Spoiler warning: this is a practical Danganronpa 2: Goodbye Despair walkthrough. It names victims, culprits, trial evidence, final-trial reveals, and postgame cleanup requirements. If you only want a nudge, use the chapter planning sections and avoid the class trial answer table until you are stuck.

Best route before you start
Danganronpa 2 is generous about postgame cleanup, but it is not generous about chapter-specific collectibles and gallery scenes. The cleanest route is to play the story once with frequent manual saves, collect every Hidden Monokuma before leaving each chapter, then use Island Mode and chapter select for the remaining achievements.
| Goal | Do this during the story | Can it wait? |
|---|---|---|
| Finish the story | Investigate every highlighted point, talk to everyone who moves the scene forward, and save before every trial. | No. The final trial and postgame modes unlock from story completion. |
| Hidden Monokumas | Check all five in each chapter before the class trial. The last two in many chapters become available only after the murder. | No. Previous chapter dolls cannot be collected later without loading an older save. |
| Report Cards and skills | Use Free Time instead of skipping it. Nagito is especially worth prioritizing early if you want main-story fragments. | Mostly yes. Island Mode is the real completion tool. |
| Trial performance achievements | Attempt no damage, no retry, and no Concentration on Chapter 1 while the mechanics are simplest. | Yes. You can replay trials, but doing them early saves cleanup time. |
| Pets and Monocoins | Open the Pet menu often, clean messes, and keep steps accumulating while you explore. | Yes, but passive progress during the story makes the grind smaller. |
Trial mechanics that matter
Most failed trials come from treating Danganronpa 2 like the first game with new art. The sequel adds several mechanics that change how you read arguments.
- Agreement points: not every highlighted phrase is wrong. Some debates ask you to support a statement with the right evidence.
- Rebuttal Showdown: slash through filler until the true weak point appears, then use the matching Truth Sword.
- Logic Dive: wrong answers usually waste time rather than instantly failing, so focus on the question wording before steering.
- Panic Talk Action: the final phrase is not a normal Truth Bullet. Treat it like a four-part password.
- White noise: shooting it helps with the 100 and 500 white-noise achievements, but do not let it hide the actual statement you need.

Chapter walkthrough checklist
This section keeps the Daily Life and Deadly Life route short on purpose. Danganronpa 2 is usually linear once you examine every marked object, but it is easy to miss when a new island area, victim room, or Hidden Monokuma has opened.
| Chapter | Route focus | Do not leave before |
|---|---|---|
| Prologue | Meet everyone across the beach, bridge, airport, market, hotel, ranch, central island, and Jabberwock Park. | Learning the map, pet menu, and fast travel controls. |
| Chapter 1 | Old Building setup, party preparation, blackout, and Byakuya investigation. | Five chapter dolls, especially the Old Building office and Byakuya’s room after the murder. |
| Chapter 2 | Second island, Twilight Syndrome motive, beach house investigation, and Mahiru’s case. | Library, drugstore, beach, beach house closet, and Mahiru’s cottage dolls. |
| Chapter 3 | Third island, hospital quarantine, fake broadcast, music venue, and the double murder. | Movie theater, Electric Avenue, hospital hallway, hospital conference room, and motel bathroom dolls. |
| Chapter 4 | Fourth island, Funhouse map logic, Life-Threatening Game, Octagon, and Nekomaru’s death. | Rollercoaster and Nezumi Castle dolls the first time you visit; Strawberry/Grape House dolls before trial. |
| Chapter 5 | Fifth island, factory/military base clues, Nagito’s warehouse setup, and the poisoned fire grenade. | Vendor street, Plushie Factory, Military Base, Sea King Industries, and Nagito’s bathroom dolls. |
| Chapter 6 | Return to Hope’s Peak-style areas, Neo World Program truth, Future Foundation, and the final choice. | Room 1-A, gym, Bio Lab, teacher’s office, and Classroom 2-B dolls. |
Class trial answer route
The tables below are a fast answer route, not a transcript. If the game asks you to aim at a weak point, use the listed evidence on the matching claim. If it asks a direct question, choose the listed answer. Culprits are named openly.
Chapter 1: Byakuya Togami
| Phase | Use or answer |
|---|---|
| Early blackout logic | Bloodstain Under the Table, Knife, Night-Vision Goggles, Duralumin Case, Duct Tape, Murder Threat, Glowing Paint. |
| Nagito setup | Nekomaru’s Account, Party Dishes, Irons in Storage Room, A/C Timer, desk lamp, power cord, Nagito Komaeda, when he was cleaning, Ultimate Lucky Student. |
| Killer route | Mikan’s Autopsy Results, Ibuki’s Account, no blood on Nagito, Storage Room Tablecloth, UNDER THE FLOOR, Gundham Tanaka, Chiaki’s Account, Kitchen Equipment List, Fire Door. |
| Final answers | Teruteru Hanamura, Knife, Gaps in Floorboard, Embarrassing Pose, IRON SKEWER, Meat On The Bone. |
What happened: Nagito engineered the dangerous setup, but Teruteru used the floor gap, skewer, and blackout confusion to kill Byakuya. Do not stop your reasoning at Nagito just because he looks guilty for most of the case.
Chapter 2: Mahiru Koizumi
| Phase | Use or answer |
|---|---|
| Twilight Syndrome sequence | Mikan, Girl B, Ibuki, Mahiru, Fuyuhiko, little sister, high school girl at the beginning, Girl E was the killer. |
| Beach house evidence | Broken Vase Photo, Stolen School Swimsuit, Guy F, Metal Bat, Footprints on the Beach, Letter on Mahiru, closet, Gummy Bag, Mikan’s Autopsy Report. |
| Disguise and escape | Shower Room, she cannot get dressed by herself, Letter on Mahiru, both letters, Logic Dive: before Hiyoko arrived / after Hiyoko left / beach house. |
| Final answers | Closet, surfboard case, drinks in the refrigerator, Trash Can, Peko Pekoyama, small shower-room window, BAMBOO SWORD, Bamboo Sword Bag, Nationality, Body Discovery Announcement, Fuyuhiko Kuzuryu, Ending Prize. |
What happened: Peko killed Mahiru, hid in the surfboard case, used the shower-room window and bamboo sword trick to escape, then forced the trial into the Sparkling Justice/Fuyuhiko loyalty argument after the closing.
Chapter 3: Ibuki Mioda and Hiyoko Saionji
| Phase | Use or answer |
|---|---|
| Locked room and order | Movie’s Invitation Ticket, Semitransparent Glob, Glue, WALLPAPER, Logic Dive: hidden / wallpaper / covered pillar, to mix up the killing order. |
| Footprints and alibi | Blood on the Soles, Smudge on the Floor, Mikan’s Account, Motel Room Key, Sonia’s Account, Stepladder, side of the stepladder. |
| Fake broadcast | FILMING LOCATION, Logic Dive: camera / music venue / they took it, destroyed it, CONFERENCE ROOM, Music Venue Curtain, Candle. |
| Final answers | Ibuki in the conference room, Mikan Tsumiki, Rope Used for Hanging, killer’s mistake, Theater Bonus Prize. |
What happened: the hanging video was staged in the hospital conference room after the murders. Mikan used the broadcast, wallpaper, glue, and camera destruction to make the timing look different from reality.

Chapter 4: Nekomaru Nidai
| Phase | Use or answer |
|---|---|
| Funhouse map | New Looking Hammer, broken pillar, Pillar Fragments, Strange Feeling in the Tower, Oil on the Floor, Life-Threatening Game, sky and forest spot selections. |
| House structure | Logic Dive: they exist / same building / vertically, floors above Grape House, Strange Feeling in the Tower, ELEVATOR, same floor, only the floor moves. |
| Cause of death | Kazuichi’s Account, eight-sided shape, top of Grape House, falling, Good Night Button, Wire, Clock’s Alarm Timer, collided with the pillar. |
| Final answers | Radio Clock, Logic Dive: building time / building clocks / both houses, Akane’s Account, two hours, Monokuma Tai Chi, Nagito Komaeda, DELUXE ROOMS, Gundham Tanaka, secret passageway, Nagito Komaeda, Wire, The Four Dark Devas. |
What happened: Gundham exploited the vertical Funhouse layout, the Octagon passage, the goodnight button, the tower floor, and a two-hour clock offset. The key is understanding that Strawberry Tower and Grape Tower are not separate rooms in the way the class assumes.
Chapter 5: Nagito Komaeda
| Phase | Use or answer |
|---|---|
| Warehouse setup | Duct Tape, Duct Tape again in the rebuttal, Monokuma Panels, MP3 Player, the killer could not have left, Nagito Komaeda. |
| Self-made trap | Burned Rope, right sleeve, Monokuma Plushie, Blood on Left Hand, gripping, cord, Logic Dive: above Nagito / ceiling girder / spear cord. |
| Poison logic | Monokuma File #5, CAUSE OF DEATH, Monokuma’s Special Poison, Logic Dive: gas / through his nose, sprinklers, container, FIRE GRENADE, Piece of Blue Paper. |
| Final answers | When everyone threw the grenades, Nagito Komaeda prepared it, Nagito Komaeda set the fire, to make someone throw the poison, his talent, the traitor, Chiaki Nanami, Monomi’s Notebook, Final Dead Room, Sonia’s Account, Monokuma’s Account, Chiaki Nanami. |
What happened: Nagito made his own death into a luck-based trap. The person who unknowingly threw the poisoned grenade is Chiaki, which matters because the trial is really about Nagito targeting the traitor rather than proving a normal murder route.
Chapter 6: final trial
| Phase | Use or answer |
|---|---|
| World truth | VIRTUAL, school memories, List of Subjects, Fuyuhiko Kuzuryu, Neo World Program, Observer, Chiaki Nanami. |
| Program purpose | Logic Dive: Hajime and the others / Hajime and the others / to recover from despair, KILL US ALL, Vision of Nagito, choose the ellipsis response. |
| Junko reveal | Email to Makoto Naegi, 11037, Junko Enoshima, Jabberwock Park, press Graduate, school trip rules, Reserve Course students, Shutdown Sequence. |
| Ending route | Not enough people, Ultimate Despairs, Logic Dive: Future Foundation / killings / surveillance cameras, teacher’s final decision, founder of the academy, Hope Cultivation Plan, choose Graduate, listen during the special debates, use part of the game, use Create the Future on all weak points, Future, That’s wrong! |
What happened: the last trial is not a murder case. It is a decision about whether the survivors accept a manufactured escape, repeat the game, or create a future outside both despair and imposed hope.
Hidden Monokuma locations
There are 30 Hidden Monokumas, five per chapter. The most important rule is simple: if the chapter trial starts, assume anything uncollected from that chapter is gone unless you reload. Check again after the murder, because the final dolls often sit in victim rooms or newly opened investigation spaces.
| Chapter | Five locations |
|---|---|
| 1 | Hajime’s room upper corner; Rocketpunch Market by the vending machine; airport luggage belt; Old Building office; Byakuya’s cottage after the murder. |
| 2 | Library second-floor railing; drugstore right-side shelf; Chandler Beach in the water; beach house closet after the murder; Mahiru’s cottage behind the TV. |
| 3 | Movie theater lobby; Electric Avenue window area; hospital first-floor hall; hospital second-floor conference room ceiling; motel bathroom. |
| 4 | Rollercoaster car; Nezumi Castle wall; Strawberry House third-floor flowerpot; Grape House Monokuma Archive behind the statue; Strawberry House standard room under the desk. |
| 5 | Vendor street; Plushie Factory basket pile; Military Base containers; Sea King Industries catwalk; Nagito’s cottage bathroom. |
| 6 | Room 1-A ceiling; gym bleachers; Bio Lab under the desk; teacher’s office wall; Classroom 2-B near the vending machine. |

Free Time, presents, and missable gallery events
Do not try to max every Report Card during the main story. Use the main game to build useful trial skills, then finish Hope Fragments in Island Mode. If you care about story-era fragments, spend early time with Nagito before his availability narrows.
Presents come from the MonoMono Yachine, vending machines, pets, Island Mode, Hope Fragment rewards, and Monomi’s minigame. For a normal clear, you only need to avoid hated gifts and keep a few safe options around. For 100%, you will eventually need every present type, every Report Card, and enough coins for the gallery, so save your serious farming for postgame.
| Missable gallery scene | Timing | Required present |
|---|---|---|
| Kazuichi scene | Chapter 1, after Byakuya asks everyone to gather at the park. | Practice Sword / replica sword item. |
| Mahiru scene | Chapter 1, next day, when Mahiru is outside the hotel. | An-An magazine. |
| Mahiru and Hiyoko-related scene | Chapter 2, after Mahiru agrees to help Hiyoko and the others leave. | Man’s Nut. |
| Kazuichi hospital scene | Chapter 3, in Fuyuhiko’s hospital room. You can only choose one person at this timing. | R/C Battler manga. |
| Hiyoko scene | Chapter 3, next day outside the hotel. | Toy Camera. |
| Ibuki scene | Chapter 3, immediately after the Hiyoko opportunity. | Summer Festival Tree CD. |
Pets and Monocoins
The pet system is small, but it supports several achievements and an easy coin supply. The cycle is egg, baby, cocoon, adult, then reward. Check the pet regularly because messes raise Despair and can kill most pets if ignored.
| Pet type | Hope range | Despair range | Route |
|---|---|---|---|
| Snakemi | 0-2 | 0-5 | Give no presents and clean regularly. |
| Low-hope despair pet | 0-2 | 6-9 | Give no presents, allow Despair to rise, then keep it below death range. |
| Pigimi | 3-5 | 0-9 | Give three presents early, then maintain cleanliness. |
| Gorimi | 6-8 | 0-9 | Give six presents early, then maintain cleanliness. |
| Usami | 9-10 | 0-5 | Give nine presents and keep Despair low. |
| Monokuma | 9-10 | 6-9 | Give nine presents, let Despair rise, and clean enough to finish the cycle. Community pet guides note that this form is unusually safe for farming. |
Island Mode cleanup
Island Mode is where the 100% run becomes a management game. It is unlocked after the story and is the best place to finish Report Cards, character endings, Trip Ticket hearts, and the Island Mode achievements.
- First Island Mode run: do not obsess over perfect Usami tasks. Raise gathering and cleaning levels, finish remaining Report Cards, and learn the work cycle.
- Gathering and cleaning levels: these carry into later runs, so permanent stat growth is more valuable than one perfect first run.
- Hope Fragments: collect all fragments before chasing character endings. Several community references warn that endings can fail if fragment requirements are not done.
- Trip Tickets: use them to raise hearts. A character needs 10 hearts for an ending, and one run realistically covers only a handful of endings.
- Day 48-51: spend consumables before the final work window, then use the beach ending sequence to view unlocked endings.
- Full Island Mode completion: plan for at least three to four runs unless you use aggressive save management and perfect choices.

Achievement cleanup roadmap
Steam exposes 47 achievement percentage entries for Danganronpa 2. You do not need to chase them in percentage order; chase them by risk.
| Category | Achievements or tasks | Recommended cleanup |
|---|---|---|
| Story | Prologue, Chapters 1-5, and all chapters cleared. | Automatic if you finish the story. |
| Trial performance | No damage, no retry, no Concentration, 100/500 white noise. | Use Chapter 1 for clean trial runs. Replay trials for white noise if needed. |
| Collectibles | Half/all Hidden Monokumas, 50/all presents, all vending-machine items, all gallery items. | Prioritize chapter dolls during the story; farm presents and gallery coins after the ending. |
| Progression | Level 50, level 99, 5,000 steps, 10,000 steps, 999 Monocoins. | Steps and pets feed these naturally. Coin farming becomes easier after trials and pet rewards. |
| Relationships | Every individual Report Card and all Report Cards. | Use story Free Time for useful skills, then finish everyone in Island Mode. |
| Pets | Raise one pet type and every pet type. | Track Hope/Despair ranges and do not ignore cleaning unless you are deliberately aiming for a Despair evolution. |
| Island Mode | Clear Island Mode once and see every Island Mode ending. | Complete Hope Fragments first, then use Trip Tickets until characters reach 10 hearts. |
| Magical Miracle Girl Monomi | Clear every stage and collect all equipment. | Expect a separate postgame grind. Use equipment that improves drops while farming missing items. |
Common mistakes
- Skipping Free Time: you can recover in Island Mode, but you lose early skills and may make the story trials harder than necessary.
- Assuming dolls can wait: they cannot. Treat each chapter’s five Hidden Monokumas as missable.
- Over-farming gifts early: wait until postgame before trying to complete every present. During the story, buy what you need for Free Time and missable events.
- Ignoring the pet: it is easy coin and achievement progress, but only if you clean it.
- Trying Island Mode endings too early: finish Hope Fragments first, then build hearts with Trip Tickets.
- Forgetting manual saves: keep one save before each trial, one at the start of each chapter, and one before known missable event windows.
Sources and credits
Official metadata and screenshots were checked through the Steam store page and Steam app data for Danganronpa 2: Goodbye Despair. Trial routes, Hidden Monokuma locations, Island Mode notes, pets, gifts, and achievements were cross-checked against readable community walkthrough and achievement references. No community images are used.