In this action-adventure thriller, detective Takayuki Yagami goes undercover to unravel a string of twisted crimes at a high school in Yokohama, Japan. Crack the case and some skulls with brutal combat featuring three unique fighting styles and an arsenal of private eye tricks.
54 Side Cases split between Yokohama Ijincho and Kamurocho. Cases No.43+ require the Detective's Essentials Pack DLC. Once Chapter 3 unlocks the Buzz Researcher, you can pull jobs from the boards (Yagami Detective Agency in Kamurocho / Yokohama 99 in Ijincho). Side Case rewards feed directly into SP and School Story stats — run them alongside the main story.
#01Skateboard Detective vs. Resellers
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Ijincho — Yokohama 99
Trigger: Auto-triggered during the main story.
A tutorial case. Chase down sneaker scalpers on skateboard, learning the parkour-pursuit controls and Kaito's tag-team mechanic.
RewardSP + School Story 'Skateboarding' progression flag
#02The Man on the Ledge
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Ijincho — Yokohama Odori apartment
Trigger: Auto-triggered during the main story.
Yagami talks down a man threatening to jump from a rooftop. Pick the empathic line so he steps back from the edge.
Choices
Q. 'Why are you doing this?'A. Hear him out
RewardSP
#03The Robber in the Café
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Kamurocho — Tenkaichi St.
Trigger: Approach Romance Café on Tenkaichi St.
A bank robber is hiding among the café customers. Use Observation mode to pick the suspect, then take him down.
Choices
Q. 'Who's the suspicious one?'A. The sweating man clutching a bag
RewardSP + Detective Sight progression flag
#04Even Ebisu Won't Take a Fourth
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Seiryo High — 3F
Trigger: Triggered in the 3rd-year corridor.
Talk to Amasawa at the MRC, then find Ebisu-sensei in the Faculty Room. Find the traps set for him and warn him, chasing him down and repeating the hunt three times over, then teach the punks a lesson and finally subdue Ebisu-sensei himself.
Reward¥50,000 · 3,500 SP
#05Whereabouts of the Time Capsule
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Seiryo High — Outside grounds
Trigger: Talk to the trio of men outside the school.
Old alumni can't find the time capsule they buried. Yagami digs around the school grounds and recovers it.
RewardSP + memorabilia photo
#06Whereabouts of the Kappa
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Ijincho — Sakuragawa St. North
Trigger: Cut into the conversation between the suit and the drunk.
Defeat the assailant who smashed the kappa statue (¥6,900 and 690 SP), then chase down the runner making off with the kappa (¥50,000 and 3,500 SP).
RewardFree Pass voucher 4 · ¥56,900 total · 4,190 SP
#07Onward, Seiryo High Occult Club!
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Seiryo High — front gate
Trigger: Talk to the male student at the school's front gate.
The Occult Club kid asks Yagami to investigate the school's seven mysteries. Triggers the human-model and Amazawa Curse follow-ups.
RewardSP
#08The Invisible Thief
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Kamurocho — Senryo Ave.
Trigger: Tag the Buzz Researcher word 'Stalker' and investigate.
Stake out a shop where items keep vanishing. Use the camera-tail mechanic to chase the culprit through the back alleys.
RewardSP + Tailing skill boost
#09The Wandering Anatomy Model
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Seiryo High — 1F
Trigger: Investigate the 'Anatomy Model' Buzz word at night.
A school ghost story about a moving anatomy model. Stake out the science room and bust the pranksters behind it.
RewardSP + School stat bump
#10Ryan's Ninjutsu Class is Born!
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Kamurocho — M SIDE CAFE
Trigger: Pick up the request from the Yagami Detective Agency board.
Help foreign ninja-fanboy Ryan stage a convincing ninja act — handle the action shoot and the crowd reaction.
RewardSP + Ninja costume part
#11The Forbidden Flavor
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Ijincho — Moubu Hanten
Trigger: Pick up the request from the Yokohama 99 board.
A Chinatown restaurant's secret recipe is leaking. Compare tastings and statements to expose the thief.
RewardSP + recipe unlock
#12VR Salon: Paradise!
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Ijincho — outside VR Salon Paradise
Trigger: Sugiura brings the VR Salon job.
Star in a promo for a brand-new VR salon. Clear the cringe-acting mini-prompt; rolls straight into Case No.13.
RewardSP + VR Salon free pass
#13VR Salon: Paradise! 2
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Ijincho — outside VR Salon Paradise
Trigger: After clearing Case 12, approach Tashiro outside the salon.
Fallout from Case 12 — defend the manager against fraud allegations in a courtroom-style grilling.
RewardSP + extra VR Salon missions
#14Ijincho Drone Race Opens!
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Ijincho — Drone Race arena
Trigger: Triggered at the Drone Race arena.
Intro for the Drone Race minigame. Clear the first track to unlock the full circuit.
RewardSP + drone parts
#15Hermit Iyama's Calamity
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Ijincho — Isezaki Road
Trigger: Auto-triggered during the main story.
Eccentric 'hermit' Iyama is in trouble. Help him out — leads into Case 16.
RewardSP + Iyama's Elixir recovery item
#16Hermit Iyama: Origin Hunt
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Ijincho — Chinatown, Iyama's Elixir Shop
Trigger: After clearing Case 15, talk to Iyama.
Gather the extract materials and deliver them to Iyama in turn: the roses, the garlic, then the four leaf clover.
RewardThree extract recipes, including Willow Snake and Rushing Tiger
#17A New Partner?
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Ijincho — Yokohama 99
Trigger: Auto-triggered during the main story.
Follow the detective dog and take down the yakuza who show up — the dog joins you afterwards.
RewardDetective Dog · ¥50,000 · 3,500 SP
#18Masked Novelist Jumonji's Crisis
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Kamurocho — Tenkaichi-dori Bldg 1, 3F
Trigger: Accept the job from the Yokohama 99 board.
Meet the client at their Kamurocho office and question the members of Kazuto Jumonji. Talk to Sanada on the rooftop and get him talking, head back to the office to work out the unknown odor, then catch and defeat the suspicious man.
Trigger: Speak to Amazawa in the Mystery Club room in the evening.
Go to the MRC in the evening, then work through Café Plage, questioning the pawn shop owner and inspecting the Ebisu Pawn area. Head to the Batting Center's back door, sneak up on the suspicious man and defeat him.
Reward¥50,000 · 10,000 SP
#34First Errand
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Ijincho — Yokohama 99
Trigger: Accept the job from the Yokohama 99 board.
Meet the client at Wette Kitchen and talk to Manaka, then watch over Toru — and watch over him again while paired with Kaito.
Reward¥100,000 · 10,000 SP · Memoirs of an Eagle (Skill Book)
#35Haruko's Story
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Ijincho — Girl's Bite
Trigger: While progressing the Girls Bar School Story.
Raise Haruko Kawasaki's friendship to 90%, then talk to her at the Girls' Bar to finish it and take her to 100%.
Trigger: After clearing the Girls Bar School Story, raise Emily's affinity to 2.
Meet Emily in front of the station and take her to the café, then choose "It's beautiful." for her hair, "I'm sure you get hit on a lot." for her jacket and "Your nails are super cute." for her hands, and head to Girl's Bite.
RewardIntimacy up
#39Step by Step — Part 2
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Ijincho — Kamiuchi Sta. East
Trigger: Raise Emily's affinity to 3.
Meet Emily in front of the station and take her out for Chinese food, then choose "Just thinking how beautiful you are." for her hair, "I like your outfit today." for her jacket and the friends / be-true-to-yourself line for her purse, and head to Girl's Bite.
RewardIntimacy up
#40Step by Step — Part 3
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Ijincho — Kamiuchi Sta. East
Trigger: Raise Emily's affinity to 4 (night only).
With Emily at intimacy level 4, meet her in front of the station at night to close out her line.
RewardEmily's ending
#41Yagami the Crooked Detective?
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Kamurocho — outside Yagami Detective Agency
Trigger: Clear every School Story.
Look yourself up on the Buzz Researcher, conduct interviews in the Champion District and question the old man. Slip past the murderous old men in disguise, gather intel at Tender, question Jo Masuda, then use the scent to go after the culprit, follow Ranpo and defeat the fake Yagami.
Reward¥50,000 · 10,000 SP
#42The Final Request — Returns
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Ijincho — Hamakita Park
Trigger: Clear every Side Case from No.1 to No.41.
With every non-DLC side case cleared, meet the client at Hamakita Park and defeat Juzo Amon.
RewardSecret Command · ¥500,000 · 50,000 SP
#43Why I Wear the Mascot Suit
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Kamurocho — Children's Park
Trigger: Investigate Buzz word 'Mascot' (DLC required).
Head to Children's Park, find the source of the voice and bring the parched girl a drink with "Water" in its name. Then fill in as Kamulop for Minato and find the troubled townsfolk.
RewardEye of the Dragon · ¥200,000 total · 8,000 SP
#44Stand by Me
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Kamurocho — M SIDE CAFE
Trigger: Raise Minato Todo affinity to 2 (DLC).
Meet Minato at Theatre Square and go to Café Alps, then work through the examine prompts — the Kamulop head ("They must trust you a lot to keep that."), the notebook, her eyes ("Draw eyes on your eyelids?"), the apple tea and the poster.
RewardIntimacy up · ¥50,000 · 8,000 SP
#45Comedy Night Fever
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Kamurocho — Tenkaichi-dori entrance
Trigger: Raise Minato Todo affinity to 3 (DLC).
At night, meet up with Minato and head to the contest venue.
RewardIntimacy up · ¥50,000 · 8,000 SP
#46Can't Stay a Mascot Girl Forever
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Kamurocho — M SIDE CAFE
Trigger: Raise Minato Todo affinity to 4 (DLC).
With Minato at intimacy level 4, meet her at Children's Park at night to close out her line.
Wait for Kyoko Hakase's call, head to Kyakkei Street where she is, and find the person gazing at her.
Reward¥50,000 · 3,500 SP
#48Night Melody
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Seiryo High — Nurse's office
Trigger: Raise Kyoko Hakase affinity to 2 (DLC).
At intimacy level 2, walk with Hakase at night and defeat the thugs who appear.
RewardIntimacy up
#49A Gentle Heart
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Seiryo High — outdoor terrace
Trigger: Raise Kyoko Hakase affinity to 3 (DLC).
At noon, call out to the cat, then examine the tables and chairs, the bulletin board, the cherry tree and the students, and ask Kyoko "So is sunbathing good for the body?". Go to the Nurse's Office at night, then to the restaurant, and punish the driver.
RewardStaminan X
#50The Dream Continues
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Seiryo High — cafeteria
Trigger: Raise Kyoko Hakase affinity to 4 (DLC).
With Kyoko at intimacy level 4, meet her at The Harbor Light during the day to close out her line.
RewardBOSS Light Sugar
#51Pervert Quartet
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Kamurocho — Yagami Detective Agency request
Trigger: Progress the Biker School Story and clear Case 43 (DLC).
Track the perverts who escaped to Kamurocho one at a time. Gather intel at Tender, ask Mari about her panties and use the underwear to find Professor Panty, then beat his students. Next track down Ass Catchem and talk to Kamulop, and work through the rest the same way.
Reward¥153,000 total · 10,300 SP
#52As the Months Turn — Part 1
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Ijincho — Kissa Pocket
Trigger: Raise Tsukino Saotome's affinity (DLC).
Talk to Tsukino during the day or evening, then head to the Seiryo gym and photograph the dodgeball club. Chill with her afterwards and work the examine prompts: laptop, earrings, "That outfit looks great on you." for her shirt, telling her how mature she has become for her hair, then the coffee.
RewardIntimacy up · ¥50,000 · 10,000 SP
#53As the Months Turn — Part 2
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Ijincho — Kissa Pocket
Trigger: Raise Tsukino's affinity to 2 (DLC).
Talk to Tsukino during the day or evening, head to the dance club and photograph it, stop by the Faculty Room, then walk her to the station.
RewardIntimacy up
#54As the Months Turn — Part 3
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Ijincho — Kissa Pocket
Trigger: Raise Tsukino's affinity to 3 (DLC).
With Tsukino at intimacy level 3, meet her at the café at night to close out her line.
RewardTsukino's ending
Collectibles
1 categories
Region-by-region collectibles and side-mission rewards grouped by category.
Paint Search — 56 Squirrel Tags
After unlocking Paint Search at the Daidoji Hideout, collect all 26 squirrel tags in Kamurocho and 30 in Isezaki Ijincho. All four gadgets (mic, drone, radio detector, detective dog) are required.
56▼
Rewards include paints, plates, inner wear, skill books, and gems. Combine with outfit/item cleanup.
Each region map marks squirrel-tag locations by number; map numbers match the card numbers.
Click a red dot on the map for details. Collected dots show a green check.
Lost Judgment runs across Kamurocho and Ijincho, and Seiryo High's School Stories make up half its minigames. Those unlock off Yagami's leadership stats — teamwork, focus, guts and appeal — so when one club stalls, the intended move is to push a different club until the stat catches up. Outside school there are drone races, the Dice & Cube VR board game, the Club SEGA cabinets, the gambling den and casino, and darts.
Misc
School Stories / the Mystery Research Club
Difficulty
The Mystery Research Club room, West Tower 1F, Seiryo High — Main Case Chapter 2
The hub for the school-drama missions, where Yagami infiltrates Seiryo High's clubs as an outside advisor. It starts in Chapter 2 by saving the Mystery Research Club from closure, after which its president Kyoko Amasawa assigns you the other clubs. None of it affects the Main Case — like Side Cases, you take it at your own pace.
New School Stories unlock off leadership: teamwork, focus, guts and appeal, each raised by different clubs. Teamwork comes from dance and robotics; focus from robotics, e-sports, boxing, the casino and photography; guts from boxing, the casino and the biker gang; appeal from dance, skateboarding, the biker gang and the girls' bar.
When one stalls, push another — that's the intended loop. The guide's own reading is that the gate is probably the summed progress percentage across all School Stories plus main-story progress, rather than any single leadership level.
The phone's ToDo app has a School Stories tab telling you what's next, and event locations show on the map as green folder icons.
Finishing every School Story requires the main case to reach Chapter 9, where you rejoin Sugiura at the Yokohama 99th; no amount of leadership grinding completes them before that.
The dance studio, Seiryo High B1 — Main Case Chapter 2
You advise Seiryo Rabbits, the dance club chasing a contest win. It's a falling-note rhythm game: clear when the Quality gauge finishes above the clear line.
Hit square, cross, triangle and circle on time to raise Quality. Notes joined by a line are two-button simultaneous presses; tall notes are holds for their full length.
Costumes make the Quality gauge climb faster, and they're sold at the Hustle Clothing Store in Yokohama's snack district — when you're just short, buy one rather than re-grind the chart.
Before a lesson you can equip an EX Routine — learned by reading Dance Manuals found in the story and around town — and trigger it mid-song with left, down or right on the d-pad for a per-routine advantage.
A dedicated boxing action mode, separate from field combat. Sparring and matches run four three-minute rounds, with draws decided on punches landed and knockdowns.
Health is the green bar up top; emptying it knocks you down, and three knockdowns in a round ends the fight. You get up by mashing cross, and how much mashing depends on your remaining stamina. Health refills between rounds.
Stamina is the circular gauge at your body. Empty it and you can't string attacks; take a straight or hook while nearly empty and you seize up entirely for a while.
Stamina drains on every punch (harder punches cost more), on whiffs (expensive), on dodges, and when you take body shots. It regenerates slowly when idle, and blocking a body shot gives a small refund.
Misc
Robotics club (territory robot battle)
Difficulty
The AV prep room, East Tower 4F, Seiryo High — Main Case Chapter 3
You infiltrate the robotics club, which is chasing a win at the corporate-run RE Robot Contest. Its minigame is a territory battle: blue for you, red for them, three robots a side expanding their area.
Whoever holds more area when the clock runs out wins, and winning drops materials — which become the parts that make the next machine stronger.
The story turns on Yagami subbing in for an absent student at a practice match against another school — win it and club president Domu Okitegawa starts taking him seriously.
Robotics is one of the best clubs for raising both teamwork and focus, so run it when another School Story is gated on either.
Ijincho — Chapter 3 at Guts Lv.2; the bike garage is on the street in front of the Jinnai overpass
The death races of Ijincho's biggest bike gang: deliberately dangerous runs where blocking and violence are legal, and you win by finishing ahead of the Head.
The Head starts out in front. Closing the gap means tackling and boosting through the mob riders on the way, and each Head throws their own signature interference at you.
Controls: left stick to move side to side, R2 accelerate, L2 brake, stick plus cross to drift, stick down for a wheelie, circle to boost, and stick plus square to tackle.
Beating Kanasugi in the tutorial race opens the bike garage through Amasawa's connections: customisation (upgrades and colour), practice runs to learn a course, the death races themselves, and swapping bikes.
Sports
Skateboarding community
Difficulty
The Ijincho skate park — Chapter 3, Teamwork Lv.3
It opens on a graffiti turf war between the Ijincho Hounds and Blue King. The minigame is park missions: beat the target score inside the time limit.
Score comes from tricks, and the loop is collecting the coin-shaped skate points scattered around the park while landing them.
Landing GREAT-or-better tricks back to back builds a combo, shown on the right, worth a 110% multiplier at one combo — so keeping the chain alive beats going for bigger individual tricks.
The community's prize exchange hands out Free Pass Voucher 1 for the VR board game — collect all six free passes and Dice & Cube becomes unlimited, so pick this one up early.
The computer room, Practice Building 4F, Seiryo High — Chapter 3, Appeal Lv.2
A cheating scandal in the e-sports club, played out through Virtua Fighter 5 matches. Club member Machio Toki asks Yagami to clear president Genya Sanbonmatsu's name.
The matches aren't hard, but if you want them over quickly the sumo character Taka-Arashi is the easy pick.
With Taka-Arashi, just mash triangle — it chains the thrust combo on its own and simply bulldozes the opponent.
The only thing to watch is their wake-up attack: block it or stay out of range, then go back to mashing once they're up.
TownGo's school missions here are beating Fujiwara (10 Sp), Yoshiba (10), Uozumi (60) and Sanbonmatsu (150), plus reaching two and four wins.
Bar / hostess
Girls' bar (Girl's Bite)
Difficulty
Girl's Bite in Ijincho — Chapter 4, after catching secretary Masuyama
A student who claims to know the Professor's identity let it slip to Emily, the bar's number one — so Yagami works the room to get her talking. Entry is ¥2,000 and a drink ¥800.
You order a cocktail before talking, and whoever is serving you drinks it too — so order what she actually likes.
During cocktail talk, a CHOICE prompt gives you a timer to build the right word combination from three options — pick with triangle, square and cross in order one, two, three, and circle undoes a wrong pick. Correct combinations raise her excitement, and past a threshold that converts into the friendship gauge.
Cocktails raise Yagami's drunkenness, which garbles the word choices — kanji and katakana render as hiragana — and forces you out at maximum. The Drinker skills raise that ceiling.
Photography
Photography club (scoop missions)
Difficulty
The photography club room, Seiryo High 3F — Chapter 3, Guts Lv.4
The photography club shoots delinquency as its theme, on the theory that showing offenders pictures of themselves will make them reflect. Club president Mei Toribe is reckless enough about it that Yagami has to tag along.
Delinquents you photograph will often just swing at you — plan the shot expecting a fight to follow.
The club raises focus, but it needs Guts Lv.4 to appear — so run boxing, the casino or the biker gang first to get there.
The investigative point is that following the delinquents turns up leads on the Professor, and TownGo carries its own photography missions on top (the first is worth 30 Sp).
The members-only casino in Ijincho — Chapter 3, after the side case 'The Man on the Ledge'
A School Story and a play spot at once: Seiryo student Kohaku Hayakawa is rumoured to be getting into Ijincho's members-only casino, so Yagami goes in after him. Poker and blackjack are on the tables.
Buy chips from the attendant before you can play, and trade winnings back at the same counter.
The prize counter carries Free Pass Voucher 3 for the VR board game — one of the six, so don't skip it.
Blackjack counts pips at face value, J/Q/K as ten and an ace as 1 or 11 while the total stays at or under 11. Poker is Texas Hold'em — two hole cards plus the board, betting or folding each round.
The casino raises focus and guts together, so running it unblocks both photography (Guts Lv.4) and boxing (Focus Lv.2) at once.
Racing
Drone racing (Dx League)
Difficulty
Inside the football ground on west Basha Highway, Ijincho
Reaching Chapter 3 triggers the side case that opens the drone track, after which it's free play. The goal is conquering the Dx League, racing against ten other drones.
Left stick moves forward, back and sideways; right stick climbs, descends and turns; L1 brakes, L2 looks behind, R1 is turbo, L3 swaps the view, and the touchpad retires or restarts.
Turbo isn't always available: fly a while and TURBO appears beside the speedometer at the bottom right, then R1 spends it on a short burst — save it for a straight.
Boost gates line the course: fly cleanly through a blue ring for a timed boost, an orange one for a tornado boost. Thread the centre rather than clipping the edge.
Board game
Dice & Cube (VR board game)
Difficulty
VR Salon Paradise, in the basement of a building on Umineko Street, Ijincho — unlocked by the same Chapter 3 side case as the drone races
Roll dice, move that many squares through a VR-dressed city, clear the events and beat the NPC racers. It's primarily a money-making spot.
Each run costs a Play Pass item, obtained from other play spots' prize exchanges.
Collect all six Free Passes and it becomes unlimited — much less friction than feeding it a Play Pass every time, so get them early.
Where the six vouchers come from: the Ijincho skate community's prize exchange, Kamurocho's paint search, the casino prize exchange from the casino School Story, the Ijincho side case about the kappa, the Ijincho cat-communication content, and the Ijincho gambling den's prize exchange.
Arcade
Club SEGA arcade
Difficulty
Club SEGA on Nakamichi Street and at Theater Square in Kamurocho; Game Center Sasaki and Club SEGA Chinatown in Ijincho
Real SEGA arcade titles, each carrying a TownGo shop mission for a high score. Which cabinet sits in which arcade differs, so check the location before chasing a mission.
Fantasy Zone (1986) is the Opa-Opa side-scroller where you shoot enemies for coins and buy weapons and engines. Eight rounds, each with ten bases to destroy before the boss appears, and the red cells on the bottom gauge show how many are left. It's at Club SEGA Nakamichi and Game Center Sasaki, and the high-score mission is worth 100 Sp.
Space Harrier (1985) runs eighteen stages of pseudo-3D shooting. You don't need to kill the small fry, and in places your own cannon fire blocks the view — some stretches are easier if you simply don't shoot. It's at Theater Square and Chinatown, mission worth 100 Sp.
Super Hang-On (1987) is checkpoint bike racing across Beginner, Junior, Senior and Expert courses. It's at Theater Square and Chinatown, and the mission is 100 Sp plus scoring over six million.
Gambling
Mahjong
Difficulty
The mahjong parlours in Kamurocho and Ijincho
Standard four-player mahjong: build the strongest hand you can inside the allotted rounds.
Square declares riichi, and placement bonuses apply by finishing order.
Rules are adjustable before you sit down — turn off anything you're not comfortable with.
Ranking matches, Trial Run and tsume-shogi, paying Shogi Points for prizes.
TownGo's shop missions include winning without using takebacks: one such win is worth 10 Sp and three is worth 30. Use takebacks freely otherwise, but not in a game you're counting toward those.
Tsume-shogi problems finish far faster than ranking matches, so they're the efficient option when you only need points.
Koi-koi and oicho-kabu on hanafuda. Its prize exchange holds Free Pass Voucher 6 for Dice & Cube, so it's a mandatory stop at least once.
Koi-koi is head to head. The earlier month deals first and the winner deals after that; match a month between hand and field to take the pair, otherwise place a card.
A completed hand can still be pushed with a koi-koi call for something bigger — banking the small win or reaching further is the whole decision.
Oicho-kabu uses the forty cards from months one to ten: get the last digit of your two or three cards closer to 9 than the dealer's. January counts as 1, May as 5, October as 0.
Three modes — 01, Cricket and Count Up. The girls' bar's board runs the same rules and doubles as a way to raise a hostess's friendship.
Singles score face value, doubles double, triples triple, and both bulls are 50. A power gauge slides as you throw — press in the best zone — and the dart itself still adds wobble.
01 reduces a score to exactly zero — of 301/501/701/901, 301 is quickest. Two rounds of three bulls plus a final 1 finishes 301, which carries you through the intermediate opponents and, played cleanly, the advanced ones too.
Cricket only counts 15 through 20 and the bull: singles are one mark, doubles two, triples three, and three marks closes the number, turning it from yellow to pink.
Results raise the song's level gauge, and maxing it advances you to the next competition — if the story won't move, repeat lessons to raise the song level.
Push the left stick up or down to split head and body shots and aim wherever they aren't guarding. Square is a fast, weak, spammable jab; triangle a strong slow straight that chains twice; circle a big single hook that breaks guard; L1 blocks.
Friendship rises from drinks, cocktail talk and the bar's dartboard, which you can examine to play with a chosen hostess. Maxing it marks her complete.
The route to Emily runs through becoming a regular for the others first. Mori, the self-styled evangelist propping up the bar, explains the rules and reads out your current standings.
The drone lab at the same venue develops parts, and single races and test flights are selectable — swap parts, learn the course on a test flight, then enter the Grand Prix.
OutRun (1986) has sixteen route permutations across five stages, each with a two-way branch, and every checkpoint adds roughly sixty seconds. You drive until the clock runs out. Circle or R2 accelerates, square or R1 shifts, cross or L2 brakes.