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All right, this is the cleanup that benefits most from a little planning. Yakuza 4 Remastered ties money, crafting, character-specific shops, and tutorial memos together in ways…

· Yakuza 4

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All right, this is the cleanup that benefits most from a little planning. Yakuza 4 Remastered ties money, crafting, character-specific shops, and tutorial memos together in ways that can make a simple trophy take much longer than it should. I would keep the rare materials, let the story open up all four characters, and do the expensive shopping after securing the money trophies. There is no reason to sell a useful crafting ingredient for pocket change and then spend an hour replacing it. GETTING THE MONEY TROPHIES TO WORK TOGETHER Three requirements need to stay separate: • Tanimura the Gambler: acquire 10,000 casino points while playing as Tanimura. • Akiyama the Hoarder: earn ¥1,000,000 as Akiyama. • Walking Bank: hold at least ¥10,000,000 in cash at one time. Chips and unsold plates are not cash for Walking Bank. Likewise, switching to Akiyama after everyone’s money becomes shared is not the route I would rely on for his earning requirement. Have him actually sell the valuable items. The efficient order is to win at the casino as Tanimura, exchange the winnings for plates, then sell those plates as Akiyama once the shared inventory and character switching are available in the Finale. A Platinum Plate costs 1,500 casino chips and sells for ¥150,000. Seven plates therefore produce ¥1,050,000, enough for Akiyama’s trophy by themselves. If your inventory fills, move plates into storage and continue exchanging. Do not buy crafting materials with the prize currency you intended to cash out until you have counted the plates. A CONTROLLED START WITH CHEAT ITEMS For a straightforward Tanimura route, buy 1,000 casino chips for ¥100,000, save, and take a Zero Jewel to roulette. Put 500 chips on 0 and 500 on 00. The jewel makes one of those two results occur, and the winning 500-chip straight-up bet returns 18,000 chips. That comfortably exceeds the 10,000-point target. The Taihei C5 locker contains a Zero Jewel. Another comes from Kiryu the Babysitter in the Finale, and Premium Adventure’s S-Item Pack 6 contains another. If a different character already collected a jewel, leave it intact and wait until you can share it rather than assuming the characters’ inventories are connected throughout the individual story parts. For a larger return, put all 1,000 on one of the two zeroes. A win returns 36,000 chips, but the jewel does not guarantee which zero lands. Save before spending it, reload a loss if you are using that approach, and save the successful result afterward. Blackjack Amulets and baccarat pieces are useful alternatives. Match the item to the game and bet. A Bust Amulet does not stop a blackjack dealer from beginning with a strong standing hand; it only affects the dealer’s draw. Do not assume every item means an unconditional win. THE ROUTE TO TEN MILLION Tanimura’s A Dangerous Game substory can supply ¥3,000,000. It opens in his Chapter 4 after Gambler’s Blues. Save before starting and follow that substory’s correct choices. This is useful seed money, not a reason to sell all your rare loot. If you still need a repeatable casino route after spending your cheat items, high-stakes Baccarat in Purgatory is an option. Buy 10,000 chips, save, and bet those chips on a tie. A successful tie returns 90,000 chips, worth ¥9,000,000 in Platinum Plates. A losing attempt costs the bet, so reload the saved position rather than repeatedly draining your wallet. This is luck-based and can take many attempts; a tie is never guaranteed because previous bets lost. For example, retaining ¥3,000,000, buying ¥1,000,000 worth of chips, and eventually winning that bet leaves ¥2,000,000 cash plus ¥9,000,000 in plate value. Sell the plates to pass ¥10,000,000. Do the winning play as Tanimura and the selling as Akiyama if their trophies are still outstanding. Story-clear rewards also help: Easy gives ¥1,000,000, Normal ¥2,000,000, Hard ¥3,000,000, and Legend ¥5,000,000. There is no need to manufacture a ten-million balance early if your planned playthroughs and side content are already bringing you close. Check that Walking Bank has registered before spending heavily. Saejima’s five-gun purchase is a separate ¥600,000 outlay if you use five ¥120,000 9mm Automatic Pistols. Free guns or guns crafted by someone else do not replace his purchase requirement. WEAPON MASTER: TEN CATEGORIES, TEN ACTUAL CRAFTS Weapon Master requires crafting at least one weapon in each of ten categories. Buying a weapon, finding one, repairing it, or receiving it from Bob is not the same as crafting it. You do not need every recipe, and crafting armor does not fill a missing weapon category. Renji Kamiyama handles weapons in Park Alley. Renta handles armor and accessories on the western rooftops. The separate rooftop weapon dealer sells many of the required bases; do not confuse that dealer with the armor workshop. Every craft requires the design, the exact base weapon, the listed materials, and the crafting fee. The base and materials are consumed. Designs are unlocked by particular characters, so visit Beam and Kamiyama when each new protagonist becomes available. Shop stock is also character-dependent. Akiyama buys the specialist nunchaku and kali-stick bases, Saejima the specialist swords, hammers, knuckles and guns, and Tanimura the poles and tonfa. Kiryu can use all weapon types, but that does not mean his shop menu sells every other character’s specialist bases. If an item is missing, switch to the appropriate buyer. Here is one practical recipe for each category. Fees below are only the modding charge, not the combined purchase price of everything you need. 1. Bats/Clubs: Spiked Bat. Design: Beatdown Basics, bought at Beam as Tanimura for ¥3,800. Recipe: Metal Bat + Chunk of Wood (Ash) + Iron Nail. Fee: ¥10,000. Buy the bat at Ebisu Pawn for ¥5,600 and the nail at M Store for ¥200. Ash comes from Taihei locker I1 or the Normal batting-course prize for 2,000–2,350 points. If using the batting prize, finish inside that band rather than overshooting it. 2. Polearms: Steel Laundry Pole. Design: Spear of the Moment, obtained by visiting Renji as Tanimura. Recipe: Extendable Staff + Super Glue + Block of Brass. Fee: ¥10,000. The staff costs ¥10,000 at a weapon shop when using the appropriate buyer. Get Super Glue at Don Quijote for ¥2,380 and brass at Ebisu Pawn for ¥100. 3. Blades: Sonic Knife. Design: Kamiyama Weapon Catalog, received through the early Kamiyama introduction. Recipe: Nameless Short Sword + Block of Brass + Small Motor. Fee: ¥5,000. The short sword costs ¥80,000 at Ebisu Pawn. Small Motors are available from Taihei E3, Underground G4 or I4, and IF7-R rewards. Do not substitute a Nameless Katana; the recipe specifically wants the short sword. 4. Hammers: Hammer. Design: Nationwide Dumpling-making Expose 2010, obtained from Renji as Saejima. Recipe: Sledgehammer + Block of Brass + Dropper. Fee: ¥5,000. Buy the sledgehammer for ¥5,000 at a weapon shop as Saejima. The Dropper costs only 10 Ecopoints at the Mean Green Machine’s store. This is much simpler than consuming expensive materials for a high-end hammer solely to fill the category. 5. Knuckles: Pepper Knuckles. Design: Lucky 8: Fist of Glory, bought at Beam as Saejima for ¥3,800. Recipe: Brass Knuckles + Chili Pepper + Adhesive Bandages. Fee: ¥10,000. Brass Knuckles cost ¥7,200 at a weapon shop. Chili Pepper costs ¥350 at Poppo Nakamichi or Showa, and Adhesive Bandages cost ¥310 at Kotobuki Drugs. 6. Tonfa: Pepper Spray Tonfa. Design: Dragon’s Last Wind, bought at Beam as Tanimura for ¥3,800. Recipe: Iron Tonfa + Chili Pepper + Dropper. Fee: ¥10,000. Buy Iron Tonfa for ¥11,000 as Tanimura. Use the same Chili Pepper sources as above and another 10-Ecopoint Dropper. Iron Tonfa and Steel Tonfa are different bases, so check the name before paying. 7. Nunchaku: Electromagnetic Nunchaku. Design: Fun Science with Denzaburo, bought at Beam as Akiyama for ¥3,800. Recipe: Wooden Nunchaku + Battery + Asian Digital Watch. Fee: ¥10,000. Wooden Nunchaku cost ¥5,300 at a weapon shop. Batteries cost ¥300 at Poppo Tenkaichi, Poppo Nakamichi, or M Store. Buy the watch from Le Marche for ¥1,480. You do not need to start with Long Nunchaku. 8. Kali Sticks/Double Swords: Spiked Taiko Sticks. Design: The Secret to Promotion: Kissing Ass, obtained from Renji as Akiyama. Recipe: Double Slats + Super Resin + Iron Nail. Fee: ¥5,000. Double Slats cost ¥2,300 at the rooftop weapon shop. Super Resin comes from Underground A2 or the Mean Green Machine’s store for 160 Ecopoints. The nail is the ¥200 M Store item. 9. Guns: Drow-Z 55. Design: Inmate Number 38, bought at Beam as Kiryu for ¥11,800. Recipe: 9mm Automatic Pistol + Mystery Liquid + Multipurpose Thumbtack. Fee: ¥20,000. The pistol costs ¥120,000 at the rooftop dealer. Mystery Liquid comes from Taihei F5, Underground G5, or the Green Store for 10 Ecopoints. Buy the thumbtack for ¥500 at Poppo Tenkaichi or M Store. A pistol previously purchased by Saejima can later serve as the base once the shared item box is available. 10. Others: Slime Spray. Design: Cheap and Easy Self Defense, bought at Beam as Akiyama for ¥3,800. Recipe: Pepper Spray + Cooking Oil + Tauriner. Fee: ¥5,000. Pepper Spray costs ¥3,200 at a weapon shop. Cooking Oil is ¥120 at Poppo Tenkaichi or Showa, and Tauriner is ¥300 at convenience stores. This keeps the final category inexpensive without using a rare stone or dragon material. That is ¥90,000 in crafting fees across the ten examples, plus whatever designs, bases, and materials you still need. Check the weapon-modding checklist after each craft so you can identify the missing category immediately. WHAT TO KEEP FOR DEEPER CRAFTING COMPLETION If you intend to finish every mod, keep the uncommon materials in storage: Eye of the Dragon, Seal of the Dragon, Gravity Converter, Super High-Voltage Battery, High-Grade Platinum, Bloody Cloth, Demon Stone, Mystery Stone, Ancient Steel, and SSS Gunpowder. Several have renewable sources, but replacing one can involve Coliseum points, gang emblems, IF7-R rewards, or substantial Ecopoint collection. Do not sell upgraded weapons just because you finished their category. Some are ingredients for another upgrade: Electromagnetic Nunchaku leads to SPARK 20,000V; Cutie Girl Sticks leads to Love Shine Sticks; Squid Spear leads to Great Marlin; and Self-Defense Ruler leads to Platinum Ruler. The rare design sources matter too. Akiyama’s substories provide Memoirs of an Action Star and Shiny Shine! Love Shine!; Saejima’s provide Trail of the Ancient Fighter King; completing Fighter Maker provides Journal of a Rare Sign Maniac. Tanimura’s Gambler’s Blues and Looking Down provide Explosive Fishing! and Shocking Spy Gear Exposed. Completing Kiryu’s substories unlocks Limbo 2: Night of the Limbo. Those gates matter for full modding completion, which rewards Hercules Gloves. They are not reasons to delay the ten-category trophy when a cheaper available recipe already fills the slot. MEMO MASTER: TALK TO THE BLUE ARROWS Memos are tutorial entries, collected through story events, activity introductions, and conversations with blue-arrow NPCs. Some of the easiest to overlook are inside restaurants or on another vertical layer of the map. Use the following as a location checklist. The chapter references describe when to start checking, not an instruction to restart a completed story because you walked past someone. Akiyama, early Part 1: • Action Icon: suited man east of the Matsuya at the northern end of Tenkaichi Street. • Special Editions of Magazines: backpack-wearing man in Theater Square. • Using Items: man with glasses in northeast Theater Square, near the underground entrance. • Equipment 1: ponytailed man with glasses on Shichifuku Street, northeast of Theater Square. • MEB: man in camouflage inside the Men’s Entertainment Box. • Pros and Cons of Getting Drunk: woman seated at Bantam’s bar. • Finished and Complete: man in a blue jacket outside Millennium Tower. • L3/R3, or Left Stick/Right Stick: barker outside Le Marche. • Experience Points and Leveling Up: woman on the eastern rooftops beside the Pink Alley stairs. • Equipment 2: red-jacketed man just north of Shine on Pink Street. • Underground: older man in a brown jacket east of Tenkaichi Gate. Akiyama, from Chapter 2: • Emails: blue-jacketed girl at the southeast corner of Theater Square. • Rooftops: older gray-suited man southwest of the Tenkaichi Matsuya. • Lockers 1: suited man beside the Taihei Boulevard lockers. • Non-Japanese Speakers: messenger-bag-wearing young man in Tenkaichi Alley near Public Park 3. • Naomi’s Palace: woman outside the building. • Getting Help from People: suited customer inside Kyushu No. 1 Star. • Recovering Health: young woman outside Earth Angel in the Champion District. • Valuables: young man with glasses west of the Park Boulevard taxi stand. • Akiyama’s Allies: homeless man west of that same taxi stand. • Taxis: man by the taxi at the north end of the Hotel District. • Substories: Aoki inside Shellac. Akiyama, later exploration: • Lockers 2: woman in a knit hat beside the Underground Mall lockers, from Chapter 3. • Maps: man on the western rooftops between Suppon Street and Taihei Boulevard. Look down the stairs at the southeast dead end of that rooftop block, from Chapter 3. • IF7-R: Sukegawa beside Minamida’s machine in the Theater Underground. • Heat Actions: check the homeless NPCs by West Park if this basic combat entry is still missing. Saejima, once exploring Kamurocho in Part 2 Chapter 3: • Police Patrols: man at the south end of Nakamichi Street. • Kicking Objects: man outside Smile Burger. • Manholes: elderly man outside Children’s Park; continue Saejima’s sewer/Purgatory progression if access or the conversation is not yet available. • Soul Orbs: homeless man in the Millennium Tower Basement. • First-Person Mode/Another Perspective: red-jacketed homeless man in the North Sewer beneath Children’s Park. The Central Sewer is the wrong location for this one. Tanimura, Part 3: • Little Asia’s Adopted Son: man outside Shichifuku Parking Lot. • Avoiding Fights: speak again to Akaishi in Theater Square after meeting him through the Police Scanner introduction. Finale, New Serena: • Switching Main Characters: Date. • Main Characters’ Possessions: Akiyama. Use another protagonist to have the conversation if needed. STORY AND ACTIVITY MEMOS STILL COUNT The NPC sweep is only part of the requirement. Your four Fighting Style entries come through the respective character introductions. The chase tutorials arrive during Akiyama’s story, and Destructible Objects arrives during the Theater Underground electrical-room section. Revelations comes from Mack’s introduction. The training introductions add Daijiro Saigo’s Training, Master’s Helper, and Supporting Detective Nair. Developing Heat Actions requires actually leveling a Heat Action through use. If it is missing, repeatedly use an eligible move such as Akiyama’s Essence of Finishing until it develops; simply buying an unrelated ability is not the same trigger. Also make sure you have properly introduced Kamiyama Works, the Coliseum, Fighter Maker, Police Scanner, and Kiryu’s Gang Encounters. For the Coliseum entry, speak to the registration attendant rather than only walking into Purgatory. For Gang Encounters, start Kiryu’s Akaishi activity in Theater Square. Do not assume Tanimura’s earlier Akaishi conversation covered both characters’ systems. FINAL MENU AUDIT If the trophy is still missing, compare the actual menu against these groups: • System: Memos; Save Points; Action Icon; Recovering Health; Switching Main Characters; Main Characters’ Possessions; the stick-button entry. • Pause Menu: Maps; Emails; Using Items; Equipment 1; Equipment 2; Valuables. • Combat: all four Fighting Styles; Heat Actions; Kicking Objects; Destructible Objects. • Chase Battles: Fleeing; Pursuing; Other Chase Battle Techniques. • Leveling Up: Experience Points and Leveling Up; Soul Orbs; Revelations; Saigo’s Training; Master’s Helper; Supporting Detective Nair; Developing Heat Actions. • Adventure: First-Person Mode; Akiyama’s Allies; Manholes; both Lockers entries; Substories; Finished and Complete; Pros and Cons of Getting Drunk; Special Editions of Magazines. • Kamurocho: Rooftops; Underground; Kamiyama Works; Non-Japanese Speakers; Little Asia’s Adopted Son; Taxis; Naomi’s Palace; MEB; the Coliseum; Fighter Maker; IF7-R. • Street Fights: Avoiding Fights; Getting Help from People; Police Patrols; Police Scanner; Gang Encounters. The old PS3 Network entries are not part of the remaster checklist. Special Editions of Magazines still is, despite the remaster removing the old magazine-browsing functionality. Those are different issues. After collecting the last memo, open the Memos menu. If the trophy does not appear immediately, open the entries as well before assuming the save is broken. Then save the finished cleanup. The useful habit throughout all of this is checking what the game recorded, not what you remember visiting.

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