YAKUZA ZERO

Resultado de imagem para YAKUZA ZERO

VISÃO GERAL

  • Estimated trophy difficulty: 7/10
  • Offline trophies: 55 (46, 6, 2, 1)
  • Online trophies: 0
  • Approximate amount of time to platinum: 125+ hours
  • Minimum number of playthroughs: 2
  • Number of missable trophies: 8 – Rich Taste, Smooth Criminal, Business Etiquette 101, Best Served Cold?, It Takes Two, They Won’t Mind, Big Hair in the Crosshairs, Hitting the Bottle
  • Glitched trophies: 0
  • Does difficulty affect trophies?: Yes, you must clear the game on LEGEND difficulty.

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INTRODUÇÃO

Yakuza Zero is the sixth main game in the Yakuza series and a prequel to the first game. It brings us to the Japan of 1988; when the nation was at the height of its bubble economy. This time you will play as Kiryu Kazuma and Majima Goro before they became the men we know and love from the later games. The game is a little more grounded compared to some of the more recent titles in the series, but it is still very much a Yakuza game.

YOUTUBE

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PASSO A PASSO

Step 1: Play through the game on any difficulty:

Take your time and enjoy the game. The only thing you really need to concentrate on during your first playthrough is getting the eight missable trophies listed below (though you’ll have a second chance at getting them during your LEGEND difficulty playthrough if you do miss any). That said, I recommend on getting as many other trophies out of the way as possible during this playthrough; especially doing as many substories as possible. (see Story of My Life for details on when each substory becomes available).

The eight missable trophies appear in the following chapters (see each trophy’s entry for more details about when in each chapter they occur):

  • Chapter 2: Rich Taste
  • Chapter 3: Smooth Criminal
  • Chapter 5: Business Etiquette 101
  • Chapter 7: Best Served Cold?
  • Chapter 10: It Takes Two
  • Chapter 12: They Won’t Mind
  • Chapter 13: Big Hair in the Crosshairs
  • Chapter 15: Hitting the Bottle

Also, be aware that while the requirements to receive Smooth Criminal occur during Chapter 3, the trophy itself will not unlock until the beginning of Chapter 4.

By the end of this step you will unlock at least the following:

President Kiryu
A Host of Hostesses
Make it Rain
Nostalgic for the 80s
New Allies, New Foes
Rich Taste
A Matter of Life or Death
Smooth Criminal
Time to Say Goodbye
Business Etiquette 101
When It All Goes Wrong
Best Served Cold?
The Big Reveal
It Takes Two
A Familiar Name
They Won’t Mind
Painful Reunion
Big Hair in the Crosshairs
Lamb in the Lion’s Den
Hitting the Bottle
Awakened and Unleashed

Step 1a: Premium Adventure mode (if necessary):

This step is only necessary if you didn’t get all trophies during your initial playthrough (excluding Stuff of Legend , Just Beat It , and the eight missable trophies mentioned above). Premium Adventure mode (accessible from the main menu) is unlocked once you complete the game and allows you to continue from where you left off by loading your clear data. You’re able to switch between Kiryu and Majima using the save points in their respective offices. Earn any remaining trophies (apart from the aforementioned ones) during this step.

While you can actually do this step at any time after beating the game, doing it right away while everything is still fresh in your mind seems like the most natural time. Should you choose to put this off for later, please careful that you do not overwrite or delete the clear data from your first playthrough.

Step 2. Complete the Climax Battles:

Climax Battles are fighting challenges accessed through the main menu. There are 32 challenges, most of which were unlocked as you played through the game. The final 6, however, will only become available once you’ve completed the rest. While most of the challenges are not particularly difficult, a few can be fairly frustrating. Over all, this shouldn’t take too long to do.

By the end of this step you will unlock:

Just Beat It

Step 3: Play through the game on LEGEND difficulty:

Unlocked after the first time you beat the game, LEGEND is the highest level of difficulty. While it’s not all that much harder, nothing will carry over from your first playthrough (it’s only available as a difficulty option if you choose not to import any clear data from a previous playthrough). You should also save as often as possible, as it is not possible to continue if you die.

By the end of this step you will unlock:

Stuff of Legend
Where It All Began

GUIA DE TROFÉUS

Where It All Began
Obtain all other trophies.

Self-explanatory.

Stuff of Legend
Complete the main story on Legend difficulty

LEGEND difficulty, the highest difficulty level, is unlocked once you’ve completed the game. In LEGEND difficulty you take more damage, have less time for QTEs, and do less damage with Heat Actions (especially against bosses). But probably the most significant change is that you can’t continue from the last checkpoint if defeated; you can only reload from your last save. This could mean having to replay a significant amount of content if you die at an inopportune time, as there are many parts where you won’t be given an opportunity to save.

Beating the game on the highest difficulty level is slightly more challenging than it was in previous titles in the Yakuza series because this time you can’t import anything from your previous playthrough. No running around blowing everyone away with the Golden Pistol this time; you’ll be starting from scratch. It still isn’t particularly difficult but it does means that you’ll likely want to spend some time early on gathering a couple hundred million yen for each character. I did this doing the billiards challenges because they’re available from the beginning of the game, almost entirely skill-based, and can be done repeatedly without any load screens. Go with whatever you find easiest (to be completely honest, you can probably get away without doing any grinding at all if you don’t mind a little added challenge). Concentrate on upgrading each character’s damage and HP; you won’t need anything else.

The free DLC items you can get from Utsunomiya Bob are pretty much all you’ll need for equipment. These include the Sacrificial Stone, an accessory which will revive you with full health if you die (you can also get this accessory from Kiryu’s substory 46 in Chapter 2 or from searching for equipment in the Jungle in South America beginning in Chapter 7). The only other item I used was the BROKEN M1985 shotgun (which you can also get from searching for equipment). Once either character has a piece of equipment you can buy as many as you want from Liuhu Restaurant, so you should be all set as long as you stock up on healing items, shotguns, and stones.

The two major sources of frustration in this playthrough are the two escort missions (as Makoto can only survive being grabbed twice on LEGEND difficulty) and the car chase in Chapter 13. Liberal use of a shotgun will make the escort missions trivial, however. The car chase will just take practice (don’t bother aiming for headshots).

President Kiryu
Get started with Real Estate Royale

This trophy is story related and cannot be missed. You will receive it after talking to Marina to complete the Real Estate Royale tutorial towards the end of Chapter 5.

The Promised Land
Get 100% share in any area.

See We Built This City.

The Glamorous Life
Purchase the most expensive property.

This can be done via Kiryu’s Real Estate Royale. The most expensive property is “disco city boy” (labeled “1” on this map), which costs 1,228,800,000 yen. It is located in the northernmost area, which you will receive access to after defeating four of the Five Billionaires.

A Host of Hostesses
Get started with Cabaret Club Czar.

This trophy is story related and cannot be missed. You will receive it after you manage Sunshine for the first time in the middle of Chapter 7.

Talk of the Town
Get over 1,000 fans in any area.

You gain fans in Cabaret Club Czar by successfully managing Sunshine and by “buying” businesses in each area. 1000 fans is a trivial amount and doesn’t require any particular effort to achieve.

You’re Still Number One
Max out the level of a platinum hostess.

Sunshine cast members are ranked (in order) Bronze, Silver, Gold, or Platinum; Yuki (who you start with) and the five girls you gain from beating each area are the only Platinum cast members. The maximum level for cast members is 40, and they gain experience by working at Sunshine and completing their individual training sessions. You should reach the maximum level with multiple girls as you work towards completing the Cabaret Club Czar storyline.

Half the Battle
Get over 50% on your Completion List

See Perfectionist.

Perfectionist
Get 100% on your Completion List.

As always, this is the most time-intensive trophy in a Yakuza title. While that hasn’t changed, I feel that it has been made significantly easier than in previous titles in the series. Most of the standard minigames/tasks from the previous games are included, but the requirements for each are generally more reasonable and some of the worst offenders (like pachinko, performing every Heat Action, etc.) have been removed. On the other hand, there are no cheat items available this time around, so you’ll have to win at Mahjong honestly. And there are no convenient checklists for fishing, etc., to let you know what you haven’t done yet.

An important thing to keep in mind when attempting the “win X yen” requirements is that the game calculates your winnings/losses at the end of each play session by comparing how much you left the table with vs. how much you started with. So stop playing while you’re ahead to lock in your winnings. It also doesn’t matter if you end up losing money over a play session; it won’t be subtracted from your overall winnings as far as completion is concerned.

As you work towards this trophy you will earn Completion Points (CPs) which Kiryu and Majima can turn in at the shrine in Kamurocho and temple in Sotenbori for various upgrades. Many of these can save you significant amounts of time, so you should regularly spend these points.

Most of the tasks are self-explanatory and will be naturally unlocked as you play the game. Just make sure to use new heat actions when you have the opportunity, make use of all of your fighting styles, etc. Some of the tasks are worth a little more explanation, however:

  • Disco: Available at Maharaja in Kamurocho and (from Chapter 4) Sotenbori. See Say You Wanna Dance.
  • Karaoke: Available at the karaoke snack bars in Kamurocho and Sotenbori. You have to play through the songs with both characters.
  • Catfights: Unlocked through the story in Chapter 6. See Cat Scratch Fever.
  • Space Harrier: Available at SEGA arcades.
  • Outrun: Available at SEGA arcades. Reaching 5 million points requires making it to the third stage, which will take some practice as you’ll have to get used to the handling and memorize the course. Keep the car in high gear and turn left when the road forks for a slightly easier route.
  • Fantasy Zone: Unlocked in SEGA arcades after Majima maxes his relationship with Kyoko following substory 28 (available from Chapter 3). There are a number of strategy resources available online if you have trouble with this game.
  • Super Hang-On: Unlocked in SEGA arcades after Kiryu maxes his relationship with Ruka following substory 54 (available from Chapter 2).
  • UFO Catcher: Available at SEGA arcades. All arcades offer the same prizes, but you may want to wait until you control Majima as he needs three of the prizes to complete substory 78 (available from Chapter 3).
  • Poker: Available at the Casino in Sotenbori.
  • Blackjack: Available at the Casino in Sotenbori.
  • Baccarat: Available at the Casino in Sotenbori.
  • Roulette: Available at the Casino in Sotenbori.
  • Chohan: Available in the park in Kamurocho from Chapter 10.
  • Chinchirorin: Available in the park in Kamurocho from Chapter 10.
  • Koikoi: Available in the park in Kamurocho from Chapter 10.
  • Oichokabu: Available in the park in Kamurocho from Chapter 10.
  • Darts: Available at Vincent in Kamurocho and Still Bar in Sotenbori. Alcohol affects your aim, so make sure you’re sober before you start playing. Once you’ve played, a better set of darts will become available for sale at Ebisuya for 1 million yen.
  • Billiards: Available at Vincent in Kamurocho and Still Bar in Sotenbori. I recommend that you play Nine-Ball by yourself. Cannon shots are when the cue ball first touches the target ball and then knocks a different ball into a pocket. Combination shots are when the cue ball touches the target ball which in turn knocks a different ball into a pocket. This page has videos of the billiard challenges.
  • Batting: Available at the batting center in Kamurocho. The two booths farthest to the right allow you to gamble money. I recommend the normal Gold Rush Course, which costs 5 million yen to play. The pitches are the same everytime, so you’ll get there with practice. For the normal Gold Rush Course, the pitches are 1. slow curveball, 2. fastball, 3. fast sinker, 4. slow sinker, 5. fast curveball, 6. fastball, 7. fast curveball, 8. fastball, 9. slow sinker, 10. fastball, and 11. fast sinker.
  • Bowling: Available at the bowling alley in Kamurocho. With a little practice, it’s not hard to consistently get strikes. Use the default 6 pound ball, move all the way to the left, aim slightly to the right of the center pin, and use about 90 power. If you’re a little off with your aim, putting a little spin on the ball can often save you. When it comes to the split challenges, the diagrams on this page should help. The number at the end of the top line of each is the amount of power you should use.
  • Shogi: Available at Shoten in Kamurocho. You need to win 5 games without taking back any moves. The easiest way to do this is to win the first training game five times. See the video at the bottom of this page for the moves you should make.
  • Mahjong: Available at Rokuranso in Kamurocho and Janbaraya in Sotenbori. The mahjong tasks will probably be quite challenging for most players (they took me an hour to complete and I’ve been playing Mahjong on and off for over a decade), but there’s really no shortcut. Mahjong strategy is unfortunately well beyond the scope of this guide, but there are many resources on the game available online.
  • Fishing: Available at the docks in Kamurocho and along the river in Sotenbori (there are two fishing locations at each location, each with different fish). While the fishing minigame could be quite challenging in previous Yakuza games, it is pretty trivial this time. I recommend that you buy the most expensive fishing rod, which is available for 30 million yen at Ebisuya. Two types of bait are available at M-Store, but the two best types can only be gotten from Dream Machines.
  • Telephone Club: Available at Teru Teru Boya in Kamurocho from Chapter 5. See Call Me.
  • Arena: The fighting arena is located in Sotenbori and first becomes available to Majima in Chapter 11 (Kiryu gains access from Chapter 13). Both characters’ wins count towards the 50 you need, but the list of opponents faced is separate.
  • Weapons/Equipment: See Eye of the Dragon and Tiger.
  • Cast members: See Walking on Sunshine.
  • Telephone cards: See Who Ya Gonna Call.
  • Image videos: See …I Did It for the Trophy.

Tell Me a Story
Complete 10 substories.

See Story of My Life.

Substories 40
Complete 40 substories.

See Story of My Life.

Story of My Life
Complete all substories.

There are 100 substories in total (60 for Kiryu and 40 for Majima). Unlike in some prior Yakuza games, it is, AFAIK, impossible to actually fail any of the substories. Choosing “wrong” answers may effect the reward you receive, but they will still count as completed. If you lose a competition such as a race, you can try again.

The following is a list of when each substory first becomes available in the story and any prequisites they have. This map shows the starting location for each substory. Equipping the Trouble Finder accessory will also cause available substories to appear on your map. Kiryu receives this accessory as a reward for completing substory 13; Majima receives it after raising his relationship with Nozomi to full (following substory 79).

Substories: (spoilered for length)

Kiryu:

Chapter 2

  • while heading home: 2, 4, 6-9, 12, 17, 24, 28-30, 36-43, 46-47, 50-54, 90, 92-93
  • after giving alcohol to the homeless: 89
  • after learning Destroyer style: 91

Chapter 5

  • after buying the white suit: 1, 3, 5, 19, 31-35, 44-45, 48
  • after beginning Real Estate Royale: 22-23
  • after defeating the Pleasure King: 15-16, 21
  • after defeating the Electronics King: 13

Chapter 6

  • from the beginning: 10-11, 25-27
  • during the story: 18
  • after meeting Mr. Moneybags: 49

Chapter 10

  • when returning to Chen: 14, 20

Notes:

7: Requires completion of substory 6.
12: Requires completion of substory 9.
16: Requires completion of substory 15.
21: Requires completion of substory 16.
23: Make sure to choose the black box at the end so as to receive the Encounter Finder.
24: Requires you to have watched 3 videos at Gandala
25-27: These are sequential substories (26 appears once 25 is completed, etc.).
28-30: Must have done the disco minigame 3 times; these are sequential substories.
31-35: These substories are triggered through the Telephone Club minigame.
36-43: Requires you to have increased your relationship with Pocket Circuit Fighter to 40%+ (following substory 50); these are sequential substories.
52: You won’t be able to finish increasing your relationship with Emiri until Chapter 5.
92-93: You receive these after getting into a fight with each of the Mr. Shakedowns in Kamurocho.

Majima:

Chapter 3

  • while heading home: 49-58, 62-65, 78-82
  • while heading to Odyssey: 98-99
  • after searching for weapons: 96

Chapter 4

  • while heading to Hogushi Kaikan: 66-68, 77, 95, 97

Chapter 7

  • after completing cast member training: 69-74
  • while heading to Grand: 75, 76

Chapter 8

  • from the beginning: 59-61

Notes:

59-61: These are sequential substories.
66-68: Must have done the disco minigame 3 times; these are sequential substories.
69-74: These substories are triggered by completing each Platinum cast member’s individual training sessions.
98-99: Kiryu must have already encountered Mr. Shakedown in Kamurocho. You receive these after getting into fights with each of the Mr. Shakedowns in Sotenbori.

You will receive pager messages giving Kiryu and Majima their final substories (94 and 100, respectively) late in Chapter 17, provided you have completed every other substory (see Defeat Amon).

High Roller
Spent one billion yen.

Self-explanatory. This will come naturally as you play.

Make It Rain
Throw away money on the street.

This trophy is story related and cannot be missed. See Worked Hard for the Money.

Worked Hard for the Money
Throw away a total of five million yen.

Kiryu will meet Mr. Moneybags in Chapter 6, who will teach him how to scatter money to attract people and avoid fights. You scatter 10,000 yen each time, so you’ll have to do it 500 times.

Who Ya Gonna Call?
Picked up your first telephone card

Telephone cards appear as bright, shining spots on the ground, the way that locker keys did in previous titles in the series. There are 90 cards split evenly between Kamurocho and Sotenbori. Each girl has three cards, marked A, B, and C, which have to be acquired sequentially; the “B” card will only appear once you have that girl’s “A” card, for example.

One of the first items you will receive when turning in CPs at the shrine/temple is the Card Finder accessory which, if equipped, will make a noise if you are near a telephone card. This can be useful to verify that you are in the right spot.

Most of the cards are available from the beginning of the game, but a few are locked behind locations that only become available later on:

  • Chapter 5: Kitagawa Erika Type A (after Real Estate Royale begins)
  • Chapter 10: Okazaki Emiri Type B, Aiba Reika Type B, Otoha Nanase Type B (after you gain access to Little Asia and the park)
  • Chapter 11: Uehara Ai Type C (after you gain access to the arena)

See these maps for the specific card locations. There are a couple errors on the Kamurocho map, however: the red dot near the center of the map without a number next to it is Sato Haruki Type A (“4”) and Okazaki Emiri Type C (“30”) isn’t listed at all. It can be found near some plastic buckets just south of #29.

Kamurocho

  • 1-3 Arimura Chika
  • 4-6 Sato Haruki
  • 7-9 Toyoda Ayaka
  • 10-12 Minato Riku
  • 13-15 Shiraishi Marina
  • 16-18 Minami Riona
  • 19-21 Sakurai Ayu
  • 22-24 Kitagawa Erika
  • 25-27 Kanae Ruka
  • 28-30 Okazaki Emiri
  • 31-33 Aiba Reika
  • 34-36 Maika
  • 37-39 Otoha Nanase
  • 40-42 Abeno Miku
  • 43-45 Tono Miho

Sotenbori

  • 1-3 Sakura Mana
  • 4-6 Uehara Ai
  • 7-9 Otsuki Hibiki
  • 10-12 Hatsumi Saki
  • 13-15 Asakura Kotomi
  • 16-18 Aisu Kokoa
  • 19-21 Hazuki Nozomi
  • 22-24 Maki Kyoko
  • 25-27 Kogawa Iori
  • 28-30 Haneda Ai
  • 31-33 Mizuki Nao
  • 34-36 Natsume Yuki
  • 37-39 Ito Rina
  • 40-42 Hasegawa Shizuku
  • 43-45 Kuribayashi Riri

There is also a “card collector” (marked in blue on the linked maps) who will give you 5 million yen for each set of three cards that you complete.

…I Did It for the Trophy
Watch a sexy video.

There are thirty “image videos” in the game, short videos of various AV idols that you can watch at Gandala. Most of these are received by completing various substories, maxing your relationship with the girls, or by completing the Real Estate Royale and Cabaret Club Czar storylines, but there are five that require you do specific things:

  • Kitagawa Erika – After playing billiards three times at Vincent, you will gain the option to play with the Golden Ball. Do so to receive this video.
  • Haneda Ai – Choose a song in which you have to clap along at karaoke in Utahime in Sotenbori.
  • Natsume Yuki – Order every drink at the bar in Sotenbori’s Maharaja.
  • Maika – Order every drink at the bar in Kamurocho’s Maharaja.
  • Abeno Miku – Choose a song in which you have to clap along at karaoke in Heroine in Kamurocho.

Lucky Star
Get a top-grade item from a Dream Machine.

Dream Machines are vending machines scattered across Kamurocho and Sotenbori (see these maps for their specific locations) which will give you a random item. Only some of these vending machines will work at any given time; waiting five or six minutes and changing location will cause them to reset.

Each machine will charge 10,000, 100,000, or 1,000,000 yen to use (this is also random) and each gives different random items. Only the 1,000,000 yen machines will have a chance of giving you a top quality (10 star) item. The chance of receiving a 10 star item isn’t particularly high, but since you should be regularly using the machines to get car parts, the best types of bait, and crafting materials, you’ll get one eventually.

Training in Style
Complete one training mission with each master.

Kiryu and Majima each have three masters who teach them techniques. You will be introduced to each of them over the course of the story, after which they will appear on the map. Each will teach you five techniques which you can purchase when upgrading each character. Once you’ve purchased an upgrade you can talk to the master to receive the training mission necessary for the upgrade.

A Wise Investment
Purchase ten or more abilities.

See Master of Style.

Master of Style
Obtain all abilities for every style.

This is straight-forward. Just purchase every upgrade for each character’s three basic styles.

Whip It Good
Get five or more play bonuses fighting a single enemy.

When you defeat an enemy, you receive a variety of “play bonuses” for defeating multiple enemies at the same time, not taking any damage, etc. Reaching 5 play bonuses is trivial and should not require any effort on your part to achieve. Just play as normal and you will unlock the trophy sooner or later.

Mr. Shakedown Takedown
Defeat Mr. Shakedown for the first time.

You will be introduced to the giant Mr. Shakedown at the beginning of Chapter 2. You will fight him but are unlikely to defeat him at this point. Afterwards, he will wander around the map, easily distinguishable by his size and a money indicator over his head which tells you how much money is received for defeating him. Should you fight him and lose, he will take all of your money (unless you are using certain pieces of equipment), but this can be recovered by defeating him later. There are four types of Mr. Shakedown (two each for Kamurocho/Sotenbori); the type that appears will change after each time you defeat him. He will also come back with more money and more health each time.

The easiest way to defeat Mr. Shakedown is to buy a bunch of Taurinas, equip yourself with weapons, and lower the game’s difficulty to Easy in the settings menu (so that Heat Actions do full damage against bosses and repeating the same Heat Action doesn’t reduce its damage). Then just spam weapon Heat Actions against him. I recommend using knives, as they do quite a bit of damage. A word of warning, however: you’ll have to deceat multiple Mr. Shakedowns later on while earning the trophy for completing the Ultimate Battles, so it’s worth learning how to fight him normally as well.

Defeating Mr. Shakedown is the fastest way of making money in the game. One of the upgrades that Kiryu can exchange CPs for at the shrine in Kamurocho increases the amount of money received after beating Mr. Shakedown by 50%. So letting him beat you and then getting your money back will yield a significant profit. This is made more efficient by equipping the Encounter Finder accessory which makes his location appear on your map. This item is received as a reward for substory 23 (for Kiryu) or substory 58 (for Majima). Kiryu can miss this item depending on your choice during the substory, so make sure to choose the black box.

Welcome to the Jungle
Get the best weapon search results report.

When Majima hires Liuhu Restaurant to search for equipment (available from the end of Chapter 3), there’s a small chance of receiving a “super success” which will give you a bonus treasure that you can sell at the pawn shop for a fair amount of money. This is pretty uncommon, but you’ll be searching so much as you’re gathering crafting materials (see Legendary Treasure Hunter) and equipment (to reach 100% completion) that you’ll receive it eventually.

Eye of the Dragon and Tiger
Obtain all equipment parts.

There are 96 different crafting materials. These can be gained different ways, including by rescuing people who are being threatened in the streets, using Dream Machines, fighting in the arena, etc. Your primary way of gaining materials will be through Liuhu Restaurant in Sotenbori, however. Find a location with a type of material you don’t have, and dispatch an agent there. You can save scum to guarantee a good result if you’re having difficulty getting a particular material or just keep trying (towards the end of the game you’ll have so much money that paying extra to reduce the needed time to 0:00 will be no problem).

If you’re having a lot of trouble, this page has a list of the materials and in which locations they can be found. Not great for people who don’t know Japanese, but still usable, I think (especially if you use Google translate). Each material is assigned a code in accordance with their location on the chart in the game, and the numbers listed in the right-hand column tell you which locations in which it can be found. The locations are listed in the following order: Japan, North America, South America, East Asia, West Asia, Eastern Europe, Western Europe, Africa, and the North Pole. Bold numbers mean that an agent has that material as a guaranteed result. Some locations/agents will only become available as you progress in the game, however.

Prizefighter
Defeat 30 or more opponents in Endless Rout

Once you reach Rank B in the fighting arena in Sotenbori (available from Chapter 11), you will have the option of fighting in the Endless Rout. In this mode, you will fight against five random opponents (the details of the matches will depend on what options you choose). After you win, you can choose to fight another five, and so on (you will be given the opportunity to pay money to heal after each group of five opponents). The opponents are pulled from a pool of 100, a few of whom are tough, but if you just keep fighting with the default, easiest options, you should have no trouble defeating 30 and unlocking the trophy.

What a Player
Play every minigames.

See Perfectionist. The earliest this can be gotten is Chapter 10, when you gain access to the park in Kamurocho.

Call Me
Go on a date with a girl you met at the Telephone Club

The telephone club minigame is available at Teru Teru Boya in Kamurocho from Chapter 5 on. There are nine possible girls you can date through the minigame, but only the three successful dates (Haruka, Ayaka, or Riku) will count for this trophy. You’ll still want to go on seven of the dates, however, as the others give you substories (you only need to date one of the three girls who give substory 34, though).

Unfortunately, it can be very difficult to tell the girls apart, as while there are nine girls, there are only three models. The only things you have to go by in determining which girl has called you are the model (easily distinguished by the color of the swimsuit) and the girl’s voice.

Here are the girls, listed by swimsuit color and with the substory they give you:

Aqua: Riku (31), Asakura (34), Mirei (35)
White: Ayaka (32), Sakurako (34), Mariya (44)
Green: Haruki (33), Sakurai (34), Sayuri (45)

If the girl who called isn’t one you need, just hang up and try again. I recommend that you choose the long course whenever you play as the difference in cost is meaningless and it gives you the most time to play.

During all of the succesful dates, you will have to distinguish the girl you are looking for from another wearing a similar outfit. If you choose the wrong girl, you’ll have to do the minigame again.

Riku: choose to look from the side, then from the front. Then choose the rear girl.
Ayaka: choose “get closer,” then “look further”. Then choose the 3rd option, “she has a slightly sexy air”
Haruki: choose “wait for them to turn around”, then choose the 2nd option, “it looks reddish, but maybe a little too flashy…”

Say You Wanna Dance
Complete every disco song on any difficulty.

Disco is a new rhythym minigame that can be played at Maharajah (first available for Kiryu in Chapter 2) in which you need to move your cursor to a specified square and push the specified button just as the shrinking square matches with the frame of the square. You also receive bonus points based on how many “steps” your cursor made while reaching target square. Successes fill a meter which, when full, allows you to activate Fever Heat by pushing :L1:. The game can be fairly challenging until you get the hang of it as the timing can be quite tight and you don’t receive any points if you’re even a little off.

Disco is involved in a number of substories in which Kiryu/Majima have to compete in “dance battles” in which they have to outscore an opponent. These are far more challenging than any of the scores needed to three-star the songs for 100% completion. My advice is to choose easy difficulty for these battles, not worry too much about getting extra steps, and make sure you use Fever Heat as soon and as often as possible. There’s also a level of RNG involved here, as your opponent’s score can vary considerably (by up to a thousand points). Expect to have to make multiple attempts.

Cat Scratch Fever
Win ten bets on three-round tournaments at JCC

This is perhaps the most annoying trophy in the game.

The trophy description is inaccurate for the Japanese version of the game, as you actually need to predict the outcome of 10 tournaments, not matches. We’ll see if they fix the description for the English-language release (they did).

Anyway, catfighting (which becomes available for Kiryu in Chapter 6 during the story) is played through rock-paper-scissors and is highly RNG-dependent. The only pieces of advice I can give are:

1. As you’re selecting your fighter, there will be a news crawl at the bottom of the screen. You can use this to judge whether a particular girl is currently lucky or unlucky.
2. In any given match, your opponent will usually use one move a lot, one occasionally, and one seldomly.
3. You can skip through the attack animations but don’t so if you’re doing a rainbow attack as you’ll miss out on the opportunity to do bonus damage.
4. If you just want to win and don’t care about earning money, you should usually stick with Jennifer.

In the end it really all comes down to RNG, though. I mean, there’s actually an unblockable skill which, if it triggers for your opponent, will cause you to instantly lose a match that you’ve won.

The Dragon of Pocket Circuit
Win all Pocket Circuit races.

Kiryu will gain access to Pocket Circuit racing after finishing substory 50 (available fron Chapter 2). There are seven different races; whenever you beat one, the next will become available, as will new parts at the shop. Each race uses a different track configuration, the first six of which also appear in a substory.

There’s a certain amount of RNG involved, but trial and error and buying new parts should be enough to get you through the first six races. For the final race however, you’ll need some of the parts that you can only get from Dream Machines.

Nostalgic for the 80s
Visit Kamurocho in December 1988.

This trophy is story related and cannot be missed. Received after the opening of Chapter 1.

New Allies, New Foes
Complete Chapter 2.

This trophy is story related and cannot be missed. Received after the end of Chapter 2.

Rich Taste
Treat a homeless man to a ¥20,000 bottle of booze.

Missable.

In Chapter 2, you’ll have to buy alcohol for a group of homeless men, one of whom will ask for champagne. Go to Don Quixote and buy a bottle of Champagne Gold for 20,000 yen, then give it to him.

A Matter of Life or Death
Complete Chapter 4.

This trophy is story related and cannot be missed. Received after the end of Chapter 4.

Smooth Criminal
Successfully negotiate ideal terms with Yamagata.

Missable.

In Chapter 3, you’ll head to Odyssey to negotiate with Yamagata over one of his employees. On the way, there are three NPCs with information about conditions at Odyssey that you can talk to (their locations are marked “4” on this map. Once you go inside Odyssey, you’ll have the opportunity to look around the club. You need to look at the four different tables (three with customers, one empty) inside. Apparently, you’ll have a limited amount of time in which to do this, but if so, it’s not a very strict as I didn’t encounter it in either of my playthroughs. Note: you will not receive the trophy until you enter Grand in the beginning of Chapter 4.

Time to Say Goodbye
Complete Chapter 6.

This trophy is story related and cannot be missed. Received after the end of Chapter 6.

Business Etiquette 101
Impress Oda with your perfect manners.

Missable.

After you meet Oda at Cafe Alps in Chapter 5, you’ll be asked to choose which table to sit at. Choose the table in the middle (with four chairs and away from the door) and sit in the chair in front of you. Then don’t order anything to drink and pass the QTE after the old man enters. You’ll receive the trophy after the end of the conversation with the old man.

When It All Goes Wrong
Complete Chapter 8.

This trophy is story related and cannot be missed. Received after the end of Chapter 8.

Best Served Cold?
Take more than 15 minutes bringing the takoyaki.

Missable.

Majima will head off to buy takoyaki in Chapter 7. After you buy it, don’t return to the warehouse; after 15 minutes it will become cold (the item in your inventory will change) and you will receive the trophy.

The Big Reveal
Complete Chapter 10.

This trophy is story related and cannot be missed. Received after the end of Chapter 10.

It Takes Two
Defeat 3 foes using co-op moves with Oda or Tachibana.

Missable.

There is a lengthy sequence in Chapter 10 in which Kiryu, Tachibana, and Oda fight a number of yakuza. Defeat at least three using the heat action that becomes available when an enemy is being grabbed by Tachibana or Oda. There are a number of groups of enemies so this shouldn’t be difficult. Since Tachibana and Oda will only occasionally grab an enemy, however, I recommend that you bring some items to fill up your heat gauge to make sure you can take advantage of any opportunities.

A Familiar Name
Complete Chapter 12.

This trophy is story related and cannot be missed. Received after the end of Chapter 12.

They Won’t Mind
Steal Nikkyo Consortium funds from their safe.

Missable.

When Majima heads to Bentenya in Chapter 12, there will be two small white safes by the final staircase (at the location marked “6” on this map). Break them and you’ll receive this trophy (and a fair amount of money).

Painful Reunion
Complete Chapter 14.

This trophy is story related and cannot be missed. Received after the end of Chapter 14.

Big Hair in the Crosshairs
Defeat the yakuza with an afro on the highway.

Missable.

About halfway through the car chase/gun battle in Chapter 13, one of the enemies leaning out of a car will have an afro and a white suit (he will appear just before the van with the machine gunner). Shoot him to receive the trophy. This isn’t difficult, but you may want to use Kiryu’s Heat Eye ability as he goes by more quickly than other enemies do.

Lamb in the Lion’s Den
Complete Chapter 16.

This trophy is story related and cannot be missed. Received after the end of Chapter 16.

Hitting the Bottle
Suffer the full force of Reina’s attack.

Missable.

During a fight inside Serena in Chapter 15, there will be a QTE where Reina swings at Majima’s head with a bottle. Fail the QTE and let her hit you to get the trophy.

Awakened and Unleashed
Complete the Final Chapter

This trophy is story related and cannot be missed. Received after the end of the final chapter.

We Built This City
Complete the Real Estate Royale storyline.

Real Estate Royale is straight forward: after you’ve completed the tutorial in Chapter 5, you build up control in an area by buying properties, using your advisors to improve those properties, and completing events related to the Five Billionaires. Events are triggered by reaching 30%, 60%, and 90% control of an area. Defeating the billionaire who controls that area will then give you 100% control. Once you’ve gained 100% control of an area, you no longer need to defend it. You won’t be able to complete Real Estate Royale until Chapter 6 as one of the events requires you to have access to catfights. Completing Real Estate Royale will unlock Kiryu’s Dragon of Dojima fighting style.

You gain staff members by completing substories and defeating billionaires. These are the substory-dependent staff members and the substories needed for each:

Managers: Kasuga (5), Koketaro (52), Sachiko (17), Kato (12), Spinning (12)
Guards: Video Boy (24), Koshimizu (21), Kikuchi (46), Lee Long (8), Mafia Boss (47)
Advisors: Masochist (7), Kyo (6), Earth Angel Mistress*, Marui (13), Fortune teller (1), Miracle (23)

*I’m not sure what the exact requirements for hiring Earth Angel Mistress are. You definitely have to have a drink at Earth Angel, but some sites report that you also have to finish all substories related to Earth Angel first (41, maybe 48?).

It is recommended that you complete as many of these substories as possible before working towards this trophy, as having good staff makes things much faster. There are also a number of CP upgrades that increase the speed at which you gain income from your properties. This page shows you all the properties available to purchase in each area along with their earnings at each rank.

Even with all of the CP upgrades purchased, it will still take several minutes for your properties to finish getting their income, thus allowing you to upgrade them again. This will happen even if you just stand in your office and wait, but I recommend that you use this time to work on minigames and substories.

Walking on Sunshine
Complete the Cabaret Club Czar storyline.

Cabaret Club Czar is a little more complicated than Real Estate Royale. You will again be competing against five enemies to take control of their areas. This time the control metric is the number of fans you have in each area, which increases each time you manage Sunshine or give money to local businesses. There are three events which are triggered by reaching a certain number of fans (different for each area), the last of which is a battle against the rival cabaret club. During these final battles, your rival club will use Fever Heats that (depending on the club) will drain your cast’s health, make them tired, or send your clients home. Win and you will defeat your rival and get another Platinum cast member (you can try again if you lose). Completing Cabaret Club Czar will unlock Majima’s Mad Dog of the Shimano fighting style.

The strategy here is pretty basic; try to match your cast members to the desires of the client and concentrate on the wealthy clients. I generally ignored the client’s look preferences (sexy, cute, etc.) as you don’t have a lot of time to choose who to assign where. It’s okay if they’re not happy, as you can bump up their attitude as you manage. It can also be better to not assign anything and let the client go away angry than to waste that table on them. If an argument does breaks out, give the client a gift, which will improve their mood by one level.

Correctly responding to a hostess’ hand signal will get you bonus money and improve the client’s mood. There are pictures of the various hand signals on this page. They are, going clockwise from the top left, guest glass, change the ice, menu, change the ashtray, a handcloth, and a glass for the hostess.

When it’s time for a client to leave, you have a few choices. If they’re having a good time and you have the option, asking them to extend their time is a good idea. If you don’t have the option, you can thank them or see them off (if they’re happy), or apologize (if they’re not). These all improve their mood by one level. If they’re already in a good mood (or you don’t care about increasing the number of your fans in that area), you can also praise the hostess or give her a reward (both of which will restore some of her health). This last option is particularly important during battles against rival clubs.

Cast members: Isobe (68), Etsuko (65), Nuiko (78), Mystery Woman (75), and Pashiko (63) can be hired after completing those substories. You can exchange CPs for Seiko, Akina, Koizumi, Kiyoko, Junko, Shiho, Shinomi, Maririn, Chizu, and Seika. Finally, Mitsuko, Fusae, Akemi, and Hiroko can be recruited at points 1-4 on this map. You’ll have to give them expensive items they ask for.

You should have received Harumi, Kirara, and Ume for negotiating so well in Chapter 3, but if not they’ll be standing around Sotenbori to be recruited as well.

Generosity of Strangers
After you become undisputed king of an area, get someone to light a cigarette for you on the street.

If you’re idle for about 30 seconds, Kiryu will light a cigarette. Once you’ve gained control of the first area in Real Estate Royale, stand in front of the tout at the southern end of Tenkaichi Street (the street in front of Serena). When Kiryu pulls out his cigarette, the tout will light it for him. A sign that this can be done is that the touts will start bowing to you as you approach them.

Just Beat It
Complete all Climax Battles

Climax Battles are fighting challenges accessed through the main menu. There are 32 challenges, most of which were unlocked as you played through the game. The final 6, however, will only become available once you’ve completed the rest. Most of the challenges are not particularly difficult, but a few can be fairly frustrating. In general, I recommend that you have a firm grasp on how each character’s fighting styles work, especially Majima’s Breaker style and the two character’s final styles.

Here are a few specific tips for the more difficult battles:

  • 1-1 Firearms are the key here. Grab the cannon and start the challenge by immediately taking out a few enemies.
  • 1-5 Concentrate on defeating the tougher zombies first, since reinforcements arrive whenever you’ve taken out too many enemies. You don’t want to have to fight multiple tougher zombies at once.
  • 1-6 This is one of the more challenging battles. The amount of money you earn increases each time you knock down an enemy, but gets reset if you yourself get knocked down. The key is to knock them down with a : spin, but you need to be moving away from them as you connect so that their headspin doesn’t hit you.
  • 1-8 How difficult this challenge will be depends on the RNG as you will randomly change fighting style, throwing you off balance and making you drop any weapon you’re carrying. My advice is to try to make use of the swordfish cannon while you’re using the Thug style, as it does a lot of damage. Otherwise, use your favorite Slugger and Breaker moves.
  • 1-9 During the third wave of enemies, draw the large enemy off to the side so that he misses when he lunges at you. Then take down the two pistol enemies before he can attack a second time.
  • 2-6 The second and third waves are no problem, but the first can be pretty tough. Dancer style builds up your Heat Gauge pretty quick, so try and take advantage of the special Heat Action that can be used against enemies wielding swords and the one for when you’re between two enemies. If you don’t have 40+ seconds left on the clock by the time you finish the first wave, start over.
  • 2-8 There’s a cannon hidden behind the drums on the right that you can instantly end this challenge with.
  • 3-2 A pretty frustrating challenge because of how tight the map is and the way that messes with the camera. Although it doesn’t seem like it, you can usually dodge his charges. Just take it slow, switching to Slugger when you’ve built up enough heat to perform a Heat Action. After you’ve knocked him down, switch back to Fighter and hit him while he’s down.
  • 4-2 Only Sera, the third boss, should pose serious trouble. There are a few approaches to fighting him, but I found that sticking with Dancer and occasionally switching to another stance to perform a Heat Action to be the most effective for me. He will often stop you with a low kick, but it usually doesn’t do that much damage and if you’re lucky you can move behind him while you’re spinning.

Amon Defeated
Defeat So and Jo Amon.

If you have completed every substory other than 94 and 100, Kiryu and Majima will receive pager messages from an unknown number just before the end of the final chapter (Chapter 17). This will make it possible to use taxis to go to the bullring and fight the Amons, who are easily the most difficult enemies in the game. Amon So in particular is armed with a cannon that can do a massive amount of damage. I didn’t do anything particularly clever to beat these guys, though; if you bring a lot of healing items, weapons, and Sacrificial Stones, you should be able brute force through these fights, especially if you turn the difficulty down to Easy.

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