Lost Judgment: Mahjong and Shogi, TownGo completion and all ten puzzles
Mahjong asks you to win individual hands at three parlors and finish first at specific tables. Shogi has overlapping match objectives and ten fixed puzzles. You can use Nine Gates Tiles for ordinary mahjong matches and the reusable Basics of Shogi item for shogi without losing TownGo credit.
Mahjong: what counts toward completion
A hand win and a match win are different:
- Ron wins a hand using another player’s discarded tile.
- Tsumo wins a hand using a tile you drew yourself.
- Finishing first means leading the standings when the whole match ends.
You need ten hand wins at each parlor, not ten spread across all three. Each venue also has a five-win milestone along the way. The wins do not need to be consecutive.
Lullaby Mahjong, Kamurocho:
- Find it upstairs in the building on Tenkaichi Street.
- Win ten hands by ron or tsumo.
- Finish first at both tables: Easy and Medium.
Citron Mahjong, Ijincho:
- Find it in the basement of THE building on Sakura Lane in Koreatown.
- Win ten hands by ron or tsumo.
- Finish first at two different tables. Easy and Medium are enough; you can leave Hard alone for TownGo.
Vista Mahjong, Ijincho:
- Find it on Pier Street in Chinatown.
- Win ten hands by ron or tsumo.
- Finish first at all three tables: Medium, Hard, and Royal.
A big hand that bankrupts another player can end the match immediately, but it still adds only one to the hand-win counter. Lost Judgment does not require a collection of special mahjong hands like the first Judgment did.
Unlocking Vista’s Royal table
Finish first three times across Vista’s Medium and Hard tables. The three wins can be split between them. You do not need three wins at each table, and wins at Lullaby or Citron do not count.
A useful route is one first-place finish on Medium, one on Hard, then another on whichever you prefer. This clears both ordinary tables while unlocking Royal.
The Royal table has a ¥250,000 buy-in. Win a normal match there for TownGo. The separate Royal Match tournament is optional and has different entry requirements.
Beginner-friendly settings
Before starting a normal match, use:
- Half Game, the shorter East-only match.
- Kuitan: On.
- Red Dora: On.
- Two-Han Minimum: Off.
Half Game keeps matches shorter, although dealer repeats can add hands. Kuitan allows an open All Simples hand, Red Dora adds scoring opportunities, and turning off the two-han restriction makes it easier to finish a basic winning hand.
Save before playing an expensive table or using a Nine Gates Tile. If you reload a save, remember that any TownGo progress earned after that save is rolled back too.
Building a winning hand
The usual winning shape is four sets and one pair. A set is either three identical tiles or three consecutive numbers in the same suit. For example, 2-3-4 of bamboo is a set; mixing bamboo, dots, and characters does not make a sequence.
You also need a yaku, a qualifying scoring condition. Having four sets and a pair does not always let you win. Dora adds value to a hand that already has a yaku; dora alone is not enough.
For your first games, keep the hand closed and aim for riichi:
1. Keep useful pairs and connected tiles in the same suit.
2. Discard isolated tiles that are unlikely to connect. A lone wind that is neither your seat wind nor the round wind is often a good early discard.
3. Decline unnecessary chi and pon calls so the hand stays closed.
4. Before discarding, check the command menu with Square on PlayStation or X on Xbox. Riichi becomes available when your closed hand is one tile from completion.
5. Choose the riichi discard, then accept ron or tsumo when the winning tile appears.
Riichi costs a 1,000-point deposit and gives the completed hand a yaku. It also locks your hand, so you cannot keep rearranging it afterward. When choosing between riichi discards, favor a wait with more possible winning tiles still unaccounted for.
A few other useful yaku:
- Concealed self-draw: complete a closed hand with a tile you draw yourself.
- Value triplet: collect three of the same dragon, your seat wind, or the round wind. This works with an open hand too.
- All Simples: use only numbered tiles from 2 through 8, with no 1s, 9s, winds, or dragons. With Kuitan on, this also works after calling tiles.
- Seven Pairs: make seven distinct pairs in a closed hand. Four copies of one tile do not count as two separate pairs.
The white dragon is the blank tile. For wind triplets, check your seat and the current round rather than assuming every wind gives you a yaku.
When to call tiles
Chi takes the previous player’s discard to complete a sequence. Pon takes another player’s discard to complete a triplet. Both open your hand and prevent riichi.
Before making either call, know which yaku you are building. A dragon triplet or All Simples hand gives you a clear plan. Calling simply because the button appears can leave you with a finished-looking hand that has no legal way to win.
Kan makes a four-of-a-kind set and reveals another dora indicator. That extra scoring chance helps opponents too. You do not need to chase kans for any of these objectives.
Why ron might not appear
If the hand looks complete but the game won’t let you win, check for these common problems:
- You have no yaku.
- An open call removed the yaku you were relying on.
- One of your current winning tiles is in your own discard pile, putting you in furiten.
- You passed an available win and became temporarily furiten, or passed a win after declaring riichi.
Furiten prevents ron on any of your winning tiles, not just the one in your discards. You can still win by tsumo if you draw a legal winning tile yourself.
If an opponent declares riichi and your own hand is nowhere near ready, defend. Tiles that player has already discarded are safe from their ron. That does not make them safe against the other two players, so check their discards as well.
Using Nine Gates Tiles
Onodera’s Wares sells a Nine Gates Tile for 30,000 SP. It is consumed when used.
For a free one, complete the Squirrel Search introduction and inspect the squirrel outside Yokohama 99. Use the Detector and follow the signal a short distance south to a bush. Find the shoes there and exchange them with Futaba for the tile.
To use it:
1. Save before sitting down at a normal mahjong table.
2. Accept the prompt to use the Nine Gates Tile before the match starts.
3. Keep the ready Nine Gates hand: three 1s, one each of 2 through 8, and three 9s, all in the same suit. Discard unwanted drawn tiles rather than breaking that starting hand apart.
4. Accept ron or tsumo as soon as it is offered.
You don’t need to declare riichi. The hand already has its own high-value yaku. A successful win normally ends the match by bankrupting an opponent, but the item does not remove the need to take the winning prompt.
Work on the ten hand wins first, collecting first-place finishes as you go. Save Nine Gates Tiles for tables still missing afterward, especially Royal. Using one immediately at every table can leave you with plenty of match wins but most of the individual hand wins still unfinished.
Optional mahjong tournaments
Speak to the counter attendant to enter these. None is required for TownGo, and Nine Gates Tiles cannot be used in them.
Shochu Cup, Citron:
- Qualify by finishing a match at each of Citron’s three tables. You do not have to win those matches.
- Entry: ¥50,000.
- First-place prize: ¥200,000.
Executive Match, Vista:
- Qualify by finishing a match at all three Vista tables, including Royal.
- Entry: ¥200,000.
- First-place prize: ¥1,000,000.
Royal Match, Vista:
- Qualify by winning the Executive Match twice.
- Entry: ¥1,000,000.
- First-place prize: ¥5,000,000.
Finish qualifying matches rather than quitting midway. Tournament prizes are the advertised payouts, before subtracting your entry cost.
Shogi: locations and TownGo requirements
Outdoor Shogi is behind Café Alps in Kamurocho. The Ijincho shogi players are east of Tsurukame Bridge, near the homeless camp. Progress at either location counts toward the same TownGo list.
Complete these targets:
- Win ten games in total.
- Win twice when moving first.
- Win twice when moving second.
- Win five games without taking a move back. The earlier milestones are one and three wins.
- Win one Challenge match.
- Clear all ten Puzzle Shogi boards. There are milestones at one, five, and ten clears.
The requirements overlap. You can cover the first-player, second-player, and no-takeback objectives in the same matches. Puzzle clears count toward the overall ten-win total, so you do not need ten additional Ranked wins.
The Basics of Shogi makes this much easier
Buy The Basics of Shogi from Ebisu Pawn in Ijincho for ¥1,200. Onodera also sells it for 30,000 SP, but the cash purchase is far cheaper. You only need one copy because it is not consumed.
During a match, press Triangle on PlayStation or Y on Xbox to use its advice. It highlights the recommended piece and destination. Follow those moves and allow it time to calculate, especially later in a complicated game.
Hints are allowed for the no-takeback objective. Turn Takebacks off before starting so you cannot accidentally undo a move. Disabling them also adds 250 shogi points to a win; leaving them enabled but unused gives a smaller 150-point bonus.
For the first- and second-player objectives, use Ranked matches. The opening toss determines who moves first, so check which wins you still need between games.
Challenge matches begin with a handicap. Challenge 1 is the first Lance-handicap match and is enough for the TownGo objective. Its first-clear reward is 1,000 shogi points before the no-takeback bonus, so it also provides enough to buy the puzzle unlock.
Unlocking Puzzle Shogi
At the Kamurocho shogi prize exchange, buy the Artisanal Shogi Set for 1,000 shogi points. This opens Puzzle Shogi.
If you would rather earn the points through Ranked play, first victories over two different 10-kyu opponents pay 500 points each before bonuses. Repeating the same defeated opponent pays less, so move to another opponent instead of assuming every rematch gives the original reward.
Shogi points are the minigame’s prize currency. They are separate from the SP used to buy skills.
Reading the puzzle solutions
Use the default view, with your pieces attacking toward the top of the board. “Drop” means placing a captured piece from your reserve onto an empty square, not moving a piece already on the board.
Puzzles 1–5 are one-move mates. Puzzles 6–10 are three-move mates: your first move, the opponent’s reply, then your finishing move. Wait for that reply before making the second move listed below.
A promoted bishop is a Horse, and a promoted rook is a Dragon. Promotion changes their moves, which is why the instructions below sometimes tell you to decline it.
All ten Puzzle Shogi solutions
Puzzle 1:
Drop the Gold General into the gap between the opposing king and pawn.
Puzzle 2:
Drop the Gold General on the square immediately below the opposing king.
Puzzle 3:
Drop the Knight in the square directly to the right of your Bishop.
Puzzle 4:
Advance your Silver General one square upward. Decline promotion.
Puzzle 5:
Use the Bishop on the right. Move it four diagonal squares upward-left, ending on the middle row.
Puzzle 6:
Drop the Silver General immediately left of the Lance. After the reply, move the Bishop one square upward-right and promote it.
Puzzle 7:
Drop the Rook in the upper-right corner. After the reply, jump the Knight two squares upward and one square left. Decline promotion.
Puzzle 8:
Move the Bishop one square downward-left and promote it. After the reply, advance the Lance one square and promote it too.
Puzzle 9:
Move the on-board Silver General one square upward-right and promote it. After the reply, drop the reserve Silver General immediately below the opposing Knight.
Puzzle 10:
Move the Rook one square right and promote it. After the reply, move your already-promoted Bishop, the Horse, one square downward-right. Do not move the newly promoted Rook again.
The Basics of Shogi works in Puzzle mode too. Use it if you lose track of a piece or are playing from a different board view.
Puzzle rewards
First-clear rewards increase by 500 shogi points with each puzzle:
- Puzzle 1: 500 points.
- Puzzle 2: 1,000 points.
- Puzzle 3: 1,500 points.
- Puzzle 4: 2,000 points.
- Puzzle 5: 2,500 points.
- Puzzle 6: 3,000 points.
- Puzzle 7: 3,500 points.
- Puzzle 8: 4,000 points.
- Puzzle 9: 4,500 points.
- Puzzle 10: 5,000 points.
That is 27,500 base points across the ten first clears, or 30,000 with Takebacks disabled for all ten. Repeating a solved puzzle does not pay its first-clear reward again; you only receive the applicable no-takeback bonus.
Shogi prize exchange
Both locations sell:
- Bronze Plate: 1,000 points.
- Silver Plate: 10,000 points.
- Gold Plate: 100,000 points.
- Platinum Plate: 200,000 points.
Kamurocho also sells the Artisanal Shogi Set for 1,000 points.
Ijincho sells Ramblings of a Hermit for 250 points. This book unlocks Extract Virtuoso: Conservative for purchase. Learning the skill costs another 10,000 SP and gives you a chance to craft an extract without consuming its materials. Pick up the book before spending your shogi points on plates.
A short completion route
1. Work through the ten hand wins at each mahjong parlor while collecting the required table victories.
2. At Vista, finish first three times across Medium and Hard, then win at Royal. Use a saved Nine Gates Tile for a remaining table if needed.
3. Buy The Basics of Shogi and disable Takebacks.
4. Win Challenge 1, then buy the Artisanal Shogi Set in Kamurocho.
5. Clear all ten puzzles using the solutions above.
6. Check TownGo and finish any remaining first-player, second-player, or no-takeback wins through Ranked play.
7. Buy Ramblings of a Hermit from the Ijincho exchange before cashing spare shogi points into plates.
Lost Judgment: Mahjong and Shogi, TownGo completion and all ten puzzles
· Games/Lost Judgment