All right, this is where Yakuza 4 Remastered can either become a fairly manageable trophy cleanup or a much longer attempt to clear absolutely everything. I would decide which one I’m doing before spending an evening trying to master pool.
The platinum/all-achievements route does not require the complete minigame checklist. The in-game checklist has substantially tougher targets, and completing its minigames earns the Golden Pistol from Bob at Naomi’s Palace. Haruka’s Trust is another separate project, available only in Premium Adventure and unnecessary for either the platinum or the game’s 100% completion percentage.
One platform detail matters immediately: pachinko is present on PS4 and Xbox consoles, but absent from the Steam and Windows PC versions. PC players do not have a missing pachinko requirement to fix. The corresponding trophy/achievement is absent there too.
I’d keep a dedicated cleanup save, save after difficult successes, and check the Challenges menu rather than trying to remember what counted. A loaded older save also restores its older completion progress. Save-scumming a casino loss is useful; accidentally erasing a successful arcade run is less useful.
CLUB SEGA: THREE GAMES, NOT JUST TWO
Welcome to SEGA wants participation in UFO Catcher, Boxcelios 2, and the original Boxcelios. Actually finish the arcade attempts instead of entering and immediately quitting.
To unlock the original Boxcelios, use Akiyama at the Theater Square arcade, finish three Boxcelios 2 plays, and follow up with the employee. This is tied to his ally progression. Once the older cabinets are installed, play one of those too.
For full completion, both Boxcelios games require level 50. In both, your target is the glowing core rather than every piece of metal surrounding it. Firing slows your movement, so reposition first, then shoot through a clear line. Holding fire continuously can leave you slowly chewing through the wrong part of the enemy.
Boxcelios 2 gives a short free window at the start of each enemy and rewards sufficiently fast kills with extra time. Build that cushion on early enemies. Original Boxcelios also has a brief free window, but no equivalent quick-kill time bonus. Its apparent 3D shapes can obscure the fact that an intervening piece still blocks the shot. Move close to the core when possible.
For UFO Catcher, full completion means every distinct prize, not a set number of successful grabs. The 23-prize checklist is:
• Piyo-chan, Silkie Piyo-chan, Sky Piyo-chan, Peach Piyo-chan, and Big Piyo-chan.
• AiAi, Manjiro, Golden Manjiro, and Syrup Boy.
• Hito-nyan: Normal, Disappointed, and Happy.
• Pillow Pups in Golden Retriever, Shiba, French Bulldog, and Chihuahua, in both regular and giant sizes.
• Yummy Bar: Spicy Cod Roe, Salami, and Sauce.
Check both arcades and refresh the machines through the attendant or by leaving and returning. Golden Manjiro is worth specifically checking for at Nakamichi. Use the side camera before committing the depth movement. If a toy slips out, change where the claw catches its shape rather than repeating exactly the same grab.
BATTING: LEARN CONTACT FIRST, SCORE SECOND
Captain Two-fer only requires one hit that breaks two panels simultaneously. Aim at a shared border. That is much less demanding than completing the batting checklist, which wants S rank on every course.
The S-rank targets are Easy 2,300, Normal 2,800, Hard 3,000, and Extra Hard 3,500. Extra Hard unlocks after scoring at least 1,800 on Hard.
Watch the batter as well as the pitch. The bat settles when the swing window approaches. The pitch sequence repeats, so a short practice run spent learning the slow curves is more productive than changing your timing randomly every attempt.
Multi-panel shots matter because they multiply the score, including completed lines. On Hard, hit the three single panels of a diagonal, then use corners around the center panel to clear the remaining groups of three. The final group can complete several lines together. On Extra Hard, work in blocks and preserve a central block that can complete several lines at once. Take the bonus bullseye seriously when it appears; you only get one pitch at it.
BOWLING: THREE STRIKES VERSUS A WHOLE SCORECARD
Boiled Turkey means three consecutive strikes. Full completion requires 200 points in one ten-frame game at Mach Bowl.
I’d use a ten-frame game even for the trophy. It gives you room to establish a repeatable delivery and then continue straight into the 200-point target.
Aim for the pocket beside the head pin rather than the head pin’s center. Pick one starting position and power range, then make small angle or spin corrections. A useful starting test is one position to the right of center with an almost straight delivery. If that does not suit your timing, try a wider starting position and a modest inward curve. Neither setup should be treated as a guaranteed strike macro.
Once you find a delivery that works, repeat its actual inputs. Do not change ball, angle, power, and spin simultaneously after one bad result. Spares still matter for the 200-point target, especially when they preserve the bonus from a preceding strike.
DARTS: THE THROW NEEDS TO BE REPEATABLE
Hat Trick wants three bullseyes in the same three-dart turn. At Bantam, use a long 01 game if you want plenty of attempts.
On a controller, aim with the left stick, draw the right stick back smoothly, and release it cleanly. A violent flick or inconsistent pull can change where the dart lands. Start with roughly half a pull and adjust based on the actual result. The hand also moves, so do not assume an aim point stays fixed forever while you hesitate.
Full completion requires beating Beginner, Intermediate, and Advanced opponents in five categories: an 01 game, Standard Cricket, Random Cricket, Hidden Cricket, and Count-Up. That is 15 wins. You do not need separate wins in every 301/501/701/901 length; 301 is the efficient choice for the 01 category.
Count-Up rewards raw scoring. In 01, plan the final exact total before throwing yourself into a bust. In Cricket, watch which scoring areas are still open: hitting a triple can close a number immediately, but scoring repeatedly on a number your opponent already closed accomplishes nothing.
POOL: THE TROPHY IS A SMALL PART OF THE JOB
First Carom asks you to score the first point in Four-Ball at Cuez Bar. Choose Beginner, take the opening turn, and make your cue ball contact two other balls in one shot. A cushion-assisted route is fine. You do not need to win the whole match for that trophy.
Full completion is 16 wins: Nine-Ball, Eight-Ball, Rotation, and Four-Ball against all four difficulty levels.
Use the overhead view, line up carefully, and pull the shot stick straight back. If your shot direction repeatedly disagrees with your aim, check for sideways movement during the stroke before rebuilding your entire strategy.
Nine-Ball requires contacting the lowest-numbered ball first, but a legal combination that pockets the nine wins immediately. Eight-Ball requires clearing your assigned group before legally potting the eight. Rotation also demands lowest-number-first contact, while the pocketed ball’s number supplies its points. Four-Ball rewards caroms rather than pockets.
At higher difficulty, cue-ball position matters as much as making the current pot. Use enough power to finish the shot without sending the cue ball somewhere that ruins the next one. A calm safety is preferable to handing over an easy table after a reckless scratch.
MAHJONG: SEVEN PAIRS IS A SPECIFIC HAND
Seven Pairs wants seven different pairs in a concealed hand. Four copies of one tile do not count as two pairs. Do not call chi, pon, or kan while building this particular hand. Winning with ron on another player’s final discard is valid; you do not have to self-draw with tsumo.
I’d look for a starting hand already containing several pairs. Keep those pairs, discard excess third copies, and compare your remaining singles against the visible discards. A single whose other three copies are already visible cannot become your seventh pair.
At six pairs plus a single, check whether riichi is available. Riichi does not invalidate Seven Pairs. It can add value and automate ordinary discards while you wait, but it also locks your hand, so choose the remaining tile carefully.
Full mahjong completion is different: finish a game with at least 50,000 points before the placement bonus, usually called uma. Merely seeing a post-bonus result above 50,000 is not enough.
For that longer target, do not force Seven Pairs every hand. Build efficient hands, use red dora if enabled, and protect a strong score instead of chasing an unnecessary expensive hand into an opponent’s riichi. A normal four-meld-and-a-pair shape still needs a valid yaku; dora alone does not supply one. Keeping a hand closed makes riichi available once it is ready, which is a straightforward way for beginners to establish a yaku.
SHOGI: PROMOTION DOES NOT MEAN RANKING UP
Shogi Promotion means promoting a piece on the board. It does not require grinding the ranked opponent ladder.
Use Challenge 1 at Shoten Shogi. Clear a route for an eligible piece, move it into the opponent’s promotion zone, and accept the promotion prompt. Dropping a captured piece directly into that zone does not immediately promote it.
For full completion, win five games. Challenge 1 can be repeated for all five. Its limited opposing army makes it a practical place to learn the difference between threatening the king and actually trapping it. Support the attacking piece with a second piece so the king cannot simply capture it or step aside. Remember that captured pieces can return to the board as drops, which changes the mating patterns if you are approaching this like western chess.
KARAOKE: PLAYING THE SONG AND CLEARING IT ARE DIFFERENT
The Human Jukebox requires registering a performance for every song, with no 900-point demand. Full completion wants at least 900 on all 11:
Otomeiro My Life; Machine Gun Kiss; Raindrops; Pure Love in Kamurocho; GET to the Top!; I Wanna Change Myself; Kamurocho Lullaby; Summer Memories; Where Has Your Touch Gone?; Saturday Night Lover; Shooting Star.
Kiryu is convenient for the cleanup because he can sing or provide support for the full selection. You can support the machine’s vocals without arranging a date for every song. Saejima does not participate.
For high scores on support tracks, choose Lively rather than Simple. Read hold and rapid-press prompts properly, and focus on the timing lane rather than the background video. Singing follows the vocal phrasing, which may not match the steady beat you would use while cheering.
Haruka can accompany Kiryu only in Premium Adventure. Her version of GET to the Top! becomes available after scoring at least 900 on Otomeiro My Life. You do not need that particular singer’s version merely to register GET to the Top! for The Human Jukebox.
TABLE TENNIS AND MASSAGE
Table Tennis Pro wants three Heat smashes in one match at Yunosono Hot Springs. I’d fit all three into the same game to avoid any tracking ambiguity. Full completion requires winning on all three difficulties.
Build Heat through good returns and the gaze control, then use the smash when the gauge is ready. Watch for the ball’s timing flash. Keep aiming simple until you can rally reliably. A smash is not always an automatic point, especially late in a harder match, so stay ready to return the ball afterward instead of relaxing during the animation.
VIP Member is the easy half of Love in Heart: take five massages to unlock VIP membership. Full completion requires the top Serene Dragon result on all four courses. Five visits unlock the third course; ten unlock the fourth.
For the massage game, watch the gauge and its momentum. Small corrections are safer than holding an input until the marker rockets to the opposite edge. Higher positions earn points faster, but a failed session is worse than spending part of the course safely in the middle. Learn each course’s sudden changes before trying to keep the marker near the top. Do not assume every pulse behaves identically on the hardest course.
FISHING AND GOLF
Mr. Outdoors asks for five fishing attempts and five golf plays. Use the same character for a clean route. For fishing, actually cast and let the attempt resolve rather than backing out immediately. For golf, five separate practice visits with a stroke followed by quitting are sufficient; five complete nine-hole tournaments are unnecessary. Golf is accessible by taxi during the day.
Fishing completion requires all 18 catches, including junk. The useful targeting list is:
• Day: Great White Shark 50–60 m; Thread-sail Filefish 30–100 m.
• Night: Prawn 0–10 m; Squid 50–80 m.
• Sunset: Conger Eel 0–20 m; Flounder 30–60 m.
• Day or sunset: Sea Bream 70–90 m; Coelacanth 140–150 m.
• Day or night: Japanese Huchen 30–40 m; Goby 30–60 m.
• Sunset or night: Giant Oarfish 130–140 m; Marlin 120–150 m.
• Any time: Devil Scorpionfish 20–90 m; Steel Drum 30–90 m; Briefcase 20–140 m; Umbrella 40–150 m; Giant Crab 100–150 m; Tuna 130–150 m.
Choose bait whose distance window reaches the target. Matching distance and time narrows the possibilities but does not guarantee a species. Re-enter fishing to refresh the available targets. During the fight, follow the fish’s direction with the rod, reel while tension is manageable, and ease off before the line reaches either extreme.
Golf completion requires a tournament result of −5 or better over nine holes. Practice the swing’s power and impact inputs separately. Read the wind relative to the golfer’s current facing, leave room for the ball to roll after landing, and aim for safe fairway positions rather than carrying every hazard at maximum range. On the green, account for slope instead of treating the distance marker as the entire putt.
Five under is easier to plan as several reliable birdies and safe pars than as a demand for a spectacular shot on every hole. If your approach regularly rolls through the green, adjust its landing point and spin before blaming the putting.
THE GAMBLING ROUTE
Dragon Palace has the four Japanese gambling games and a casino. Fukuma Casino in Purgatory provides the higher-stakes casino options. Novice Gambler requires playing Cee-lo, Cho-han, Koi-koi, and Oicho-kabu. Casino Rookie requires Baccarat, Blackjack, Poker, and Roulette. Play a resolved round and leave normally rather than assuming opening a table is sufficient.
For in-game completion, the targets are:
• Baccarat: 20,000 chips won.
• Blackjack: 10,000 chips won in one session.
• Poker: 10,000 chips won in one session.
• Roulette: 20,000 chips won cumulatively.
• Cee-lo: 20,000 tags won.
• Cho-han: 20,000 tags won.
• Koi-koi: 10,000 tags won.
• Oicho-kabu: 10,000 tags won.
Buying currency does not replace winning the relevant completion target. Blackjack and Poker are particularly easy to misread: the target counts winnings during that sitting, not a single giant hand, and losses do not subtract from that running winnings count. Haruka’s requests instead ask for a specified net increase when you finish the session, so track those separately.
Save before using a scarce cheat item. These are consumable in-game items, not external cheats. Bigger stakes make a useful item go further, but keep enough currency to remain at the table and finish normally.
Baccarat is mostly choosing whether Banker, Player, or a tie will win. Card-drawing decisions are automatic. Banker’s Piece and Player’s Piece help the corresponding side; bet on the side matching the item. Tie bets have large payouts because they are much less likely. I would not treat a losing streak as evidence that a tie is now due.
Blackjack has two useful items with different behavior. Blackjack Amulet produces blackjack hands for five deals. Bust Amulet only forces a bust if the dealer has to draw; it does not prevent the dealer from standing on a strong opening hand. Do not bust your own hand while expecting the amulet to rescue it. Use the higher-stakes table when available and watch the betting limit increase rather than spending your best item on tiny bets.
Poker is Texas Hold’em. Fold poor hands rather than paying to see every river. Royal Joker Card affects the next community-card reveal, so use it when that card can complete a strong hand for you. Improving the whole board can also improve your opponents’ hands. Even a huge hand earns little if everyone folds, so the item is not a guaranteed 10,000-chip button.
Roulette’s Zero Jewel restricts the next result to 0 or 00. Betting on one gives a chance at the large straight-up payout; splitting between them trades payout for certainty. With a 1,000-chip straight-up bet, the winning result is enough for the 20,000 target. Red and Black Jewels restrict the next spin to their color, not to one particular number. Save before committing the jewel if you plan to reload an unsuccessful single-number bet.
Cee-lo is strongest when you exploit the banker turn, because you can collect from several opponents. The 1-1-1 Card, Trips Yokan, 1-2-3 Gum, and Piss Mountain Stone manipulate different rolls. Use the appropriate prompt while rolling, and leave/re-enter before expecting to use another item in a fresh game. Watch the bank and bets: a wonderful roll against tiny wagers still produces a tiny return.
Cho-han starts with even/odd bets and opens larger wagers and extra betting options as you keep playing. Leave and re-enter periodically to refresh the available stake ceiling. Even Goro’s Beads guarantee an even next roll. A Lopsided Cigarette changes how the other players distribute their bets; it does not guarantee the less popular side wins. Save the reliable outcome item for a worthwhile wager.
Koi-koi has no cheat item here. Match the month/plant, collect scoring combinations, and examine what the opponent is collecting too. Moon Viewing and Cherry Blossom Viewing are efficient two-card routes involving the sake cup. Calling koi continues the round and risks losing your current opportunity if the opponent scores first. When protecting a lead, taking the points can be better than chasing one more combination. Short three-round games make the overall result easier to manage.
Oicho-kabu also has no cheat item. Your score is the final digit of the card total, with nine the ordinary target. A high-looking sum is not automatically good: 18 counts as eight, while 20 counts as zero. Learn the special hands and remember the dealer wins ties. Keep playing to unlock larger betting levels, then work toward the cumulative winnings target instead of expecting one lucky round to finish everything.
PACHINKO, ON PS4 AND XBOX CONSOLES
At Volcanic Volcano, Way of the Pachinko King requires obtaining the trophy prize, priced at 500 balls in the remaster. Full minigame completion is tougher: finish a play 5,000 balls ahead of where you started.
Save before using a Get-Rich-Quick Card. It guarantees the first slot spin becomes a jackpot, but you still need to launch balls successfully and collect the payout. Adjust launch strength to feed the opening beneath the display. Stop wasting balls while an animation is resolving, then resume when the jackpot payout rounds begin.
Do not leave immediately because the screen celebrates a jackpot. Wait until you have actually collected enough balls. For the trophy, save after earning the balls and before purchasing the prize. Xbox players have reported the achievement failing to trigger on the first purchase; that backup lets you reload and buy it again without repeating the entire win.
RESTAURANTS: COVER THE MENUS THAT ARE EASY TO MISS
Gourmet of Kamurocho only requires eating or drinking at the relevant establishments. Full Food/Drink completion means clearing the listed menu items and rewards the Lucky Binding.
Use this venue checklist: Café Alps, Matsuya, Watami, Gelateria Kamuro, Shellac, Earth Angel, Smile Burger, Bantam, Pronto, Kyushu No. 1 Star, Sushi Gin, Kanrai, Cuez Bar, and the Food Distributor/Underground Gourmet in the Central Sewer.
For a reliable trophy sweep, order from both Watami menus and visit Pronto as both the daytime café and evening/night bar. Matsuya’s branches share their menu. Choose eat-in when a restaurant offers takeout. Convenience-store purchases are not substitutes for restaurant orders.
The sewer food stall becomes accessible during Saejima’s story and uses Ecopoints. Turn collected rubbish in to the Mean Green Machine nearby, then spend the points at the stall. This is a common missing stop when the visible street restaurants are already done.
For full completion, finish Kiryu’s Master vs. Apprentice substory to unlock Black Tonkotsu Ramen at Kyushu No. 1 Star. The older PS3 instruction to carry a Tokyo Isshun magazine for special menu items does not apply to the remaster; those magazine-gated dishes are available without it.
You need room in the health bar to keep eating. Use ordinary fights or the health-reducing Squid bait sold at the Docks to create room, then order unchecked items. Check the actual completion list before buying expensive drinks again, because some drinks appear at multiple bars.
My cleanup order would be the small trophy goals first, arcade unlocks with Akiyama early, restaurant orders as I travel, then the longer completion targets in blocks. Do several related wins, save, and change activities before frustration starts wrecking otherwise reliable inputs. There is no need to turn every optional challenge into a requirement when your actual goal is the platinum.
All right, this is where Yakuza 4 Remastered can either become a fairly manageable trophy cleanup or a much longer attempt to clear absolutely everything. I would decide which o…
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