The big gimmick behind Death end re;Quest are the dead ends. What makes them different from traditional games/novels is that they end in death. As a player, this means one wrong choice and you’ll be sent back to whenever your last save was. Thankfully, the developers realized this has the potential to ruin the overall experience, so certain things persist after you fail. This includes experience and cash accumulated between your last save and your time of death, though does not include items found or skills discovered. Naturally, this makes picking the right choices more advantageous than not, though it can also make it a struggle to figure out the right choice. However, thanks to how Death end re;Quest was designed, you can use these systems to your advantage.
While you should save as often as possible, especially if you think you’re going to fight a boss, most cutscenes allow for saving. Normally this would be little more than a neat feature or great way to return to difficult fights, but it can be used to get around most of the dead end consequences. More often than not, you can actually make a save when you’re faced with a difficult choice. Your goal then becomes figuring out the wrong thing to do. This can sometimes be difficult, like one of the bosses you think you’re suppose to run away from is one you need to fight, but regardless of right or wrong, your goal is to get that path. Upon crossing it, Death end re;Quest will save it to a different file, which will indicate you already completed it.
Once you earn the credit for that path, simply select the remaining non-checked paths to view every possible outcome. This won’t get you every possible outcome, as some of them require you to do things like lose a specific fight or choose to do something in game but it will help you get most of them. It also won’t help you every time, so be prepared to redo a couple things but it is still better than redoing potentially hours of work just to see everything Death end re;Quest has to offer.