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Shinjuku: Spoiler-free Walkthrough

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Shinjuku Walkthrough
  • Last update 02/25, fully completed/checked.
  • The spoilers in this walkthrough are limited to what enemies you will face in a particular node. 
  • Every major boss encounter is initially hidden. 
  • Press the New Monster Information or Boss Information headers to see specific spoilers, advice and/or tips.
  • Generally, Shinjuku is a continuation of Babylonia in difficulty. Some encounters are easier or harder depending on roster.
  • As the first Singularity with Break Bars, bosses cannot be cleared within a single turn.
  • Evil Servants receive double bond points! For veteran Masters, consider this a nice self-inflicted challenge. See the table below for a list of bonus Servants.
  • General rule of thumb when using a bond bonus team is to be careful around quests marked as hard or very hard. 
  • Finally, there's a surprising lack of filler quests and plenty of bosses - a full clear is around 674 AP.
  • Have fun and enjoy the story! 

Evil Trait Servant List on Release

Class Evil Trait Servants

Node Difficulty Scale

Filler Easy Moderate Hard Very Hard
Node Enemy Classes Enemies & Difficulty Notes

Ch. 1
A new Monster approaches:
A new type of filler mob! They are relatively harmless.
Click the New Enemy Information below for specifics.

New Monster Information

Mob Class Drop Notes
The Ruffians are a new Caster type Bronze mob.
They will only act once per turn.
Their only skill decreases a target's star generation bt 20%.
At full charge they do a damaging special attack that has a 60% chance to remove all buffs on a target.

Ch. 2
The first wave of Coloratura start with 1 bar charged.
A new Monster approaches:
Three waves of Assassins, third wave is pretty beefy.
Click the New Enemy Information below for specifics.

New Monster Information

Mob Class Drop Notes
The coloratura are a variant of the Automata mob.
They will act twice per turn.
Their only skill is extremely annoying: it grants a 1-hit, 1-turn Evasion and charges their NP bar.
At full charge they do a damaging special attack that pierces defense.

Ch. 3
First Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Rider of Shinjuku guide.
No teasers, no gentle introduction, this cute dog is here to make sure you pay attention.
Rider of Shinjuku has to be defeated here, 665,000 HP across 2 Break Bars.

Ch. 4 - 1
Pure Story Chapter.

Ch. 4 - 2
New monsters approach: .
This quest is a single wave affair with reinforcements.
Every turn the entire party gets a 1 turn attack down debuff.
It's not difficult, but bring Lancers to speed things up.

New Monster Information

Mob Class Drop Notes
These 2 mobs are usually faced together, the yellow ones are the squad leaders.
They can both act twice per turn.
The normal Hornets can buff their attack by 30% for 3 attacks, while the yellow Hornets boost their critical chance by 30% for 3 times.
On death, the yellow Hornets buff the NP damage of their allies.
At full charge, the Hornets do a damaging attack that inflicts a burn for 1000 for 5 turns.
Meanwhile the yellow hornet deals more damage and has a 60% chance to stun for 1 turn instead.

Ch. 5
a bunch of dangerous Ruffians appear.

Ch. 6 - 1
A new Monster approaches:
Charge NP gauges on the first wave and there should be no problem.

New Monster Information

Mob Class Drop Notes
A variant of the highly annoying Chimera mobs.
They will act up to three times per turn.
Their only skill improves the critical chance of all enemies by 20% for 3 turns, and cleanses their debuffs.
At full charge their special attack does a lot of damage while inflicting a 50% chance of Instant Death.
Note: A Servant's Instant Death resistance will reduce the actual chance of Instant Death.

Ch. 6 - 2
Second Boss encounter.
Click the Boss Information below for specifics.

Note: The background effects may slow your phone down.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Rider of Shinjuku guide.
Our favorite cute dog is back for round 2.
This time, he has 618,000 HP divided over 2 Break Bars.
His damage has increased, but the added 500 damage tick each turn is more noticeable.

Ch. 7
Single wave of medium HP enemies, ideally come out the gate swinging.
Their NP charge and Evasion remains annoying, but should be a quick clear.

Ch. 8 - 1
A continuous wave of enemy Coloratura.
This quest can be dangerous if Masters stack too many weak Servants for the bonus bond points.
However, it's trivial as long as the damage output keeps up with the enemy NP bars.

Ch. 8 - 2
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
This fight isn't too difficult, provided Masters focus the right targets and do not run into bad luck with enemy skill usage.
Both Berserkers(yes, Phantom is a Berserker here) possess 2 Break Bars, but their HP pool isn't very high.
Christine is the largest threat, she is a souped-up version of the Coloratura, with her 1-hit Invulnerability and NP charge skill.
Her special attack pierces Invulnerability in her initial form.
After breaking her first HP bar, she will transform into a massive ghost that can remove buffs and does AoE damage.
Her special attack post-transformation will do a fair amount of AoE damage and inflict NP gain down, debuff resist down for 3 turns and a 500 damage burn for 5 turns.
Phantom himself has no new skills, but his charm chance is very high on female enemies.
Burn down Christine first before she charges her NP, or use strong AoE Servants to break both their bars at the same time.
Support Casters and AoE Servants are highly recommended.
Back to Chapter Selection
Node Enemy Classes Enemies & Difficulty Notes

Ch. 9 - 1
Simple spank quest.

Ch. 9 - 2
A new Monster approaches:
A single Sprrigan-type enemy, beware and bring (an) Archer(s).
Click the New Enemy Information below for specifics.

New Monster Information

Mob Class Drop Notes
A variant of the critical terrors that are Spriggans.
They will act up to three times per turn.
Their only skill improves their critical damage by 50%, critical chance by 10%, and NP damage by 20, for 3 turns.
At full charge their special attack does a stupendous amount of damage and inflicts 50% NP Generation Down for 3 turns.
Bring Archers, burst it down before it gets uppity and starts one-shotting.

Ch. 10 - 1
Charge NP gauges on wave 1 to dispose of the faux-Spriggan quickly.

Ch. 10 - 2
A new Monster approaches:
Click the New Enemy Information below for specifics.
Very easy single wave quest.

New Monster Information

Mob Class Drop Notes
Is that my boss? No, don't shoot, I''ll go back to work!
These Yakuza will act up to twice per turn.
They posses two skills, either debuffing a target's attack or the entire party's star generation by 20% for 3 turns.
At full charge their special attack grants them sure hit for a turn.
Nothing special - and often farmed while gathering Hearts of the Foreign God in Shinjuku.

Ch. 11
Simple filler quest.

Ch. 12 - 1
Simple filler quest.

Ch. 12 - 2
The Massive Ghost is quite potent, but the first wave can serve to charge NP gauges.
It's immune to any stun effect
The ghost has a few skills: it can debuff a target's star generation for 20%, the entire party's Healing Recovery by 20%, or a 10% defense down for the entire party, each of them for 3 turns.
Its special attack will heal it after 1 turn, try and not to let it charge its special attack in the first place.

Ch. 12 - 3
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
At the start of the fight in wave 2, Assassin of Shinjuku will drain all NP gauges to 0. Charging it in advance is pointless.
Each turn, the Assassin gains a card-type resistance buff. It reduces all relevant card performance by about 50%.
However, sometimes his attack is reduced instead.
After breaking his first HP bar, he will buff himself with crit damage up for 3 turns.
He does not deal very much damage, but he will crit often due to his multiple crit chance improving skills.
He can charge his NP as well, be careful.
Overall, he is not very hard because a team of Casters can tear him apart at little risk.

Ch. 13
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Avenger of Shinjuku guide.
This hound is now an Avenger class Servant, and is extremely dangerous to unprepared teams.

Ch. 14
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Avenger of Shinjuku guide.
The random defense or attack down effects are more potent than it may seem.
Beware of post-Broken Bar buff removal.

Ch. 15
With 200 reinforcement, and Break Bars active, this fight looks worse than it actually is.
The objective for clearing this fight is to break EMIYA (Alter)'s Break bar once.
Note that the yellow Hornets will boost his NP damage, and that his NP pierces defense.
His own defense buff has 3 charges, and any defense piercing NPs are very useful.
Nonetheless, a competent (Lancer) team will make short work of this quest before long.

Ch. 16 - 1
A normal quest with increasing HP numbers.
The Chimera at the end is quite beefy, have an NP ready for wave 3 to deal with it.

Ch. 16 - 2
A shadow Rama, with a guts buff (1 HP).
Nothing truly dangerous,

Ch. 16 - 3
Three successive waves of beefy Lancer Spriggans.
Bring some powerful (ST) Sabers, and keep up the pace.
They are, as usual, brutal with multiple critical buffs.

Ch. 16 - 4
A final "normal" monster quest.
Charge NPs on the first wave, then quickly delete the chimeras in the final wave with NPs before they start critting.

Ch. 17 - 1
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Archer of Shinjuku guide.

Ch. 17 - 2
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Archer of Shinjuku guide.

Ch. 18
Boss encounter.
Click the Boss Information below for specifics.

Boss Information

Boss Class Notes
Click the image above to head to the in-depth Archer of Shinjuku guide.
Back to Chapter Selection
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