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Additional participants of the death game, they were not as lucky as the main characters and fell victim to the first trial.

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First Trial Victims

    Megumi Sasahara 

Megumi Sasahara

https://static.tvtropes.org/pmwiki/pub/images/cara20_1.png
A crooked police inspector and Keiji's former superior officer when he served in the force. Formerly a source of inspiration for the young man, she soon turned into a massive source of grief and anger after a particular incident in their history. Years after, she was kidnapped to participate in the death game and had the bad luck of sharing her first trial with her bitter and resentful subordinate.
  • Affably Evil: As shady and feared as she's described as, she seemed very personable and polite in the few scenes she had. Of course, she's only seen interacting with Keiji, whom she's implied to have been fond of.
  • Ain't Too Proud to Beg: When she's being crushed by chains, she begs Keiji to press the button needed to save her. He refuses, believing that he needs to settle the score with her.
  • Alas, Poor Villain: Despite her actions, her death brings no one any joy or closure, and when prompted to speak about her, Keiji shows nothing but remorse at having left her to die.
  • Ambiguous Situation:
    • It's currently unknown why she made the deal to get Keiji off the hook for the shooting he caused, with Keiji implying that it left him with a debt to her, while his flashback suggested she had personal fondness for him of some kind. 3-1, meanwhile, lends greater credence to her poor character by showing her regarded with fear by the rest of the police force, firing anyone that attempted to expose a darkness in the police.
    • Chapter 3-1B opens with a flashback to a conversation she had with Keiji, revealing that she became a cop because she was "looking for something". Whatever it was (or if she ever found it) hasn't been revealed.
  • Asshole Victim: Downplayed. She's the only one of the participants to fit this trope, being a corrupt cop who stood to blackmail Keiji while he was on the police force. However, leaving her to die doesn't bring Keiji any closure. Sara and Nao are also visibly horrified when they see her victim video, and in the second main game, at least two group members vote for Keiji to die following the revelation that he deliberately got her killed.
  • Bad Boss: She fires Mr. Policeman for trying to uncover her corruption, and takes advantage of Keiji's Accidental Murder of him to frame the event as self-defense and keep him around, tainting Mr. Policeman's good image and legacy.
  • Broken Pedestal: To Keiji, having made a backroom deal to completely cover up his shooting of a person. This was enough of a blow that, when they reunited for the game, he allowed her to die.
  • The Corrupter: She tried to be this for Keiji, covering up his murder of Mr. Policeman to keep him working under her instead of simply firing him. By the time we encounter him, Keiji has his own list of crimes and is much more willing to lie and manipulate others.
  • Cruel and Unusual Death: She's pulled apart by the chains that restrained her during her first trial. Nao and Sara are quite horrified when they see a recording of this, especially the former, who is so distraught that she doesn't even notice Keiji's figure in the video.
  • Defective Detective: Her introductory flashback with Keiji shows that she's quite perceptive and analytical, but she commands very little respect because of her tendency to make backroom deals. Perhaps this is why she only had a 4.9% chance of winning the Death Game.
  • Dirty Cop: A detective who made shady dealings to protect her subordinate. Though if 3-1 is any indication, Keiji was hardly anything special. She was always used to viciously corrupt dealings.
  • The Dreaded: A younger Keiji was warned at the station not to mess with her. The one cop who did got fired and blacklisted.
  • Et Tu, Brute?: She's clearly horrified by Keiji's willingness to leave her to die after she covered up his murder of Mr. Policeman.
  • Evil Counterpart: To Mr. Policeman. They're both reddish-brown eyed police officers whom Keiji looked up to, and whom he ended up killing. However, Mr. Policeman was a By-the-Book Cop who showed kindness to Keiji out of genuine altruism, and who got fired for trying to expose a darkness within the police department, while Megumi was a Dirty Cop whom Keiji suspected only covered up his murder to blackmail him, and who had no problem firing her subordinates to continue her shady dealings.
  • Fair Cop: For a police inspector implied to have spent years on the force, she's rather fresh-faced, youthful and easy on the eyes, A pity her beauty did not match her integrity.
  • Foil: To Keiji. Both are intelligent, attractive, and nonchalant cops (or ex-cop in Keiji's case) who are made to participate in the death game. However, Keiji genuinely believed in justice when he joined the force, asked for punishment upon accidentally shooting a person, and reluctantly opens up to the group about his past, while Megumi is a crooked cop who is seemingly quick to cover up events which might taint the image of the police. Furthermore, when their fates hinged on someone else's actions, Megumi bargained and pleaded for her life, while Keiji encouraged Sara to win the banquet despite it seemingly resulting in his own execution.
  • Lack of Empathy: She really seemed to believe that Keiji was only concerned about getting in trouble instead of feeling genuinely guilty about killing a person, and is quite dismissive of the event when Keiji confronts her about it.
  • Pet the Dog: Regardless of her reasons for doing so, she did go through the trouble of covering up Keiji accidental killing of Mr. Policeman to keep him around, when she could've just thrown him under the bus. Unfortunately for her, Keiji only saw this as her attempts at blackmailing him, and left her to die during their first trial
  • Posthumous Character: Her introduction is in a victim video in Chapter 2-1, which shows her execution.
  • Satellite Character: She is a Posthumous Character who isn't revived in Chapter 3, and her plot relevance revolves entirely around her role in Keiji's backstory. Her history with him also prevents her from coming back as a dummy.

    Kugie Kizuchi 

Kugie Kizuchi

https://static.tvtropes.org/pmwiki/pub/images/cara13_1.png
A High school student and Kanna's adoptive sister. Despite a rocky start, the two soon developed a genuine bond in which Kanna found comfort like nowhere else, which was unfortunately shattered the moment they were forced to make it through their first trial together.
  • All for Nothing: She has Kanna save herself in the first trial, resulting in Kugie's death. This sacrifice ends up making Kanna depressed and borderline suicidal, and unless she's snapped out of it by Sou's sacrifice, she will eventually get herself voted out and executed as well, making Kugie's sacrifice fruitless. Subverted in the emotion route, where Kanna regains her will to live.
  • Big Sister Bully: Used to pick on Kanna after her parents adopted her. Even when they reconciled, she still blamed Kanna for it, claiming that her acting cheery creeped her out.
  • Big Sister Instinct: She learns to be protective of her sister after she believes that she was being bullied (the "bully" in question was actually trying to cheer her up because of how Kugie treated her), and she prioritizes Kanna's safety over her own.
  • Bury Your Gays: Kanna confirms in Your Time to Shine that Kugie is attracted to women. Kugie didn't even manage to survive the First Trial and is one of only two first trial victims not to get brought back as a doll.
  • Cruel and Unusual Death: Her body is crushed to death by a bed folding trap while her sister is forced to watch. What's worse is that this is one of the quickest deaths a participant can get.
  • Dies Differently In The Adaptation: In the manga, she's also crushed by a bed folding trap during the first trial, but there was also a window allowing her and Sara to see each other's first trials, allowing Sara and the readers to see her death first-hand.
  • Distaff Counterpart: To Joe. Both are high-schoolers who were chosen to participate in the death game as non-candidates, and died as a result, resulting in a loved one suffering through Survivor's Guilt and being haunted by vitriolic hallucinations or visions of them, which Sue Miley is happy to encourage. Ironically, Sou can help both Kanna and Sara out with their grief by writing a supportive message for Kanna in Kugie's phone and by booting up the Joe AI for Sara to see.
  • Dying Declaration of Hate: Subverted. Sara finds a phone in her and Kanna's first trial room with a message of Kugie expressing her hatred for her sister for leaving her to die, but Sou rationalizes this as a trap to torment Kanna, and changes it to a Dying Declaration of Love to ease Kanna's heart.
  • Face Death with Despair: In the manga adaptation, Sara sees Kugie crying and reaching out for her before she is crushed to a pulp by the bed trap.
  • Futile Hand Reach: She performs one towards Sara in the manga adaptation before she's crushed to death.
  • Jerk with a Heart of Gold: She was apparently able to be quite mean to her younger sister sometimes, but ultimately did care about and defend her from others. During the First Trial, the same type as Joe and Sara's, she even freed her before saving herself.
  • Killed Offscreen: She's the only participant whose death we cannot see, and the player has no access to her victim video. Averted in the manga adaptation, where Sara and the readers see her death first-hand.
  • Mirror Character:
    • Kazumi Mishima sees Sara as a mirror of Kanna's sister, rationalizing that the latter is quick to put her trust in her is due to their similarities. The game allows the player to play in Sara's Big Sister Instinct, though it also allows her to be cruel to the girl. Regardless, Kanna will see Sara as a surrogate big sister, and will attempt to sacrifice herself for her in the second main game.
    • In the end, she ends up being one to Sou as well, which makes more sense in hindsight seeing as he's Kanna's estranged blood sibling. Both initially come across as quite cruel to the little girl, only to end up swearing to protect her and giving their lives away to keep them safe, though Sou's sacrifice can fail if Sara votes for Kanna. In Kanna's route, she claims that she now has positive hallucinations of her two protectors.
  • Not Quite the Right Thing: It's reasonably likely that, had she freed herself first, there was a likely possibility that she could have saved Kanna as well as herself. Choosing to save Kanna first left the younger girl far too terrified to save Kugie in time.
  • Posthumous Character: She first appears as a hallucination of Kanna after perishing in the first trial, and all her following appearances are in Kanna's flashbacks and memories.
  • Relationship Reveal: Kanna mentions to Mishima in the side game that her older sister was asked out by a kind-looking adult woman and was only going to reject her if Kanna herself had objections.
  • Satellite Character: Gets the least focus and characterization out of all the Death Game participants and mostly just exists as part of Kanna's backstory. What little we do know about her is mostly related to her relationship with Kanna. Justified since she didn't make it past the First Trial and none of the other participants knew her beforehand apart from Kanna. Her relationship with her sister also stops her from appearing as a dummy in Chapter 3.
  • Straight Gay: It's never brought up in the Main Game, but Your Time To Shine confirms that she's attracted to women.
  • Took a Level in Kindness: In Kanna's flashback, Kugie is shown to be quite mean to her sister, up until she found her crying on a swing with a bucket on her head and being apparently picked on by a brat. Kanna notes that that was the first time she ever called her "sister".
  • The Unchosen One: Along with Nao, Joe and Kai, Kugie was never supposed to make it past the First Trial, let alone make it to the Main Game, and of the four, she's the only one who didn't.
  • Younger Than They Look: She seems to be a young adult woman, with Kanna's comment about getting a confession from an adult woman seemingly like they were close in age. Turns out she's sixteen at the oldest, making her one of the youngest participants overall.

    Black Haired Girl (UNMARKED SPOILERS) 

Hinako Mishuku

https://static.tvtropes.org/pmwiki/pub/images/cara93_14.png
A mysterious and negative middle-school student chosen to participate in the death game. Her fate was sealed early when her first trial companion unwittingly left her to die, not that it bothered her much.
  • Ambiguous Situation: How much of Fake Hinako's personality was accurate to the real Hinako is a mystery. If the dolls are any indication, ASU-NARO would have the resources to create a perfect copy of her, but that apparently didn't stop them from getting the hair wrong. Though that might have been intentional on the kidnappers' part as to clue in the survivors, it also begs the question of how much did the mole know about the girl she was impersonating.
  • Cruel and Unusual Death: She's killed by strangulation, her body so horrifically mutilated that the camera in her victim video avoids panning on her face. To make matters worse, Rio Ranger mercilessly beats on her body in her final moments.
  • Dead Person Impersonation: The dead person in question. Midori chooses her as his companion for the murderer game and due to her relationship with Alice as unknown first trial partners, he has a human impersonator take her place instead of using a dummy of her.
  • Death of a Child: Applies heavily as she's the only child that can't be saved in any capacity, being strangled to death by the locker room trap.
  • Death Seeker: Admits to having been one to Ranger when she's on death's door, thanking him and absolutely enraging the doll in the process.
  • The Faceless: Her face not being seen in her victim video turns into a plot device, as the group then finds a picture of a black-haired girl (which the audience can't see clearly), which later clues them in to the Hinako they knew not being a dummy but instead a human impersonator.
  • The Fatalist: She is perfectly fine with being betrayed and left to die by her first trial partner, not bothering to resist nor attempting to communicate to begin with.
  • Foil:
    • To Shin Tsukimi. Both are mysterious candidates for the death game who have the lowest survival rates of all participant, and they both end up being the subject of a Dead Person Impersonation (Shin impersonates the supposedly deceased Sou Hiyori, Hinako is impersonated by an ASU-NARO spy) which then has to be solved by the group. The difference between the two is that Shin really doesn't want to die, and is willing to throw others under the bus to battle the odds and make it out of the game, while Hinako easily embraces her death and doesn't bother to resist as she's strangulated.
    • Also to Kanna Kizuchi. Both are Death Seeker middle-school girls with low survival rates, but Kanna survived her first trial thanks to her sister, and can determinately get her confidence back thanks to her friends, while Hinako is unwillingly left to die by Alice and doesn't make it to the main game.
  • The Ghost: She is the only participant not given a face nor does she appear in any of Nankidai's sketches or side content.
  • Go Out with a Smile: She dies chuckling and thanking Rio Ranger for killing her, which enrages him.
  • Hidden Depths: Death Seeker or not, she had a 1.1% chance of surviving the death game, which implies there was at least one version of her who could've made it.
  • Impersonation-Exclusive Character: Her only purpose in the story is to be replaced, leaving the impostor using her clothes and identity as the only representation the original girl can have.
  • Killed Offscreen: Though we see her legs, we don't even see what killed her, or the details of her First Trial, aside from the fact that Ranger was there. This turns out to be a big clue.
  • Nerves of Steel: She's quite nonchalant about being hanged, and doesn't panic even for a second upon realizing she's doomed.
  • Posthumous Character: She's introduced in a victim video showcasing her execution, and unlike the other first trial victims.
  • Satellite Character: After her "introduction", she took the dubious honor of having the least characterization out of any character in the series due to a lack of connection with anyone alongside her origin being shrouded in mystery. The only "relationship" she had with anyone in the group was with her first trial companion Alice, who was too confused to even figure out there was another person tied to his fate, and who can even be dead by the time we meet her impersonator. Despite this, their murderer-victim relationship was apparently enough for the floor masters to elect not to revive her as a dummy.
  • Troubling Unchildlike Behavior: Despite being one of the youngest participants, she not only accepted her demise but seemed to welcome it.

The Dummies (Chapter 3-1 Spoilers)

    General Tropes 
https://static.tvtropes.org/pmwiki/pub/images/mishima_lesson_result.png
The victims that died unknown.
These six characters failed to survive the 'Saw''-like First Game, dying unknown with nobody having a real connection to them. Chapter 3 has its' floormaster take advantage of that fact to "revive" and group them up in order to play with their lives all over again.
  • Anti-Villain: In Chapter 3-1A, they essentially serve as Midori's minions and their objective is to kill off the human survivors before they kill Midori, since their fates are tied to him. This culminates in Mai stabbing Q-taro and Hinako and Kurumada hindering the survivors during Keiji's fight with Midori. Eventually, Q-taro manages to convince them to cooperate against their captors, and by the end, they prove to be True Companions.
  • Back from the Dead: Sort of. All of them are "revived" as dolls in the third chapter and partnered up with the survivors.
  • Bloodless Carnage: Due to being Dolls, they don't have any blood if they die a second time. Though they can still go blue with shock and blush.
  • Breakout Character: Despite appearing pretty late into the game's development, they proved popular enough to appear in Your Time To Shine after Kai has been added.
  • Character Focus: While Chapter 3-1A is their introduction, the focus is more on Midori and Keiji. 3-1B however, focuses heavily on them.
  • Cruel and Unusual Death: Suffered by each and every one of them.
  • Developing Doomed Characters: Due to their low charge times, none of them are expected to last past the Death Game. In truth, none of them are even meant to last past the Banquet. All of them barring Hinako can die before then, and of those, only one of Kurumada, Mai, or Hayasaka can be spared death and simply need a recharge instead.
  • Dropped a Bridge on Him: All of the Dummies can potentially suffer a rather sudden, yet cruel, death during the banquet. Before that, all of them (barring Hinako) can die rather jarringly.
  • Dysfunction Junction: The group includes a cynical boxer with trust issues, a stubbornly fatalistic middle schooler who has no problems causing violence, a woefully nervous pushover office worker, a delightfully sweet baker who seems ignorant of the dangers around her, a brutally honest high schooler, and a woefully incompetent high schooler.
  • Dwindling Party: Just like the human players, the nature of being trapped in a Deadly Game makes this inevitable. All of them but Hinako can die before the Banquet if you fail certain puzzles throughout the chapter, and even once you make it there, most of them can't be saved regardless of the player's choices. The only Dummies that you have any chance of saving are Kurumada, Hayasaka, and Mai, and only one of them; none of the rest can make it out of the Banquet alive. Even then, the surviving Dummy immediately shuts down when their battery runs out, which is more or less dying for them unless the survivors are able to recharge them later.
  • Establishing Character Moment: They're all given this upon being brought back in 3-1A.
  • Exposition Fairy: When they're brought back, they must give most of the information that Midori told them to the main cast, as Midori thought it'd take too much time to relay that information again.
  • Face Death with Dignity: Most of the Dummies that make it to the banquet end up resolving to let their lives be thrown away so Midori can be stopped. True to form, they're all scared when their time comes, but most stick with the decision. Averted with poor Anzu and Mai, who are screaming and crying in terror.
  • Foreshadowing: Before the player learns about any of their fates, their names all appear on the board indicating who is and is not allowed to drink.
  • Gender-Equal Ensemble: Three guys and three girls are revived for the group.
  • Honorary True Companion: While 3-1A has them bordering on Teeth-Clenched Teamwork with the survivors due to unfamiliarity and unease from both sides, 3-1B has them firmly become this to each other and the survivors, willing to watch out and protect one another.
  • In-Series Nickname: To differentiate them from dolls, they're given the nickname "Dummies". In Your Time To Shine they are instead referred to as "Sunnies", due to the sunny Beach Hut that they reside in.
  • Minion with an F in Evil: Technically, they are Midori's minions (as well as the Death Game's as a whole) but most are actually quite nice to their partners. Downplayed however, as their survival depends on their partner staying close to them. Even when it is revealed their true roles are to kill their partners before Midori is killed, they don't outright turn against them as much as they do nonviolently hamper their attempts to kill Midori, and even then, most of them aren't exactly happy about it. Roughly half-way through the banquet, most of the surviving Dummies are encouraging Sara to sacrifice them in order to kill Midori and save Gin.
  • Posthumous Character: Naturally, they're all not in the game because they all died, but we do get to see or learn about them anyway.
  • Red String of Fate: Non-romantic example, but a literal take on this example is how the pairs are made with the humans and the dummies.
  • Ridiculously Human Robots: When revived, they are near indistinguishable from humans, down to even having skin that feels the same. Hayasaka even complains that he feels like he's being strangled, even though as a machine he does not need to breathe. The only noticeable difference is that the Dummies don't bleed.
  • Screw Destiny: Despite being told what they're made for, the Dummies spite ASU-NARO by working with the survivors and trying to help prevent them from falling into their enemy's trap. Not only did the Dummies rise above their status as gimmicks and get remembered as human allies, they indirectly saved one from certain death, killing Midori in the process, and uncovered a secret exit. All because they clung to their humanity and dragged out the subgame to make these outcomes possible.
  • Sole Survivor: During the Banquet, it's only possible to save either Hayasaka, Kurumada, or Mai; whichever one of them lives will become this. Averted if you get all of the Dummies killed before reaching the Banquet; the only Dummy you'll be left with is Hinako, who is scripted to die at that point.
  • Support Party Member: Midori brings them back with this express purpose of them being this.
  • The Un-Reveal: All the dummies have a certain piece of information to give their partners, Ranmaru'snote , Hinako'snote , Kurumada'snote  and Hayasaka'snote  are all revealed. But when the Banquet comes to an end and effectively shuts them out of the story, Anzu's and Mai's information goes unrevealed.
  • Walking Spoiler: Considering they were all killed during the First Trial, it's hard to talk about them without spoiling that all but two come back in 3-1 and what roles they had before and after.
  • We Cannot Go On Without You: The Dummies are forced into a variation of this: If they go too far from their human partners, it is their heads that will fly off, and the humans will be fine and continue without penalty. This is to encourage them to stick close and work with their partners. It's also so they can have an excuse to be near their partner while contemplating whether or not to kill them.
  • We Hardly Knew Ye: Sara even bemoans the fact that, good or bad, she'll never get the chance to know these people. Later on, she does.
  • What Measure Is a Non-Human?: Subverted. They are quickly considered to have just as much value as human lives by the main cast, everyone treating them no different as if they were human. Ultimately the Dummies and the players play this straight during the Banquet, most of them deeming Gin's life more important than their own and accepting their death. Though part of this is due to the fact that if Gin dies, Midori gets to live.
  • Your Days Are Numbered: Midori claims that the dolls have a limited charge time, and the dummies fear their personalities will be erased if this happens. However, it's later started they can simply be recharged without worry. The problem is that the drill used to kill them in the Banquet completely destroys their bodies, rendering them unable to come back.

    Ranmaru Kageyama 

Ranmaru Kageyama

https://static.tvtropes.org/pmwiki/pub/images/cara91_1.png
  • All for Nothing: His escape plan with Sara never comes to fruition, as he dies in all paths. In Sou's route, he also kills another person and destroys his humanity, which changes absolutely nothing as he's exposed shortly thereafter. He's alienated from the group for the little time he has left with them, and destroyed his relationship with Sara beyond repair.
  • Alone Among the Couples: In the official artbook, one of his dislikes is revealed to be happy couples, showing resentment toward them.
  • Aloof Ally: Despite giving up on working together in Sou's route, he still gives the group some nuggets of useful information during the banquet, where his own life is on the line as well, but is notably far more dismissive of the outcome than he is in Kanna's route.
  • Anti-Villain: He seemed to be an easy-going kid with a few issues, but likely would never have sunken to the depths he does had he not being forced into the death game. Furthermore, he only becomes evil on Sou's route after Sara enables his darker side, and he still genuinely wanted the two to escape together, like Joe did upon receiving the sacrifice card.
  • Asshole Victim: On Sou's route, he's either killed when his collar malfunctions due to having previously failed the tag game or he's accidentally drilled to death by Sara during the banquet. In either path, nobody shows any concern for him due to his murder of Alice/Reko, with Kurumada admitting that he would kill him himself if he were to survive prior to starting the game. This is Averted on Kanna's route, where the group is saddened by his death on both paths, with Sara lamenting not having been able to protect him and Gin. The game also highlights this with his final words, as in the former route, he only laments having failed to escape with Sara, while in the latter, he begs for Sara to somehow save Gin.
  • Becoming the Mask: His purpose alongside the other characters was to kill the human players for Midori, a goal he doesn't believe in, and in fact, he's the first of the dummies to fight against it and form a genuine partnership with Sara. However, upon learning that the game would end when two people remain, he then gets the idea to "win" with Sara by killing all the other human and doll players, which he expresses to her with great reluctance. If she goes along with the plan, he then loses all hesitance to kill and becomes the first player to directly murder another person.
  • Big Bad Wannabe: On Sou's route, he begins to enact a plan to callously kill every other player so he and Sara can survive alone. He gets far enough to off the remaining Yabusame, only to be outed, and after that the only thing villainous he's able to do is assist Maple in her second battle before the banquet, where he's scripted to die if he's made it there. Even had he been able to survive that, or even prevent the Banquet entirely, it's almost certain his batteries wouldn't have lasted long enough to catch everyone.
  • Bitch in Sheep's Clothing: He's overall a mellow and polite person, but he has a hidden dark side that he only lets surface with Sara upon hearing from Maple that the game will end when two people remain. In Sou's route, Sara exploits this side of him in a moment of weakness, which drives Ranmaru to scheme behind her back and even murder one of her teammates, having planned to kill off all of them one by one. Upon being discovered, Ranmaru embraces this side of him and doesn't bother with cooperating anymore, even attempting to sell out the dummies to Midori and Maple.
  • Bond Villain Stupidity: In Sou's route, the reason he's exposed for murdering Alice/Reko is because he neglected to turn off the transceiver he shared with the dying Kurumada, whom he thought had been killed by Keiji. This results in Kurumada hearing him gloat to himself and living long enough to expose him to the group. He also neglects to kill Keiji after knocking him out, instead locking him in the security office and leaving him for last.
  • Broken Pedestal: Despite being somewhat of a leader for the dummies, his pointless murder of Alice/Reko turns all of them against him.
  • Brutal Honesty: He's surprisingly blunt whenever he speaks up, often saying what's on his mind rather casually.
  • Butt-Monkey: Not as much as Hayasaka, but he's still on the receiving end of teasing by both Sara and Kurumada.
  • Card-Carrying Villain: In Sou's route, after being exposed as Reko/Alice's murderer, he completely embraces his dark side and spends the rest of his screentime acting like a Big Bad Wannabe, though he mellows out at least a bit during the banquet (if he makes it that far).
  • Circle of Shame: He was bullied by his classmates when he went to school with his ninja necklace, thinking it was cool. He eventually decided to continue going with it to seem careless.
  • Corrupt the Cutie: On Sou's route, a few words from Sara take him in a very dark direction.
  • Crazy Jealous Guy: Even though he never qualifies as a Yandere. In Sou's route he could become this trope of crazy and jealous, even played for laughs in certain sketch depictions of Ranmaru. However, in Kanna's route he's implied to be very clingy. Both versions of Ranmaru feel some kind of envy toward Keiji as he's the one who supports Sara most.
  • Death of Personality: For better or for worse.
    • He attempts to invoke this on himself in the Kanna route by trying to implant the Joe AI into his own body, his logic being that if he can't save Sara himself, the least he can do is give her some version of her best friend back. He's interrupted before he can go through with it, though.
    • He also does this in Sou's route by completely embracing his villain role after realizing that the group is not going to forgive him for callously killing Reko/Alice. He spends the remainder of his screentime putting up an act as a Card-Carrying Villain with no trace of his original demeanor left.
  • Declaration of Protection: After discovering the details of ASU-NARO's vow, Ranmaru promises to keep Sara safe, even offering to kill the others for her. In either route, he will take her response to heart and act accordingly.
  • Easily Forgiven: Very subverted. In contrast to Mai's stabbing of Q-Taro being forgiven, Ranmaru is viewed in an extremely negative light after his murder of the remaining Yabusame sibling in the Logic route. The reason for this is due to not only callously murdering someone with plans to kill others, but it's a massive betrayal after he himself made the effort to bridge the gap between the Dummies and the Survivors. As such, no one trusts him or respects him from that point forward.
  • Endearingly Dorky: He can be a very awkward boy sometimes, owing to him being Sara's age and in a very unfamiliar situation. Sara can even it take it upon herself to tease him occasionally.
  • Even Evil Has Loved Ones: Even at his worst, he's willing to go to extreme lengths to keep Sara out of harm's way, and if he makes it to the banquet, he will lament not being able to escape with her or keep her safe. In Kanna's route, this love seems to extend to Gin as well to a lesser extent, as he's far more invested in saving him, and doesn't include him on his kill list in Sou's route.
  • Evil Counterpart: In the logic route, he can be this to Joe. Both are high-schoolers who form a close bond with Sara and promise to protect her, enacting a plan to escape with her at the cost of everyone else's lives. However, the circumstances behind both of their plans ate starkly different, as is the group's reaction to their gambits failing: Joe only commits to escaping with Sara after drawing out the sacrifice card unbeknownst to her, which is a death sentence unless he gets the majority vote, and he does make the group that they don't vote for him, ensuring that they will only die if they break their promise. Because of this, the survivors don't hold this decision against him as it was the only chance he had to survive. Ranmaru, on the other hand, only wanted to escape early without having to go through the next main game (with the approval of Sara herself, even if she instantly came to regret it), and his murder of the remaining Yabusame was callous, cowardly, and completely unnecessary. As a result, everyone turns against him after they out him. To cement this parallel, in Kanna's route, he tries to upload the Joe AI unto himself for Sara's sake.
  • Expository Hairstyle Change: After killing the surviving Yabusame, his hair becomes messier.
  • Face Death with Dignity: As a human, he only mildly complains about his situation, but admits to not having cared much about his life anyway, succumbing to the numbness with relative ease. When revived as a dummy, Ranmaru doesn't care too much about the possibility of his own demise throughout the banquet, no matter the route. When Ranmaru's about to die he either pleads for Sara and Gin's safety or bitterly curses his own luck.
  • Failed a Spot Check: His carefully crafted master plan gets thwarted because he forgot to turn off the transceiver he shared with Kurumada, allowing the latter to hear him mutter his plan to himself. Ranmaru apparently assumed he was dead after his encounter with Keiji, though even he admits his disappointment at having botched his first murder.
  • Face–Heel Turn: A nasty one in Sou's route, complete with an extra ruffled hairstyle and pearl white eyes.
  • Gaining the Will to Kill: Initially rejected by Ranmaru's coping mechanism of refusing to take death seriously. After being shown his death multiple times, Midori's attempts to nudge him to attack his partner, being forced to accept that he's truly a doll made in a dead boy's image, having an idea planted by Maple that him and his partner could survive and watching Kurumada (potentially other dolls too) suffer fatal experiences, Ranmaru reaches a breaking point. He stops believing in the group's ability to escape and considers killing everyone to "win" the death game. Depending on the route chosen, he could back out of this idea and remain a loyal ally until the bitter end or he'll make things significantly worse.
  • Graceful Loser: Downplayed. He's not subtle about being pissed that his plan to win with Sara backfired on him so quickly, but when it becomes clear he's got nowhere to run, he doesn't try to escape or beg for his life, which surprises even Hinako, and he willingly enters a coffin on Kurumada's orders without much protesting.
  • Handwraps of Awesome: Has these, as well as wraps around his entire torso.
  • Hated by All: In Sou's route, every single character turns against him after he's exposed as the murderer of the Yabusame survivor. This includes Sara, who had essentially manipulated him into going through with it, Sou, who had previously given up on the group himself, Hinako, who is The Mole for ASU-NARO, and Mai, who had previously stabbed Q-taro in the back following Midori's instructions. Not even Midori has anything good to say about him, despite trying to kill the group himself.
  • Heel–Face Door-Slam: In Sou's route, following his murder of Reko/Alice, he becomes a full-blown antagonist to the group during the Maple boss fight, and is later forced into his coffin by Kurumada as a result. During the banquet game, he becomes surprisingly useful to them despite his newfound hatred for them, showing that perhaps he's not all lost... and then he's drilled to death by Sara in her penultimate turn.
  • Heroic BSoD: He really doesn't take it well when he realizes he can take his hand off to replace with a steam-firing upgrade, fully confirming his status as a living doll. Logically, he knew it was true, but emotionally, this was what it took for it to really hit him.
  • Holding Hands: Sara initiates this with him in order to open the Discussion Room, much to his embarrassment and confusion. This later gets spun into a darker context when, if Sou/Shin is alive in the route you're playing through, Ranmaru takes her hand again to stop her from being suffocated by her collar—temporarily sacrificing himself as "it" in Midori's game of tag.
  • Hope Spot: If he makes it to the Banquet, his coffin winds up, luckily enough, one of the 'non-glowing' ones, seemingly leaving him out of any potential risk of dying the others have. Then, when it turns out Midori was in one of those, he's unfortunately certain to lose the ensuing coin toss.
  • Hypocrite: He accuses Keiji of killing Kurumada when he mishears the latter's last words, and dismisses him as a traitor based on this assumption. This is rich coming from the guy who callously suggested killing off the entire group to escape with Sara, and who determinately actually goes through with the plan. Of course, it would've done wonders for him to frame his crime on Keiji had Kurumada not caught him red-handed.
  • Irony: In Sou's route, despite being the one taking the most steps to work towards cooperation with both groups, he can be the one to betray both groups for his own selfish desires.
  • Jerk with a Heart of Gold: Seems to be his default. Though he can be quite standoffish or snarky towards those who aren't Sara, and can sometimes do shady things, he's ultimately really not all that malicious. He gets better on Kanna's route, and much worse on Sou's.
  • Jumping Off the Slippery Slope: All it takes is spending some time with Sara and a few words from her that Ranmaru can go from helping the survivors to actively trying to murder them.
  • Kick the Dog: In the Sou route, he kills the remaining Yabusame sibling in order to win the game for Sara and himself.
  • Kick the Morality Pet: When Sara comes close to reuniting with Keiji, Ranmaru knocks her out with his shock finger alongside the latter, and then proceeds to either try to download the Joe AI into himself or murder the remaining Yabusame sibling.
  • Killed Off for Real: He never manages to escape alone with Sara like he wanted to regardless of the route, and is one of the three dummies who cannot survive chapter 3-1 without having their body shredded beyond recognicion: If you fail to shock his collar enough in the charging room, he's doomed to have his collar explode right before the final fight with Maple. If he does survive the tag game, It initially seems like he'll be safe from harm due to Hinako having melted off the glow of his coffin by spilling hot chocolate on it, but then the group catches on to Midori actually having switched into a non-glowing coffin himself, forcing the group to choose between his and Ranmaru's coffins. Despite the odds being equivalent, Sara will always accidentally choose Ranmaru's coffin and get him drilled to death, making him the last dummy to die regardless of the path.
  • Lack of Empathy: He tries to pretend he doesn't, but he seems to seriously struggle with empathy, and quickly latches on to Sara as a guide. In Sou's route, he completely drops the mask and becomes a callous murderer, and when asked on how he feels about his actions, he admits to Sara that he's only angry that he got caught so easily.
  • The Leader: Downplayed. While he doesn't take charge as much as he leads by example and attempts to keep his head in the game, both Your Turn To Die and Your Time To Shine have Ranmaru as the de facto leader of the group.
  • Major Injury Underreaction: As a human, he doesn't seem to feel any pain at all during his death, something he remarks on even.
  • Meaningful Name: "Kageyama" translates to "shadow mountain", and fittingly enough he hides the darkest personality of all the Dummies.
  • Mirror Character: To Sou Hiyori. Both are shy and passive young men who partner with Sara after their introduction, and who have a darker side which only comes to light during the death game. They also both scheme behind the group's back, shock a teammate unconscious at one point, and form a close bond with another with whom they plan to escape alone (Kanna for Sou, Sara for Ranmaru). Furthermore, both tamper with a Joe AI to bring Sara hope in the emotion route, and they both give up on the group and swear to kill them all off in the logic route (though Sou doesn't instantly commit to the plan like Ranmaru does), and their human selves both die (potentially in Sou's case) by bleeding out after being fatally injured.
  • Murder Is the Best Solution: If Sou Hiyori survives the second Main Game, Ranmaru eventually adopts this belief to save himself and Sara, even saying that he can kill any of the others except her. He shows signs of believing this on Kanna's route too, but he's kept fairly in control and the worst he does is knock others out from a misunderstanding.
  • Oh, Crap!: If the attempt to disable Ranmaru's collar fails, Midori will promptly have the Murderer Game come to an end and kill Ranmaru for being "it". He's only given a few seconds notice before this happens, and he panics when he realizes he can't be saved- murderer or not.
  • Pet the Dog: On Kanna's route, Ranmaru, would try to download the Joe A.I. into himself unprompted simply to give Sara a version of her best friend back.
  • Protagonist-Centered Morality: Literally. His perception of what's right and wrong is quite skewed, so upon opening up to Sara about his darker thoughts, it's her reaction that causes him to commit to his decision to either kill the group and escape with Sara or aid them at the cost of his life.
  • Psychological Projection: In Kanna's route, his antagonism is relegated to mistaking Keiji's gambit against Midori behind the group's back to be evidence of him being a traitor who is trying to kill off everyone. Paranoia aside, it makes sense for Ranmaru to jump to this conclusion since it's what he had in mind for everyone until Sara talked him out of it, so it stands to reason that Keiji would be enacting a similar plan as well.
  • Sarashi: His entire torso is bandaged up to his neck. The artbook states that this is allegedly to hide multiple horrible injuries throughout his body, but only he knows whether or not this is true.
  • Ship Tease: With Sara. This takes a decidedly horrifying turn should Sou be alive.
  • Shut Up, Hannibal!: Destroys Sara's ASU-NARO consent form and tells Midori that they aren't going to succumb to his whims and that they'll free Keiji another way.
  • Spanner in the Works: Unintentionally. He shocks and locks Keiji up due to a mixture of jealousy and unfounded suspicion that he might be a traitor. This causes the police officer to be absent for the time everyone is to be rounded up for the Banquet, causing his actions and whereabouts to be unknown. This, combined with Q-Taro's gambit, allowed Sara to defeat Midori once and for all.
  • Team Killer: If Sou Hiyori survives the second Main Game, then Ranmaru ends up murdering whichever Yabusame was still alive in 3-1B.
  • Teens Are Monsters: He's sixteen, and also a potential remorseless murderer wearing a Mask of Sanity.
  • Token Evil Teammate: In the Sou Route. He takes Mai's place as this after she sides with the survivors for real, killing the surviving Yabusame sibling and hindering them against Maple. Since the others don't have the equipment or the time to deal with him, he gets away with this until either Midori or the Banquet kills him.
  • Took a Level in Badass: He goes from being just another victim of the game to being an active schemer that can trick Sara, subdue Keiji and kill one of the Yabusame siblings if Sou is still alive. Heavily subverted in two different ways. If the collar minigame is failed, it'd take what would've been a badass transformation into a scene that's borderline comedic as he instantly reverts back to his regular design and blows up. And the second more unavoidable subversion is how he dies a pitiful anticlimactic death in the Banquet shortly after his character shift.
  • Undying Loyalty: The one trait of him that remains consistent in either route is his devotion to Sara. He prevents her from signing away her life at one point, protects her from danger during boss fights, tags her when her collar starts suffocating her (transferring the danger to himself), gives her a piggyback at one point, and goes as far as to murder another participant the moment she gives him the thumbs up, making it clear even after she exposes him that he won't give up on her. In Kanna's route, he also tries to alter his own personality to fit that of her fallen best friend, willingly enters a coffin in preparation for the banquet, and goes out only concerned for her and Gin's safety.
  • Ungrateful Bastard: Reko/Alice helped save him from the tag game, even at risk to their own safety. As reward, Ranmaru callously has them hanged by their collar in the locker room in Sou's route, displaying no remorse when confronted on it. He later takes it one step further by trying to sic Midori on the dummies, despite everything they've been through together.
  • Wouldn't Hurt a Child: It's subtle, but despite vowing to kill off every one of his teammates save for Sara in Sou's route, he doesn't mention Gin when recounting his kill list, only listing Reko/Alice (whom he does kill), Sou, and Keiji, implying even he wasn't comfortable with killing the sixth grader. Furthermore, he's still somewhat invested in saving him during The Banquet, despite having no reason to talk. It also adds another reason as to why he doesn't snap in Kanna's route.
  • You Are Already Dead: The moment another participant passes out from electric shock before the group manages to reset his collar, Ranmaru is doomed. He gets an extended Hope Spot when his collar doesn't immediately explode, and Kurumada dismisses it as a malfunction, but then the group reunites following his scheme and his collar suddenly explodes.

    Hinako Mishuku 

Hinako Mishuku

https://static.tvtropes.org/pmwiki/pub/images/cara93_1.png
  • Affably Evil: She's not exactly affable when we first meet her, but that doesn't stop her from implicitly warming up to the group, occasionally helping them out in ways that go beyond her usual pragmatism. Unfortunately, we never get to hear her genuine thoughts of them before she's killed.
  • Anti-Villain: She's a mole for ASU-NARO, which makes her a villain by default. However, she never betrays the group outside of her Uriah Gambit with Midori, and she's still one of the more helpful dummies in the game.
  • Alas, Poor Villain: She's outed as a human mole shortly after her death, but the revelation that Midori manipulated and then killed her to increase his chances of winning makes her just as much of a victim as the other dummies. Despite her betrayal, Q-taro still includes her in the list of teammates they lost throughout the game.
  • Brutal Honesty: She won't hesitate to insult or criticize anyone when she feels the need to, even calling them stupid when they act on their emotions rather than logic.
  • Combat Sadomasochist: Seems to be, as shown in her action sprites—she can get rather...disturbingly cheerful expressions while attacking Obstructors, despite the fact that she mentions that all she wanted was to die in her First Trial. This turns out to be a hint that the Hinako from the First Trial and the Hinako the cast knows might not be the same person.
  • The Cynic: The most distrustful and cynical Dummy of the group, openly criticizing Ranmaru and the other dolls for choosing to help the humans. She also spends a brief amount of time critiquing Sara's suggestion that her group and theirs are not diametrically opposed foes. Even when she chooses to cooperate, Hinako never dares to put anyone else's safety over her own. She outright uses a secret trick with cocoa to have her coffin be distinguishable from the rest.
  • Dead Person Impersonation: Takes upon the deceased Hinako Mishuku's identity, obediently playing the role of a dummy in Midori's Murderer Game.
  • Death of a Child: Hinako's life is mercilessly toyed with by Midori, culminating in her being betrayed and killed early into the Banquet.
  • Dull Eyes of Unhappiness: Her eyes are completely monochrome, with Exhausted Eye Bags.
  • Even Evil Has Standards:
    • Mole or not, she seems genuinely shocked at Ranmaru's killing Reko/Alice in Sou's route, especially after all the group had gone through to help him.
    • She admits to feeling bad if the player has her use intimidation on Shin's AI during the fight with Maple 2.0.
  • Exhausted Eye Bags: Much like Keiji, Hinako's eyes look dead and tired, which makes it amusing when they are paired up.
  • The Fatalist: Seems to have this mindset, believing whatever happens, happens. That said, she still worries about her own life.
  • Foreshadowing:
    • An observant player may notice that Hinako is by far the most openly obtrusive of the Dummies, acting seemingly only in interest of obfuscating progress even after the others start working with the survivors. Sure enough, it turns out she's not who she says she is.
    • A very observant player might notice that Hinako's collar is different than her fellow dummies; it's a collar that only the other human survivors have, which indicates to her not at all being the doll she's believed to be. Of course, considering Fake Reko also had a human collar, it's very easy to overlook.
  • Gaining the Will to Kill: Subverted. Surprisingly enough, even though Hinako is an ASU-NARO agent given a similar task for murder, she could never go through with it. Not only is she paired with the most perceptive and distrustful man from the group of humans, but even the survivors' behavior wear down Hinako's grim beliefs. Hinako chooses to cooperate with the survivors despite it not benefiting herself or Midori at all, she could've left Keiji to be burned in a coffin but her actions and info make saving him possible.
  • Gory Discretion Shot: She dies in the goriest way in the entire game, especially since she's the only fully-human character to suffer such a fate, but it's obscured from view by the coffin she's trapped in, and even the drill that kills her is completely clean by the time it's visible.
  • Hidden Depths: During the break, she admits to enjoying hearing the other participants sing, which is one of the few times we see her drop her cold exterior and have fun with the group.
  • Horrible Judge of Character: Despite seeing him at his cruellest, she seems to trust that Midori won't betray her, and willingly switches coffins with him, which gets her killed.
  • Human All Along: Unfortunately for her, this is revealed when she's killed during the banquet.
  • Impersonation-Exclusive Character: Because she technically has a connection to Alice, she is not made into a Dummy. The "Hinako" we meet is an impostor.
  • Imposter Forgot One Detail: Going by her painting in the gallery, the real Hinako had black hair, but her impersonator's hair is pink.
  • Jerkass Has a Point: When Hayasaka and Gin are being hanged by their collars in the locker room, Hinako suggests not doing anything since it would be futile to try and save them. As it turns out, accepting this suggestion is the only way to move the game forward, as they're later saved when Midori later turns off the magnet from the control room.
  • Karma Houdini Warranty: She cannot die in the murderer game (outside of possibly the Non-Standard Game Overs), implicitly because she's a human while the obstructors only target dolls. This doesn't save her in the banquet, where despite her attempts to raise her own chance of survival, Midori pulls an Uriah Gambit with her and gets her killed.
  • Kick the Dog: During the banquet, she tries to throw Mai under the bus and frame her as the human, which only becomes more cruel when we learn that she is the human.
  • Killed Mid-Sentence: She's killed as she's about to say something about her coffin, most likely that it shouldn't have been chosen since it wasn't supposed to be glowing. This tips off the group to Midori having switched coffins with her.
  • Killed Off for Real: Despite her knowledge of the game putting her at an advantage, Hinako makes a fatal mistake by trusting Midori prior to the banquet and switching coffins with him, leaving her as one of the five most likely to be chosen, and (as far as the group knows) one of the two humans in the game alongside Gin, Midori's target. This makes her an easy pick for Midori, who takes his chance and kills her.
  • Know When to Fold Them: Despite her penchant for violence, she suggests dealing with an unstable Maple by having a conversation with her.
  • The Mole: Is actually an unnamed spy sent by ASU-NARO to impersonate the real Hinako Mishuku, who couldn't be revived due to her connection to Alice.
  • No Good Deed Goes Unpunished: She becomes a lot more forthcoming, trusting and helpful throughout 3-1B despite working for ASU-NARO and meant to hinder them. For her efforts, she is suddenly and brutally killed by Meister and Midori. Though how much she was genuinely siding with them and how much she was simply The Mole is not revealed due to her dying rather suddenly.
  • No Name Given: We never learn the name of Hinako's impostor, since we only learn there even is one after she's dead.
  • Not Quite the Right Thing: Spilling hot cocoa on Ranmaru's coffin to erase its glow may have been well-intentioned, and likely saved him from Sara's first two turns, but it eventually made things worse for everyone when the group pinpointed Midori's location to a non-glowing coffin and ended up choosing Ranmaru's instead, which would've essentially doomed Gin if it hadn't been for Q-taro's gambit on Midori.
  • Not So Above It All: Played With. Getting herself lots of hot cocoa at the vending machine is initially treated as proof that she's still a child despite her rough exterior, but then it's revealed that she only got it to intentionally spill it on her and Ranmaru's coffins, melting off their glow and making them less likely to be chosen during the game. However, she does genuinely enjoy the drink in spite of her tactical uses of it.
  • Odd Friendship: Potentially one sided. It's implied Hinako has a soft spot toward Ranmaru more than anyone else. Despite heavily criticizing him, occasionally poking fun and faking her status as a doll this whole time, Ranmaru has shown to motivate her the most. When Ranmaru is tagged and on the verge of giving up, it moves Hinako enough to try and save him: revealing an important source of info she kept hidden the entire time. Alongside her sympathies for Ranmaru, when having to pair up she immediately chooses him to accompany her. She used a trick with her cocoa to not only make her coffin stand out in the Banquet, but actively went out of her way to do the same to Ranmaru's, making it a lot easier for him to survive far in the game.
  • Pet the Dog:
    • She gives up the secret info she had been hidden the whole time to reset Ranmaru's collar and save him from the tag game, making herself expendable by her own word.
    • Right before the banquet, she admits to being glad were all the dummies to survive up to that point.
  • Preferable Impersonator: Receives this treatment by the characters due to nobody knowing the original girl. Despite being an ASU-NARO agent, the group forged a bond with her and she warms up to them in response. Even after the reveal, they still refer to her as Hinako and that she was a valuable ally in the end.
  • Psycho Pink: She has bright pink hair, is the youngest yet most cynical and uncooperative member of the dummies, and is very enthusiastic about violence.
  • Sole Survivor: She can be the only dummy left standing after the murderer game. Subverted in the banquet, where she will always end up as the second fatality.
  • Troubling Unchildlike Behavior: She demonstrates disturbing enthusiasm for violence, which Gin remarks upon alongside a harsh distrustful mindset of people being tools to use and throw away.
  • Unwitting Pawn: The group rationalizes that she most likely had no idea what she was doing when she exchanged coffins with Midori, since all that did was paint a target on her back.
  • Vague Age: While she looks around Kanna's age, and the person she's impersonating is a middle schooler, her status as a spy for ASU-NARO has her actual age up in the air. Noticeably, despite everyone else getting their ages confirmed in the art book for Your Turn To Die, her age is left unknown and her personality even has her described as being 'adult-like'.

    Naomichi Kurumada 

Naomichi Kurumada

https://static.tvtropes.org/pmwiki/pub/images/cara95_1.png
  • Ain't Too Proud to Beg: When he sees Keiji with the spare Midori head and figures out he plans to kill the Floor Master with the information Kurumada gave him, he pleads with him not to do it, not for the sake of his own life, but for the sake of the Dummies' lives.
  • Always Second Best: As tough as he is, he pales in comparison to Q-taro. He potentially gets a chance to see this first-hand by starting a fight with him in the boxing ring puzzle, whereupon Q-taro simply hurls him and throws him down.
  • Ambiguously Brown: The only dark-skinned member of the cast.
  • Atrocious Alias: Apparently, he went by "The Convertible Of Destruction"; Anzu rightfully asks if he was bullied.
  • Big Damn Heroes:
    • He can potentially finish off the first obstructor by ramming a shovel through its torso, saving Anzu's life.
    • In Sou's route, despite potentially being at the end of his rope, he saves the group from Ranmaru killing them all sans Sara by exposing him as the murderer of Alice/Reko, due to having heard him gloating through the transreciever.
  • Black Dude Dies First: He's the only one of the initial 20 to have dark skin. He was also one of the first 8 to die. Subverted with his dummy in the murderer game. Even if you get him fatally wounded halfway through the game, he will make it to the end, making him the last dummy to potentially die. Possibly played straight again in the banquet as he's always in the first coffin that's not revealed, and therefore potentially can die first or third if you choose said coffin.
  • Blood Knight: He's extremely quick to resort to violence when the opportunity presents itself, and is the most eager to fight the Obstructors.
  • Boxing Battler: He's a boxer, and he puts his skills to good use against the Obstructors.
  • Brooding Boy, Gentle Girl: In the emotion route, he's paired with Kanna, who takes his abrasiveness in moderate stride and refuses to leave him when he's injured.
  • The Brute: He can potentially punch out one of the screens of Maple 2.0 during her boss fight, despite knowing up until that point that the only way to deal with her is to talk her down.
  • Cannot Talk to Women: He's at his most awkward during the fight with Maple since by his own admissions he finds it a pain to figure out a woman's emotions. However, he can prove himself surprisingly useful by making her laugh.
  • Character Development: He goes from one of the most stubbornly untrustworthy Dummies to being one of the most protective and selfless of them after he's spared of Maple's wrath.
  • Comically Missing the Point: To solve the boxing ring puzzle, he suggests duking it out with the other participants, and potentially starts a fight with Q-taro if his suggestion is chosen. It soon becomes clear that this did nothing but waste time.
  • Cruel to Be Kind: Immediately following his injury at the hands of Maple, he turns up his abrasiveness towards the group in hopes that they'll leave him behind. At this point, however, nobody buys it, and he's taken to the charging room to power back up.
  • The Cynic: The second most skeptical and distrustful of the Dummies after Hinako.
  • Dead Man Walking: He sees himself as this after getting a Torso with a View courtesy of Maple, and urges the group to leave him behind. Depending on your choices up to that point, he can be right or dead wrong.
  • Determinator: His resolve is just as strong as Sara's herself, letting absolutely nothing keep him down. Should he die of his injuries just before the Banquet, Sou/Kanna and Sara will comment on how long he managed to last, saying he was long past his limits by the time he shut down. No wonder he was the second-most likely to win.
  • Dying Declaration of Hate: As a human, he made one to his captors as he was dying, saying he would kill all of them.
  • Everyone Has Standards: He's the second most hesitant dummy to work with the survivors, and took a while to let go of his mission to kill them. However, he loses it in Sou's route when he hears that Ranmaru has murdered Reko/Alice, and holds out long enough to expose him.
  • Eye Lights Out: If Maple's blow turns out to be fatal, his left eye becomes pitch black, and by the end of the murderer game, his right eye will shut off as well.
  • The Gadfly: He enjoys riling up others by either giving them teasing and dismissive nicknames or outright messing with them for the sake of doing so. He also suggests dealing with Maple by telling her a joke.
  • Gaining the Will to Kill: Subverted. Despite being a cynical man that originally wasn't against using and throwing people away for his own gain alongside being prone to bursts of violence, his inner humanity kept him from ever attacking his partner even when they're alone together often. Whether his partner is an innocent kid or a weak man full of malice, it doesn't make a difference to him. Most of the time he's bothered or shaken when people are breaking down or at risk of death. In the end Kurumada ends up being one of the most caring for both groups even if he has trouble showing it.
  • Go Out with a Smile: If he dies during the murderer game, he powers down peacefully and potentially listening to the group singing, with a faint smile on his face.
  • Heroic Sacrifice: Subverted. He tries to separate from the group so he can get Maple to kill him, since the previous Obstructors were "satisfied" with only killing one Dummy and left the rest of the group alone afterwards. However, Kanna can convince him not to, and he never actually goes through with it either way.
  • Hidden Heart of Gold: It's buried significantly deep down, but it's there. Case in point, he only starts acting kind after he's nearly killed and believes himself a dead man.
  • Hot-Blooded: While he's fairly laid back, he makes no attempt to hide he's got a rather hot head and can make impulsive decisions.
  • Informed Ability: His odds of survival were second only to Sara, and still higher than any other human survivor. With that said, on top of having died during his first trial, his dummy is shown to be something of a Leeroy Jenkins, though that doesn't stop him from potentially becoming the Sole Survivor.
  • Irony:
    • The papers that Sara finds list him as, statistically, the second most-likely person to survive the game. He's killed before he can even meet anyone else in the group.
    • When he becomes kinder, he very much considers himself a dead man walking and becomes firmly convinced that he's not worth trying to keep alive over the other dolls. He can potentially be their Sole Survivor, and thus the only one to be potentially reactivated later, even after spending the entire second half of the chapter with a massive hole through him.
  • I Will Only Slow You Down: To showcase his newfound kindness and selflessness, he constantly tries to sacrifice himself for the group at any chance he gets after being injured by Maple. He asks them to leave him behind several times, offers to tag Ranmaru to save him, willingly enters his own coffin for the banquet, openly encourages the group to risk killing him to pinpoint Midori's coffin, and if he makes it to the end, tells them to leave him behind again and focus on their own survival.
  • Jerkass: He's easily one of the most abrasive people around, second to only Ranger. He's openly dismissive, sarcastic, and condescending. However, unlike Ranger, he does get nicer over time.
  • Jerk with a Heart of Gold: He becomes this in chapter 3-1B after the boss fight with Maple, becoming more caring and selfless towards both the humans and the dummies, and proving himself to be one of the most loyal characters in the game.
  • Killer Bear Hug: Attempts one on Maple, thinking that she could only attack from the back. He's wrong, and gets a hole blown through his torso that can possibly kill him.
  • Leeroy Jenkins: With the exception of the first obstructor fight, most of his violent solutions on how to deal with a problem only serve to waste turns at best or get himself killed at worst.
  • The Load: He sees himself as this when Maple injures him, and tries to get the group to leave him behind. Subverted, as he still manages to make himself useful during the collar reset game, and in the logic route, he's the one to expose Ranmaru as a murderer.
  • Made of Iron: Though some of it comes from being a robot, Kurumada still manages to survive a wound none of the rest seem capable of when he gets a massive hole blown through his torso. He can die from it if the first Maple battle is failed, but even this is an extremely prolonged process that still has him last most of the chapter. Kanna/Sou even note that he lasted longer than anyone would've thought he would.
  • Never the Selves Shall Meet: His unique information is that if a Floor Master meets their doppelganger, they'll die.
  • Pay Evil unto Evil:
    • When Kurumada finally is able to take on Gruusem in revenge for the brutal beatdown he gave Kobushi, he not only defeats the bigger man by legitimate means, but he continues to beat him down long after the man could defend himself in retaliation for how Gruusem cheated and brutalized his friend not long beforehand. However, this comes with a Surprisingly Realistic Outcome Kurumada's actions in the ring are not only deny him his status as champion, but it's pointed out that no gym would ever want to pick up a boxer who'd do such acts in the ring and that his career had essentially come to a close.
    • In the logic route, if the two of them make it to the pre-banquet, he swears to kill off a psychotic Ranmaru if he somehow were to survive the main game. He doesn't.
  • Punny Name: "Kuruma" is Japanese for "car". Kurumada was known as "The Convertible Of Destruction" in the ring.
  • Senseless Sacrifice: His attempted Killer Bear Hug on Maple only succeeds in getting a potentially fatal Torso with a View and becoming a liability to the group, while not slowing her down in the slightest. What makes this worse is that he can end up as the Sole Survivor of the banquet if he's still alive by this point, making his potential death all the more senseless.
  • Smarter Than You Look: He seems like a meathead upon first impressions, but you don't get to be the second likeliest to win the game by being stupid; he outranks people like even Keiji and Q-taro.
  • Squashed Flat: His First Trial saw him having to somehow press a button before the walls between him crushed him to death. He just barely failed.
  • Surprisingly Realistic Outcome: After Kurumada defeats Gruseem soundly in an official setting, he goes the extra mile and keeps beating the man even when he's down. It's a unsettling image, but considering that Gruseem was an Asshole Victim that cheated and horribly injured fighters in his career, this could be seen as karma, right? Nope, immediately after this event Naomichi has his career thrown into the toilet as he's labeled as a hot tempered violent man who'd not get another sponsor after such a violent scene.
  • Team Dad: He becomes pretty protective of the Dummies as the Death Game goes on, even if he chides or teases them at times.
  • Teeth-Clenched Teamwork: Unlike with Kanna, he never gets to grow fond of Sou in the logic route, who at this point is at his most antagonistic, and the latter is quick to leave him behind while he's charging.
  • "The Reason You Suck" Speech: He gives a vicious one to Ranmaru in the logic route after he murders the surviving Yabusame, tearing down his excuses and vowing not to let him get away with his actions.
  • Too Dumb to Live: While he doesn't immediately die due to it (and completing the fight ensures he never does), he gets himself severely injured attempting to restrain Maple on the basis that since she has tentacles coming from her back, she can't possibly attack from the front. He gets a huge hole through his torso for his troubles.
  • Took a Level in Jerkass: His own past episode reveals that Kuramada used to be more of a tsundere personality wise, where his words clearly didn't match up with his thoughts or feelings, and would fruitlessly try to cover it up when those closer to him like Kobushi or members of his gym would point this out. However, after his fateful match with Gruusem, he becomes more of a bitter, cynical, condescending jerk who doesn't put much trust in others.
  • Torso with a View: Maple blows a giant hole in his chest. Unlike Alice (the other potential victim of such a fate) though, Naomichi manages to last an extremely impressive amount of time afterwards due to his status as a doll, though it's noted even that shouldn't have saved him for long.
  • Troubling Unchildlike Behavior: In his youth, he used to go around beating up adults (mainly cops) who all would hesitate using force on Naomichi due to his young age, all the while he would boast about being first rate. It takes Kobushi soundly and effortlessly defeating him that turns the delinquent into a more normal kid.
  • Tsundere: In his younger years, he would act tough to simply hide his nicer side. This is subverted by the time he's met in the Death Game, as he's genuinely a Jerkass who doesn't feel the need to hide his feelings. At least, until he's majorly wounded by Maple.
  • What You Are in the Dark: To cement Kurumada's newfound kindness as genuine, he prioritizes the other dummies over himself. When Keiji meets him alone, he gives him the information that was previously missed, and when Keiji brings Midori's head in a plan to kill the Floor Master, he desperately and tearfully begs him not to, crawling towards the police officer in an attempt to stop him. In Kanna's route, he quietly attempts to sacrifice himself to Maple on his own to try and protect the others after being severely wounded. He only stops because the formerly like-minded Kanna convinces him it wouldn't solve anything.
  • Worth It: He considers losing his career and his chance to be an official boxing champion to be no issue since he was able to deliver a vicious beatdown to the man who ended the career of his friend/mentor.
  • You Are Already Dead: If he tries to tackle Maple before the group has reconciled with her, the blow she will deliver to him will be fatal, and regardless of what the group does to charge him, he will run out of power shortly before the banquet.

    Mai Tsurugi 

Mai Tsurugi

https://static.tvtropes.org/pmwiki/pub/images/cara92_1.png
  • Anti-Villain: The most antagonistic and unstable of the dummies in chapter 3-1A (until Ranmaru determinately takes her place in the following chapter), and also the only one to fulfil her task of killing her human companion given to her by Midori. However, her antagonism is born out of desperation, and once she gets to know the group better, she's horrified by her own actions.
  • The Atoner: Upon seeing how nice the human survivors actually are, especially the man she betrayed and tried to kill out of a desire to survive, she breaks down in tears and spends the rest of her screentime trying to make it up to Q-taro and the others. Despite being more reluctant to accept death than the likes of Kurumada, Hayasaka, and (optionally) Ranmaru, she willingly enters her coffin herself in preparation for the banquet, showing that she'd rather risk death than put someone else at risk at this point.
  • Beneath the Mask: As it turns out, Mai is not The Tease and The Cutie as she made herself out to be. In truth she's more the Genki Girl who's reasonably concerned about her situation and panics quite easily, though she's quite caring to her newly made friends.
  • Best Known for the Fanservice: In-Universe. Her bakery attracts multiple customers who are only interested in her. She's aware of this but still tries to be gracious with them in hopes that they'll try her bread.
  • Bitch in Sheep's Clothing: Played With. Her flirty and excitable demeanor is a façade to lure the survivors into a false sense of security, and her mission was to betray and kill her companion, but she really wasn't a bad person so much as she was desperate to survive.
  • Body Horror: As the group learns during the Banquet, the reason her doll counterpart lacks the original Mai's gloves and her fingerprints can access files is because they're real human hands. Specifically, they're Midori's hands.
  • Boom, Headshot!: Had to choose between two guns to fire at herself in her First Trial, and chose wrong.
  • Combat Pragmatist: Her target is the tallest and strongest human of the group, so she sweet-talks him throughout, gets a hold of the first weapon she can use, waits until they're both alone, and stabs him in the back. She still fails to kill him on the spot, though.
  • Crippling Overspecialization: Mai reveals in Your Time To Shine that she can make anything that's bread or pastry related, but that's where her expertise ends.
  • Didn't See That Coming: Despite instigating a brief Red Herring Mole situation, she really had no idea of why the security system required her fingerprints to access it. She only finds out later upon seeing that her own hands are actually Midori's human hands implanted unto her.
  • Didn't Think This Through: Her suggestion during the library puzzle is to use the handheld fireworks that Gin found, which will set the entire library on fire and lead straight to a Non-Standard Game Over.
  • Easily Forgiven: Beyond knocking her out and optionally chastising her, Q-taro and the other survivors forgive her for her murder attempt on the former, though it's done so because they understand if their positions were flipped, they may have done the same thing.
  • Everyone Has Standards: She's disgusted with Ranmaru when he kills Reko/Alice in Sou's route, and turns against him. Though she attempted a similar thing with Q-taro herself, it was out of desperation and before getting to truly know him, while Ranmaru was trying to pick the entire group apart (even after they had potentially saved his life) to escape early with Sara.
  • Evil Cannot Comprehend Good: She claims that she cannot understand why Q-taro would still want to call himself her ally after she literally stabbed him in the back. She slowly begins to form a genuine attachment to him after that.
  • Evil Chef: She's the first one of the dolls to attempt to murder their partner, stabbing Q-taro and admitting she was always thinking of when to do it. That said, she's still far from evil, and very much Easily Forgiven due to the dolls being desperate to survive.
  • Face Death with Dignity: Subverted painfully if she makes it to the Banquet and lasts long enough to know her life is in danger there. Should that occur, she'll go from bravely encouraging the others to take the risk to, when she knows she's doomed, panicking and begging Midori for her life to the last moment.
  • The Fake Cutie: She seems fairly nice and adorable, keeping a chipper smile and squeeing at most things at the first opportunity, but the truth is she's probably the least stable of the Dummies.
  • Femme Fatale: Not as effective (or even malicious) as other examples, but she still flirts with Q-taro while plotting to kill him when she gets the chance.
  • Flirting Under Fire: During the first obstructor fight, she can grant Q-taro an extra turn by giving him Puppy-Dog Eyes.
  • Gaining the Will to Kill: Due to her status as the most unstable of the Dummies, Mai is quick to gather her resolve to try and kill her own partner after being shown her own death. She takes advantage of opportunities the other dolls don't, managing to sneakily take the lava room puzzle's knife at some point in time under everyone's noses. Mai stabs deep in her partner's back, but is ultimately swayed to the humans' side. Unfortunately it's far too late at that point as she's the main reason Q-taro dies.
  • Genki Girl: Her true personality: Upbeat, energetic and determined. When the difference in her earlier personality and the later one is noted, she swaps back, but by then it's clear it was merely a facade.
  • Heel–Face Door-Slam: If she's killed by Maple shortly before the banquet, she laments not having been able to redeem herself by helping Q-taro like she promised to.
  • Hero Killer: Ultimately caused Q-Taro's slow death, though she's already come to deeply regret the action long before it was shown to be a fatal wound, as it was done in a gambit to survive.
  • Huge Guy, Tiny Girl: Even with her large hat, she doesn't even come up to Q-Taro's shoulders.
  • Impaled with Extreme Prejudice: If Maple isn't drained out of her power early enough during the second boss fight with her, Mai will be pierced through the back by one of her tentacles shortly before turning on Midori.
  • In the Back: Attempts to kill Q-taro this way. Can be killed this way by Maple as well if you don't turn her against Midori in time.
  • Karmic Death: She can end up being stabbed by Maple in the back, the same way she stabbed Q-taro in the back.
  • Kick the Dog: While killing Q-taro was part of her mission, Mai putting on an act of remorselessness while she stabs him in the back doesn't help her case at all.
  • Know When to Fold Them: Unlike Kurumada, she knows better than to be overtly antagonistic towards her targets, especially when hers is Q-taro, and instead puts up a front as a harmless Sweet Baker until the opportunity to strike arises.
  • My God, What Have I Done?: Upon seeing how much of a Nice Guy Q-taro really is, she starts regretting having tried to kill him.
  • Odd Friendship: She gets very close with Q-taro across the course of 3-1. At first, this is a ruse for the sake of getting a chance to kill him, but it becomes extremely genuine after she's subdued and forgiven, the two working together with an extreme degree of closeness and trust to his dying moments and beyond.
  • Red Herring Mole: 3-1 really likes to make you think that she, in particular, is something more than she lets on, being the first doll to outright act against her partner, her fingerprints strangely allowing access to files nobody else's could, and her conspicuous lack of the gloves seen in her First Trial, which all gets thrown back in her face should she live long enough to learn there's a human among the alleged dolls... Though, per the trope title, these all resolve in other ways.
  • Redemption Earns Life: Possibly; like the rest, she has her opportunity to be killed off before the chapter's end, and can also die unceremoniously at the Banquet. The initial most antagonistic of the dolls, outright stabbing Q-taro in what would result, over a prolonged period, in his death, after finding herself forgiven, she dedicates herself earnestly to trying to cooperate and escape together. In particular, she cooperates with Q-taro on a plan to use his body to entrap and defeat Midori at the banquet, saving Gin's life and putting a permanent end to the bastard, even at the risk of a life she's terrified to lose should she be killed. Should she come out as the Sole Survivor of the dolls, she urges the others to reactivate her when they have a chance, feeling that she owes it to Q-taro and those lost to live her life.
  • Secret-Keeper: She's the only participant to know about Q-taro's plan, depending on the player's choices she can take that secret to her grave.
  • Shameless Fanservice Girl: She designed her outfit to get customers to talk about the cute baker they saw (even if they can be a tad too bothersome sometimes), and she's also quick to use this attribute of hers to her advantage during the death game.
  • Southpaw Advantage: Played with. Her First Trial suggests that the gun in her left hand was the one which would have ensured her life. Unfortunately for her, she picked the gun in her right.
  • Stepford Smiler: Downplayed. She's still a relatively optimistic person in comparison to the others, but it's clear her original attitude as The Pollyanna was part of her mask. When she's exposed and later forgiven, she becomes much more of a realist.
  • Sweet Baker: Is a baker, and has a bubbly, cheerful personality.
  • Tap on the Head: She gets knocked out flat from one of Q-taro's punches after she stabs him. However, she doesn't seem to have any lasting effects from this after she wakes back up, possibly on account of being a doll.
  • Tears of Remorse: Upon hearing Q-taro's motivational speech directed at both the survivors and the dummies, she starts weeping silently, wondering how he could say that to her after she had stabbed him.
  • The Tease: She likes to do this often, much to other's discomfort (especially Q-taro's) due to the tense situation they are in.
  • Technicolor Eyes: Her eyes stand out not just due to their bright, amber hue, but with how the borders are darker than the rest, lacking visible pupils.
  • Took a Level in Kindness: After seeing how she's Easily Forgiven by both Dummies and Humans alike after her murder attempt on Q-Taro, she becomes a lot more genuine as a person, dropping The Cutie and The Tease act entirely and acting more like a downplayed Genki Girl with honest empathy for her group.
  • Trademark Favorite Food: Her occupation aside, she really does love bread, moreso than rice according to the artbook. She takes the process behind bread-making it very seriously, and apparently enjoys simply being surrounded by it. She even designed her hat after bread.
  • Undying Loyalty: After being forgiven by him, she develops one for Q-taro, sticking by him to the end and making sure his Thanatos Gambit works out to the best of her abilities, even determinately taking his secret to the grave.
  • Unwitting Instigator of Doom: She potentially dooms everyone in a Non-Standard Game Over by throwing fireworks to the obstructors while inside the library, starting a fire and burning everyone to death.

    Anzu Kinashi 

Anzu Kinashi

https://static.tvtropes.org/pmwiki/pub/images/cara96_2.png
  • Ain't Too Proud to Beg: When Midori decides to target her coffin, she panics and starts begging him to spare her. It doesn't save her.
  • Because You Were Nice to Me: Not that she had it in her to kill them regardless, but in 3-2, she admits to Kurumada that she could never harm the survivors after seeing first-hand how kind and forgiving they are.
  • Befriending the Enemy: If she's still alive at this point, she's the one to suggest making amends with Maple after wearing her down. If it works, Maple happily reconciles with Anzu and the others before losing control of herself completely.
  • Beware the Silly Ones: She's a bit of a useless clown throughout chapter 3-1, but places sixth overall in terms of likelihood of victory.
  • Big Eater: Kai's sidequest in Your Time To Shine reveals Anzu is a very hungry girl, constantly snacking on food that the Sunnies are supposed to be selling to their customers; likewise, it's very common to have Anzu be a judge of Kai's cooking.
  • Buried Alive: Subverted. If you fail the first obstructor fight, the monster throws her into a coffin and then crushes it like a can, with one of the blows hitting her head and killing her. By the time she's underground, she's already dead.
  • Butt-Monkey: Suffered through an especially gruesome and stressful First Trial, and died horribly when she couldn't figure out how to escape. Her distinctive hood was then stolen by Ranger. Later, in Chapter 3-1, she's the first potential victim of the new round. She's essentially volunteered to have the most important job of calming down Maple, and she ends up being specifically targeted by Midori when he can't choose Gin. And most damningly, the one most scared of her incoming demise.
  • Class Clown: Both literally and figuratively. She's a clown who also happens to be somewhat dim and clumsy.
  • Damsel in Distress: The first obstructor targets her, and since her only contribution involves screaming at the top of her lungs, it's up to the rest of the group to save her.
  • The Ditz: Her suggestions aren't much help at any point of the chapter she's introduced in, and during the banquet discussions, just extracting her arguments can cause her to realize how dumb they are herself and backtrack on them inmediately.
  • Face Death with Despair: Unlike most other characters, she doesn't even pretend to not be afraid to die, as in all three of her her death scenarios (including her original death as a human) she's scared out of her wits and screaming for her life.
  • Forgetful Jones: Her Establishing Character Moment is forgetting the piece of exposition that she's supposed to tell the main cast.
  • Forgotten Fallen Friend: Downplayed as the group still comments on it on occasion, but if she dies during the first obstructor fight, her demise hardly leaves an impact on both groups, especially the humans who had barely gotten to know her.
  • Gaining the Will to Kill: Subverted. Not only does her joke character status prevent her from being an effective or sneaky assassin but she doesn't even have the heart to do it from the very beginning. Anzu openly declares she can't kill any of the humans for being so nice, she never wanted anyone to die.
  • The Heart: Downplayed, but if she's still alive, she acts as the peacemaker among the dummies, convincing Kurumada to work with the group and later ending the conflict with Maple by reconciling with her.
  • Hesitant Sacrifice: She's not happy to hear that the dummies have all collectively decided to risk their lives for the banquet by entering their own coffins, and is by far the most reluctant to enter her own, but she does so anyway. The moment she finds out what the game was, she instantly regrets her decision.
  • Hope Spot: If she makes it to the Banquet, her coffin is so mangled that it's extremely identifiably her, and thus, neither Sara nor Midori has reason to target it. Then, when Midori is forced to waste a turn to grant Sara's 'wish,' this makes her the clear 'safest' choice he could make to kill.
  • Impaled with Extreme Prejudice: Her First Trial involved being chained at the ankles to the floor, and when she failed, she was stuck from all sides with sharp objects and left to bleed out.
  • Informed Ability: According to ASU-NARO's statistics, she was the sixth most likely to win the death game, which was higher than any of the actual survivors outside of Sara, Keiji, and Q-taro. Despite that high placing, she's shown to be remarkably incompetent.
  • In the Hood: She's always shown wearing a clown hoodie, and she hides her face into it when she's scared. She's finally seen without it in her side story.
  • Irony: The most frightful character is completely oblivious to how scary her clown costume is.
  • I Just Want to Have Friends: She's dispirited when the opposing goals of the dummies and the survivors make their cooperation an impossibility in her eyes. In Sou's route, when Ranmaru murders her partner, she worries that it might've ruined Anzu's own friendship with Sara, and is relieved if Sara reassures her that they're still on good terms.
  • I Want My Mommy!: As a human, she meekly cries out for her mama while dying of her stab wounds.
  • Joke Character: Anzu's functionality is next to zero when it comes to solving puzzles, and many of her suggestions outright fail in execution. She may be a Lethal Joke Character given she's not at the bottom in terms of survival rates.
  • Kill the Cutie: No matter what you do to save her, Anzu will be killed in all sorts of brutal ways.
  • Killed Off for Real: She can get crushed to death inside her coffin minutes after meeting her, and the story carries on without giving you a game over. If you manage to save her, her coffin still becomes mangled, which initially seems like it will save her during the banquet, as it's distinguishable from the rest and she's not the target of either group. However, when Sara wishes for Midori to choose any coffin outside of that of his actual target, he chooses Anzu's coffin, being the most safe option for him, lest he accidentally kill himself or the group narrows down his actual location.
  • The Load: Is completely useless in all of 3-1A's puzzles, with her contributions only wasting time if you go with them. This gets an exception in 3-1B if she's still alive to see it; she'll be pressed into taking on the role of calming Maple down in her first fight with the group and helps take electrical currents to save Ranmaru's life.
  • Lovable Coward: She's seen as somewhat of a scaredy cat by other characters, but she never betrays the group to survive nor deceives them at any point, which instantly makes her more likable than the other designated coward Sou.
  • Mauve Shirt: Even if she makes it to the banquet before being drilled to death, she's the least developed of the dummies, and doesn't get to develop her bond with her partner unlike the others. It doesn't help that the survival of said partner (Reko/Alice) is as determinant as hers.
  • Nervous Wreck: She takes her role in the death game almost as bad as Nao did in Chapter 1, only Anzu doesn't get to grow past it before her death. She becomes even more unsettled in Alice's route, as she takes a while to get accustomed to her new partner.
  • Nice Girl: She's a little nervous and snarky, but she's very friendly to other Dummies and humans alike.
  • Nightmare Fetishist: Slightly. Upon meeting her, Anzu is eager to show off her clown costume to Sara, who finds it nightmarish.
  • Non-Ironic Clown: She has a side job as a clown, though she seems a bit insecure about it and immediately asks Sara if she thinks it's weird.
  • Out of Focus: Compared to the other Dummies she falls under this trope. She doesn't get as much screen time and development as Ranmaru, Kurumada, and Mai. Her backstory doesn't get too much focus nor does she form a bond with a survivor like Hayasaka and his bond with Gin. Chapter 3-1B revealing the fake Hinako to be The Mole, makes this trope even stronger than originally before. That said, she does at least get a mini-episode focused on her backstory, even if it's probably the most comedic and least story-informative of the ones initially released.
  • Replacement Goldfish: Has some elements of this for the surviving Yabusame sibling when she's paired up with them on the third floor.
  • Plucky Comic Relief: Zig-Zagged. Some of the predicaments she finds herself in if you go through with her suggestions are played for laughs, but wasting a turn on her can lead to people dying, to say nothing of her own deaths.
  • Sacrificial Lamb: If you don't manage to save her during the first obstructor fight, her purpose in the story is to show that these new set of characters aren't safe from dying either.
  • Screaming Woman: Her potential contribution to the group during the first obstructor fight is to let out an ear-piercing shriek. This does nothing but waste a turn.
  • Shoo Out the Clowns: Bonus points for actually being a clown. The closest thing to a Plucky Comic Relief of the game, and also one of the several inevitably doomed characters.
  • Undignified Death: No matter which way Anzu dies, her human self, her death in 3-1A or her death in 3-1B, she always goes out confused, scared, and begging for her life.
  • The Unreveal: We never find out what her "unique info" for the survivors was supposed to be, because she forgot what it was.
  • Too Good for This Sinful Earth: A good-natured young girl who loved to make people laugh, she was chosen to participate in a death game and mercilessly killed twice.
  • We Hardly Knew Ye: If you fail the first minigame in Chapter 3-1A, she dies at the end of the scene when the dolls are first met, mere minutes after being properly introduced. Subverted if she manages to survive, however.
  • White Mask of Doom: Her clown mask looks remarkably like one.

    Shunsuke Hayasaka 

Shunsuke Hayasaka

https://static.tvtropes.org/pmwiki/pub/images/cara94_1.png
  • Anti-Villain: He cooperated with ASU-NARO in the past, and seems to be withholding more information than he lets on, but he really does seem like an affable and good-natured person, at least as a dummy.
  • Because You Were Nice to Me: He could not bear to hurt Gin from the get go, despite it being his mission. However, seeing how Gin put his life at risk to try to save him from the locker room trap makes him swear to protect him.
  • Beware the Nice Ones: A pretty affable guy, even perhaps a mild Butt-Monkey who winds up proving to be quite subservient very quickly, but interestingly enough, the fifth likeliest to win the game.
  • Butt-Monkey: Is always targeted first by Obstructors, nearly gets killed in a reactivated trial, can get killed by books, and gets pushed around quite easily. Despite this, he can also potentially become the Sole Survivor of the dummies.
  • Cruel and Unusual Death: If you fail the fight against the flying books in the library, Hayasaka will be brutally torn apart by them.
  • Defiant to the End: Should he die in the Banquet, he'll keep his resolve, encouraging the others to save Gin, and dies a rather fearless death, which could not be said about all of his allies.
  • Distressed Dude: When entering the locker room, Hayasaka is hanged by his collar by a ceiling magnet, forcing the group to attempt a rescue. Eventually, Midori disables the magnet from the control room regardless, dismissing the event as an accident.
  • Dying Declaration of Hate: Makes one in his Victim Video to both his captors and to Sara, promising to curse their names from hell.
  • Easy Amnesia: Discussed, but ultimately subverted. When Sara tries to question Hayasaka about the Death Game, he tries to invoke this by pointing out that their captors likely wouldn't have let him keep any inside information his original self had. While this is definitely true to an extent, it's also very easy to tell that he still knows something. At the very least, he remembers what his own role in setting up the Death Game was.
  • Extreme Doormat: He gets pushed around very easily, going with what most people tell him. Because of this, Gin easily takes the leader role between the two of them, despite Hayasaka being twice his age.
  • Face Death with Dignity: Should he make it to the Banquet and last long enough to learn his life is in danger, he'll bravely declare that he's fine with gambling his life on a chance to finally kill Midori. Should this kill him, all he does is urge the others to keep Gin safe.
  • Gaining the Will to Kill: Subverted. Even though Hayasaka was brought back as an assassin of sorts to backstab the human survivors, he never has the guts to go through with it. Especially when his partner is a child. As the chapter goes on, Hayasaka becomes more and more convinced to work with the humans directly.
  • Intergenerational Friendship: He steadily forms one with his partner Gin, who vows to protect him from all harm. The feeling becomes mutual, and Hayasaka gives it his all to help save Gin during the banquet.
  • I Just Want to Be Normal: While cursing his captors, he protests having only wanted a peaceful life away from all the horrors going on regarding his company.
  • Mauve Shirt: He can get killed in Chapter 3-1A, shortly after confessing his past to the group. Unlike Anzu, he has enough development with his partner for Gin to mourn him.
  • Mirror Character: Keiji compares him to Kazumi Mishima, at least physically, and believes that the reason why Gin is so dedicated to protect him is because he subconsciously views him in a similar light, given that the boy was partnered with the two men for specific sections of the death game. Eventually, Hayasaka proves to be as devoted to his partner as Mishima was to Nao, and they both put their lives at risk to ensure their survival.
  • Nervous Wreck: Not to the extent of Nao, but Hayasaka is very easily rattled and flustered by things that happen around him, often fumbling when things go remotely wrong.
  • Nice Guy: He's a very good-natured, generally helpful person who quickly takes to allying with the survivors for real.
  • Off with His Head!: His human self lost his life to a Pendulum of Death which chopped his head off.
  • Pendulum of Death: His First Trial involved one of these; he didn't make it.
  • Replacement Goldfish: Keiji implies that he's become this to Gin for Mishima, who had worked and bonded with him during the very first half-chapter of the game briefly.
  • Small Role, Big Impact:
    • Doesn't survive the first game and is only briefly seen via recording in Chapter 2-2, but he seems to know even more about Sara's mysterious greater part in this game than she herself does.
    • 3-1 does reveal another major part he played: he provided ASU-NARO with the medical records for every player in the game, providing detailed information that likely allowed them to tailor all sorts of things to the cast.
  • The Smart Guy: He's good with technology and knows how to collect medical information easily, and replaces Sou, should he be killed.
  • Throw the Dog a Bone: Despite his tendency to get the short end of the stick when facing Obstructors, he is one of the three dolls who can survive the banquet.
  • Took a Level in Badass: He becomes less of a pushover as time goes on, and ultimately can be one of the bravest survivors around, very confidently taking a stand against Midori, knowing full well it could mean his own life in the process.
  • Undignified Death: Being Eaten Alive by books is not the best way to go.
  • Weak-Willed: He's incredibly easy to push around, owing to his meek and nervous personality. Even Gin, a elementary student, is more assertive than him. Over the course of the Death Game, however, he grows to be more composed and confident. Should he get to the Banquet and survive long enough, he is the most composed and defiant in the face of death, which is the opposite of how he originally died.
  • Workaholic: Described as such in the artbook, owing to his soul-crushing job as an official worker.
  • Wouldn't Hurt a Child: Heavily implied. Long before the Dummies true roles are revealed, Hayasaka seems nervous at the fact his partner is a child. Even when the truth is exposed, he regretfully and calmly stops Gin from trying to get involved. He later expresses relief that he never hurt Gin.

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