Oct 7th, 2017
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  3. This guide is designed to help people start off and hopefully get them deep into the dungeon, deep enough that they can understand how it works and get through the rest of it themselves.
  7. If you have not played the dungeon yet, I'd advise you to just pick a random character, rush them through the board game and then take them into the dungeon for a little bit just so everything else makes more sense.
  9. Important Note: You cannot reload a previous character and continue developing them. Once you select your card and take a character through the 3 years, that character is locked in and developed. You can store up to 3 copies of a character you've developed, after which you'll have to overwrite them. If you're not satisfied with how a character is turning out, quit and start over. Being able to store 3 copies also means you can use all 3 of those developed characters in your party, if your waifu is Kaede you can have a party with 3 separate Kaedes, assuming you've developed 3 of them.
  11. Both the board game and RPG are completely connected with each other, you need to develop characters in the board game to use in the RPG, to gain money/level up your card machine to get better cards, to develop in the board game to get further in the dungeon. Don't expect to play the board game 4 times and then never touch it again, especially with some of the boss fights that come up in the RPG.
  13. During the board game, the main two things you'll be improving for your character are their stats and skills. Character levels cap out at 99, after which you cannot level them any further, and each character can only have 5 skills including passives. You'll have to pick and choose which skills are the most important. Note that many skills do not take stats into account and can be used on any characters, skills are not locked into character category, it just generally makes more sense to match the skill type and character type.
  15. Before anything, you need to select which character you're going to use. If you're just starting you'll only have the N cards for Danganronpa V3, and will have to unlock characters from 1/2 as well as higher level cards later. Even if you do unlock a character from 1/2, it's not advisable to rush to upgrade them until you have most of the N cards unlocked. This will make more sense later on. In order to roll for cards, you need to get money from the dungeon, and you're also going to want to level up your card machine for better chances of getting S and U characters, which happens by proceeding into the dungeon. Unless you really care about having your waifu, you should probably ignore the death card machine entirely until you reach floor 30 or so.
  19. Each Character falls into one of three categories: Sports (Red), Intelligence (Blue), and Variety (Green). Under these three categories, each character is under one of three subcategories. For the most part, all characters within a sub category are exactly the same stat-wise, so you have some options to pick your favorites. Here are the category breakdowns, as well as the characters in them. There's no official names for these breakdowns and I didn't feel like coming up with nice sounding ones so bare with me here.
  21. Sports
  23. POWER: These characters have the highest physical strength out of all the categories. They also have the second highest HP and good physical defense. However, this is balanced by having the lowest MP and Magic Attack out of everyone, as well as below average magic defense, agility and luck. Still, when they do hit, they hit HARD.
  25. Characters: Maki Harukawa, Sakura Ogami, Monokuma, Genocide Jack, Peko Pekoyama, Izuru Kamukura
  26. Base Stats: 20 HP, 10 MP, 5 STR, 3 DEF, 1 INT, 2 FOR, 2 AGI, 2 LUK
  28. SPEED: These characters have the highest Agility stat out of anyone, as well as having above average physical strength. Their luck is also not too bad, being tied for second highest with several other types. However, they have average HP and MP, low physical defense and the lowest magic defense out of anyone, as well as sharing the lowest magic attack with the other Sports types. Despite being completely destroyed by magic, these characters are in general the best in my experience, being able to easily clear normal enemies through floors and being absolutely essential against some bosses. It's all about hitting first and killing your opponents before they can fight back.
  30. Characters: Tenko Chabashira, Ryoma Hoshi, Mukuro Ikusaba, Leon Kuwata, Aoi Asahina, Akane Owari
  31. Base Stats: 18 HP, 15 MP, 4 STR, 2 DEF, 1 INT, 1 FOR, 5 AGI, 3 LUK
  33. TANK: As the name implies, these characters are defensive tanks. They have the highest HP out of all characters, highest physical defense, and above average magic defense. However, they have the lowest Agility out of everyone, share the same low magic attack as the other sports characters, and have below average Luck. They also notably have below average physical attack, being weaker than some of the Intelligent/Variety types. They can be useful if you give them defensive based abilities like Sacrifice, or use them as healers/reviviers, since healing is not based on any sort of magic stat beyond MP.
  35. Characters: Kaito Momota, Gonta Gokuhara, Mondo Owada, Nekomaru Nidai, Hajime Hinata
  36. Base Stats: 25 HP, 15 MP, 2 STR, 5 DEF, 1 INT, 4 FOR, 1 AGI, 2 LUK
  38. Intelligent
  40. PURE MAGIC: These characters have the highest magic attack out of everyone, as well as the highest MP. Their magic defense is also average, but every other stat is either below average or the absolute lowest. They're magical glass cannons and will probably need to be protected. Personally, I believe they're the worst of the three Intelligent types, as their low speed makes it risky if they'll hit before being attacked, and they have nothing beyond their magic. Still they might be worthwhile for you.
  42. Characters: Miu Iruma, Shuichi Saihara, Byakuya Togami, Toko Fukawa, Chihiro Fujisaki, Sonia Nevermind, Chiaki Nanami
  43. Base Stats: 10 HP, 25 MP, 1 STR, 2 DEF, 5 INT, 3 FOR, 2 AGI, 1 LUK
  45. MAGIC SPEED: Compared to the previous category, these characters trade some of their strengths to improve on their weaknesses. They have lower MP, Magic Attack and Magic defense, but they gain more HP, as well as a sizable increase to Speed and Luck. Overall I feel they're much better than the others, being fast enough to get their spells off before enemies can attack, even if they are a bit weaker.
  47. Characters: Korekiyo Shinguji, Tsumugi Shirogane, Kyoko Kirigiri, Celestia Ludenberg, Mahiru Koizumi
  48. Base Stats: 15 HP, 20 MP, 1 STR, 2 DEF, 4 INT, 2 FOR, 4 AGI, 3 LUK
  50. MAGIC STRENGTH: Almost identical to the speed characters, with one key difference. Instead of gaining speed and luck, they retain their original speed and luck, but instead gain a sizable increase to physical strength, allowing them to use some physical attacks. They actually have the third highest physical attack out of all categories, only falling behind the power and speed type Sports characters.\
  52. Characters: Kokichi Oma, Kirumi Tojo, Junko Enoshima, Byakuya Togami (Imposter), Kazuichi Soda, Usami
  53. Base Stats: 15 HP, 20 MP, 3 STR, 2 DEF, 4 INT, 2 FOR, 2 AGI, 1 LUK
  55. Variety
  57. SUPPORT: These characters are tied for highest MP, but notably have the highest Magic Defense of all characters. They've also got physical defense, but otherwise all their other stats are low. I believe the intention is to use these characters for buffs/heals, but they're another category I feel is mostly wasted.
  59. Characters: Angie Yonaga, Himiko Yumeno, Yasuhiro Hagakure, Kiyotaka Ishimaru, Hiyoko Saionji, Mikan Tsumiki, Monomi
  60. Base Stats: 15 HP, 25 MP, 1 STR, 3 DEF, 2 INT, 5 FOR, 2 AGI, 1 LUK
  62. ALL AROUND: These characters are somewhat balanced in most all stats. Middle of the road HP and MP, above average Magic Defense, Speed and Luck, but below average Physical Attack and Defense, as well as Magic Attack. Still, you can pretty much do anything with them. This category also notably has the most characters out of all categories.
  64. Characters: K1-B0, Kaede Akamatsu, Hifumi Yamada, Sayaka Maizono, Teruteru Hanamura, Fuyuhiko Kuzuryu, Gundham Tanaka, Ibuki Mioda
  65. Base Stats: 18 HP, 18 MP, 2 STR, 2 DEF, 2 INT, 4 FOR, 4 AGI, 3 LUK
  67. SUPER LUCKY STUDENT: A unique category. They feature mostly similar stats to the all arounders, losing some magic defense for more magic attack. However their unique quality is insanely high luck, higher by far than anyone else by far. However this comes at the cost of also having the lowest physical strength, meaning critical hits are required. This category also has the fewest characters by far, only having 1 character per game.
  69. Characters: Rantaro Amami, Makoto Naegi, Nagito Komaeda
  70. Base Stats: 18 HP, 18 MP, 1 STR, 2 DEF, 3 INT, 3 FOR, 4 AGI, 7 LUK
  72. Overall comparison
  74. Here's all 9 types next to each other for easy comparison.
  76. POWER: 20 HP, 10 MP, 5 STR, 3 DEF, 1 INT, 2 FOR, 2 AGI, 2 LUK
  77. SPEED: 18 HP, 15 MP, 4 STR, 2 DEF, 1 INT, 1 FOR, 5 AGI, 3 LUK
  78. TANK: 25 HP, 15 MP, 2 STR, 5 DEF, 1 INT, 4 FOR, 1 AGI, 2 LUK
  79. PURE MAGIC: 10 HP, 25 MP, 1 STR, 2 DEF, 5 INT, 3 FOR, 2 AGI, 1 LUK
  80. MAGIC SPEED: 15 HP, 20 MP, 1 STR, 2 DEF, 4 INT, 2 FOR, 4 AGI, 3 LUK
  81. MAGIC STRENGTH: 15 HP, 20 MP, 3 STR, 2 DEF, 4 INT, 2 FOR, 2 AGI, 1 LUK
  82. SUPPORT: 15 HP, 25 MP, 1 STR, 3 DEF, 2 INT, 5 FOR, 2 AGI, 1 LUK
  83. ALL AROUND: 18 HP, 18 MP, 2 STR, 2 DEF, 2 INT, 4 FOR, 4 AGI, 3 LUK
  84. LUCKY: 18 HP, 18 MP, 1 STR, 2 DEF, 3 INT, 3 FOR, 4 AGI, 7 LUK
  87. STATS
  89. Influence - HP, when it runs out your character dies, simple enough. Note that there are no consumable items in the dungeon, the only way to regain HP is to return to base or use healing spells.
  91. Focus - MP, used for almost all skills. Same as HP, can only be recovered by returning to base, or using the focus stealing skill.
  93. Strength - Physical attack power. Used for normal attacks and Sports skills.
  95. Defense - Physical defense. Lowers the damage taken from non-magic attacks
  97. Intelect - Magic attack power. Used almost exclusively for the offensive magic spells.
  99. Fortitude - Magic defense. Lowers damage from magic attacks, and also determines your chances of resisting ailments
  101. Agility - Speed. Not only determines your turn order, but also allows you to dodge attacks and for some reason is also your hit rate. High agility is needed to hit fast enemies. With high enough agility, you'll be able to avoid all physical attacks.
  103. Luck - Raises your chance of critical hits. High enough luck will cause every attack to be a critical. Also, your chance of escaping a battle is based upon the highest luck stat on your team, so it's useful to have at least one high luck character around.
  105. Special Note: As far as I've played, Agility is among the most important stats and Defense and Fortitude are pretty much useless, more so defense. With enough speed you can dodge most normal attacks anyway, meaning you don't need any defense. On later levels enemies hit so hard that getting hit at all pretty much spells defeat. Being able to hit hard and fast and wipe out normal enemies before they can even attack becomes crucial, especially if you're trying to get to a boss unscathed.
  107. Different floors/bosses will require different character builds to effectively clear, more on that later.
  109. SKILLS
  111. Skills come in two varieties, usable skills and passive skills. Regardless of this, however, note that a character can only have 5 skills of any kind. Skills can be leveled up from 1-10, each level raising it's effectiveness, and in some cases the maximum level granting a massive boost to how the skill works. Skills cost far less to gain each individual level than they do to initially unlock, up until you get close to their maximum level, so you won't have to build up another 30 red fragments for every single level on Sword Stab.
  113. I'm not going to go over every skill in the game right now, because you can check on most of them at any time on the obtain skills menu, but I will make some notes about some of them. A worthwhile note, almost all spells that require you to choose one ally will upgrade to effecting your entire team upon reaching max level.
  115. Sword Stab - Good on a physical damage character, powerful attack to one enemy.
  117. Dagger Stab - Similar to the other one, but it damages you as well. I'm not sure if it deals more damage but I believe it has no focus cost (I've honestly never used it)
  119. Falcon Kick - Great damage skill, attacks a single enemy 3 times, overall it usually does at least 1.5x your basic attack damage. Each individual hit can miss however, if your agility isn't high enough. Very useful against the bronze/silver/gold enemies that take only 1 damage per hit, as it'll allow you to do 3 damage.
  121. Summer Rain Fist - Pretty much a basic attack but to all enemies, can be useful to have in some situations. From what I've played however there has yet to be a boss fight with multiple enemies in it, outside of possibly the final ones, limiting it to only being useful for some normal encounters
  123. Mujin Cut - Seems pretty useless to me, if you can build enough luck you won't ever need this skill. Might be good for a low luck character.
  125. Gale Fist - Somewhat similar to Mujin Cut, but with speed instead of luck. I think it's more useful however, as you can stick it onto the high power characters to remove their downside a little bit. As an added bonus, the high speed should allow it to hit with 100% accuracy as well, making it good for super fast enemies.
  127. Sacrifice - Good for tank characters, usually comes on the NPC ally ones. When maxed out, should allow you to protect your entire team and not just 1 ally.
  129. Ultra Defense - Same as above, but instead of protecting allies it allows you better defense/resist ailments. Good for your healer, if you have one.
  131. Ice/Electric/Wind spells - For the most part, the individual elements do not seem to matter. Don't bother using these on sports characters, they'll do hardly any damage. I've heard that the final boss is weaker to Ice than other elements but I can't confirm this yet.
  133. Debuff - Removes buffs. Practically REQUIRED to beat the boss on floor 50, but I haven't seen any other use for it. Leveling the skill only lowers it's focus cost down to a minimum of 1, but when I fought the boss I didn't need it more than 2 times per battle.
  135. Focus Absorb - Admittedly, I have yet to use this on a character, but if you have someone who is going to be constantly using magic throughout the normal floors it can be very useful to have.
  137. Ailment spells - I haven't used these too much either, as with most RPGs, however you will need Poison in order to beat the special boss on floor 75 so make sure you keep that in mind for one of your characters.
  139. Recover Influence - Your standard healing spell. Later on you want to have at least one character with this maxed out, possibly more. Notably, when maxed out the spell not only provides a 100% heal, but also heals the entire party when used. Stats have no effect on it, so it can be used on your tankiest character who is for sure to stay alive
  141. Heal Death - Revives dead allies. Same as the heal spell, when maxed out it'll revive your entire party and fully heal them. Best put on your tankiest character who is the last one alive.
  143. Elemental Barriers - You will need at least one character with these later in the game. It's up to you if you want them all on the same character, or if you want to put seperate ones on each character. Maxed out, the barriers should last for around 5 turns and a single cast will cover your entire party. You will need Wind for Floor 70's boss, and Electric for Floor 90's boss. (I assume Floor 100's final boss needs Ice but I have yet to fight him.)
  145. Stat up skills - I've never used them, they might be helpful for boss fights, up to you if you want to make a supportive buff character.
  147. Fog - Useful if you hate having to deal with normal enemies on the way to a boss.
  149. Attack Up, Crit Up, Skill Up - Useful to take if you don't need any other talents
  151. Elements Up - Also useful, but given the talent limit you should probably focus on one element per character.
  153. Influence Up - Increasing attack at full health can be pretty useful when everything one shots you anyway.
  155. Awakening Up - Questionable usefulness. Awakening is kind of a limit break thing, allowing you to power up your next move if your bar is high enough, but it doesn't seem like something you should rely on, at least to me.
  157. Gold and Drop Up - Useful to have, stacks with multiple characters, however you eventually get so much gold that it's debatable if you'll even need it.
  161. Generally speaking, you're going to have to make new characters/change your party up as you travel through the dungeon. Outside of investing time into it, there's no downside to having to dump/replace a character, so don't feel too bad about it. For a generally good party, beyond specific bosses I'd recommend taking at least one of the 3 lucky students, as well as at least 1 Sports Speed characters. For most of my time through the first 50 floors, I had 1-2 Sports Speed characters, 1-2 Sports Power characters, and 1 Lucky Student with offensive magic. If you don't want to use this kind of set up, my advice is to just experiment with things, try creating different characters to travel through the floors. You're expected to change out your team based on the floors/bosses anyway, so it doesn't hurt to try things out.
  163. As for what to build on each character, it's mostly preference based, but I would advise making sure every character has at least 1 active usable skill so you don't waste all their focus. For the most part in the development game, one of the only things you truly have control over is your choice of talents, so make sure you put some thought into it, but remember you can only have 5 per character. For Sports Power characters, I'd recommend having Gale Fist to make up for their low speed, as well as having Summer Rain Fist, and possibly either Sword Stab or Falcon Kick. For Sports Speed, I'd recommend Sword Stab or Falcon Kick for their lower power, as well as Summer Rain Fist. They should not need Gale Fist so don't waste the points. Tank characters should always have Sacrifice, and it's not bad to also give them the healing/reviving skills and Ultra Defense. All INT type characters should have both a single target spell and one of the multi target spells, generally of the same element if you're planning to also take an element up passive. Focus absorbing can be good if you're planning to use their spells on the normal floors of the dungeon. Since variety characters are generally in an all around state, it's up to you if you want to focus one on being a status buffer, a healer, an ailment based debuffer, a secondary physical fighter or mage, whatever you'd like to do.
  167. Now to break down the various pieces of the board game. First, the squares you'll see on the boards.
  169. Blue Squares - Level Up Squares. Each one raises your level, based on your character's growth rate and if the square is normal or 2X. N characters have a growth rate of 1, S characters have 2, and U characters have 5. So an N character will gain 1-2 levels depending on if they're on a normal or 2X square, while U characters will gain 5-10 levels per square. (Note: I've had some U characters land on normal squares and get 6 levels instead of 5, so there appears to be a small degree of randomness.)
  171. For non-U characters, these are going to be your primary target to focus on throughout all 3 years. Because U characters have such a high growth rate, you want to be careful that you don't get too many of them. You cannot go beyond level 99, so anything that causes you to level up after that is effectively wasted. Non-U characters generally will not be able to level up to 99 unless you get super lucky, which is why you can just focus blue squares for the entire 3 years as them.
  173. Orange Squares - Talent Squares. Each one grants you talent fragments, based again on your growth rate and if the square is 2X, but you also have to roll your dice on these ones. You always roll a large move, between 4-6, after choosing which color of fragments you want, Red sports, Blue intelligence or Green variety. So, a normal character can get between 4-12 depending on their roll and type of square, while a U character will get between 20-40 at a time. While there is no cap for how many fragments you can hold, any extra fragments you have at the end of development are wasted, and you can only have 5 talents on a character, so make sure you don't roll for colors you do not need.
  175. Green Squares - Event Squares. These are random events with your pixel character, usually involving a choice. Choice or no choice, you generally gain a nice increase to a random stat. Getting a few of these could completely change your character, giving you a sports character who can also use magic decently for instance. Aiming for these can be a good idea if you've maxed out everything else, but because of their random nature it's risky. At the very least, as far as I've seen they don't reduce your stats so there's no danger there.
  177. Pink Squares - Friendly Squares. Also known as the fanservice squares, these are the ones that play a scene involving your selected character and other characters from the Danganronpa universe interacting. After playing the scene, you'll get a nice boost to stats generally relevant to your character. Each character has 5 scenes like this, that will play randomly upon landing on a friendly square. From the 6th square and onward in a playthrough, you'll instead get a generic scene with a Monokub, and a small boost to all your stats (N characters got 1-2 per stat) While these are independent of level ups, it's debatable if they're worthwhile after your 5th event. An important note for people who care about the story of these events; the events are generally shared between characters, if you have an event with Nagito and Monokuma interacting for instance, you'll see this event as both Nagito and Monokuma.
  179. Red and Black Despair Squares - Avoid them like the plague. Landing on one of these will lower your stats, unless you have a Hope card. If you do have a hope card it'll be consumed but you don't gain anything otherwise. Not only do you lose stats for landing on one of these but you're wasting one of your limited turns. Unless you're being risky and are willing to restart, you should always use your small/large moves effectively to avoid these
  181. Other interactions to note
  183. Yearly events - Once per year, you'll have a character specific event, usually involving the sports festival, school festival or an end of year party. Each time you'll be given 3 choices to choose from, the selection you make will give you either Red Sports fragments, Blue Intelligence fragments or Green Variety fragments. Usually, the character you interact with will determine which of these fragments you get. The events never change per character, so if you play through 3 times and try each option you can plan out which ones give the colors you need.
  185. Character interactions - Every turn, 2 characters will show up on random squares in front of you on the board. Interacting with them will give you a card, based on the character in question. These cards will never change. Additionally, interacting with specific characters can give you a stat bonus. For instance, if Monokuma interacts with Mukuro, he'll gain a bonus to his agility stat.
  187. Monokubs and Surgery - Every now and then, the Monokubs will show up to talk to you, for one of two reasons. They'll either give you a card for free, or they'll give you the chance to undergo surgery with them. If you succeed in the surgery, you'll gain a large level increase (at least 10 levels as an N character, possibly up to 50 as U) as well as some fragments for every category. If you fail however, you'll lose an equal amount, generally dooming your character run. If you have a success card you'll automatically pass no matter what. If you're not super attached to your character/unwilling to reset, you should always gamble on the surgery, as it can have a massive payoff.
  189. COURSES
  191. There are 5 boards to play on, 3 of them are available normally, two of them are special. When you begin your first year, you'll have your choice between 3 (4 if you've unlocked the special one) courses, for years 2 and 3 you'll have the same choice assuming you don't wind up on the despair course.
  193. Normal Course - As the name implies, it's normal. Good variety of all types of squares, but most notably a large amount of Blue Growth squares. If you're not using a U character, you'll pretty much be spending all of your time here, trying to focus primarly on blue growth squares.
  195. Talent Course - Full of Orange Talent squares. As a U character you'll want to come here second or third year to polish off your skills, but as with the blue growth panels you want to make sure you don't end up with too much excess that you can't use.
  197. Friendship Course - Full of friendly squares/event squares. As with the talent course, you'll want to come here second or third year as a U character to get your 5 friendly upgrades/random event upgrades. Friendly and Event squares have no cap beyond the usual 999 stat cap, so there's no problem with getting extra if you've capped your level and talents.
  199. Future Course - When you first play the game, you won't have this course unlocked. In order to get it, you have to buy the Super Lucky Button for 100,000 coins from the Casino. Once you've done that it'll be readily accessable every time. This course has no alternate routes, it's simply one big circle. It also only has 3 types of squares; event squares, 2x talent squares, and despair squares. The unique gimmick of this board is the fact that all the usual events that play on the event squares have been replaced with special events involving the characters from the Danganronpa 3 Future anime. As with the normal events, you'll gain a random stat bonus, but I noticed these future events gave between 40-60 points for a U rank character. However, it's borderline impossible to clear the board without the use of cards, and it's covered in despair squares, so it's a big gamble to run it. I'd only advise doing it on year 3 on a U character if you've maxed out your character level and done your 5 friendship events, and want to gamble on getting big stat boosts from the event panels.
  201. Despair Course - Run killer. If you fail to pass the goal in years 1 or 2, you'll be forced to go to the despair course. In this course there are no event or friendly squares, and roughly every other square is a despair square. If you happen to end up here, you should reset your run, unless you have a course change card in which case use it immediately (Note: You can also end up on the despair course from using a course change card on another course.)
  203. CARDS
  205. As mentioned before, you can get cards from interacting with pixel characters on the board, or randomly from the Monocubs. You can hold up to 5 cards, and upon getting a 6th you have to pick one to throw away. You keep cards between years, but don't gain anything for having any cards after Year 3, so make sure you don't hold onto any useful ones and waste them if they can help you out. The cards you get from the characters on the board are preset, each character has one card they'll always give you. Some cards don't take up your turn when you use them, allowing you to use more cards or roll the dice afterward.
  207. Move 0: Do not move. Much more useful than it sounds, if you land on a good square, you can use this on your next turn to repeat it.
  208. Gotten From: Himiko Yumeno, Chiaki Nanami, Toko Fukawa
  210. Move 1: Move 1 square. All move cards can be combined with Double cards, but not other move cards. Useful for landing on specific squares.
  211. Gotten From: Angie Yonaga, Kazuichi Soda, Makoto Naegi
  213. Move 2: Move 2 squares. All move cards can be combined with Double cards, but not other move cards. Useful for landing on specific squares.
  214. Gotten From: Rantaro Amami, Hajime Hinata, Kiyotaka Ishimaru
  216. Move 3: Move 3 squares. All move cards can be combined with Double cards, but not other move cards. Useful for landing on specific squares.
  217. Gotten From: Kaede Akamatsu, Shuichi Saihara, Kyoko Kirigiri
  219. Move 4: Move 4 squares. All move cards can be combined with Double cards, but not other move cards. Useful for landing on specific squares.
  220. Gotten From: Tsumugi Shirogane, Ibuki Mioda, Aoi Asahina
  222. Move 5: Move 5 squares. All move cards can be combined with Double cards, but not other move cards. Useful for landing on specific squares.
  223. Gotten From: Maki Harukawa, Teruteru Hanamura, Sayaka Maizono
  225. Move 6: Move 6 squares. All move cards can be combined with Double cards, but not other move cards. Useful for landing on specific squares. Arguably more useful than the others because you cannot move further than it with a dice roll under any circumstances.
  226. Gotten From: Kirumi Tojo, Mahiru Koizumi, Hifumi Yamada
  228. Straight: Move until you hit a corner. Can allow you to cover extreme distances, useful if you're near the end of the year and need to go a distance to get to the goal.
  229. Gotten From: Gonta Gokuhara, Akane Owari, Peko Pekoyama, Mondo Owada
  231. Encounter: Move until you land on a square with another person. Will take the shortest route to a person, and will sometimes change to go down a route you would not like to travel to if a person is on it. Landing with the person will give you their card, however.
  232. Gotten From: Gundham Tanaka, Chihiro Fujisaki
  234. Double Square: Doubles the effect of the next square you land on. Can be combined with any other card, doesn't end your turn. Use it with a 2x square to gain 4x
  235. Gotten From: Kokichi Oma, Usami, Byakuya Togami (Imposter), Monokuma, Celestia Ludenberg
  237. Double Move: Doubles your next move. Can be combined with any other card, including movement cards, doesn't end your turn. Use it with a 6 Move card to move 12 squares. Wasted if you use a Straight/Encounter.
  238. Gotten From: Tenko Chabashira, Monomi, Nekomaru Nidai, Mukuro Ikusaba, Junko Enoshima, Sakura Ogami
  240. High Jump: Jump to a random square on your current course. Will trigger the effect of the square and end your turn. Can land on a despair square, or wind up on a side route. Best use is on the very first turn to see if you can clear the goal very quickly or if you'll need to escape from deep on a side route.
  241. Gotten From: Kaito Momota, Sonia Nevermind, Fuyuhiko Kuzuryu, Genocide Jack
  243. Course Change: Jump to a random square on another course. Will trigger the effect of the square and end your turn. Can take you to the Despair course, but can also be used to escape from the despair course. Best kept around to escape the despair course if you end up there.
  244. Gotten From: Korekiyo Shinguji, Hiyoko Saionji, Leon Kuwata
  246. Hope: Nullifies the effect of the next despair square you land on, and is then consumed. Good to have as a safety net, especially if you're trying to travel down the fast route on the normal course. Feel free to take risks if you have one.
  247. Gotten From: K1-B0, Nagito Komaeda
  249. Success: Guaranteed success on your next Monokub surgery, both incredibly important and useless; IF a surgery pops up, it's a godsend, but surgeries can be somewhat rare to even show up. Generally you should always keep one if you get it just in case.
  250. Gotten From: Miu Iruma, Mikan Tsumiki, Izuru Kamukura, Byakuya Togami
  252. Goodbye: Resets the characters on the board for your current turn, bringing in new ones in new positions. Generally the least useful card unless you're trying to move around with an Encounter card or are really hoping to find a specific person.
  253. Gotten From: Ryoma Hoshi, Yasuhiro Hagakure
  256. GOAL
  258. In order to not end up on the despair course, you need to make sure you circle the board and pass the goal square. Depending on the cards you have there are generally two options; go as fast as you can around the board, then try to spend the rest of the time hitting the squares you want, or hit the squares you want first and make a mad dash for the goal. The later is not advisable unless you have Straight or Double Move cards. Generally, my strategy for the Normal Course goes like this:
  260. 1st roll, small move to hit one of the first level up squares. After that, roll large until you get near the straight path with 4 despair squares/2 2x growth squares. Roll, and see if it'll put you onto the 2x squares. If it will, go there, if not, detour around the outside path. This doesn't work if you land on the 2x square BEFORE the despair squares, in which case you should just roll a large move and hope for the best. Regardless of the circumstances, use large moves to move through the despair line. Afterward you should be on the bottom part of the course, near the end. Count how many squares from the goal you are, if a large move has any possible chance of landing on the despair square before the goal, use small moves. If not, use a large move to get past the goal. After you've passed the goal, try to travel up the first side of the board as fast as you can to the first turn, and continue going straight to try hitting the 2x panels in the corner. By this point it's probably late winter/March so simply hit whatever you can in the end.
  262. Your own route can differ based on your rolls/preferences and that's fine, but the main points are this:
  263. -Make sure you make it to the goal
  264. -Use small/large moves wisely, Small are always 1-3 squares and Large are always 4-6
  265. -Avoid despair squares as best as possible
  266. -There is no physical time limit, only a turn limit, so feel free to investigate the board and plan out your moves
  268. Since each year is only 12 turns, always keep in mind how many squares away from the goal you are and how fast you can get through. Don't pay attention to the box that says how many squares away you are, it's not always accurate depending on nearby routes. When in doubt, manually count it out.
  272. While failing to get to the goal on years 1/2 will skip the exam and put you on the despair course, failing on year 3 will only skip the exam with no other penalty. If you don't think you can pass the exam, or you're a max level U character anyway, it's completely viable to ignore going for the exam. Furthermore, if you have a course change card, you can let yourself fail to make it to the exam and simply spend your first turn next year using the card to warp elsewhere.
  274. EXAMS
  276. Once you've made it around the board and gotten to the end of the year, it's time for the RPG battle exam. First things first, don't worry if you fail these. It doesn't exactly mean you have a bad character or are fucked. It's actually borderline impossible to clear the second exam on year 3 without having a U character, so don't feel bad when you get wiped the first time. The only reward for passing the exams is free level ups/skill fragments, so you don't even need to care about them if you're built up far enough as a U character.
  278. During the exams, you'll be given 3 teammates to fight alongside you. These teammates follow a few rules; they're almost always a character related to your given character (for instance, Hajime will always have Chiaki with him, Tenko will have Himiko with her) and they usually try to create a balanced team based on your character (If you're a speed oriented sports character, you will probably have a power or tank sports character, an int mage, and a supportive variety character) The characters that accompany you vary in effectiveness in the exams, but they're important to have around.
  280. A very important note to bring up about your ally characters; their level (and inclusion even) is based on the highest card you have unlocked for them. If it's N, they'll be level 15, S is level 45, and U they'll be level 99. If you do not have a single card for them, in the case of Danganronpa 1 and 2 characters, they simply won't be in your party at all. Say you just unlocked Hajime and no one else for Danganronpa 2 and you run off to level him up, he'll be all alone during the exams and will surely fail. Likewise, if you unlock the right U cards, it'll allow you to pass exams even easier as U characters as your allies will all be level 99.
  282. Now for the exams themselves
  284. Year 1 - 3 Monokumals
  286. Easy. Just attack them and they should die. This is only difficult if your character has gone through some seriously bad luck with despair/surgeries, or you're all alone.
  288. Year 2 - Gatherer (Crab), Hermit, Cat thing
  290. This one is usually the one you're going to fail the first time and get disheartened. It requires some strategy. The Crab has very high physical defense, but low health and magic defense. If you don't have a magic character (either yourself or one of your allies) it's going to be very hard to deal with it. The cat is very speedy and will usually attack first as well as avoid your attacks, unless you either have your own speed based character or again, use magic on it. Gale Fist, the skill that attacks first, will also work on it. The Hermit however, has very high magic defense, so you'll need someone physically oriented to take it out. Note that if you're a powerful enough U-character, you can possibly wipe out the crab with raw physical attacks even, removing the need for magic as long as you're also speedy. If you have a defensive character with sacrifice, make sure they protect your squishy mages until the crab and cat die.
  292. Year 3 Exam 1 - 3 Monokumal V
  294. This is similar to the first exam, however the powered up enemies can do some serious damage to you. If you're strong and fast enough, you should hopefully be able to wipe them all out before they can attack you. AOE attacks can work well here.
  296. Year 3 Exam 2 - Head, Dragon, Twisty
  298. If you're not U-ranked, you will probably die by this point so don't feel bad. The Head is another one of those powerful physical attackers, but with a lot of health. The Dragon likes to use AOE magic, and the Twisty usually sucks away your own magic. For reference, these enemies are normal enemies around floor 45 of the dungeon, so you're not expected to be able to beat them without being high level/having good equipment. None of the 3 have any special physical resistance as far as I'm aware, so Summer Rain Fist with enough power can put a serious dent into them
  300. Year 3 Exam 3 - 3 Monokumal V2
  302. A more extreme version of the first exam of the year, again these guys will pretty much wipe you out in 1 hit, even U characters might be in danger. AOE physical attack/high speed is the way to go. The first time you clear this exam you'll get an achievement if you care about that, otherwise as with the other exams it's just free level ups/talent fragments.
  304. Regardless of if you pass or fail the exams, you'll move onto the next year with the ability to pick your next course, as long as you've actually made it to the exam. After Year 3's exam, you'll be given one last chance to spend your talent fragments, after which your run is done and your developed character is locked in. Once you have 4 characters that you're happy with, it's time to tackle the dungeon, but you'll probably be back to the board game before long.
  306. -THE DUNGEON-
  308. With all that out of the way, let's talk about the dungeon. Before going in you need to pick your party of 4, from your developed characters. As mentioned before, if you develop the same character 3 times you can use them 3 times over, which can be useful depending on your circumstances. While traveling in the dungeon, you won't level up at all, but you will get items to equip onto your characters, as well as gain gold and material drops from enemies. Gold is used with materials to craft items, and also used for the death card machine.
  312. Here's some general notes about the dungeon.
  314. -Unlike the board game, you'll be playing 1 file of the RPG the entire time. You can change out your equipment and party members at the base, so there's no reason to restart.
  315. -When you go down a staircase, you cannot return to the previous floor via the stairs.
  316. -Every 5 floors you'll find an elevator, activate it to be able to freely return to that floor.
  317. -Saving can either be done at the base or at the little duck toilets from UDG.
  318. -Every 10 floors (11, 21, 31...) you upgrade the Death Card Machine, causing it's S and U rates to increase but also requiring more money per spin. It's recommended that you try to reach at least floor 31 before spinning for S cards, and floor 51 or 61 before spinning for U cards.
  319. -You can escape the dungeon at any time by pressing Q (Or L1 on PS4/Vita I believe) as long as you're not in a battle. Use this to return if you're near death, as dying in the dungeon will cause you to lose 20% of your gold.
  320. -You can run away during boss fights, so if you're doing poorly and don't want to lose your gold, feel free to run away and then escape the dungeon
  321. -However, you only lose the 20% gold if you save after dying. If you die and return to base, you can simply quit and reload your file to keep your gold.
  322. -There are 3 types of chests in the dungeon. Gold/Yellow chests will only give you money. Blue chests will give you a piece of equipment and are generally worth seeking out. White chests will give you a S or U ticket, which gives you a guaranteed S or U card when you spin the machine.
  323. -Despite how they look I don't believe the floors are randomly generated.
  324. -There's nothing to do with excess equipment aside from discard it, so don't craft more items then you reasonably need.
  325. -You can sprint with ESC. It's stupid I know. I assume PS4/Vita has a more reasonable sprint button. X also works on the PC version.
  326. -As mentioned before, escape chance is based on your highest luck character, so it's useful to have a high luck character to escape from battles.
  327. -There are some hidden walls on some of the floors, which you can walk through to find special treasures.
  328. -A completely viable strategy for getting through normal floors, if you have a high luck character, is to run from every battle. As long as you don't need materials or gold, there is no reason to battle as there's no EXP gain. With 999 luck, you will escape battle every time, so you can bring someone like Nagito around and just make a mad dash for the boss.
  330. ITEMS
  332. Items are your only way of improving your character after the talent mode, and are very important to have. Keep this in mind though; Item stat boosts are always percentage based. In the beginning they'll be 10 or 20% increases, but eventually you'll be at 80-100%, and by the very last items you'll be at a 300% boost. All stats cap out at 999 (except possibly Influence and Focus), so if your base stats are above say 333, an end game weapon will be somewhat wasted. This usually isn't a problem however, instead the problem you'll more likely be facing is having base stats too low to raise. Giving a low strength character a strength based weapon will only go so far toward improving them, as a 100% boost on a number like 50 is only going to bring you to 100, while a 200 strength character would jump to 400.
  334. Items are all crafted by gathering materials from enemies. Each category of item generally uses it's own materials, so you won't have to choose between crafting a new set of armor or a weapon. You will unlock new recipes every 5 floors, which generally is also when you'll begin encountering new sets of enemies, so it's completely viable to push as far as you can reasonably handle the enemies, then stop and grind for materials to make a good set of items. You won't need a unique set of items for every character you ever bring into the dungeon, only 4 sets of items for each character currently in the dungeon.
  336. Weapons
  337. Katanas - Generally raise Strength, some will also raise agility
  338. Hacking Guns - Generally raise Intellect, some will also raise focus
  339. Staffs - Generally raise Fortitude, some will also raise focus
  340. Shields - Generally raise Defense, some will also raise influence
  341. Danganronpa Series Murder Weapons - You'll see these on the bottom of your crafting list, each one being a weapon related to a case, such as the golden katana or dumbell. The descriptions are usually a quote from the games, but actually equipping them will give you various stat changes, both positive and negative. Crafting these requires rare items dropped by the Copper/Silver/Gold enemies that run away frequently, making it difficult to acquire them. (If they don't run away, they'll also usually fuck your team up with magic and probably force you to return to base.)
  343. Armors
  344. Hats - Hats all raise focus, later ones can also raise other stats.
  345. Uniforms - Uniforms all raise influence, later ones can also raise other stats.
  346. Shoes - Shoes all raise agility, later ones can also raise other stats.
  347. Talismans - Normal talismans all raise luck, and sometimes other abilities, but there are some special ones that can be found as well, usually being guarded by Exisals. These are proofs of various ultimate talents from V3, such as Detective, Supreme Leader, Maid, and so forth. Each one has it's own stats that it raises.
  349. As you can see, it's worth noting that beyond some special armors and the proofs, you have to pick and choose between raising Strength, Intellect, Defense or Fortitude on your characters via your weapon choice. Generally unless you're using a spell caster, I find it best to use Katanas on everyone.
  353. For the most part, the monsters you will encounter are the same few from the tests, but at differing levels and colors. As you go down the dungeon you'll be seeing the same monsters but stronger, generally their same strategies apply. The only normal enemies that come to mind that aren't in the tests are Curse Monokumas and the metal ones. I've never let a curse one live long enough to see what it does, as they're pretty weak speed/HP wise. The metal ones are like metal slimes from Dragon Quest but worse. They take 1 damage from every hit, and will either run away from you or use magic to deal heavy damage. Sometimes you can encounter a party of 3 of them, which means they won't run away outright but you're pretty much guaranteed to take damage. Killing them does get good money and some exclusive materials however.
  355. Something worth keeping in mind; for floors 16-20, you'll pretty much need a team of full magic users, as every enemy prior to the boss and the boss as well all have high physical defense or high speed, making normal attacks pretty much useless. Unless you manage to have S characters by this point you won't have much chance of getting through without stacking mages. For most of the other parts of the dungeon, a balanced team will be the best, or you can overpower most everything with raw physical attack and speed.
  357. As for bosses, I have yet to get to the bottom of the dungeon so this is somewhat incomplete.
  359. Floor 10 Monokumasect - Fairly easy, should only have around 1000 HP or so. If you're having trouble with it, you probably need to make more/better characters on the talent plan or get some items.
  361. Floor 20 Monokuma Tank - This is the first point where you'll likely have trouble. The tank is physically resistant, so you'll need to focus on using magic attacks. If you have high enough physical power you can bypass this defense. The tank can also put your entire team to sleep and cast AOE magic attacks so be careful of those. Supposedly, you can poison the tank to deal good damage to it as well.
  363. Floor 30 Monokuma Boss - If you fought the Exisal on floor 25, this boss is similar. He winds up for a powerful attack with zeal, then will proceed to deal massive physical damage. However, a high agility character will be easily able to avoid his attacks. For this boss, as well as floor 40 and 50's bosses you will need high agility characters so you may as well get used to them now.
  365. Floor 40 Monduba - This boss will blind your entire team as soon as it can, rendering anyone who isn't a high speed character incapable of hitting it. In this case, you're pretty much screwed if you have a team of slow characters. It's also resistant to magic, so you can't even cheese it with that. Even with high speed characters it can cast All Stat Down on you to bring you below the threshold to hit it. Lastly it likes to use Electric Paralyze all every few turns to wreck your entire team. You need to make sure you either have characters who can remove debuffs on your team, or a team full of high speed physical attacking characters. The later is a good idea because of the floor 50 boss.
  367. On Floor 49, you'll have to re-fight all 4 previous bosses. Each one has a save point beforehand, and once you've killed one once it's gone forever so you can leave and change your party if you need too.
  369. Floor 50 Monokoppa - This is the "final boss" of the first part, after beating it you'll get a credit roll and achievement for whatever reason. This boss has very high speed and will cast All Up on itself on it's first turn, rendering anyone without high speed incapable of hitting it. After this it'll spend some turns doing physical attacks or falcon kicks, absolutely destroying anyone who isn't a high speed character (who are capable of dodging these attacks) Once the all up has naturally ran out, it'll use Ice Freeze all, which generally will take a good 75% or more of your entire team's health away. After a few more turns of physical attacks/falcon kicks, it'll return to step 1 and buff itself again. If you don't have the ability to heal your whole team, you pretty much have until it's second all freeze to kill it, which can be tough as it has over 7000 HP. Having a team with characters than can actually hit the boss, as well as having someone with debuff is critical to your success.
  371. After this point, all the bosses repeat again except harder the second time around. As soon as you can feesably do so, try to get U-rank characters.
  373. Floor 60 Monokumasect V3 - Same as the first boss, but now powered up. If you don't have leveled up U rank characters he may provide a problem for you.
  375. Floor 70 Monokuma Tank V3 - This time around, you should be strong enough to break through his physical defense (or possibly, he has magic defense this time around) However, his big problem is using Wind Jet All to wipe out your entire team in an instant. If you have a party member with maxed out Wind Barrier, you can reduce his damage to 1, and then it's just a matter of whittling him away.
  377. Floor 80 Monokuma Boss V3 - Same as the last time around, he winds up for a powerful hit, which can be avoided with high speed. Not too big of a challenge.
  379. Floor 90 Monduba V3 - Also similar to the last time you fought it, he will blind your entire team, and then proceed to Electric Paralyze all. Like with Floor 70, have someone around with maxed out Electric Barrier to remove his damage. Having Cure Condition is good too, to counter his Blind and All Down spells. With high enough agility you can get past the Blind, but Blind and All Down together will cause even your fastest characters to miss. Note that Gale Fist has a maxed out speed stat, meaning it'll never miss, so you can use this on low speed strength characters to hit every turn.
  381. Floor 100 Bosses - I have yet to reach them, more on this later.
  383. Exisals - You'll see these optional bosses on the map on floors 25, 45 and 48 guarding areas with lots of chests, as well as seeing them again on 75, 95 and 98. The first 3 are all pretty much the same boss. Each one has 5000 HP, and will kill you in one shot, especially as they like to cast zeal on themselves. The key is to, yet again, have high speed so you can avoid all their attacks. The first three are guarding good treasures in the form of the ultimate proof accessories, so it's worthwhile to try and fight them. On Floor 75, you'll face an Exisal with extremely high HP and defense, but it can be effected by poison. Make sure you have a character with maxed out poison, and then at least 1-2 characters who can revive. Poison the Exisal, then wait it out. It should die in about 6-7 turns of being poisoned, though the poison can wear off both naturally and through the boss curing itself.
  385. Final Notes
  387. As frustrating as it is, be prepared to return to the board game to create new characters when you need them. Attempting to bash your head on a wall and hope for random critical hits is not going to work to get past a boss, you'll have to rethink your team, and in some cases create a new character who soley exists to counter the specific boss you're fighting.
  389. It's not worthwhile to try gambling for cards until you reach level 21/31, and get your S chance up to a reasonable 7-15%. Afterward, you shouldn't be gambling for U cards until you reach 51/61 and have a 5-10% chance. Something to note, you can techincally savescum by creating a second save file from your normal one, loading it up, then gambling on the machine and reloading if you hate your results. The machine autosaves every time you roll it, but keeping multiple files can bypass this.
  391. Be sure you always save at the toilets in the dungeon/at the base, the game does not auto save during the dungeon portion.
  393. If I can think of anything else to add to this, or if I proceed further into the dungeon, I'll see about editing this some more.
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