Guides

Rain Code – Ch. 1 The Nail Man Killings Walkthrough

by NightlyGamingBinge in

Welcome to our walkthrough for Ch. 1 – The Nail Man Killings in Master Detective Archives: Rain Code! 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 book store
  • 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 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 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 examing 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. In order 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 of 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 complete.

For more guides on Master Detective Archives: Rain Code, click here!

Fire Emblem Engage Logo
Guides

Fire Emblem Engage – Prologue, Chapters 1, 2 & 3 Walkthroughs

by NightlyGamingBinge in

Below are walkthroughs for the Prologue, Chapter 1, Chapter 2 and Chapter 3 in Fire Emblem Engage. Please note that these chapters are mainly tutorials and little exploring can be done.

Prologue

Just after the first cutscene during the Prologue: The Emblems in Fire Emblem Engage, you’ll begin a tutorial fight with an unknown foe. Defeat the foe following the tutorial prompts to trigger another cutscene leading to the end of the Prologue.

Chapter 1

In Chapter 1: Awake at Last, a battle will ensue following the conclusion of the cutscene. You’ll receive additional tutorials during the fight. Be sure to pay attention and use them to your advantage to defeat the enemies. Post battle, you’ll be able to explore the grounds of the Lythos Grasslands. Speak with everyone if you wish and examine the shiny spots around the area to find items. When you’re ready, leave the area to begin the next chapter.

Chapter 2

At the start of Chapter 2: Queen Lumera, a lengthy cutscene will play out followed by a fight against Lumera. Defeat her to trigger another battle. Once again, defeat the queen who will be using a ring containing Sigurd this time. More tutorials will be shown during this fight. Again, use them to your benefit to win the battle. Post battle you’ll receive the Liberation sword and will be transported to the Lythos Castle Gardens. Speak with everyone if you wish then explore the area to retrieve items. Depart the area when you’re ready to begin the next chapter.

Chapter 3

After the cutscene at the start of Chapter 3: Hostilities, a battle will trigger. Defeat some of the enemies to trigger a cutscene with Alfred. He will join the fray with his retainers, Etie and Boucheron. When the battle resumes, defeat the enemies! After the cutscene, you’ll find yourself in the Ring Vault. Explore the area looking for items and speaking with people then depart when you’re ready to begin the next chapter.

Click here for the next walkthrough on Chapter 4 in Fire Emblem Engage!

A Plague Tale Requiem Walkthrough
Guides

A Plague Tale: Requiem – Chapter 1 Collectibles Walkthrough

by MrsChappie in

 

Below is a guide on the collectibles and trophies/achievements found during Chapter I: Under a New Sun of A Plague Tale: Requiem.

 

Perfect Shot Achievement/Trophy

During the Reach the Castle objective, Hugo will lead you to a river.

During this objective, he’ll mention that enemy ships are coming and that they’re going to attack. You’ll have to use your sling to shoot the “ships” (aka pinecones) Hugo throws into the water. Get them all before the cutscene triggers where the kid throws the large rock into the water to earn the Perfect Shot achievement/trophy!

 

Click here for the next walkthrough on Chapter 2 in A Plague Tale: Requiem!

 

 

Trails from Zero Walkthroughs
Guides

Trails from Zero – Chapter 1 Walkthrough – Part 3

by MrsChappie in

 

Below is Part 3 of a walkthrough for the collectibles found during Chapter 1: Afternoon of the Wolves of The Legend of Heroes: Trails from Zero.

 

 

Crossbell

When the cutscene concludes, head downstairs and interact with the terminal then retrieve the following support quests:

 

First thing’s first, finish the Hunting for Ingredients support quest. Please note that it’s important to speak with Bennett in Morges on West Street first before speaking with Oscar behind the counter! Give her the eggs first then speak with Oscar! Once you complete the quest, turn it in at the terminal.

 

Next, complete the Inspection Assistance Wanted and Abandoned Apartment Monster Cleanup support requests. You won’t be able to complete the Mainz Mountain Path Monster Extermination support request until later!

 

After you report the above requests at the terminal, head to the Fisherman’s Guild on East Street and speak with Branch Manger Cerdan to check your rank. If you caught all of the above fish, you’ll be a Professional Fisher now and will receive Hare quartz.

 

While on East Street, head to Long Lao Tavern & Inn. Enter the room on the left side of the inn. In the hallway with the giant cat statue, take the first door and speak with Lars inside. You’ll get the following support request:

 

Complete this support request and turn it in at the terminal. If you’ve completed all the support requests up to this point, you’ll receive a Septium Vein quartz!

 

When you’re ready to progress the story, travel to the Residential District and take the northern exit to the Mainz Mountain Path.

 

Mainz Mountain Path

Area 1

Head forward a short way to trigger a cutscene. When it ends, you can explore the path to the northeast leading to the Crossbell Cathedral if you wish, however, there are no collectibles there. Instead, head to the western path.

 

Area 2

Explore this area to find the below.

  • Treasure Chests
    • Blind Quartz
  • Enemies
    • Rock Rat
    • Humming Gator
    • Earth Drome
    • Ale Slime
  • Fish
    • Snow Crab (Novice Rod, Earthworm)

 

Area 3

Explore this area to find the below. When you head uphill on the path, a cutscene will trigger. After it ends, continue along the path.

  • Treasure Chests
    • Time, Space and Mirage Sepith x50
    • Luminous Glasses
  • Enemies
    • Humming Gator
    • Ale Slime
    • Nepenthes
    • Rock Rat
    • Earth Drome

 

Area 4

Explore this area to find the below.

  • Treasure Chests
    • When you interact with this different colored chest on the western side of the area, you’ll sense that powerful monsters are in the chest and will have the option to challenge them. If you begin the fight, you’ll face 2 Level 35 Armored Hydra. Since you’ll do no damage against them, leave this chest unopened for now!
  • Enemies
    • Ale Slime
    • Nepenthes
    • Humming Gator
    • Earth Drome
    • Rock Rat

When you head under the bridge, a cutscene will trigger. Afterwards, take the northeastern path.

 

Area 5 (Northeastern path from bus stop in Area 4)

Explore this area to find the below. Please also finish the Mainz Mountain Path Monster Extermination support request in this area!

  • Treasure Chests
    • EP Charge
    • Teara Balm
  • Enemies
    • Nepenthes
    • Humming Gator

 

Rosenberg Studio

Once you enter this area, a cutscene will trigger. You won’t be able to do anything here so return to Area 4 with the bus stop. Proceed up the northwestern path.

 

Mainz Mountain Path – Tunnel

Explore this area to find the below.

  • Treasure Chests
    • Earth, Water, Fire and Wind Sepith x50
    • Interact with the different colored chest to begin a fight against 6 Mottled Killers. Defeat them all to receive Engineer Boots.
  • Enemies
    • Killer Cricket
    • Mottled Killer (tan spider)
    • Mottled Murder (red spider)
    • Rocktopus

 

Mainz Mountain Path – After Tunnel

Enter the next area to trigger a cutscene. Choose the following:

  • Why was that wolf not the culprit?
    • The howl
    • The appearance
    • Both howl and appearance

 

Afterwards, continue along the path to find the following:

  • Treasure Chests
    • Reviving Balm
  • Enemies
    • Rozu
    • Rocktopus
    • Ale Slime

 

Mainz Mining Village

Once inside the village, head directly to the far east side and enter the large circular building (mayor’s house) to trigger a cutscene. Afterwards, head to the right side (when facing the mayor’s house) and go down the stairs, speaking with everyone you find (including those in the buildings). Return to the mayor’s house to trigger a cutscene. Return to the mayor’s house to trigger another cutscene. When prompted select the following:

  • What has yet to be confirmed?
    • Monsters’ identity
    • Monsters’ lair
    • Monsters’ objective
  • Which one corresponds to the ‘Culprit’?
    • Black Wolves
    • Unknown
    • Wolves’ Abilities
    • Property Damage/Injuries
  • Which one corresponds to the ‘Objective’?
    • Black Wolves
    • Unknown
    • Wolves’ Abilities
    • Property Damage/Injuries
  • Which one corresponds to the ‘Means’?
    • Black Wolves
    • Unknown
    • Wolves’ Abilities
    • Property Damage/Injuries
  • Which one corresponds to the ‘Result’?
    • Black Wolves
    • Unknown
    • Wolves’ Abilities
    • Property Damage/Injuries
  • What’s the name of the witness?
    • Harold Hayworth
    • Lytton
    • Shizuku MacLaine
    • Noel Seeker

 

Don’t interact with the table just quite yet. Instead, exit the inn then head down the stairs to the right of the mayor’s house. Enter the circular house on the southern side of the village and speak with Miner Max in bed to receive the below book.

  • Books
    • Back Alley Doctor Glenn – Ch. 3

 

Next, speak with the person (Mine Chief Hoffman) in front of the entrance to the mine on the northern side of town to the right of the general store.

During the cutscene, he will unlock the mine allowing us entry.

 

Mainz Mine

Head inside and explore to find the below!

  • Treasure Chests
    • Teara Balm
    • HP 2
    • Reviving Balm
    • Martial Arts Uniform
  • Enemies
    • Sticky Slug

 

Once you’ve explored everything, return to the entrance and exit the mine.

 

Mainz Mining Village

When you’re ready, interact with the table in your room at the inn and “stand by until midnight”. After the cutscene, a fight will trigger with 3 Doven Kaiser. Defeat them all to trigger a cutscene. When this cutscene completes, another fight will trigger. This time you’ll have to defeat Mafioso – Machete, Mafioso – Pistol and their 3 Doven Kaiser. Defeat them to complete this chapter!

 

Click here for the next walkthrough on Chapter 2 of The Legend of Heroes: Trails from Zero!

 

 

Trails from Zero Walkthroughs
Guides

Trails from Zero – Chapter 1 Walkthrough – Part 2

by MrsChappie in

 

Below is Part 2 of a walkthrough for the collectibles found during Chapter 1: Afternoon of the Wolves of The Legend of Heroes: Trails from Zero.

 

 

Crossbell

When you’re able to explore the city, stop by and feed the cat on the roof of the SSS building. We gave it a Tiger Rockfish that we caught in Armorica Village and were given an Attack 1.

 

Next up, head to West Street and make your way to the Bellheim Apartments. Once inside head downstairs then go into the middle apartment. Speak with Ryu to receive the below support request.

 

Complete this request and make sure to report it to the SSS terminal! Afterwards, head to the Administrative District and check in with Receptionist Rebecca at the C.P.D. Show her your Combat Notebook. If you’ve scanned all the monsters, you should receive 500 mira and U-Material.

 

Next, head on over to the Harbor District and fish off the dock near the lighthouse to receive the below fish.

  • Fish
    • Pearlglass (Novice Rod, Dumplings)
    • Gluttonous Bass (Novice Rod, Earthworm)
    • Amorican Carp (Novice Rod, Dumplings, Earthworm)
    • Eel (Novice Rod, Earthworm)

 

With some entries in your Fishing Notebook, head to East Street and enter the Fisherman’s Guild. Speak with the Branch Manager Cerdan behind the counter and select “Check your rank” twice. He will examine your notebook and if you caught all of the above fish, you’ll earn the Hobbyist Fisher title and the Straw Hat.

 

Now that you’ve done everything, head to Station Street and interact with the bus stop on the southern side of the city to trigger a cutscene. When it concludes, exit the city to Ursula Road!

 

Ursula Road

Once on Ursula Road, explore the area to find the below.

 

Area 1

  • Enemies
    • Racohm
    • Ocean Drome
    • Deathcargot
    • Long-Eared Monkey
    • Kesalan
  • Fish (First northern path you can take. Follow it to the end where there is a rectangular platform. Fish off of the northern side!)

    • Carp (Novice Rod, Dumplings or Earthworm)
    • Eel (Novice Rod, Earthworm)
    • Snow Crab (Novice Rod, Earthworm)

 

Area 2

  • Treasure Chests
    • Coral Ring
    • EP Charge
  • Enemies
    • Deathcargot
    • Grass Drome
    • Ocean Drome
    • Kesalan

When you reach the southern part of this area, a cutscene will trigger followed by a fight against 2 Gordian. Defeat both of them to continue with the cutscene. Once it concludes, speak with the bus driver again to heal then continue south.

 

Area 3

  • Enemies
    • Ocean Drome
    • Kesalan
    • Backlash
    • Mossimon
    • Tropical Archer
    • Racohm
  • Treasure Chests
    • Reviving Balm
    • When you open the different colored chest on the eastern side of this area, a fight against 8 Backlash will trigger. Defeat them all to receive a Rune Cloth!
    • Impede 1

Please note that when you’re in this area, you’ll be able to fulfill an objective for the Hunting for Ingredients support request.

 

Area 4

  • Enemies
    • Fire Beetle
    • Butterflier
    • Ocean Drome
    • Spineedler
  • Treasure Chests
    • Tinkle Earrings
    • EP Charge
    • Each Sepith x20

 

St. Ursula Medical College

Explore the St. Ursula Medical College to find the below!

  • Recipes
    • Deluxe Beef Stew – Le Lectier Inn – Speak with the guy behind the counter

 

Once you’re ready, enter the main building on the east side of the area to trigger a cutscene then speak with Receptionist Sera (the female) behind the counter. When the cutscene ends, head upstairs to the top level then enter the area on the southwestern side to find the roof. Approach the bridge to trigger another cutscene. Afterwards, exit the room and head up the stairs on the right. On the new level, turn left and follow the path all the way to the end where you’ll see a giant EXIT sign. Exit here to reenter the roof. Once on the roof, follow the path until a cutscene triggers. Now you’ll have to investigate. First, head right and check the railing overlooking the water.

Next, head left along the rail and inspect the rail in the middle of this area overlooking the overhang below. It will be across from the light post with the two banners.

Continue heading left along the railing and inspect the railing on the bridge.

Next, head left and check the railing behind the hanging sheets.

To investigate the area below, head through the nearby doors then take a right and head down the stairs. Once on the next level, enter through the door on the left. Follow this path to the far left. When you’re outside, interact with the boxes on the right side.

Tio points out the other boxes across from the ones above. Before heading back inside, interact with them.

Next, inspect the railing on the western side.

Afterwards, head inside and return all the way back to 2F where the Resident Lytton was. On this floor, speak with him then head to the Nurse Station to the northwest of Resident Lytton’s room. Speak with Nurse Philia. Instead of heading to the third floor to speak with Cecile, follow Martha into the room behind the Nurse Station and speak with her. A special scene with Martha and Tio will trigger. Exit this room to trigger another dialog event. Afterwards, head to 3F and enter room 304 to trigger a cutscene. When you’re ready to leave, interact with the bus stop and wait for the bus.

 

Click here for Part 3 of the Chapter 1 walkthrough for The Legend of Heroes: Trails from Zero!

 

 

Trails from Zero Walkthroughs
Guides

Trails from Zero – We Long for Mishy

by MrsChappie in

 

Below is a walkthrough for the We Long for Mishy support request in The Legend of Heroes: Trails from Zero. In order to obtain this quest in Chapter 1, speak with Lars in the Long Lao Tavern & Inn on East Street after returning to Crossbell from completing the investigation at the hospital.

 

Once you’ve accepted the quest, head to the Entertainment District and enter Barca Casino. Inside speak with Cherry (girl wearing bunny ears at the Exchange counter). The Mishy Plush Toy can be traded for 200 medals. You can either purchase these medals for 1,000 mira or win them!

 

After you’ve traded for the Mishy Plush Toy, return to Lars in the inn on East Street to hand it over. As a reward, you’ll receive 120 mira and the quest will complete. Make sure to report it at the terminal!

 

 

Trails from Zero Walkthroughs
Guides

Trails from Zero – Chapter 1 Walkthrough – Part 1

by Chappie in

 

Below is Part 1 of a walkthrough for the collectibles found during Chapter 1: Afternoon of the Wolves of The Legend of Heroes: Trails from Zero.

 

 

Crossbell

 

Return to the SSS and interact with the terminal to pick up the following support requests:

You’ll only be able to do Assistant with New Service and Overdue Book Retrieval right now. Complete those then explore the town to find the below!

  • Books
    • Crossbell Times – Issue 2 – West Street – Tallys’ General Store – Purchase for 100 mira
  • Recipes
    • Juicy Steak – West Street – Bellheim Apartments – Speak with Leyte
    • Fresh Fruit Juice – Administrative District – Speak with Croma at her juice stall
  • Event Items
    • Elegant Vase – Central Square – Department Times – Southwark General Store (Increases Elie’s bond)
    • Darts Set – Entertainment District – Barca Casino – Purchase for 1000 medals (Increases Randy’s bond)
    • Lemonade – East Street – House to the right of the Fisherman’s Guild next to the map transition to East Crossbell Highway

 

Make sure to stop in at the CPD in the Administrative District and show Receptionist Rebecca your Combat Notebook. If you’ve scanned every enemy you’ve come across so far, you’ll receive the following:

  • 500 mira
  • U-Material

 

East Crossbell Highway

After you’re done exploring Crossbell, set out for East Crossbell Highway! When you first arrive, a cutscene will trigger. Explore the area to find the below!

Area 1

  • Treasure Chests
    • Teara Balm
    • Leather Jacket
  • Enemies
    • Berga Bug
    • Grass Drome

 

Area 2

  • Treasure Chests
    • Silver Brooch
      • Each Sepith x20
  • Enemies
    • Egg Snake
    • Berga Bug
    • Grass Drome
    • Metal Saucer
    • Teara Balm

 

Area 3

  • Treasure Chests
    • Steel Wrist
    • EP Charge
  • Enemies
    • Berga Bug
    • Metal Saucer
    • Grass Drome
    • Egg Snake
    • Acerbic Tomartian

 

Old Armorica Road

Area 1

  • Treasure Chests
    • Reviving Balm
    • Grasshoppers
  • Enemies
    • Golden Axe
    • Helmet Hunter
    • Bad Frogger
    • Deadly Dandelion
    • Magma Drome
    • Grass Drome

 

Area 2

  • Treasure Chests
    • Cool Necklace
    • U-Material
    • Mute
  • Enemies
    • Death Corolla
    • Deadly Dandelion
    • Magma Drome
    • Helmet Hunter

 

Area 3

  • Treasure Chests
    • Reviving Balm
    • Each Seriph x20
    • Opening the chest in the northern part of this area will lead to a fight against 6 Helmet Hunters. After you defeat them, you’ll receive Attack 2.
    • EP Charge
  • Enemies
    • Deadly Dandelion
    • Golden Axe
    • Magma Drome
    • Helmet Hunter
    • Death Corolla

 

Armorica Village

Once you finally arrive in Armorica Village, explore the town to find the below!

  • Recipes
    • Rustic Omelet Rice – Ash Tree Inn – Interact with the wooden plaque hanging on the wall on the right side of the room

  • Event Items
    • Model Orbal Car – Reoir General Store – Purchase for 1,000 mira
  • Treasure Chests
    • EP Cut 1 – In house on northeastern side of town

After you’re done exploring, enter the large building on the northern side of town to trigger a cutscene. Afterwards, exit the building and speak with Kopan on the bridge.

You’ll receive the Novice Rod, Earthworm x10, Dumplings x10 and Fishing Notebook. Head to the dock across from the bridge and fish to find the below.

  • Fish
    • Raineater (Novice Rod, Earthworm)
    • Tiger Rockfish (Novice Rod, Earthworm)
    • Armorican Carp (Novice Rod, Earthworm or Dumplings)
    • Rockeater (Novice Rod, Earthworm)

Next, enter the Ash Tree Inn. Speak with Gofan behind the counter then head upstairs and enter the room on the northwestern side. Speak with the Kind-Looking Man. Afterwards, speak with everyone in the village. After you’ve spoken to everyone, enter the house near the entrance of the town then leave. A cutscene will trigger. When it concludes, speak with Old Man Reoir in the Reoir General Store to receive the below book.

  • Book
    • Back Alley Doctor Glenn – Ch. 2

 

When you’re ready to leave, attempt to exit the town then interact with the nearby bus stop.

 

Click here for Part 2 of the Chapter 1 walkthrough in The Legend of Heroes: Trails from Zero.