Town Apartment
| Town Apartment | |
|---|---|
| Region | Western Town |
| Access | Enter the apartment building directly north of the player’s Town home. |
| Main areas | First-floor apartment Second-floor apartment Basement laundry room Basement shrine |
Town Apartment is the two-floor apartment directly north of the player’s Town home, with a basement laundry room and shrine.
Access and connections
Access: Enter the apartment building directly north of the player’s Town home.
Connections: Town
- Areas
- First-floor apartment
- Second-floor apartment
- Basement laundry room
- Basement shrine
Rooms and doorways
| Room | Door or passage | Opening requirement | Destination |
|---|---|---|---|
| Apartment F1 | Passage to Town | Use the doorway. | Town |
| Apartment F1 | Passage to Apartment F2 | Use the doorway. | Town Apartment — Apartment F2 |
| Apartment F1 | Passage to Laundry Room | Use the doorway. | Town Apartment — Laundry Room |
| Apartment F1 | The doors are locked tight. | No opening method documented. | — |
| Apartment F2 | Passage to Town | Use the doorway. | Town |
| Apartment F2 | Passage to Apartment F1 | Use the doorway. | Town Apartment — Apartment F1 |
| Laundry Room | Passage to Apartment F1 | Use the doorway. | Town Apartment — Apartment F1 |
| Laundry Room | Shrine | PeteShrineUnlocked is on; Choose Yes.. | Catacombs — Catacombs 1F |
Interior descriptions
| Room | Examination text |
|---|---|
| Apartment F1 | A bunch of tentacles have burst through the wall. |
| Apartment F1 | They seem to be coming from somewhere far away... |
| Apartment F1 | A bunch of branches have burst through the wall. |
| Apartment F1 | A pile of bones have burst through the wall... somehow. |
| Apartment F1 | You've already searched this. |
| Apartment F1 | The kitchen is neat and tidy. |
| Apartment F1 | This looks like it's been frequently slept on. |
| Apartment F1 | It's a lamp. |
| Apartment F1 | Filled with clothes. |
| Apartment F1 | Business clothes line the hangers. These all appear to be Jeannie's. |
| Apartment F2 | This looks like it's been used before. |
| Apartment F2 | The beautiful artwork on the shoji screen steals your attention. It takes a strained effort to look away. |
| Apartment F2 | The soft light glows dimly... |
| Apartment F2 | This plant is dead. |
| Apartment F2 | The bed is unmade, and full of crumbs... |
| Apartment F2 | This NES looks weird. |
| Apartment F2 | It's a TV. |
| Apartment F2 | A warm kotatsu. Warm enough for cold bones, even. |
| Apartment F2 | An ancient scroll. It looks like it is barely intact. |
| Apartment F2 | An interesting assortment of relics and trinkets line the shelves. |
| Apartment F2 | The drawers are filled with old documents. |
| Apartment F2 | One in particular catches your eye... |
| Apartment F2 | Found Akira's Document. |
| Apartment F2 | The note was added to your journal. |
| Apartment F2 | The kitchen is neat and tidy. |
| Apartment F2 | A cleaning bucket. |
| Laundry Room | An old, dingy dryer. |
| Laundry Room | An old, dingy washing machine. |
| Laundry Room | You hear a faint clunking sound in the washing machine... |
| Laundry Room | Would you like to open it? |
| Laundry Room | ... |
| Laundry Room | ...There's something inside! |
| Laundry Room | Better not... |
| Laundry Room | A big sink. |
Maps and images
Areas and points of interest
- Finding the building
From the player’s Town home, enter the apartment building immediately to the north. This is an ordinary Town residence and is not part of Greystone Estates.
- Floors and residents
Adrian and Jeannie are encountered on the first floor during their early storyline. Akira is found on the second floor. The basement contains the laundry room, Pete, the Laundry Ghost and a shrine.
- Progression
Return to Akira as Mystery investigations accumulate, and speak with Pete when pursuing his Old God shrine sequence.
Characters
| Character | Role here |
|---|---|
| A Town Apartment resident whose unusual possessions and requests connect several major locations. | |
| A Town Apartment resident who rewards the player for investigating Mysteries. | |
| Adrian’s partner, first encountered in the Town Apartment and later found in Greystone Estates. | |
| A playful ghost haunting the Town Apartment’s basement laundry room. |
Services and activities
- Follow Adrian and Jeannie’s early storyline.
- Report completed Mysteries to Akira.
- Meet Pete in the basement laundry room and begin his Old God shrine progression.
- Use the basement shrine after it becomes relevant.
Tasks, events and interactions
| Event, task or character | Requirement or timing | Result or purpose |
|---|---|---|
| Adrian and Jeannie | — | Their early conversations and requests take place in this apartment building. |
| Akira’s investigations | — | Akira rewards progress in the Mystery investigation sequence from the second floor. |
| Pete and the basement shrine | — | Pete appears in the basement laundry room and introduces the shrine-related progression. |
Town Apartment — Completion and reward |
Old Woods News Ready is active | Items received: Basic Axe |
Town Apartment — Completion and reward |
Tree Branch Cleanup ≥ 1; See Adrian’s interaction requirements |
Items received: Catacombs F2 Key |
Town Apartment — Request or task |
Adrian Mail Cata Read is active; Tree Branch Cleanup ≥ 4 |
Items received: Mall Elevator Key |
Town Apartment — Task in progress |
See Adrian’s interaction requirements | Items received: Mall F1 Hallway Key |
Town Apartment — Completion and reward |
See Akira’s interaction requirements | Items received: Flask of the Gods (Defense) |
Town Apartment — Completion and reward |
See Akira’s interaction requirements | Items received: Flask of the Gods (Luck), Stone Shield +2 |
Town Apartment — Completion and reward |
See Akira’s interaction requirements | Items received: Flask of the Gods (Attack), Flask of the Gods (Agility) |
Town Apartment — Request or task |
See Pete, the Laundry Ghost’s interaction requirements | — |
Town Apartment — Conversation |
See Akira’s interaction requirements | Items received: Staff of Insight +3 |
For complete task stages and organized dialogue, open the linked character page. The general Tasks page collects requests across all regions.
Notable items and rewards
Relevant rewards and required items are listed in the event and activity sections above.
Hidden discoveries and searchable objects
Search these objects while exploring. Pictures mark the exact search tile; click one to open the full area map. Random and conditional rewards are possibilities, not cumulative guarantees.
Where: Tile (32, 13)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: No additional entry requirement recorded. Outcome-specific checks appear with each reward below.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (4, 7)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: No additional entry requirement recorded. Outcome-specific checks appear with each reward below.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (12, 4)
Rewards / result: Tempura × 1
Reuse: Local completion flag used; check listed page conditions
Conditions: No additional entry requirement recorded. Outcome-specific checks appear with each reward below.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: No additional branch check recorded.
Where: Tile (14, 9)
Rewards / result: Passage to Catacombs
Reuse: Local completion flag used; check listed page conditions
Conditions: Variant requirements: Requires PeteShrineUnlocked
Availability: Requires PeteShrineUnlocked
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Passage outcome; availability follows this interaction variant.






