’s Gambit is Hair. Present the Bathroom Doorknob and Bathroom Doorframe, then connect the case to the room switch.
Victim plan Present Switching Rooms, Dorm Nameplates, Sayaka’s Wrist, and Replica Sword Sheath. The important conclusions are Sayaka, her palms, the water being off, and the left index finger.
Killer proof Select Leon Kuwata, then use Burnt Shirt Piece and Shattered Crystal Ball. The final logic is that an Ultimate Baseball Star could throw the crystal ball to the incinerator switch.
Closing argument Build the sequence around the room entry, sword struggle, doorknob screwdriver, “LEON” message, lint roller, glass ball throw, and burnt sleeve.

Chapter 2 Trial

Trial Section Key Answer
Crime method Use Locker Room Dumbbell, Genocide Jack Case File, and the body position reasoning. Hangman’s Gambit is Schizo.
Byakuya’s role Point out the status of the body, what suspended it, and why Chihiro’s identity changes the case. Select Byakuya when the setup is exposed.
True crime scene Use Library Desk Lamp, Two Locker Room Posters, Boy’s Locker Room Carpet, Broken e-Handbook, and Celeste’s Account.
Killer proof The blue tracksuit and e-Handbook chain narrow the killer to Mondo Owada. Final Strike uses Broken e-Handbook.
Closing argument Arrange the gym bag, boys’ locker room entry, dumbbell attack, poster switch, extension cord, BLOODLUST message, steam room, and broken e-Handbook.

Chapter 3 Trial

Trial Section Key Answer
Robo Justice setup Use Hiro’s Message, Blue Tarp, Repository Dolly, Equipment Room Bloodstain, and Robo Justice Costume to break the costume theory.
Body discovery timing Absorb the numbering/order claim, solve Wristwatch, and use Someone Else’s Discovery plus Hifumi’s Glasses and Glasses Cleaning Cloth.
Victim and note logic Connect Hifumi, Taka, Broken Wristwatch, Taka’s Scrap of Paper, and Spotless Hammer. The two-murder objection points to Celeste.
Final contradictions Use Robo Justice Costume again for the dragging contradiction and e-Handbook for the final contradiction.
Closing argument The key images are Hifumi’s face, the clock, Hiro’s panic, camera, watch, numbered hammers, the dolly movement, and the unnumbered bloody hammer.

Chapter 4 Trial

Trial Section Key Answer
Aoi and Toko confusion Use Aoi’s Account, Pocket Trash, Magazine Shelf, Kyoko’s Examination Summary, and Toko to separate witnesses from the final cause.
Bottle evidence Hangman’s Gambit is Chess Piece. Use the Monokuma Bottle Experiment and Locker Handprints to show the staged sequence.
Locked room Use Status of Sakura’s Body, Magazine Shelf Bloodstain, Monokuma File #4, Section A, and Protein Drink.
Poison route Footprints in the powder, Section C to Section A, the Rec Room window, and Empty Protein Drink lead to Sakura Ogami.
Closing argument Build around Sakura’s note, Toko in the locker, broken knight and queen bottles, hidden magazine, poison bottle, and protein bottle.

Chapter 5 Trial

Trial Section Key Answer
Body identity Start with Kyoko’s Gloves, Fake Nails, Tattoo on the Right Hand, and Mukuro Ikusaba’s Profile. Hangman’s Gambit is Wolf.
Time and explosion The 9 o’clock and 10 o’clock logic connects to Sprinklers, Exploded Body Analysis, Tarp, and Body Before the Explosion.
Fatal injury Use Chicken Coop Chickens, Disguised Dead Body, Monokuma File #5, Fragments Near the Dead Body, Hit on the Back of Her Head, Titanium Arrows, Bloody Duct Tape, and Woodblock Key.
Branch warning If you want gallery cleanup, pursue Kyoko’s lie once. The game returns you to the decision afterward. To continue, let the lie go.
After trial In waste disposal, inspect the door and garbage bags, then follow Kyoko’s conversation topics to continue into Chapter 6.

Chapter 6 Trial

Trial Section Key Answer
Memory and photos Use Group Photo, then solve Amnesia. Use Interview DVD and Monokuma Control Room to explain what the class cannot remember.
Mukuro case Connect other wounds, Mukuro Ikusaba’s Profile, the Mastermind, Right Hand, Bio Lab, Tarp, Bio Lab Lights, and the idea that the same person was killed twice.
Mastermind Use Junko Enoshima and Mukuro Ikusaba’s Profile, then select Junko Enoshima. Hangman’s Gambit is Replaced.
School history Use Interview DVD, Group Photo, Genocide Jack’s Memory, Locker Notebook, and Headmaster reasoning to reconstruct Hope’s Peak.
Final phase When classmates fall silent, absorb each despair line with Hope. Final Strike is The Ultimate Hope.
Official Danganronpa screenshot showing investigation dialogue inside Hope's Peak Academy
When a trial stalls, go back to the investigation chain. The answer is usually an object the game made you inspect, not a random guess.

Missable And Cleanup Checklist

Danganronpa is generous about story progress, but completion has several traps. Use this checklist before you finish each chapter’s investigation.

Cleanup Item When To Handle It Why It Matters
Hidden Monocoins Before the class trial summons. Each main chapter has 20 hidden coins. Several in Makoto’s room or early event rooms become unavailable before the trial.
Chapter 5 bad ending During the Chapter 5 class trial decision. Choose the lie branch once if you want every movie/gallery item, then retry and choose the true route.
A Man’s Fantasy scene Have the item before the Chapter 3 bathhouse event. This is one of the optional scenes tied to a MonoMono Machine item.
Escape Button scene After finishing the main story. The Escape Button can unlock a bonus ending scene in the Movie Gallery.
Report Cards Mostly in School Mode. There are achievements for individual Report Cards and for every Report Card. Story Free Time alone is inefficient.
999 Monocoins Before spending heavily on gallery and presents. You must hold 999 Monocoins at once for Nine Coins, Nine Purses, Nine Bears.

Hidden Monocoin Timing

There are too many hidden Monocoin objects to make the main walkthrough readable as a full coin map, but these timing traps are the ones most likely to cost you a clean run. If you are avoiding spoilers, collect coins as soon as a room opens.

Chapter Missable Timing Safe Habit
Chapter 1 Makoto’s room trash can, plus two Gym Entryway display objects during the Sayaka visit, can be missed. Check Makoto’s trash can early and inspect the Gym Entryway display while Sayaka is with you.
Chapter 2 Two Makoto room coins become unavailable after Monokuma summons you and you leave. Check Makoto’s room before responding to the gym summons.
Chapter 3 Two Makoto room coins are tied to the note-under-door sequence. Before leaving after the note, inspect Makoto’s monitor/camera/trash-style objects.
Chapter 4 Two Makoto room coins can be missed after the doorbell event. Inspect the room before answering and moving the plot forward.
Chapter 5 Two Makoto room coins can be missed after the fever dream and room exit. Check the notepad and trash before leaving.
Chapter 6 No reported hidden Monocoins in this chapter are missable. Still sweep every newly opened late-game room before the final trial.

Report Cards, Gifts, And Trial Skills

Report Cards matter because they unlock character achievements and trial skills. For a first run, prioritize skills that make trials cleaner, then finish every card in School Mode.

Character Reliable Gifts Useful Skill Or Reason
Celeste Rose Hip Tea, Love Status Ring, Zoles Diamond, Rose Whip, Antique Doll Raise improves Monocoin gains, making her one of the best early priorities.
Kyoko Civet Coffee, Blueberry Perfume, Rose In Vitro, Cherry Blossom Bouquet, Bojobo Dolls Neural Liberation helps preserve Focus in several trial minigames.
Byakuya Civet Coffee, Scarab Brooch, Golden Gun, Old Timey Radio, Crystal Skull Cool and Composed steadies aim; Envious Influence adds Influence Gauge.
Chihiro Blueberry Perfume, Kirlian Camera, Unending Dandelion, Tips & Tips Algorithm and Cheat Code make Nonstop Debate handling easier.
Sakura God of War Charm, Fresh Bindings, Rose In Vitro, Asura’s Tears, Secrets of the Omoplata Breathing Technique and Tranquility are strong support skills for stressful trials.
Toko Everlasting Bracelet, Glasses, Rose In Vitro, Cherry Blossom Bouquet, Antique Doll Vocabulary and Trigger Happy are useful if Bullet Time Battle timing gives you trouble.
Aoi Flotation Donut, Kitten Hairclip, G-Sick, Waterlover, Astral Boy Doll Focus and Bullet Time Battle support.
Kiyotaka Mac’s Gloves, Red Scarf, Adorable Reactions Collection, Chin Drill Influence and damage reduction skills.
Mondo Sonic Cup-a-Noodle, Roller Slippers, Fresh Bindings, Quality Chinchilla Cover Aim-speed skills, useful if your reticle feels too slow or too fast.
Leon Everlasting Bracelet, Blueberry Perfume, Jimmy Decay T-Shirt, Project Zombie Report Card achievement cleanup.
Hifumi Cola Cola, Potato Chips, Demon Angel Princess Figure, Unending Dandelion, Tips & Tips Reload and Focus recovery support.
Yasuhiro Crystal Skull, Golden Airplane, Prince Shotoku’s Globe, Sacred Tree Sprig, Meteorite Arrowhead Extra time and debate simplification skills.
Sayaka Kitten Hairclip, Everlasting Bracelet, Love Status Ring, Rose In Vitro, Cherry Blossom Bouquet Her card is story-limited, so finish her early if needed.
Junko Ration, Kitten Hairclip, Rose In Vitro, Golden Airplane Report Card achievement cleanup.
Official Danganronpa screenshot showing students in a Hope's Peak Academy hallway
Free Time is not just flavor. The right gifts turn into Report Card progress, skills, School Mode prep, and less painful achievement cleanup.

School Mode Strategy

School Mode unlocks after the main story. It runs for 50 days and alternates between gathering/cleaning work and Free Time. Monokuma asks the class to build backup bodies; completing concepts awards Trip Tickets, and completing the final backup is essential for character endings.

First School Mode Run

  1. Use the first run mainly to finish Report Cards and raise Gathering/Cleaning levels.
  2. Do not worry if you cannot finish every Monokuma concept on the first run. Low character levels make it inefficient.
  3. Build helpful support items such as Cheat Sheets and Cleaning Maestro style upgrades as soon as practical.
  4. Remember that materials do not carry into the next School Mode run, but Gathering and Cleaning levels do.
  5. Trip Tickets do not fill Report Cards, and normal presents do not raise School Mode affection hearts. Treat those as separate systems.

Later School Mode Runs

  1. Focus each day on the exact materials required for the active Monokuma concept.
  2. After a concept is complete, spread characters across areas to build a wider material stock.
  3. Keep the cleanliness bar above zero. If it empties, the class loses a work/free-time day to cleaning.
  4. Watch fatigue. Collapsed students are unavailable for several days, including Free Time.
  5. Use food and cleaning items to patch fatigue and cleanliness before they become run-ending problems.
  6. For School’s Out Forever, plan multiple playthroughs. With careful save/reload and full hearts, you can see several endings per run, but four or five runs is a calmer plan.

Trigger Happy Hearts

To unlock a character ending, you need all Report Cards filled, full affection hearts with that character, the correct final answer on day 51, and the final Monokuma backup completed. School Mode heart progress can carry forward once a true Trigger Happy Heart is earned. If a character or Monokuma seems to vanish during Free Time, use the map first; if that fails, save, close the game, and relaunch.

Achievement Plan

The Steam version has 38 achievements. The story achievements unlock naturally, but the completion list asks for trial performance, Report Cards, Monocoins, presents, School Mode endings, and gallery cleanup.

Achievement Group Examples Best Approach
Story completion From Zero to Hero, One Is the Loneliest Number, Two of a Kind, Three’s a Crowd, Four by Gore, Five Alive, All’s Well That Ends…Umm… Automatic as you clear the Prologue through Chapter 6.
Trial performance What’s a Mistrial?, You Must Acquit, Not From Concentrate Use Chapter 1 with a save and the answer roadmap. Avoid retries, damage, and Concentration.
White noise The Color of Television, Tuned to a Dead Channel Destroy white noise lines across trials. Replay trials if you finish the story short of 500.
SP thresholds Skilling ‘Em Softly, Skill or Be Skilled, Ghostface Skillah Fill Report Cards to increase your skill pool and pass 10, 20, and 30 SP thresholds.
Report Cards Individual character achievements and Mr. Know-It-All Use liked/loved gifts in story and finish the rest in School Mode.
School Mode School’s Out For Summer, School’s Out Forever Complete one run, then see every character ending across later runs.
Coins, presents, gallery Nine Coins, Nine Purses, Nine Bears; Ooh, For Me?; Hey, Big Spender; Seriously, You Shouldn’t Have; Rogue’s Gallery Hold 999 coins before major spending, use the MonoMono Machine one coin at a time for efficiency, clear School Mode endings for unique presents, and buy gallery items last.
Platinum-style completion Despair’s Last Reward Earn every other achievement first.

Monocoin And MonoMono Machine Advice

Monocoins come from hidden school objects, class trial scores, difficulty bonuses, Celeste’s Raise skill, and School Mode’s final backup reward. The clean route is to spend lightly during the main story, unlock Raise as early as you can, collect hidden coins before each trial, and save heavy MonoMono Machine spending until the postgame.

If you need to farm, replaying the Chapter 1 class trial on higher difficulty with fast-forward is a practical option because it is short and familiar. When collecting all presents, one-coin pulls are slower but more efficient while your collection is incomplete. Increase the bet only when you are down to a few stubborn presents.

Official Danganronpa screenshot showing a class trial minigame interface
For 100%, replayable class trials are not just for story answers. They are also a backup source for Monocoins, white-noise destruction, and clean-trial achievements.

Common Mistakes

  • Trying to 100% Report Cards before the ending. You can make progress, but School Mode is built for the long cleanup.
  • Ignoring Celeste early. Raise makes coin collection more efficient, which helps several late achievements.
  • Skipping the Chapter 5 branch. If you want every gallery item, see the bad ending once, then retry and continue correctly.
  • Spending below 999 coins too soon. Get the 999-coin achievement while you are holding the coins, then spend.
  • Letting School Mode cleanliness hit zero. Losing a day can cost endings and Trip Ticket plans.
  • Overworking everyone in School Mode. Fatigue collapse can remove a needed character for multiple days.
  • Using Trip Tickets to fill Report Cards. Trip Tickets raise School Mode affection, not Report Card pages.

Sources And Credits

Official metadata and images come from the Danganronpa: Trigger Happy Havoc Steam page. Chapter routing, trial checks, School Mode planning, presents, hidden Monocoin timing, and achievement cleanup were cross-checked against readable IGN and Steam Community walkthrough references. Blocked or captcha-gated pages were not used as factual sources.