Lost Judgment: Golf and Darts, all rewards and TownGo challenges
Golf has four TownGo objectives: play the three Closest to the Pin courses and get eight bingos in one Bingo Challenge. Darts has seven: play all three rule sets, then earn the six listed throwing awards.
The golf rewards also include six pieces of equipment. For darts, picking up Miracle Darts first makes the timing much easier.
Golf: where to play and what to unlock
Heaven’s Golf is on Kinka Street in Ijincho, west of Jinnai Station. Speak to the attendant inside. Both Closest to the Pin and Bingo Challenge cost ¥1,000 per game.
Closest to the Pin has Beginner, Intermediate, and Advanced courses. Score at least 100 points in Beginner to unlock Intermediate, then at least 100 in Intermediate to unlock Advanced.
TownGo only asks you to play each course. For the equipment collection, aim for these scores while you’re there:
- Beginner: 500 points for EX-1.
- Intermediate: 500 points for Fighter Innerwear.
- Advanced: 300 points for both High Pressure Bottoms 1 and Assist Boxers 2.
Advanced’s 500-point prize is Eye of the Dragon, a material rather than equipment.
How the swing works
Move the left stick to set your aim. The curved guide shows the expected flight and landing point before wind is applied.
Use the shot button shown on screen three times:
1. Start the swing meter.
2. Stop it at the power marker for your chosen distance.
3. Stop the returning marker in the central red impact zone for a straight shot.
You can cancel before setting the power. Use the overhead camera when the normal view makes an obstacle or landing point hard to judge.
The yellow impact zones produce curved shots. These hooks and slices are useful when an obstacle blocks the direct route. Moving farther from the red center creates a stronger curve, but missing the colored impact area spoils the shot.
Check the wind before every swing and aim against its direction. Longer shots drift more. The conditions for each shot are fixed, so an adjustment that works can be reused on the next attempt.
Closest to the Pin scoring
Each course gives you ten shots. Your score depends on where the ball finishes:
- Green: 30 points.
- Blue: 50 points.
- Yellow: 70 points.
- Red: 100 points.
- In the cup: 200 points.
- Outside the green: 0 points.
The ball keeps rolling after it lands. Aim short of the flag so it rolls toward the cup instead of straight past it. Hitting the flagstick can drop the ball into the cup, but you don’t need hole-in-ones for the rewards.
On Beginner, aim between the blue and yellow rings in front of the flag, then adjust for wind. A 50-point average across the ten shots is enough for the top prize.
Intermediate and Advanced add obstacles. Check the whole flight path, including any hanging barriers, before committing to the shot. If a direct shot is blocked, use a hook or slice rather than trying to force the ball through. Banking a 50 or 70 is more useful than chasing the cup and hitting a barrier.
All Closest to the Pin rewards
Rewards are cumulative. Reaching 500 points earns the four rewards for that course, and you can earn them again on later runs.
Beginner:
- 100 points: Premium BOSS.
- 200 points: Suntory Green Tea Iyemon.
- 300 points: Sake.
- 500 points: EX-1.
Intermediate:
- 100 points: Pepsi J-Cola.
- 200 points: Flexible Carbon.
- 300 points: Club Sandwich.
- 500 points: Fighter Innerwear.
Advanced:
- 100 points: Dog Food.
- 200 points: High Pressure Bottoms 1.
- 300 points: Assist Boxers 2.
- 500 points: Eye of the Dragon.
Bingo Challenge: clearing all nine panels
Eight bingos means clearing the entire three-by-three board: three rows, three columns, and two diagonals. You have ten balls to hit nine panels, so one miss is allowed.
The panels are numbered like this:
Top row: 1, 2, 3.
Middle row: 4, 5, 6.
Bottom row: 7, 8, 9.
The board starts still, moves slowly after three successful hits, and speeds up after six. Wind changes after a successful hit too. A miss leaves you at the same stage, so use the spare ball to correct the previous shot.
These are the wind arrows shown on screen, based on how many panels you have already cleared:
- 0 cleared: no wind; board still.
- 1 cleared: down, 1 m/s; board still.
- 2 cleared: up-right, 2 m/s; board still.
- 3 cleared: left, 4 m/s; slow movement.
- 4 cleared: down-right, 5 m/s; slow movement.
- 5 cleared: up-left, 6 m/s; slow movement.
- 6 cleared: right, 8 m/s; fast movement.
- 7 cleared: down-left, 9 m/s; fast movement.
- 8 cleared: up, 10 m/s; fast movement.
A repeatable route is to clear the left column, then the right column, then the middle: 1, 4, 7, 3, 6, 9, 2, 5, 8.
For 1, 4, and 7, aim near the center of each panel while the board is still. Keep the impact in the red center.
For 3, 6, and 9, aim toward the right side of the range, roughly one-sixth of the full width in from the right edge. Match the landing distance to the panel you want. Begin the swing as the board reaches its far-left position, so it travels toward your shot while the ball is in flight.
For 2, 5, and 8, move your aim back toward the middle of the range. Start the swing as the center column crosses the middle. At the faster speed, the board can travel away and return while the ball is in flight.
Treat those as timing cues and adjust for the wind on each shot. Keep the same rhythm for setting power and impact. If the ball passes ahead of or behind the panel, change when you start the swing rather than changing every part of the shot at once.
All Bingo Challenge rewards
- 1 bingo: Tuna Onigiri.
- 2 bingos: Gold Tuna Cat Food.
- 3 bingos: Hug Bomb.
- 4 bingos: Hemostasis Booster 1.
- 5 bingos: High Pressure Bottoms 2.
- 6 bingos: Four Leaf Clover.
- 8 bingos: Play Pass.
There is no seven-bingo result. Clearing the last panel completes eight lines.
An eight-bingo run earns all seven prizes, including both equipment rewards. You don’t need to stop at four or five bingos to collect them. The prizes are repeatable, so this is also a way to earn Play Passes for Dice & Cube before you have its Free Pass.
Darts: locations and better darts
You can play at:
- The Bee, Ijincho.
- Club SEGA Chinatown, Ijincho.
- Girl’s Bite, once its School Story is available.
- Bantam, Kamurocho.
- Club SEGA Theater Square, Kamurocho.
The TownGo objectives are listed under The Bee, but games and awards at the other dartboards count too. A normal game costs ¥200. At Girl’s Bite, darts is free after the ¥2,000 entry charge.
There are no item prizes for winning ordinary darts games. If you’re collecting equipment, The Bee also sells Multi-Top 1 for ¥50,000 and Wristband for ¥3,500.
There are four sets of darts:
- Beginner Darts: your starting set.
- Standard Darts: ¥3,000 at The Bee.
- Premier Darts: a Detective Dog find near the public toilets at the west entrance of Hamakita Park.
- Miracle Darts: a Squirrel Search reward in the Bar District, west of Survive Bar.
For Miracle Darts, complete Squirrels Just Wanna Have Fun outside Seiryo High first. Then inspect the headphone-wearing squirrel in the small open area west of Survive Bar. Use the Noise Amp on the base of the nearby tree to find a ribbon. Futaba gives you the darts in exchange.
Use the best set you own. Better darts widen the accurate section of the timing meter and slow its movement. Miracle Darts are the best set for the narrow triple-ring targets.
Aim with the left stick, then press the throw button when the marker reaches the center of the accurate zone. Set the crosshair first so you can concentrate on the timing. For repeated hits in the same segment, leave the crosshair in place after a successful throw.
Reading the dartboard
Each numbered wedge has three scoring areas:
- The broad areas score the number shown.
- The narrow outer ring scores double.
- The narrow inner ring scores triple.
Triple 20 is worth 60, the highest score from one dart. The bull scores differently by mode: in 01 and Count-Up, both the outer and inner bull are worth 50. In Cricket, the outer bull is worth 25 and the inner bull 50.
Play all three rule sets
01:
Choose 301, 501, 701, or 901 and reduce that total to exactly zero. Going below zero busts the turn and restores your score to what it was at the start of that turn. You only need one of the four starting totals for TownGo; 301 is the shortest option.
Cricket:
Only 15, 16, 17, 18, 19, 20, and bull count. Three marks claim a number, with a double counting as two marks and a triple as three. Once you claim a number, more hits score points until your opponent also has three marks on it. When both players have claimed it, neither can score there.
Aim for triples to claim numbers quickly. Score on a number your opponent hasn’t closed, and close their scoring numbers when you need to stop them building a lead. Outer bull gives one mark and inner bull gives two. A full game lasts five rounds, with the higher score winning.
Count-Up:
Add as many points as possible over three rounds. There is no exact-zero finish to worry about, making this the simplest mode for most of the throwing awards.
Finish one game in each category for Enjoy Darts. You do not have to win.
The six TownGo awards
Each combination must be completed in one three-dart turn. Use Count-Up for the first five and Cricket for White Horse.
Low Ton:
Score 100–150 without triggering another award. Triple 20, triple 20, and single 1 gives 121.
High Ton:
Score at least 151 without triggering another award. Triple 20, triple 20, and triple 19 gives 177. Using three triple 20s earns Ton 80 instead, while three matching triples can earn Three in a Bed.
Hat Trick:
Hit the outer bull with all three darts. This avoids the separate Three in the Black award for three inner bulls.
Three in a Bed:
Hit the same double or triple with all three darts. Triple 19 three times gives 171. Three double 20s also work. Avoid triple 20 here because that produces Ton 80.
Ton 80:
Hit triple 20 with all three darts for 180.
White Horse:
In Cricket, hit three different eligible triples in one turn. Triple 20, triple 19, and triple 18 is a straightforward combination. Try it on your first turn of a new game, using numbers you haven’t marked yet.
Use the separate combinations above rather than relying on one turn to tick off several awards. Check TownGo between games for anything still missing. Three in the Black is an extra award, but it isn’t required for this checklist.
A short completion route
1. At Heaven’s Golf, score 500 on Beginner and Intermediate, then play Advanced. Reach 300 on Advanced if you still need its two equipment rewards.
2. Clear all nine bingo panels in one run. This finishes golf’s last TownGo objective and awards both bingo equipment pieces.
3. Pick up Miracle Darts and use them for the remaining attempts.
4. Finish a game of 301, Cricket, and Count-Up.
5. Use Count-Up to finish the five general awards, then start a fresh Cricket game for White Horse.
Lost Judgment: Golf and Darts, all rewards and TownGo challenges
· Games/Lost Judgment