Guides

Rain Code Chapter 5 | And Then I Was Gone Walkthrough

by NightlyGamingBinge in

Welcome to our walkthrough for Rain Code Chapter 5 | And Then I was Gone in Master Detective Archives!

Dilapidated Shack

Once you gain control of Yuma, head forward down the hall. After the cutscene, you’ll reunite with Kurumi. When you gain control of Yuma again, return to the shack to find the Memory Shard – Going Home Cuz I’m Scared… on the bookshelf in the hallway.

Abandoned Village

To continue the story, follow the path around the house and interact with the person in the yellow raincoat. Afterwards, Yuma will run away. When you gain control of him, make sure to grab the Memory Shard – This Won’t Fit in the Mail from the desk. Next, interact with the envelope then speak with Kurumi about the rumor. Once again you’ll need to escape. Follow the path until a cutscene triggers. When it ends, follow the path to the northeastern side of the village where you’ll find the priest from the Nail Man case. Speak with him then successfully press the quick time event prompts while escaping.

After you fall down the long hill, you’ll be in a construction site. Examine the Memory Shard – Treasure at the Construction Site! right in front of it then enter the building.

Deserted Factory

When you gain control of Yuma, pass by the conveyor belts and enter the next room. After a brief cutscene, continue through the factory. To get away from the zombies… Use sound. Head forward a short ways then interact with the tablet on the ground.

With the zombies distracted, head forward and interact with the bones. Once the cutscene ends, continue making your way through the factory. Once again you’ll have to distract the zombies using the robot then interact with the remains on the floor. Continue with the guided tour until you reach Fake Zilch. He’ll reveal more information.

Kurumi will then disappear and you’ll begin your search for her. Head down the stairs to find a tablet on the ground. Activate it then interact with the remains the zombies were munching on. You’ll see a mysterious figure on the stairs so follow it.

Abandoned Village

You’ll follow the figure out of the building and down a tunnel. Eventually you’ll reach a destroyed gate. Interact with this gate to enter the underground facility.

Abandoned Lab

Follow the corridor to reach Dr. Huesca and speak with him. When you regain control, continue heading deeper into the facility. In the control room, speak with the man wearing a white suit. Afterwards, continue following the path. Once the cutscene ends, return to the Factory.

Deserted Factory

Inside the factory continue with the rest of the tour. Note that you can speak with Fink the Slaughter Artist for some optional dialog / insight into what happened. You’ll find him at a dead end before the corpse of Fubuki. After you inspect the corpse, speak with Kurumi. Speak with her again when you’re ready to proceed. After witnessing the truth, head through the door to enter the refrigerator. Inspect the corpse’s packet to gain more knowledge. Leave the refrigerator and exit the factory.

Abandoned Village (Narrow Path)

Follow the path and cross over the red bridge. Look to your right to find the Memory Shard – Beyond the Red Bridge on a rock. Continue forward a short way. Just before you reach the building, look to your left to find the Memory Shard – Princess Kaguya in the Bamboo Grove in the bamboo.

Mind-Cleansing Bath

Enter the building and press the red button on the wall. With more truths revealed, you’ll enter the Mystery Labyrinth.

Mystery Labyrinth

Once in the Mystery Labyrinth, head down the long hall and enter the doorway at the end just like always! As you continue through Kanai Ward, you’ll be presented with your first question! Once you answer it, continue through Kanai Ward to find more!

QuestionSolution Key / Answer
What was the cause of Amaterasu and Kanai Ward’s development?Homunculus Research
Why did the Unified Government request the homunculus research?For military purposes

REASONING Death Match

StatementSolution Key / Repel
Homunculi are just a fantasyRepel
It was a complete failureHomunculus Experiment Report Memo

Mystery Labyrinth Options

QuestionSolution key
Who is the person with the “world’s greatest mind”?Memo on Corpse
What occurred at Kanai Ward in the name of scientific research?Project: Homunculus
What was done in Kanai Ward for the sake of research?Blood Test for All Residents
What was created from Project: Homunculus?Kanai Ward’s Residents
What happened as a result of Project: Homunculus?The Blank Week Mystery

Shinigami Puzzle

QuestionAnswer
All of Kanai Ward’s residents were _ _ _ _ _ _ _ during the Blank WeekR – E – P – L – A – C – ED

Reasoning Death Matches

StatementSolution Key / Repel
They couldn’t have been swappedRepel
Their memories would be totally different tooHomunculus Characteristics
There wouldn’t be a gap in their memories!Defective Homunculus
No one was killed by the homunculi The Doctor’s Confession Video

Mystery Labyrinth Options

QuestionAnswer
What is the reason for the unending rain in Kanai Ward?To block out the weakness of the homunculi
Where do Kanai Ward’s dead end up?Rural village
What is the source of nutrition for Kanai Ward residents?Meat buns

Shinigami Puzzle

QuestionAnswer
Kanai Ward residents’ _ _ _ _ blood is evidence of their physical abnormality.P – I – N – K

Deduction Denouement

With all the mysteries solved, it’s time to put everything together. To solve how the whole crime played out, you’ll need to create the book. The table below lists which Solution Key goes on which page. When you’re done a scene will play out going through the whole incident.

PageSolution
Part 01 The Beginning of ThingsHomunculi
Part 02 Running Project: Homunculus (Left)Dr. Huesca
Part 02 Running Project: Homunculus (Right)Blood Test
Part 03 Defective Homunculus DefectsSunlight
Part 04 “The Blank Week Mystery” (1)Rain Cloud Generator

Battle with Mystery Phantom Makoto

QuestionAnswer
When did Makoto arrive at Kanai Ward?Three years ago
What was happening in Kanai Ward when Makoto arrived?The Blank Week Mystery
What did Makoto do to protect Kanai Ward?Isolation
What did Makoto do as the CEO?Ended homunculus research
What crime did Makoto commit?Mass kidnapping
The Master Detectives were assembled…To oust Yomi

Shinigami Puzzle

QuestionAnswer
What is Makoto?HO – MU -NC – UL – US

Battle with Mystery Phantom Makoto Cont.

QuestionAnswer
Where was Makoto born?UG research facility
Makoto’s DNA is based on…Number One

Spot Selection

For this spot selection, you’ll need to identify what feels out of place? The answer is the cut on his left arm!

Battle with Mystery Phantom Makoto Cont. Again

Questionanswer
How did Makoto enter the Mystery Labyrinth?Coalescence
Who used coalescence?Makoto
Yuma’s true identity is…Number One
Who gave up their identity as Yuma Kokohead?Ramen Stand Owner

After your battle with Makoto, press the quick time event prompts that trigger when Shinigami busts through the door.

Last Stand

For this event, you’ll need to repel all the statements each time they appear on the screen. After the first repelling of the statements, you’ll need to pick who the real Makoto is. The answer is the one who has a sword! For this Last Stand, you’ll also need to correctly press the quick time event prompts that occur after you repel the statements. At the end, you’ll have to make a choice. Make your selection! After the lengthy cutscene, the chapter will conclude!

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Master Detective Archives: Rain Code Memory Shards Guide

by NightlyGamingBinge in

Welcome to NGB and our Master Detective Archives: Rain Code Memory Shards guide. In Master Detective Archives: Rain Code, Memory Shards can be used to unlock Gumshoe Gabs, which are short episodes featuring the detectives. These Memory Shards are missable so be sure to follow our guide below to obtain all the shards in Master Detective Archives: Rain Code!

Chapter 1 Memory Shards

First Step

Location: River Bank

After leaving the sub, Shinigami will point out a blue orb on the ground in a doorway. Make your way over to it then examine the object to receive the Memory Shard.

Storage in the Underground World

Location: Kamasaki District (Underground Sector)

This memory shard can be found on a wooden crate in a small storage room along the eastern path of the Underground Sector.

Even Crows Want to Pray

Location: Church

This Memory Shard can be found on the left side of the church. You can reach it from the northeastern part of Kamasaki District.

The Kids’ Secret Hangout Spot

Location: Clocktower (Front)

This shard can be found next to the giant tree in the fenced-in area behind the Clocktower.

The Iron Coffin Bed

Location: Kanai Station

This shard can be found on a metal cart near the gates to the train.

Solar and Lunar Wink

Location: Kamasaki District

This Memory Shard can be found in the eye of the sun/moon fixture hanging up on the restaurant wall in the Sun & Moon Hotel.

Can’t Live Without Books

Location: Kamasaki District

This Memory Shard can be found at the very top of the district on a bookshelf of the book store.

Behind the Glittering City

Location: Ginma District

The memory shard for this hint can be found on a crate in the northeastern alleyway of the area.

Chapter 2 Memory Shards

Let’s Meet in Front of the Fountain

Location: Aetheria Academy

This shard can be found on the west side of the fountain in front of the academy.

Let’s Peek at the Microscopic World

Location: Aetheria Academy (Chemistry Lab)

When disguised as Martina in the academy, look for this Memory Shard on a desk next to a microscope.

Chapter 3 Memory Shards

A Shattered Home

Location: River Bank

This shard can be found under some rubble from the destroyed agency.

Secret Peek

Location: Resistance Hideout

This shard can be found on a desk in the hideout.

Very Bad City, Very Bad Cars

Location: Dohya District

This shard can be found behind the Resistance Hideout next to a white van.

Going Against It with the Big Guy

Location: Dohya District

This Memory Shard can be found south of the Mysterious Hut on a ledge.

Lunchtime in the Business District 

Location: Marunomon District

This shard can be found on a food truck in the northern part of the area.

Floating Peacefully

Location: Marunomon District

This shard can be found on a crate floating in the water. You’ll come here via a boat on your way to the Power Plant.

Chapter 4 Memory Shards

Kanai Ward’s Highest Welcome

Location: Kanai Tower (Makoto’s Room)

This shard can be found on a light fixture near the front door.

Yellow Car and Lion Statue

Location: Kanai Station Square

This shard can be found in the mouth of a lion statue along the river on the south side of the area.

Patrolling

Location: Amaterasu Corporation (Security Room)

This shard can be found on the chair by the security cameras.

Find the Secret of the Toys

Location: Amaterasu Corporation (Robot Lab)

This shard can be found on the arm of a robot in the lab.

Chapter 5 Memory Shards

Going Home Cuz I’m Scared…

Location: Dilapidated Shack

After you reunite with Kurumi, return to the shack to find this shard on the bookshelf in the hall.

This Won’t Fit in the Mail

Location: Abandoned Village

After interacting with the man in the yellow raincoat, Yuma will run away and seek shelter in a building. This shard can be found on a desk inside.

Treasure at the Construction Site!

Location: Abandoned Village

After falling down a long hill as part of the main story, you’ll end up at a construction site. Interact with this Memory Shard in front of the porter potty.

Beyond the Red Bridge

Location: Abandoned Village (Narrow Path)

After learning the secret of the meat buns, you’ll leave the factory. Head down the path and cross the red bridge. At the end, look to the right to find it on a rock.

Princess Kaguya in the Bamboo Grove

Location: Abandoned Village (Narrow Path)

Press forward a short ways from the above memory shard. Just before the building look to your left to find this shard in some bamboo.

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Chapter 4 | The Imperfect Insider Walkthrough

by NightlyGamingBinge in

Welcome to NGB and our walkthrough for Rain Code Chapter 4 | The Imperfect Insider in Master Detective Archives!

Kamasaki District

Before you start the main chapter, you can complete the following requests:

  • No. 13 Her Name Is Fubuki, the Legendary Waitress!
  • No. 14 Lending the Church a Hand Again
  • No. 15 Lost in the Rain
  • No. 16 The Fortune Teller Sees All

Check out our Chapter 4 Requests guide page for more information on how to start and complete these requests.

Once you’re ready to begin the main quest, interact with the following in the Kamasaki District:

  • Serious Woman – Southwestern corner, west of the bus stop
  • Mild-Mannered Man – Northwestern corner
  • Sullen Man – Underground Sector
  • Gossipy Woman – Underground Sector
  • Difficult Man – Northeastern corner

After you’ve spoken with everyone, Kurumi suggests visiting Makoto so head to Kanai Tower.

Kanai Tower

Approach the elevator to trigger a cutscene. Speak with Makoto about the Secret Lab. Before you leave, make sure to grab the Memory Shard – Kanai Ward’s Highest Welcome from the light fixture near the front door!

Nocturnal Detective Agency

After speaking with Makoto, head to the Nocturnal Detective Agency and speak with the following people:

  • Chief
  • Kurumi

With your goodbyes said, Yuma will exit the agency with Kurumi hot on his heels!

Kanai Station

Grab the Memory Shard – Yellow Car and Lion Statue from the mouth of a lion statue along the river on the south side of the area. When you interact with the yellow car, the game will tell you that it will be impossible to return here for some time. When you’re ready, agree to continue.

Amaterasu Corporation

When walking with Makoto, you’ll have the opportunity to speak with him about 3 topics. Go through them all then you’ll continue the tour with Makoto. After exiting the elevator, approach the Peacekeeper to find out why the gate’s open. When you gain control of Yuma, follow Makoto through the lab.

After the long cutscene, you’ll find yourself in the Security Room. Make sure to pick up the Memory Shard – Patrolling on the chair!! When you’re ready, interact with the door to leave the room. After the cutscene, interact with the door again to actually leave.

When at the doctor’s door, you’ll be presented with a question: “To bypass security and protect the doctor, I should…”. Select Use a toy.

Run down the hallway and approach Desuhiko. After a quick cutscene, you’ll be able to explore the Robot Lab. Make sure to grab the Memory Shard – Find the Secret of the Toys from the robot’s arm then interact with the following objects in this room:

  • Ama-Pal Poster
  • Neurotic Researcher
  • Lab
  • Shelf
  • Sleep-Deprived Researcher
  • Monitor
  • Ama-Pal
  • Robot Researcher

When you regain control of Yuma, interact with the Intercom. You then need to drive Ama-Pal to Dr. Huesca’s critical lab. After making it through the toxic gas room, you’ll be posed with the following question: How do I keep stepping on the panels in the right order? The answer is Fubuki’s Ability!

After Desuhiko gives the Panel Room puzzle a try, he’ll give the controller for Ama-Pal back to you. The correct pattern of the panels to step on is as follows:

  • Up
  • Left
  • Up
  • Right
  • Up (towards wall not door)
  • Left
  • Up (Do not set on the left panel in front of the door! Instead head up and walk off onto the narrow pathway.)

Congratulations! You successfully made it across the room. As you approach the door, a cutscene will trigger. Afterwards, press X to extend Ama-Pal’s arm to the switch then press X to retract it. Maneuver the robot around the door. After the cutscene, interact with the following:

  • Doctor’s Corpse
  • Disarm Button

Press X on the disarm button when prompted. Yuma and his friends will rush in and a long cutscene will trigger. When you arrive in the Amaterasu Lab (Security Room) again, speak with all the detectives. Speak with Fubuki again to progress the story then speak with Vivia to learn about his Forte.

After gaining control of Yuma, pass through the door. Approach the ghosts to receive a tutorial on Spectral Projection. Make your way to the doctor’s lab. You’ll need to follow the paths with the smaller ghosts. Slip past them until you finally reach the lab in the north. Once in the Critical Lab, begin your investigation! Interact with the following items:

  • Front Chamber
    • Intercom
  • Air Lock
    • Decontamination Device
  • Toxic Gas Chamber
    • Toxic Gas Vents
  • Panel Chamber
    • Decontamination Device
    • Door Switch
  • Main Chamber
    • Ama-Pal
    • Doctor’s Corpse
      • Doctor’s Corpse
      • Knife Used as Murder Weapon
    • Medicine Cabinet
    • Doctor’s Computer
    • Doctor’s Notebook
    • Two Peacekeepers
    • Food Cabinet
    • Vent

Once you’ve investigated everything, select to end the investigation. Backtrack to the front chamber and pass through the wall to encounter Vivia. After the long cutscene, return to the Security Room. Follow after Vivia through the door. Another investigation will occur. Inspect the following:

  • Northeastern Hallway
    • Researcher and Peacekeeper
  • Storage
    • Disorganized Files
  • Central Lab
    • Eavesdrop
    • Large Machine
    • Some Sort of Machine
    • Inspection Machine
    • Equipment
    • Lab
    • Two Researchers
    • Shelf
    • Electrical Room
      • Server Equipment
      • Electricity System
      • Researcher and Peacekeeper
  • Northern Hallway
    • Bloodstains on the Floor
    • Houseplant
  • Robot Lab
    • Lab
    • Monitor

Once you’ve checked everything that you could, end the investigation. When you regain control of Yuma, head to the Critical Lab. Approach the Doctor’s Computer then interact with it.

Mystery Labyrinth

Next up is you guessed it… the Mystery Labyrinth!!! When you regain control of Yuma, head down the long hallway. At the end you’ll be presented with your first Mystery Phantom. Take Yomi out using a Reasoning Death Match!

Reasoning Death Match

StatementSolution Key / Repel
There couldn’t be an intruder!Shoe Print of Ama-Pal’s Head
You proved that yourself!Repel
There’s no place to hide in the critical lab!Air Lock Decontamination Device

Mystery Labyrinth Option

Immediately following the Reasoning Death Match, you’ll be presented with a question… Was there an intruder? The answer is Yes! After selecting this answer, continue down the long hallway and pass through the doorway at the end. You’ll reach another question: How did the culprit enter the lab? All 3 answers are incorrect but you’ll need to work through each one. Select each option then use logic to say why it is not correct.

OptionLogic
Deactivated security by cutting powerSecurity Power Supply
Never entered in the first placeStab Wounds in Back
Invited in by the doctorSecurity Log
Entered and killed via Spectral ProjectionGhost Form Traits

Shinigami Puzzle

For this puzzle, the question is “Who” is capable of overcoming the security system? The answer is Am – A – PA – L!

Mystery Labyrinth Options

For the question of “Who are you?” was directed at who?, the answer is No one!

Reasoning Death Match

StatementSolution Key
The doctor was loyal to Amaterasu!The Doctor’s Email Records

Mystery Labyrinth Options

QuestionAnswerSolution Key
How did the doctor plan to escape Kanai Ward?Swapping PlacesThe Doctor’s Notes
The culprit entered the lab before Ama-PalYes

Spot Selection

During this Spot Selection, you’ll be asked where was the culprit before the crime was committed. The answer is the Air Lock (long horizontal rectangle).

Mystery Labyrinth Options

QuestionAnswer
How did the culprit use Ama-Pal?Neither
Where was the culprit before the crime?On top of Ama-Pal’s head
Hod did the culprit use Ama-Pal?As transportation
What caused Ama-Pal to malfunction in the air lock?Culprit jumped on it
Why didn’t the culprit appear on camera?They were on top of the head
When did the culprit get off Ama-Pal?When opening the door

Reasoning Death Match

StatementSolution Key / Repel
If Ama-Pal’s line of sight changed just a bit…Ama-Pal’s Design
It wouldn’t be from behindRepel
He would’ve heard someone coming!Information on Dr. Huesca
No living human can breech itFubuki’s Forte
You’ll die before reaching HuescaToxic Gas Properties
The hitmanRepel

Culprit Selection

After you defeat both the Mystery Phantom and Vivia, you’ll be posed a question: What was the clue leading to the true culprit? The correct Solution Key is the Photo. Afterwards you’ll need to select the culprit. Choose the middle photo (the one containing Yakou Furio).

Battle with Vivia

For this battle, just press the first prompt that appears. When you get to the question: Who caused the blackout? Wait until you get the prompt for Fink the Slaughter Artist.

Deduction Denouement

With all the mysteries solved, it’s time to put everything together. To solve how the whole crime played out, you’ll need to create the book. The table below lists which Solution Key goes on which page. When you’re done a scene will play out going through the whole incident.

PageSolution
Part 01 Target’s LocationAmaterasu Corporation
Part 02 Crime PreparationsPeacekeepers
Part 03 Lab on High AlertIntercom
Part 04 During the BlackoutDecontamination Device
Part 06 How to Bypass Security (1)Ama-Pal
Part 06 How to Bypass Security (2)Fubuki’s Power
Part 07 Dr. Huesca’s Murder (2)Knife
Part 08 Culprit’s Murder (1)Fink
Part 08 Culprit’s Murder (2)Yakou

After the Deduction Denouement, you’ll be presented with a question: Have all the mysteries been solved? Select Some mysteries remain.

Shinigami Puzzle

QuestionAnswer
The remaining mystery is Dr. Huesca’s _ _ _ _ _E – M – A – I – L

Reasoning Death Match

StatementSolution Key / Repel
It’s solved.Repel
There is nothing connecting Yakou to Anonymous!Lab Map
Anyone could find it!Storage Key

After the long cutscene, speak with Makoto.

Abandoned Building (Rooftop)

Speak with Kurumi.

River Bank

After the long cutscene, speak with Vivia.

Nocturnal Detective Agency

When you’re ready to close out the chapter, speak with Halara then Vivia!

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Requests | Complete Chapter 4 Guide

by NightlyGamingBinge in

Welcome to GB and our Rain Code Requests guide for Chapter 4! While working to solve the mystery that is Kanai Ward’s Ultimate Secret in the Master Detective Archives: Rain Code, Yuma will come across people in need of help indicated by a green question mark above their head. Speak with them to accept and complete their request to earn additional Detective Points. Requests can only be accepted and finished in the chapter they appear so make sure to complete them as you come across them. This guide will walk you through where to find requests and how to complete them in Chapter 4 – The Imperfect Insider.

No. 13 Her Name Is Fubuki, the Legendary Waitress!

Location: Ginma District – Golden Path Cafe

Client: Passionate Man

Speak with the Passionate Man near the bus stop in the Ginma District at the beginning of Chapter 4. He’ll ask you several questions.

QuestionAnswer
Fubuki’s hair was…Tied back
Fubuki’s right ear has how many piercings…3
What was her name?Fubuki

Afterwards, you’ll be given the final task of finding an item that would make Fubuki happy. Travel to Kamasaki District in search of this item. You’ll find it in the Underground Sector at the Variety Store on the west side. Now that you have the item, return to the Passionate Man to complete the No. 13 Her Name is Fubuki, The Legendary Waitress! quest. As a reward, you’ll receive 100 Detective Points!

No. 14 Lending the Church a Hand Again

Location: Church

Client: Nun

You can speak with the Nun at the beginning of Chapter 4. She’ll want you to listen to the resident’s woes again and give them advice!

PersonLocationAdvice
Worried ManKanai Tower (Entrance Front)A book
Woman Who Hates Being Hit OnAetheria AcademyLeave it to me
Woman with Stage FrightClocktowerI think things are okay as they are

After speaking with all the people, return to the Nun at the Church to complete the No. 14 Lending the Church a Hand Again request. As a reward, you’ll receive 100 Detective Points!

No. 15 Lost in the Rain

Location: Clocktower

Client: Iruka

You can speak with Iruka at the beginning of Chapter 4. You’ll notice that she is depressed so encourage her! Head to the Kamasaki District in search of someone who can cheer her up.

Once in the Kamasaki District, visit the Gyoyu-do Antique Shop next to the bus stop. Before Margulaw will help you, you’ll have to help him first. Travel to the Mysterious Hut in the Dohya District and deliver the package to Servan. Afterwards, return to Margulaw then Iruka.

The No. 15 Lost in the Rain request will then complete and you’ll receive 100 Detective Points!

No. 16 The Fortune Teller Sees All

Location: Marunomon District

Client: Suspicious-Sounding Man

You can speak with the Suspicious-Sounding Man at the start of Chapter 4, however, you’ll have to huff it there as the bus stop is not working for this district. After you speak with him, head south to the bank where you’ll find a Dignified Fortune Teller. Agree to listen to his story then head up the stairs near the fortune teller to trigger an event. Afterwards, cross the bridge then head to the left to trigger another event at the bottom of the stairs. Now that the quest has officially been accepted, speak with the following people in the Marunomon District:

  • Indignant Man – Northeastern side of area
  • Fortune-Telling Addict – Northern side of the area on the upper walkway
  • Disappointed Woman – Western side of the area
  • Man on a Hot Streak – Southwestern side of the area

After you’ve spoken to everyone, return to the fortune teller to complete the request. As a reward, you’ll receive 100 Detective Points.

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Chapter 3 | No Longer a Detective Walkthrough

by NightlyGamingBinge in

Welcome to NGB and our walkthrough for Rain Code Chapter 3 | No Longer a Detective in Master Detective Archives!

Kanai Tower (Makoto’s Room)

When you gain control of Yuma, you’ll be tasked with hiding. We selected the kitchen, but we don’t think it really matters as the surprise guest doesn’t search the room or anything.

River Bank

As you work your way to the River Bank you’ll pass through the Kamasaki District where a quick cutscene will trigger. Along the way you can retrieve 2 requests:

Once you reach the River Bank, you’ll see the full extent of the damage done to the agency. Be sure to retrieve the Memory Shard – A Shattered Home from the ground under a part of the wreckage.

Mysterious Hut

After the cutscene, you’ll awaken in a new place. Explore the room then interact with the door. Since it’s locked, interact with the vent on the back wall. With no escape in sight, you’ll wait to meet your kidnapper. Follow him out the door and down the hall.

Dohya District

Continue following Shachi as he give you a tour of the Dohya District! Speak with him when he stops then continue following him to the hideout.

Resistance Hideout

In the hideout, speak with the other 4 members of the resistance:

  • Iruka
  • Servan
  • Icardi
  • Margulaw

After meeting everyone, you’ll learn Shachi’s history. Agree to help them or don’t. Either way you won’t join their resistance. When you gain control of Yuma, interact with the door to eavesdrop.

Next, make for the roof. Once there, look over the side of the building and interact with the fire escape. Shachi will then show up and explain himself. You’ll agree to help so head on downstairs and speak with Servan. When you’re ready to begin placing the cameras, leave the hideout. Before you do make sure to grab the Memory Shard – Secret Peek from a desk.

Dohya District

Make sure to pickup the following Memory Shards as you make your way to the Marunomon District:

  • Very Bad City, Very Bad Cars – Behind the Resistance Hideout next to a white van
  • Going Against It with the Big Guy – South of the Mysterious Hut on a ledge

Marunomon District

To reach this district, pass through the Kamasaki District then make your way south to the map transition near the Sun & Moon Hotel. Once there, explore the area as you make your way to the phone booth in the southeastern corner of the area. You can find the Memory Shard – Lunchtime in the Business District on a food truck in the northern part of the area.

After you place the camera, speak with the following people:

  • Power Plant Worker – East side of town near the Power Plant
  • Gloomy Office Worker – On the pedestrian walkway overlooking the river
  • Kind Office Worker – Standing against a building on the western side of the area
  • Roaming Office Worker – Southwestern corner of the area near the bus stop
  • Bank-Going Office Worker – Southwestern corner near the bus stop

After speaking with everyone, you’ll need to head to the Ginma District. Before doing so, you might want to pick up the following request:

Ginma District

Fast travel to the Ginma District then walk over to the cafe next to the bus stop. Afterwards, interact with the bus stop to set up the camera. You’ll now be able to pick up the following request:

Kamasaki District

In the Kamasaki District, travel to the western side near the meat bun cart to find a vending machine. Set the camera on this machine then head diagonally to the overhang of the hotel. You’ll then be able to ask Fubuki questions. Don’t worry about picking which ones as you’ll have to go through all of them! When you’re done, you’ll then be able to set up the last camera.

Aetheria Academy

Travel to Aetheria Academy then set the camera by the stairs leading up to the academy. The game will warn you to complete any unfinished business before placing the camera as you’ll be locked out of travel!

Marunomon District

Head to the phone booth in the southern part of the area to trigger a cutscene.

Dohya District

You’ll need to huff your way to the Dohya District to the Resistance Hideout. When prompted, select Left to avoid the Peacekeeper! To hide, select the Barrels. Now that you’ve finally made it to the Resistance Hideout, head inside.

Resistance Hideout

To reach Shachi on the roof, exit the building then head around to the fire escape. Once on the roof, you’ll find a crime scene. Investigate the following items:

  • Corpse
    • Corpse
    • Gun
  • Door
  • Neighboring Building
  • Rooftop Edge
    • Rooftop Edge
    • Rear Parking Lot
  • Surveillance Camera
  • Umbrella

Now that you’ve checked everything, end the investigation.

Dohya District

When prompted, head Left to escape!

Ginma District

As you head to the bus stop camera, make sure to press the quick event prompts to avoid detection. When you arrive, you’ll receive a tutorial for Bomb Defusal. The correct answer is the one on the bottom left!

Kamasaki District

When you load in, you’ll need to choose between throwing the brick or can. Select the brick! Make sure to press the quick time events to make it to the bomb. At the vending machine, you’ll be in for another Bomb Defusal. The correct answer is R!

When you’re speaking with Margulaw, select all the options to learn information about the Resistance leaders.

Aetheria Academy

During the cutscene, make sure to press the quick time event prompts to make it across the street. When you arrive at the academy, you’ll be up for another Bomb Defusal. The correct answer to this one is the bottom right.

Sun & Moon Hotel

Sit on the sofa to wait for Kurumi. When she arrives, you’ll be thrown into a long cutscene. Upon exiting the hotel, you’ll need to quickly press the correct quick time event prompts to escape the Peacekeepers.

Marunomon District

Hop in the abandoned boat. You’ll receive a tutorial on the boat controls. Afterwards, you’ll need to steer the boat through the flooded district to reach the power plant. Make sure to pick up the Memory Shard – Floating Peacefully floating in the water on a crate.

Rainwater Power Plant

Once you arrive at the power plant, you’ll conduct an investigation. Interact with the following items:

  • Documents
  • Poster
  • Door

When you’ve explored everything, end the investigation.

Mystery Labyrinth

Next up is the Mystery Labyrinth!! Head down the long hallway with Shinigami and enter the doorway at the end. Continue through the labyrinth to find Fubuki.

Reasoning Death Match

First up is a Reasoning Death Match to dispel the Mystery Phantoms.

StatementSolution Key
Confess to shooting Shachi on the hideout’s roof!Security Camera Footage

Afterwards, continue down the long hallway to trigger a cutscene.

Mystery Labyrinth Options

During the above mentioned cutscene, you’ll ride on a water slide. To dodge the obstacles you’ll need to answer the question correctly!

QuestionAnswer
What murder weapon was used in this case?Shachi’s gun

After surviving the river, you’ll come across the Mystery Phantoms again.

Reasoning Death Match

Reasoning Death Match here we go!

StatementSolution Key
You shot from the roof of the building next door!Parallel Gunshot Wound

Mystery Labyrinth Option

Next, you’ll have to choose between whether the crime was a suicide or homicide. Select Homicide! You’ll then need to select what’s the reasoning behind it being a homicide. Choose The Gun!

Shinigami Puzzle

The solution to the question of “Looking at his gun, you can tell Shachi’s dominant hand is his…” is L-E-F-T. Now that you solved the puzzle, head forward through the doorway to encounter the Mystery Phantoms.

Reasoning Death Match

You guessed it! Time for a Reasoning Death Match!

StatementSolution Key / repel
Shachi definitely committed suicide.Repel
Shachi shot himself with the gun in his dominant hand.Shachi is Left-Handed

Mystery Labyrinth Option

Afterwards, you’ll hop in a boat and cruise down the river until you reach a question: “Where did the culprit shoot the victim from?”. The answer is Roof of the hideout. Approach the girls by the door to trigger a cutscene.

Afterwards, interact with the door. You’ll then need to escape the roof the same way the culprit did. Interact with the 4 points on the roof to review all the possible escape routes.

Since you were unable to determine the escape route, Shinigami will recreate a memory. You’ll need to select When the rooftop was first entered.

Crime Scene Re-Creation

For this crime scene re-creation event, inspect the following:

  • Door
  • Look Down

Reasoning Death Match

Now that you have a possible escape route, the Mystery Phantoms will make their appearance again. Take them down in the Reasoning Death Match! After the first two statements, you’ll receive a tutorial for a new mechanic in the Reasoning Death Match.

StatementSolution Key / Repel
No one could’ve left that rooftop.Repel
See? There’s no place to run!Drain
They dove into the drainRepel

Mystery Labyrinth Option

After the Reasoning Death Match, you’ll fall from the roof and will need to choose who you think was capable of committing this crime? The answer is a Resistance leader! After a while, you’ll need to answer another question: “What would be necessary for the culprit to commit the crime?”. The answer is Be good at swimming.

Culprit Selection

The culprit is Icardi!

Reasoning Death Match

StatementSolution Key / Repel
Margulaw shot Shachi on the roof!Margulaw’s Alibi
And made it look like suicide.Shachi’s Gun Designed by Iruka
Then escaped through the drain!Servan’s Traumatic Experience

Mystery Labyrinth Option

After successfully completing the Reasoning Death Match, you’ll be posed with a question: What was the purpose of the bombing? The answer is Diversion.

Afterwards, you’ll need to answer what the culprit was doing during the diversion. Approach the bomb and select to use a Solution Key. In the menu select Flooded Marunomon District.

Last Stand

Head up the stairs to encounter Icardi. After his speech you’ll storm the fort! Kick, tackle and jump your way through all the obstacles in your way. When you reach the fort, you’ll need to destroy the fortress with a Solution Key. Select Marunomon District Safe.

Deduction Denouement

With all the mysteries solved, it’s time to put everything together. To solve how the whole crime played out, you’ll need to create the book. The table below lists which Solution Key goes on which page. When you’re done a scene will play out going through the whole incident.

PageSolution
Part 01 Hijacked PlanSurveillance Camera
Part 02 The First ExplosionPhone Booth
Part 03 Rooftop Murder (1)Shachi’s Gun
Part 03 Rooftop Murder (2)Shachi’s Right Hand
Part 04 Rooftop Escape (1)Opened Drain
Part 05 Flooded MarunomonSubmerge
Part 06 Crime’s True PurposeIcardi

With the mystery unraveled, a long cutscene will trigger. You’ll need to make a choice about what you should do. Select whichever one you want. We chose to “Turn myself in”. Makoto will step in and save you all. Afterwards, he’ll leave so follow him!

Once inside the new Nocturnal Detective Agency, speak with Vivia to complete the chapter!

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Requests | Complete Chapter 3 Request Guide

by NightlyGamingBinge in

Welcome to NGB and our Rain Code Requests guide for Chapter 3. While working to solve the mystery that is Kanai Ward’s Ultimate Secret in the Master Detective Archives: Rain Code, Yuma will come across people in need of help indicated by a green question mark above their head. Speak with them to accept and complete their request to earn additional Detective Points. Requests can only be accepted and finished in the chapter they appear so make sure to complete them as you come across them. This guide will walk you through where to find requests and how to complete them in Chapter 3 – No Longer a Detective.

No. 9 A Teacher’s Distress

Location: Aetheria Academy

Client: Teacher

Speak with the teacher near the entrance to the academy then you’ll need to come up with an excuse. Select any of the options as they do not matter. She won’t like whatever you tell her. She’ll then recognize that you’re a detective and will ask you to look into the matter for her. Agree to do so to officially begin A Teacher’s Distress request. For this request, speak with the following people.

  • Graceful Student – Holding an umbrella in the courtyard
  • Active Student – Protected from the rain by the building in the courtyard
  • Journalism Club Member – By Classroom 1-3
  • Glee Club Member – At the west end of the hall on 1F
  • Friendly Student – At the west end of the hall on 2F

After speaking with everyone, you’ll need to select who the culprit is. Choose the teacher! Next, speak with the Teacher who is standing in the school by the entrance/exit. You’ll reveal who the culprit is and the quest will complete. As a reward, you’ll receive 100 Detective Points.

No. 10 Rumors of Red Rain

Location: Marunomon District

Client: Frightened Man

Speak with the Frightened Man on the east side of town. He’ll be spooked by rumors of a red rain. Agree to look into it then head to the Kamasaki District. Once there, speak with the following people:

  • Irritable Man – In an alley in the central part of the area
  • Frustrated Woman – On the second level in the central part of this area
  • Facetious Man – On the second level in the northwestern corner

Since no one’s heard of this rumor, head back to the Frightened Man in the Marunomon District. To reach him, head to the very southern set of stairs leading to a pedestrian walkway that goes over the road. On this walkway, you’ll be ambushed by mysterious men. After the cutscene, speak with the Frightened Man to complete the request. As a reward, you’ll receive 100 Detective Points!

No. 11 Young Hearts Want to Break Free

Location: Clocktower

Client: Strong-Willed Youngster

Speak with the man standing near the gate and agree to administer the survey. You’ll need to go around to the various districts and survey 3 people.

  • Ginma District – Speak with the Bored Man who can be found leaning against a building on the street west of the Clocktower (Front) map transition.
  • Kanai Tower – Speak with Sleepy Woman standing near the entrance to the tower.
  • Church – Speak with Shy Woman near the entrance to the church.

Once you’ve spoken to everyone, report back to the Strong-Willed Youngster to complete the quest. As a reward, you’ll receive 100 Detective Points.

No. 12 Troubles of the Heart

Location: Ginma District

Client: Bashful Student

You’ll be able to speak with the Bashful Student after setting up the camera at the bus stop in the Ginma District. She’ll need you to head travel to the cafe next to the bus stop in the southwestern corner of the area. Once there, speak with the Serious Man sitting at the counter.

Since he was unhelpful, travel to the Sun & Moon Hotel in the Kamasaki District. Speak with the Kind-Looking Middle-Aged Man sitting at the back table near a window.

Return to the Bashful Student to complete the quest. As a reward, you’ll receive 100 Detective Points!

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Chapter 2 | A Silent Curtain Call Walkthrough

by NightlyGamingBinge in

Welcome to NGB and our walkthrough for Rain Code Chapter 2 | A Silent Curtain Call in Master Detective Archives!

Nocturnal Detective Agency

When you gain control of Yuma, speak with Halara who is sitting at the chief’s desk to trigger a cutscene. Soon after the chief will bust in through the door. Speak with him to see what’s up. Afterwards, you’ll need to clean up. Interact with the following:

  • Clean floor
  • Speak with Vivia
  • Clean bookshelf
  • Clean ashtray

After cleaning out the agency, you’ll be tasked with procuring some nourishment. The map will now open up and you’ll be able to collect requests! For a guide on these requests, click here!

Kamasaki District

Once in the Kamasaki District, head to the southwestern side of the street level and approach the stall. After the quick cutscene, interact with the Meat Bun Shop. You’ll then need to follow Shinigami to the Underground Sector. Make sure to press the quick time event prompts as you make your way through the area! After a lengthy cutscene, interact with the Bus Stop to board the bus.

Aetheria Academy

Follow Kurumi up the stairs then speak with her. Before speaking with her again, head down the stairs to find a Memory Shard – Let’s Meet in Front of the Fountain next to the fountain! When you’re ready, speak with Kurumi again where Yuma will officially accept the request. After Shinigami refuses to help, Yuma will think about alternative detectives to assist him in the investigation and you’ll be prompted with a choice. Select the resident chick magnet, Desuhiko!

Ginma District

To find Desuhiko, speak with the following women:

  • Melancholic Woman next statue near the bus stop
    • Red Raincoat and Blue Jeans. Coat with white line
  • Composed Woman across the street from the above and to the left
    • Black Boots, No accessories
  • Long-Haired Woman down the alley next to Composed Woman
    • Red Coat. and Black Turtleneck. Metal on coat
  • Cheery Woman in the alley before the western stairs
    • Practice Dance at the Art Gallery

Make your way over to the Art Gallery where there will be 5 people dancing near the fossils. Speak with the guy dancing behind the right dinosaur fossil wearing the red coat, black turtle neck, blue jeans, black boots and no necklace. You’ll be rewarded 20 Detective Points for guessing the right one! When you’re ready, return to the academy by heading to the northeastern exit in the Ginma District.

Aetheria Academy

When you approach the gate leading to the school grounds, the game will prompt you with a warning that you’ll be stuck at the school for a while. Once you’re ready to progress the story, accept the prompt!

Aetheria Academy

Follow Kurumi to the theater and head inside.

Theater Hall

After the long cutscene, you’ll need to investigate the crime scene. Interact with the following:

  • On Stage
    • Karen’s Corpse
    • Table
      • Glass
      • Bottle
      • Poison Vial
    • Kurumi
      • Yoshiko
      • Waruna
      • Kurane
      • Karen
  • Theater Hall Backstage
    • Misplaced Script
    • Approach stairs

After inspecting all of the above objects, end the investigation to trigger an event. When it ends, speak with Martina then approach Desuhiko. The Cheerful Theater Member will quickly interrupt you then you’ll be able to speak with Desuhiko. During this conversation, you’ll need to select who you want to be disguised as. We selected Yoshiko first!

Yoshiko

As Yoshiko, head downstairs and avoid Yoshiko who is sitting on a bench behind the greenery. In the Theater Hall (Underground Storage), speak with the Prop Master and interact with the Water Gun Prop.

In the Theater Hall (Makeup Room), you’ll get yelled at by Waruna so prepare yourself then head on in.

Next up is the Theater Hall (Staff Room). You’ll find the Lighting Staff inside. Speak with her then interact with Yoshiko’s Locker. Afterwards, speak with Kurane. You’ll then be able to end the investigation! You’ll return to Desuhiko to select another girl.

Waruna

As Waruna, head downstairs and speak with Yoshiko on the bench behind the greenery.

Next, head to the Theater Hall (Staff Room). Inside, speak with the Production Manager and Kurane then interact with Waruna’s locker.

Afterwards, enter the Theater Hall (Underground Storage). Interact with the Water Gun Prop and speak with the Prop Master.

Last up, interact with the door to the Theater Hall (Makeup Room). Head to the hallway north of the Makeup Room to trigger an event. When it concludes, you’ll be able to enter the Makeup Room. Inside speak with the Foul-Mouthed Waruna Groupie and the Scared Waruna Groupie. Now that you’ve done everything that you can, end the investigation. You’ll return to Desuhiko to select another girl.

Kurane

As Kurane, head downstairs and speak with Yoshiko on the bench behind the greenery.

Next, head to the Theater Hall (Underground Storage). Inside, interact with the Water Gun Prop and speak with the Prop Master then the Costume Staff. When prompted, tell her to come grab us from the break room later. She’ll grab the real Kurane so head inside the break room! Speak with the Production Manager and the two whispering girls. Afterwards, interact with Kurane’s locker.

When you’re ready, make your way to the Makeup Room. Waruna will yell at you! Now that you’ve done everything, end the investigation.

Theater Hall

Enter the Administrative Office. Inside you’ll need to choose who to disguise yourself as. Select Martina! Once you’re Martina, enter Aetheria Academy.

Aetheria Academy

When in Aetheria Academy, you’ll begin your investigation. Head outside in the courtyard to find the Chubby Peacekeeper (has a 29 on his mask). Enter the Chemistry Lab next to check it out. Inspect the following:

  • Eyedropper
  • Medicine Bottle
  • Paintbrush
  • Speak with Loyal Peacekeeper

Make sure to grab the Memory Shard – Let’s Peek at the Microscopic World from the desk next to a microscope.

Next, you’ll be transported to the Staff Room. Interact with Karen’s locker and Waruna’s locker. Next, speak with the two whispering girls, Production Manager, Lighting Staff and Kurane.

Now that you’ve investigated everything, end the investigation and return to Desuhiko. After a cutscene, you’ll enter the Mystery Labyrinth.

Mystery Labyrinth

Once in the Mystery Labyrinth, follow along the long hallway and head through the door at the end. Next, head up the stairs to find a Mystery Phantom.

RDM: Repel

For this Reasoning Death Match, you’ll be introduced to the Repel mechanic. You’ll need to repel the following statement:

  • It’s clear who the culprit is
StatementSolution Key
At that moment, she mixed in the poison to commit the crime.Chemistry Lab Poison

Reasoning Death Match

Immediately after you defeat the above Phantom Ghost you’ll be thrown into another Reasoning Death Match!

StatementSolution Key
I put real poison in the vial…Poison Vial

Afterwards, you’ll need to choose between 3 routes.

How was the poison mixed into the glass?

Make your way through the blue door to choose this route then proceed down the long hall. Enter through the door at the end. Yuma will run from the boulders by slipping through the door that opens based on the answer you provide to the question. Below are the correct answers!

QuestionAnswer
When was the glass set on the stage?Before the play
When was the poison placed in the glass?During the play

Reasoning Death Match

After you survive the boulder, you’ll jump into back to back Reasoning Death Matches!

StatementSolution Key / Repel
She shot the poison straight into the glass!Wine Glasses
Then it has to have been Kurane!REPEL
She dripped the poison right in…Lighting Staff Testimony
She added the poison from her pocket!Costume Staff Testimony

How was the poison brought to the theater hall?

Make your way through the red door to choose this route then head down the long hallway. At the end, enter through the door. You’ll fly down the hall in a cart and again you’ll have to correctly answer the questions to escape.

QuestionAnswer
What was used to transport the poison?Paintbrush
What was the poison brushed onto?Another glass
What happened to the other glass?Switched with the used glass

Culprit Selection

After you survive the cart ride, you’ll need to select who the culprit is. It’s Yoshiko. She’ll take off down the hall. Chase after her to a classroom!

Mystery Labyrinth Option

When you arrive in the classroom, you’ll be presented with a question: What was the glass put in to be transported? The correct answer is A Pouch.

Reasoning Death Match

Next up is you guessed it… a Reasoning Death Match!

StatementSolution Key / Repel
Secretly in the dark!Yoshiko’s Actions

Once you’ve finished the match, continue down the long hall. At the end, you’ll find a dead end. Use her magic spell to leave.

How was the poisoned glass chosen?

Make your way through the orange door to choose this route then head down the long hallway. At the end, enter through the door. You’ll once again need to survive by correctly answering the below questions.

QuestionAnswer
Who shuffled the glasses during the Duel of Poisoned Cups?Waruna and Karen
Who chose a glass first?Karen
Which glass had the poison?The glass Karen chose

After you survive the room by jumping on the correct desks, continue down the long hall and enter the door at the end.

Mystery Labyrinth Option

Inside the door you’ll find Kurane and will be presented with the following question: Did Waruna know which glass had the poison? Select “No”. Afterwards, leave the classroom and continue down the hall.

Spot Selection

For this Spot Selection, look up at the spotlight above the stage and select it.

Culprit Selection

Choose Kurane during the culprit selection!

Reasoning Death Match

After you make your selection, you’ll partake in a Reasoning Death Match!

statementSolution key
You slipped the poison into the glass didn’t you!Lighting Staff Testimony

Mystery Labyrinth Option

Now that you’ve solved all the doors, press forward and head up the stairs. You’ll be asked the below questions.

QuestionAnswer
Was Aiko’s death six months ago suicide or homicide?Homicide
Where was Aiko murdered? Flower bed
What weapon was used to kill Aiko?Brick from the flower bed
Who murdered Aiko?Karen

After you successfully make it across the gap, continue down the hall and open the door at the end. Inspect the following items on the roof:

  • Peek in
  • Look into the distance
  • Look into the distance

Shinigami Puzzle

For this puzzle the question is “The only way the crime was possible was by having an …”. The answer is AC – CO – MP – LI – CE!

Mystery Labyrinth Option

After you solve the puzzle, you’ll be transported back to the room with the 3 colored doors. Select the following options when prompted:

  • Red door
  • Handed it to Waruna
  • Kurane guided to it
  • Yoshiko, Waruna, and Kurane

Now that you’ve discovered the Who room, head down the green hallway and enter the door at the end.

Last Stand

You’ll reach the phantoms’ fort. Charge at the fortress kicking balls, tackling through walls and jumping over the spikes. As you go you’ll come across walls with phrases that you’ll need to use a solution key on. These solutions can be found below.

PhraseSolution Key
There’s no reason for us to team up!Two Shot Photo with Yoshiko
There’s nothing connecting us!Two Shot Photo with Waruna
We have nothing to do with each other!Two Shot Photo with Kurane
There is…no bond between us!Group Photo

Deduction Denouement

With all the mysteries solved, it’s time to put everything together. To solve how the whole crime played out, you’ll need to create the book. The table below lists which Solution Key goes on which page. When you’re done a scene will play out going through the whole incident.

PageSolution
Part 01 Origin of the Case (1)Brick
Part 01 Origin of the Case (2)Suicide by Jumping
Part 03 Poisoned Glass (Left)Poison
Part 03 Poisoned Glass (Right)Chemistry Lab
Part 04 Swapped GlassesGlasses are Swapped
Part 05 Guidance to Glass (1)Spotlight
Part 05 Guidance to Glass (2)Note in Script
Part 06 Culprit’s IdentityAiko

Abandoned Building (Rooftop)

After the long cutscene, speak with Kurumi to learn more about Amaterasu’ research.

???

After the long cutscene, you’ll find yourself in a mysterious room. Explore the room then exit the room via the double doors to trigger another cutscene during which the chapter will end!

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Requests Guide | Complete Chapter 2 Walkthrough

by NightlyGamingBinge in

Welcome to NGB and our Rain Code Requests guide for Chapter 2! While working to solve the mystery that is Kanai Ward’s Ultimate Secret in the Master Detective Archives: Rain Code, Yuma will come across people in need of help indicated by a green question mark above their head. Speak with them to accept and complete their request to earn additional Detective Points. Requests can only be accepted and finished in the chapter they appear so make sure to complete them as you come across them. This guide will walk you through where to find requests and how to complete them in Chapter 2: A Silent Curtain Call.

No. 5 Kanai Ward’s Underbelly

Client: Staggering Man

Location: River Bank

The Staggering Man can be found leaning against a storage container on the southern side of the area just before the fence leading to the bus stop. Speak with him then agree to deliver the records to his friend. Fast travel to the below locations and speak with the people described there!

  • Clocktower – Man wearing a gray suit next to the clocktower entrance
  • Mansion – Woman wearing a black suit standing in the street
  • Ginma District – Woman wearing a long blue coat with a red umbrella standing in front of the Art Gallery
  • Kamasaki District – Go into the Secret Club (under the walkway between the roads leading to Kanai Station Square and the Church) to trigger a cutscene

Report back to the Staggering Man to complete the Kani Ward’s Underbelly request. As a reward, you’ll receive 100 Detective Points!

No. 6 A Gift for the Girl

Client: Man Acting Suspiciously

Location: Kanai Station

Speak with the man on the southwestern side of the area and agree to help him get a gift for his girlfriend who hates getting wet from the rain. Travel to the Kamasaki District then make your way to the upper level where you’ll find the Rainwear Shop on the western side. Interact with this shop then return to the Man Acting Suspiciously. You’ll then need to decide to reveal that she passed away or not. The choice does not affect your reward of 100 Detective Points!

No. 7 Lending the Church a Hand

Client: Nun

Location: Church

Speak with the Nun in front of the church and agree to lend a helping hand. Speak with the below people in place of the corrupt priest to learn about their worries. We’ve included the solutions that we chose but note that one solution below is wrong as we only received 80 Detective Points. Unfortunately, we were unable to reload to confirm which one it was but believe it was our solution for the Drowsy Man.

PersonLocationSolution
Irked WomanChurch – On the stairs leading down from the churchCoffee
Cheerful WomanKamasaki District (Upper Level) – On the east side standing on a metal walkwaySomething unseen
Drowsy ManKamasaki District (Street Level) – Leaning against the building near the entrance of the Abandoned Building (Rooftop)Detective
Hurrying ManGinma District – Leaning against a wall near the art museum Lei-Nine

Once you’ve spoken with everyone, report back to the Nun. As a reward, you’ll receive Detective Points.

No. 8 Saving the Servant

Client: Servant

Location: Kamasaki District

Approach the alley containing the Servant and a Fiery Youngster on the upper level of the Kamasaki District near the map transition to the Ginma District. We selected to “Make an accusation” and the kid ran off. Agree to go see this wizard then make for the Mansion. Select the following option when prompted:

  • Say “Will you really become stronger?”

Now that you’ve convinced him to not take the medicine, the quest will be complete and you’ll receive 100 Detective Points!

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Ch 1 | The Nail Man Killings Walkthrough

by NightlyGamingBinge in

Welcome to our walkthrough for Rain Code Ch 1 | The Nail Man Killings in Master Detective Archives! Yuma has been given his first task! To track down the 5 Master Detectives and convince them to head into the agency so they can start their first official meeting. Follow along to witness what shenanigans poor Yuma gets dragged into this time!

Nocturnal Detective Agency

Before doing anything, you can interact with the below objects to receive more Detective Points. When you’re ready, head to the kitchen in the back of the agency and wash that sleepy face! While you’re at it, why don’t you make the Chief a hearty breakfast and serve it to him too? This will lead to a cutscene where Yuma will receive his first task. Leave the agency when you’re ready to set out.

  • Bed
  • Map
  • Bookshelf
  • Shower Room

River Bank

After leaving the sub, Shinigami will point out a blue orb on the ground in a doorway. Make your way over to it then examine the object to receive a Memory Shard – First Step (Yakou). Head down the hallway and up the stairs at the end to reach the Kamaski District.

Kamasaki District

From this point on the game opens up and you can start to travel freely between the areas you’ve unlocked. Since Kanai Ward is a big place, we’re going to assume that you’ll be exploring as you go and won’t be listing each object you can interact with or people you can speak with to earn Detective Points. We will however bring up any things of interest such as Memory Shards that are in an area along with listing the area you’ll have access to explore (see list below). Happy Investigating!

Available Areas

  • Abandoned Building (Rooftop)
  • Kamasaki District
  • Kamasaki District (Underground Sector)
  • Kanai Station Square
  • Kanai Station (Interior)

Memory Shards

  • Storage in the Underground World (Yakou) – Kamasaki District – On a wooden crate in a small storage room along the eastern path of the Underground Sector
  • Can’t Live Without Books – Kamasaki District – At the very top of the district on a bookshelf of the bookstore
  • The Iron Coffin Bed – Kanai Station (Interior) – On a metal cart near the gates to the train

When you’re done exploring the area, make your way to the Sun & Moon Hotel at the southwestern corner of the area to progress the story.

Sun & Moon Hotel

Memory Shard

  • Solar and Lunar Wink – In the eye of the sun/moon fixture hanging up on the restaurant wall in the Sun & Moon Hotel

Once inside the hotel, complete the actions listed below to view a couple of cutscenes.

  • Approach the piano
  • Approach Desuhiko and Fubuki
  • Approach the piano a second time

During the first one, you’ll be given two choices: She hates the protagonist and She likes the protagonist. Pick whichever choice you want as they don’t really matter. The only thing that changes is the dialogue and it’s only a couple of lines. After leaving the restaurant, the next cutscene that plays will introduce the concept of Requests. Before you can progress the story, you’ll need to complete the Detective Work? request from Vivia. Once that’s done exit the hotel to trigger a cutscene.

Ginma District

To kick things off, the game will introduce you to Bus Travel which is how you fast travel in the game. You’ll then be able to explore the Ginma District.

Requests

Memory Shards

  • Behind the Glittering City – On a crate in the northeastern alleyway of the area.

When you’re ready to progress the story, head across the street from the bus stop then follow the sidewalk east to reach the Clocktower.

Clocktower (Front)

Approach the crowd to trigger a cutscene sending you back to the Ginma District. You’ll need to speak with the three people marked on the map. Once you do an event will trigger taking you back to the Clocktower. Approach the crowd again for another cutscene. When you finally regain control of Yuma, interact with the nearby tablet device on the ground to receive your first Solution Key. Next head inside the Clocktower.

clocktower 1f / 2F / 3F

Once inside the Clocktower, take the stairs up until you reach the 3rd floor and then enter the door on the left of the hallway. This will trigger a cutscene leading to the start of the investigation. Examine the objects listed below to receive more Solution Keys.

  • Corpse
  • Doll on the Wall
  • Window
  • Under the Window (after examining the window)
  • Wooden Box
  • Door

After interacting with the above objects, end the investigation and then exit the room for a cutscene. You can now leave the Clocktower.

Clocktower (Front)

Back outside, follow the boy to the back of the Clocktower. If you go past him, you’ll find a Memory Shard – The Kids’ Secret Hangout Spot on the ground by the big tree. Speak with the boy to receive another Solution Key then head back to the front of the Clocktower to trigger another cutscene. When it ends, pass through the hole in the wall and make your way back to the Ginma District.

Ginma District

Time to swallow what little pride we have and ask Halara for help. She can be found at the cafe in the southwestern part of the area. Doing so will kick off another cutscene. When it concludes, return to the Nocturnal Detective Agency.

Church

After you regain control of Yuma, follow the path to reach the Kamasaki District then take the northeastern exit to arrive at the church. There you’ll want to speak with all four individuals. Once you’re done with that, the four options listed below will pop up and you’ll able to ask each question to the group.

  • About past Nail Man murders
  • About the dolls
  • If anything strange has happened
  • About the suspect

Once you’ve made it through all four questions, Yuma and his helpful assistant will discuss their next steps. When prompted select the Secret club in Kamasaki District. Before setting out for the club, if you head to the left side of the church you can find a Memory Shard – Even Crows Want to Pray (Vivia).

Secret Club

Head back to the Kamasaki District the go to the club in the center of the area. Once you’re inside, speak to Halara, Shinigami then Halara again. This will begin another investigation. Inspect the items listed below.

  • Check Around Entrance
    • Entrance Door
    • Entrance Door (using Postcognition)
    • Counter Seat
    • Counter Seat (using Postcognition)
  • Examine around the counter
    • Glass on the Counter
    • Glass on the Counter (using Postcognition)
    • Slot Machine
    • Slot Machine (using Postcognition)
  • Examine around the table
    • Roulette Table
    • Roulette Table (using Postcognition)
    • Doll on the Table (using Postcognition)
  • Corpse’s Original Location
    • Vent
    • Vent (using Postcognition)
    • Corpse (using Postcognition)
    • Doll on the Wall (using Postcognition)

When you’re done checking out the crime scene, end the investigation.

Montclair Street

Your next stop on this crazy murder trail is in the Ginma District. Make your way over there then follow along the northwestern alley to reach Montclair Street. Before heading to the mansion, there is a request here you can complete first.

Requests

When you’re ready, approach the mansion gate to trigger a cutscene.

Mansion

Enter the mansion to kick off another event. As always, listed below are the objects you can interact with. Follow Halara down the hallway to gain access to the crime scene.

  • Mansion (Entrance)
    • Broken Door
    • Expensive-Looking Sofa
    • Expensive-Looking Painting
  • Mansion (Crime Scene)
    • Check around entrance
      • Vent
      • Door
      • Door (using Postcognition)
    • Check around the desk and fish tank
      • Fish Tank
      • Fish Tank (using Postcognition)
      • Projector
      • Projector (using Postcognition)
      • Lamp
      • Lamp (using Postcognition)
      • Switch
      • Switch (using Postcognition)
    • Check around painting
      • Painting
      • Painting (using Postcognition)
      • Bookshelf by the Desk
      • Bookshelf by the Desk (using Postcognition)
      • Stacked Books
      • Stacked Books (using Postcognition)
      • Doll on the Floor (using Postcognition)
    • Check the area near the hallway
      • Bookshelf Near the Hallway
      • Bookshelf Near the Hallway (using Postcognition)
      • Doll on the Wall (using Postcognition)
    • Corpse’s Original Location
      • Marks on Corpse
      • Corpse (using Postcognition)
      • Victim’s Neck

After examining all of the listed objects, end the investigation to trigger an event then leave the mansion.

Our final stop is the location of the third killing: the Art Gallery in the southwestern part of the Ginma District. Make your way there and approach the entrance to trigger a cutscene. Head down the hallway and speak with Halara to gain access to the crime scene which will kick off an investigation.

  • Art Gallery (Employee Hallway)
    • Locked Door
  • Art Gallery (Storage Room)
    • Examine around the straightened painting
      • Painting of Someone Screaming
      • Blank Canvas
      • Blank Canvas (using Postcognition)
    • Examine the shelf with the basket
      • Stacked Baskets
      • Sculpture Covered with Cloth
      • Sculpture Covered with Cloth (using Postcognition)
      • Stacked Baskets (using Postcognition)
      • Nail-Pierced Painting (using Postcognition)
    • Examine around the small window
      • Small Window
      • Painting of a Young Man (using Postcognition)
      • Large Landscape Painting (using Postcognition)
      • Doll Nailed to Painting (using Postcognition)
    • Examine the shelf with the painting
      • Stacked Boxes
      • Stacked Boxes (using Postcognition)
      • Old-Looking Portrait (using Postcognition)
    • Examine around the entrance door
      • Entrance Door
      • Spilled Paint
      • Spilled Paint (using Postcognition)
    • Corpse’s Original Location
      • Marks on Corpse
      • Corpse (using Postcognition)

After examining the above objects, end the investigation to trigger a quick dialog event. Exit the room and head to the Rear Area of the Art Gallery. Once there make your way over to the window and examine it. This will trigger a cutscene where you’ll be prompted with two choices: A Peacekeeper and A Detective. Choose the A Peacekeeper option then speak with the staff member for another cutscene.

Having concluded your investigation, your next objective will be to hightail it back to the agency. Please note that once you reach the outside of the agency in Kamasaki District, the game will prompt you that it will be some time until you are able to leave. If you have any remaining requests or Memory Shards to find, now might be a good time to start/finish them up.

Nocturnal Detective Agency

When you’re ready to progress the story, travel to the Nocturnal Detective Agency. Upon reaching the agency a cutscene dialog event triggers leading to the main event!!!

Mystery Labyrinth

A MYSTERY LABYRINTH!!! You know the drill. Follow the long path until you reach the doorway at the end and head through it. This will trigger a cutscene. When it concludes interact with the tree that has a #4 on it to enter the fourth locked room.

Spot Selection – 4th Locked Room

Select the window on the right side of the room to trigger an event. The game will also provide a new tutorial on dealing with continuous attacks giving you the opportunity to try it out right away. When the phantom launches his first statement, counter it using the first prompt. The rest of the answers can be found in the table below!

StatementRebuttal
What traces did using the rope leave behind?Marks on two dolls under window
What were the rope’s burnt remains originally?Rope ladder

Reasoning Death Match

Next up is a Reasoning Death Match! The below table has the statement to keep an eye out for and the Solution Key to rebuttal it with!

Inflammable StatementSolution Key
And escaped via the rope ladder[Clocktower] Fear of Heights

Following the Reasoning Death Match, you’ll be placed on a red carpet. Follow it to the altar and interact with the chest on it to receive a new Solution Key.

Spot Selection – Third Locked Room

Now you’ll be back in the forest and will be given the opportunity to choose whichever room you want. We’re going to go with #3, so head to the tree with #3 on it to head to the third locked room. Once you’re there, the spot selection will kick off. You’ll want to select the red door which is the main entrance to the room. When asked by Halara, leave the room via the newly opened red door to be sent behind the building. After some dialog with Shinigami, you’ll be prompted with the question: Was the key thrown in by the culprit? and will have the option to select “Yes”. Instead of doing that let the time run out to move on to the next objective!

Recreate the Locked Room

Now it’s time for a new mini-game where you’ll be tasked with recreating the crime scene. Perform the following tasks:

  1. Painting – Nail the doll to the painting
  2. Wall with a Window
  3. Door
  4. Awning Window – Nailed to the painting with the doll
  5. Knocked the painting toward the room

After solving the puzzle, you’ll be sent back to the room with the altar. Head down the red carpet and interact with the chest. You won’t receive a Solution Key!

Spot Selection – Second Locked Room

For our third choice, we’re going with tree #2! Approach this tree and interact with the door to enter the second locked room. Interact with the door when prompted with the question of how did the culprit escape. You’ll then need to solve the mystery of what happened to the key. Select Thrown in!

Shinigami Puzzle

After solving the previous Spot Selection, you’ll need to solve a Shinigami puzzle for how the corpse was moved. The question is The culprit used a _ _ _ _ _ _ to move the body. Choose the letters S – T – R – I – N – G.

Reasoning Death Match

After solving Shinigami’s puzzle, a Reasoning Death Match occurs.

Infammable StatementSolution Key
Shows no sign it was ever moved…[Mansion] Bloodstains on Corpse

Immediately following the Reasoning Death Match, you’ll have to take on 3 phantoms at once while deducing how the key got under the corpse. Below are the statements and their corresponding answers for this fight!

StatementAnswers
What position was the corpse in before it was moved?Upper body sitting up
What was used to sit the body upright?A thin string
Why was the corpse lying on its back at the time of discovery?The string was retrieved

Recreate the Locked Room

With all the pieces to the puzzle, we can now recreate the crime scene. Perform the following tasks:

  1. Vent
  2. Doll
  3. Corpse – Under the neck
  4. Vent
  5. Door – The vent gap

Once the locked room has been solved, you’ll be transported back to the altar where you can open the chest to find a new Solution Key!

Spot Selection – First Locked Room

Last up is the first locked room! Head to tree #1 to enter this room. When asked where did the culprit flee from, select the vent above the corpse!

Reasoning Death Match

Reasoning Death Match! You know what to do!!

Infammable StatementSolution key
There’s no foothold to use to reach it.[Secret Club] Nails Beneath Vent

Once you solve this puzzle, you’ll be transported back to the room with the chest. Open it to receive a Solution Key!

Culprit Selection

When you’ve solved all the locked rooms, head through the newly revealed doorway then follow the hallway. At the end, you’ll come to a room where a cutscene triggers. In this room, you’ll need to determine who the Nail Man is! Select the Priest!!!

Reasoning Death Match

This selection will of course lead to a Reasoning Death Match!!

Infammable StatementSolution Key
The Nail Man is the worshipperPersons with Access to Incinerator
The servant was able to commit the crimes!Thin Person
The nun was absolutely able to commit the crimes![Mansion] Fishing Line Locked-Room
Of course there’s no evidence![Clocktower] Suspicious Footprints

Shinigami Puzzle

After you finish the Reasoning Death Match, you’ll return to the area with the 4 trees. To move forward, you’ll need to complete a Shinigami Puzzle. For this puzzle, you’ll need to choose the locked room that was different. The answer is the Third Locked Room! After you select the correct barrel, you’ll be presented with the following question: This locked room is different from the others because of the victim’s _ _ _ _ _? The answer is D – E – A – T – H! Afterwards, follow along the newly opened path.

Mystery Labyrinth Options

From the previous path, you’ll be sent to a long hallway. Follow it through the door at the end to come across a new question: Why was the cause of death made to look like strangulation? Head through the door that says The work of a copycat. This will allow you to proceed further into the mystery dungeon.

Culprit Selection

At the end of the current path, you’ll reach a dungeon area with all 4 culprits inside. The copycat killer is the Worshipper!

Reasoning Death Match

Next up is a Reasoning Death Match as you might have guessed!

Infammable StatementSolution Key
Anyone could’ve done itNon-Public Information

After winning the match, you’ll need to chase after the worshipper by running up the long set of stairs.

Last Stand

At the top, you’ll reach the phantom’s fort. Charge at the fortress kicking balls, tackling through walls and jumping over the spikes. As you go you’ll come across walls with phrases that you’ll need to use a solution key on. These solutions can be found below.

PhraseSolution Key
You didn’t even check the crime scenes back then!About Halara’s Forte
What you saw is only what I saw the moment the corpse was discovered![Art Gallery Storage] Paint on Floor

Deduction Denouement

With all the mysteries solved, it’s time to put everything together. To solve how the whole crime played out, you’ll need to create the book. The table below lists which Solution Key goes on which page. When you’re done a scene will play out going through the whole incident.

PageSolution
Part 02 Secret Club Murder (1)Vent
Part 02 Secret Club Murder (2)Nails
Part 03 Mansion Study Murder (1) (Top)Fishing Line
Part 03 Mansion Study Murder (1) (Bottom)Eyeless Doll
Part 03 Mansion Study Murder (2)Back of Corpse’s Neck
Part 04 Art Gallery Murder (2)Key
Part 05 Clocktower MurderRope Ladder
Part 06 Destroying Evidence (2)Incinerator
Part 07 Nail Man’s IdentityPriest
Part 08 Copycat’s IdentityWorshipper

Nocturnal Detective Agency

With the mystery unravelled, you’ll be transported back to the Nocturnal Detective Agency. After the cutscene concludes, answer the door to trigger another cutscene. The chapter will then be completed.

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!

Guides

Rain Code Requests Guide | Complete Chapter 1 Walkthrough

by NightlyGamingBinge in

Welcome to NGB and our Rain Code Requets for Chapter 1 guide! While working to solve the mystery that is Kanai Ward’s Ultimate Secret in the Master Detective Archives: Rain Code, Yuma will come across people in need of help indicated by a green question mark above their head. Speak with them to accept and complete their request to earn additional Detective Points. Requests can only be accepted and finished in the chapter they appear so make sure to complete them as you come across them. This guide will walk you through where to find requests and how to complete them in Chapter 1.

No. 1 Detective Work?

Client: Vivia Twilight

Location: Sun & Moon Hotel

This is the first request you’ll receive as part of the story during Chapter 1 from Vivia. He’ll ask you to track down a copy of the book The Crow and the Dove: Survival of the Fittest and World Salvation. If you exit the hotel, across the street you’ll find a man wearing a suit and trench coat. Speak with this Fed-Up Man to learn about a peddler being pushy to offload a book with crow in the title. Head east down the street going north once you pass the bar. Follow this road heading right into the last alley at the end before the car parked on the side of the road. Talk to the Book-Loving Man wearing a red coat to learn about a nearby bookstore. Take the nearby stairs up two flights then follow the path around to reach the store. Speak with the Bookstore Proprietor behind the counter. When prompted choose Survival of the Fittest and World Salvation. Yuma will order the book for Vivia and the Bookstore Proprietor will have it delivered to him. Return to your fellow detective to verify the book made it to complete the request and receive 100 Detective Points.

No. 2 Paired with the Devil

Client: Merchant Girl

Location: Montclair Street

You can pick this request up as soon as you can access Montclair Street. Speak with the Merchant Girl standing under a tree next to a parked car wearing a beige business suit. She’ll tell Yuma that she ran away from home because of an arranged marriage her father set up for her and will ask him to deliver a letter to her father. Take the note to Kanai Station Square then enter the station interior. Approach the man wearing the navy blue suit in the middle of the area to trigger an event. When it ends, you’ll be returned to the client automatically and the request will be completed netting you 100 Detective Points.

No. 3 Snatch the Snatcher

Client: Purse-Snatch Victim

Location: Kamasaki District

The Snatch the Snatcher request becomes available after reaching Ginma District. Return to the Kamasaki District then head for the center of the western road leading to the Kanai Station Square. There locate and speak with the Purse-Snatch Victim wearing a red trench coat. She’ll ask Yum to track down a thief who stole her purse providing the description that the culprit was wearing a navy-blue jacket, glasses, white pants and a white mask. If you look at the map of Kamasaki District there will be 4 potential suspects marked. The one you want is on the far east side of the area on the second level atop a set of stairs. Interact with him and choose the It’s definitely this person! option. This will kick off a quick event taking Yuma back to the client. The request will be completed and you’ll receive 100 Detective Points.

No. 4 Spirited Away

Client: Modest Man / Kind-Loving Woman

Location: Ginma District

You can start the Spirited Away request immediately upon reaching the Ginma District. Speak with the Modest Man and Kind-Loving Woman near the dinosaur bones to learn about how their child was spirited away in the Kamasaki District. Head there and speak with the people at the 3 marked locations on your map. The Middle-Aged Woman on the west side of the map will mention that she may have seen the missing child in the Underground Sector kicking off an event. During the event, you’ll be prompted to save either the Child or Myself. Choose the Child to cause the “ghost” to leave you in peace. You’ll then escort the girl back to her parents completing the request while receiving 100 Detective Points as a reward.

Additional Rain Code Guides and Walkthroughs

Be sure to check out our Master Detective Archives: Rain Code guides and walkthroughs page for more helpful guides!