Welcome to our walkthrough for Rain Code Prologue | WDO vs. Amaterasu Corporation in Master Detective Archives! Having narrowly avoided being framed for the murder of his fellow detectives, Yuma was saved by Yakou Furio, the head of the Nocturnal Detective Agency in Kanai Ward. Join Yuma in this prologue chapter where he’ll learn why the Master Detectives were summoned to Kanai Ward.
When you regain control of Yuma, you’ll be on the roof of a building. Interact with the one object listed below for some Detective Points then speak with Yakou.
View
After the conversation, head over to the elevator and speak with him again to leave.
Kamasaki District / Underground Sector
Follow Yakou down the street, taking in the sights. For the next little bit, you’ll be following him until he stops then have to talk with him to get him going again. Keep doing this until you reach the agency.
Nocturnal Detective Agency
When you gain control of Yuma, you can speak with the other detectives if you wish. There are also 3 objects you can interact with for Detective Points.
Map
Bookshelf
Shower Room
When you’re ready, sit down on the couch to progress the story. After a lengthy dialog event, answer the phone when prompted to complete the prologue.
Welcome to our walkthrough for Rain Code Ch 0 | Massacre on the Amaterasu Express in Master Detective Archives! Our hero Yuma awakens in a strange room with no memory of who he is or what he’s doing there. With only a note and ticket for passage on a train, Yuma heads for the train in hopes of figuring out what’s going on.
Select whichever difficulty you’d like as it does not matter. All will result in the same outcome! When you gain control of Yuma Kokohead, interact with the items listed below in the storage room to earn 10 Detective Points each. After that, you are free to go outside via the door.
Cardboard Box
Back of the Room
Shelf with Umbrellas
Items Scattered on Shelf
Toy Robot
Once you’re in the hallway, Yuma will reflect on the room he was just in and you’ll be presented with three choices. Choose the Station’s Lost and Found option to receive 30 Detective Points, increasing your Detective Rank to 2.
Amaterasu Express Car 1
After a brief cutscene, Yuma will find his way aboard the Amaterasu Express. You’ll then be shown a tutorial on how the notebook works and given the main objective to find the Master Detectives in the train. Start by Interacting with the below objects on the train car to get 10 Detective Points from each one and fully explore Car 1.
Guide Map
Train Door
Connecting Door
Main Control Room A
Restroom
Mirror
Window
Toilet Door
Infirmary
Main Control Room B
When you’re done, approach the connecting door at the southern end of the car to trigger a cutscene.
Amaterasu Express Car 2
Hurray! You found the other Master Detectives! When you regain control of Yuma, speak with the people listed below.
Detective wearing the black hat with ears
All 5 of the Master Detectives
Zilch a second time
Pucchi
After getting to know your fellow detectives, Yuma will be presented with three choices:
About Amaterasu Corporation
About Kanai Ward
About the Amaterasu Express
Select each one to learn a little more about the situation and they will also reward you with 10 Detective Points each.
After another cutscene, Yuma will ask himself who is the most suspicious person on the train. You’ll only get to pick one and each choice rewards 10 Detective Points which should get you to Detective Rank 3. The choice doesn’t matter so pick who you want (I chose Yuma).
To wrap things up speak with Zange to learn more about his Forte. Now make your way to the infirmary in Car 1.
Amaterasu Express Car 1
Approach the infirmary to trigger an event where you’ll be introduced to the Objective Display 2 tutorial. After being tasked with finding the key to the infirmary, proceed down the hall and into the restroom to trigger an event. Before leaving, make sure to interact with the objects below in the restroom to earn 10 more Detective Points for each object (you already examined them but do it again!).
Mirror
Window
Toilet Door
When you’re ready, leave the restroom then approach the infirmary to trigger a cutscene. To investigate the scene, explore the following to get 10 Detective Points for each one:
Medical Equipment
AED
Fire Extinguisher
Corpse
Now that you’ve examined the scene, leave the infirmary and head back to Car 2.
Amaterasu Express Car 2
After the shocking turn of events in Car 2, you’ll need to examine the crime scene. Check each of the below to earn yourself 10 Detective Points for each one.
Liquor Bottle
Corpse
Bar Counter
Once you’ve examined everything, make your way to Car 3.
Amaterasu Express Car 3
When in Car 3, continue your investigation by examining the items below.
Room 301
Stuffed Bear
Cat Ear Headphones
Trolley Bag
Corpse
Room 302
Suitcase
Clothes Brush
Animal Print Glasses Case
Backup Control Room
Control Device
Monitoring Device
Backup Control System
Route Map
Intercom
When you’re done, proceed to the next train car.
Amaterasu Express Car 4
Once in this car, continue exploring.
Room 401
Tissues
Jacket
Magazine
Room 402
Bag
Notebook and Fountain Pen
Corpse
Room 403
Travel Bag
Clothes
Cosmetics Pouch
When you’ve explored this train car, head to the next one to trigger a cutscene.
Amaterasu Express Car 5
Once inside this car, examine the below!
Corpse
Main Control Room B
Connecting Door
Infirmary
Door Key
Fire Extinguisher
Medical Equipment
AED
Burned Bed
Restroom
Train Car Plate
Main Control Room A
After you get to the end of the car, the investigation will finish and a cutscene will trigger. During the cutscene, you’ll be introduced to the Danger Dodge. Successfully perform the quick time events by pressing the correct prompts to continue fleeing.
Train Station
When you make it off the train, another cutscene triggers. After it ends, you’ll find yourself in the Mystery Labyrinth leading to another cutscene.
Rain Code Ch 0 Mystery Labyrinth
During the cutscene, you’ll earn Solution Keys and will also receive a tutorial on the Playable Loop. When you regain control of Yuma, Shinigami will task you with solving the Amaterasu Express mystery!
Reasoning Death Match
Start off by following along the long unending hallway until another cutscene triggers leading to a Reasoning Death Match. You’ll need to dodge the word coming at you until the phrase You’re the only one who could’ve done the crime! shows up. Rebuttal it to counter the statement (the game will load the Inflammable Statement for you this time). You’ll then have to go through another round of dodging words until And only pretended to drink it! shows up. Rebuttal it with the Thoughtography Image solution key. This will bring a close to the Reasoning Death Match.
Mystery Labyrinth Options
Continue to head down the hallway to trigger an event when you reach the door. You’ll come to a fork in the road so to speak and be introduced to the Mystery Labyrinth Options mechanic. The question presented to Yuma will be Was the culprit one of the six?. The door to the left will say “Yes” and the door to the right will say “No”. You’ll want to head through the door that says Yes.
Reasoning Death Match
Congratulations! You’ve chosen the right door and your prize is ANOTHER REASONING DEATH MATCH!!! The table below has the Inflammable Statements you’ll get in order going top down with which Solution Key you’ll need to use to rebuttal the claim. Counter both statements with the Solution Key to emerge victorious!
Inflammable Statement
Solution Key
You must have had an accomplice!
Testimonies of Two Detectives
You secretly stopped the train and let your partner board!
Operation Log
Mystery Labyrinth Options
Once again continue heading down the long hallway passing through the doorway at the end. This will trigger another event leading to your second fork in the road posing the question Everyone was dead, so how did the culprit pull it off?. Follow Shinigami to the right door then head over to the left. This will trigger another event where Shinigami will lead you through the correct door! Proceed down the hallway (let’s see how many different ways I can say that!) until another event triggers introducing the concept of Dead Ends. After another event, you’ll be placed back at the fork. Head through the Commit suicide after the crime door.
Mystery Labyrinth Options
Venture on down the correct hallway until yet another event occurs. Yuma will fall through the floor landing in a mine cart that will take off speeding down the track. You’ll then be asked a series of questions that you’ll need to answer correctly to continue the investigation. Those questions and their answers are listed in the table below. Answering all the questions correctly will bring you to the goal!
Question
Answer
Who was the last person to die during this incident?
The Culprit
Who set fire to the dead culprit?
The Culprit
Who was the last person to be burned to death?
Zilch
Reasoning Death Match
After another cutscene plays out, you’ll be given two options: “Open the conclusion door” or Demolish the conclusion door. You’ll want to follow Yuma’s gut and choose the latter option to demolish the door. This will lead to one last Reasoning Death Match where you’ll be introduced to the Noise mechanic which obstructs your vision of the statement. You’ll need to use the Solution Balde to cut through them. You’ll also get a capped bonus for each Noise you destroy. With that in mind, use the below table to finally take down the Mystery Phantom Swank. Also note that in each round, there will be multiple Inflammable Statements, but only one is Rebuttable.
Inflammable Statement
Solution Key
Died of Immolation
Knife in Corpse
Y-yeah! It was to knock himself out!
Coffee in Dining Car
Crime Scene Re-Creation
Thanks to Shingami’s punch to the face, you have a chance to re-examine the Infirmary from Car 1 on the train. Inspect the two items below to gain a pair of new Solutions Keys.
Cushion
Burned Blanket
Shinigami Puzzle
With this new evidence, Shinigami will start her puzzle game to help Yuma with the case. You’ll be given a question and have to fill in the missing letters hangman style before the time runs out. The letters you’ll want are as follows: R – E – D. This will solve the puzzle and you’ll now be able to loot the treasure chest for a new Solution Key! Now backtrack to the “wrong end” from before. After a short time, you’ll be given two options (Z*OM and EV*C) and Shinigami will teleport you back there to save time. Pick whatever option you would like to continue.
Solution Key Selection
Finally nearing the end! This final section is kicked off by introducing the Solution Key Selection mechanic where you’ll need to use the correct Solution Key to open the door to the truth!! Interact with the door and choose the Red Herring Solution Key to break the lock. Head through and follow the new path…
Mystery Labyrinth Options
…until it starts to fall apart and Yuma must jump onto different floating stones to reach safety! Answer the questions correctly as you go to reach the other side triggering an event.
Question
Answer
Was what Yuma saw through the window actually Zilch?
Yes
Was the burnt corpse in Car 1 actually Zilch?
No
Zilch swapped places with the corpse in the infirmary…
Before Yuma entered
Spot Selection
You’ll now be introduced to the Spot Selection mechanic where Yuma will have to deduce where the corpse was hidden. You’ll want to select under the sheet on the bed. This will return you to the hallway for another cutscene which leads to…
Reasoning Death Match
A REASONING DEATH MATCH!!! There is only one round this time and the Inflammable Statement you want will be the third one. After rebutting it, you’ll win this Reasoning Death Match and begin climbing up a ladder.
Inflammable Statement
Solution Key
There was no corpse to replace anyway!
Aphex’s Corpse
Mystery Labyrinth Options
When you reach the top, you’ll find yourself on top of the train. Chase after Zilch until you reach the end of the train. This will trigger another event placing you on the track. Follow along the track until you reach the fork where you’ll be presented with a question: When moving the body from Car 1 to Car 5, the culprit… You’re two answers are “Moved through the train” or “Did not move through the train”. You’ll want to choose the Moved through the train option. Know what comes next?
Reasoning Death Match
Yep! A REASONING DEATH MATCH!!! You know what to do!
Inflammable Statement
Solution Key
No issues occurred during the train’s operation…
Blackout and Shaking
The blackout was just a bad contact!
Backup Control System
Shinigami Puzzle
After the Death Match, you’ll pursue the phantom down a hallway via cutscene which leads to another Shinigami Puzzle. This time the sentence you’ll need to complete is The main control system was lost when Car 1 was _ _ _ _ _ _ _. Choose the letters D – E – T – A – C – H – ED to solve the puzzle then continue pursuing the phantom! You’ll get a bit down the hallway when another puzzle appears! The body was transported along with the entire _ _ _. Choose the letters: C – A – R to solve the puzzle leading right into another…
Reasoning Death Match / Shinigami Puzzle
REASONING DEATH MATCH!!! Time to take down the phantom once and for all! Use the table below to rebut the phantom’s Inflammable Statement. Once that’s done you’ll kick off a Shinigami Puzzle to close the investigation.
Inflammable Statement
Solution Key
There’s no way to shuffle the train cars around!
Route Map
The question for the puzzle is From the start, the Amaterasu Express was a _-car train. Select the number 4. After solving the puzzle another cutscene will trigger and you’ll end up back in the long hallway. Follow it to the end then take the stairs all the way to the top to reach the fort guarding the truth.
Last Stand
Approach the fort to begin your assault!!! The area will transform sending you to the desert where you’ll begin the attack aboard the Great Onset Destroyer! Charge at the fortress kicking balls, tackling through walls and jumping over the spikes. After a while, you’ll come to a wall with the phrase There’s no evidence they ever swapped! on it. Use the Distorted Plate Key Solution to smash through it. Once you reach the fort, you’ll need to use a solution key to destroy the fortress. The phrase You have no hard evidence proving that location was the first car! will be on the front of the fort. Use the Bloodstains on Interior Lock solution key to bring down the fort! To wrap up the case you’ll have one last Spot Selection. Choose Main Control Room A when prompted to begin the Deduction Denouement.
Deduction Denouement
During the Deduction Denouement, you’ll have to piece together everything to show the full picture of the crime that has transpired. To start only a couple of the Solution Keys are available with more unlocking as you place them in the correct locations. 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.
Page
Solution Key
Part 01 The Train Departs
Amaterasu Express
Part 02 Four Muderers 1
Knockout Drug
Part 03 Corpse Red Herring (Right)
Fire Extinguisher
Part 03 Corpse Red Herring (Left)
Knife and Cushion
Part 04 The First Body
Under the Bed
Part 05 Car 1 Red Herring (1) (Right)
Train Detachment
Part 05 Car 1 Red Herring (1) (Left)
Blackout
Part 05 Car 1 Red Herring (3) (Right)
Car Number Plate
Part 05 Car 1 Red Herring (3) (Left)
Attachment of Car 1
Part 06 The Last Body
Aphex’s Body
Part 08 Culprit’s Identity
Zilch
Kanai Station (Interior)
When you return from the Mystery Labyrinth a cutscene will trigger. When it ends, speak with your rescuer near the train for one last cutscene closing out the chapter.
Additional Master Detective Archives: Rain Code Guides and Walkthroughs
For the Hunter, Hunted and Think, Mark! trophies in Final Fantasy XVI, you’ll need to defeat notorious marks from the Hunt Board. The Hunt Board unlocks during The Gathering Storm main quest after meeting your first notorious mark, Ahriman, during the Release subquest. Check back regularly as new marks will be added. Below is a listing of all the notorious marks from the Hunt Board!
For the When You Ride Alone trophy in Final Fantasy XVI, you’ll first need to complete The White-Winged Wonder side quest. Once you’ve unlocked Ambrosia, you’ll need to hold down R3 to summon her then press X to mount her. Once you’re officially on the Chocobo, the When You Ride Alone Trophy will trigger.
For the “For the Hoard” trophy in Final Fantasy XVI, you’ll need to acquire all curiosities. As you progress throughout the story, you’ll find that bosses drop some and others can be purchased. These are optional curiosities and do not count towards the trophy. The curiosities that specifically count are labeled “Displayed in Clive’s chambers.” These curiosities that count towards the For the Hoard trophy are shown below.
For The Pen is Mightier trophy in Final Fantasy XVI, you’ll need to open 10 letters at the reading table. This reading table is introduced during the Home, Sweet Home main quest where you’ll open your first letter as part of the story. Return regularly to the Hideaway to check for new messages at the reading table in Clive’s chambers as you’ll need to read a total of 10 for the trophy. We’ve included a listing of the letters below.
Below is a guide on where to find items in Final Fantasy XVI. These materials will be useful when crafting and reinforcing your gear at the Black Hammer. For most of the materials, you’ll notice that you can essentially find them anywhere. The first couple of places you come across these materials are listed in the table below.
Item
Location
Obtained
Bloody Hide
-Orabelle Downs -Norvent Valley -The Imperial Province of Rosaria
-Item on ground -Dropped by wolf, dog and antelope enemies
Below is a guide on where to purchase items from the shops in Final Fantasy XVI. Please note that as you progress through the story new items will unlock!
In Final Fantasy XVI at the Black Hammer in The Hideaway, you’ll be able to forge new weapons and armor or reinforce existing gear. Below are forging recipes that can be used at the blacksmith forge. Please note that more recipes will unlock as you progress through the game. For a guide on where to find the materials needed to craft or reinforce your gear, click here!
Curious how many chapters are in Final Fantasy XVI? Below is a listing of the main story quests. We’ll be adding more quests as we progress in the game so please make sure to check back frequently for all of your Final Fantasy XVI needs!
A Flame Summoned
To Kill a Dominant
Pride
Sunrise, Sunset
Lost in a Fog
Flight of the Fledgling
A Chance Encounter
Hide, Hideaway
Fanning Embers
Louder than Words
The Dead of Night
Headwind
Wings of Change
Awakening
The Wages of Guilt
The Hunter and the Hunted
Homecoming
Building Bridges
A Bearer’s Lot
Holding On
Back in the Day
Buried Memories
The Meaning of Life
Righting Wrongs
The Dame
This is a point of no return. Finish up any side quests you’d like to do and make a save just in case you wish to return!
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