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YAKUZA 5 REMASTERED: COMPLETE RIVER AND SEA FISHING CHECKLIST

· Yakuza 5

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YAKUZA 5 REMASTERED: COMPLETE RIVER AND SEA FISHING CHECKLIST Fishing has two separate lists. Catching an Ito, Goby, or Umbrella in one mode is not a reason to skip its entry in the other. Buying a fish as bait or receiving one elsewhere also isn't the same as catching it. Below are all 14 river catches and all 20 sea catches listed in CyricZ's Remastered guide, including the non-fish catches. Each fish gets one practical location/time/bait route rather than a long list of alternatives. These are known successful combinations, not guaranteed catches. Several species share the same water and bait. SET UP BEFORE CASTING River spots have a nearby angler and a white interaction marker: - Nagasugai: around the midpoint of either the west or east river. - Hunting Village: its river, during Saejima's section. - Sotenbori: fishing points along the canal. - Kineicho: Mid Square, just south of the TV Tower. - Kamurocho: the sewers and Purgatory. Use Purgatory for the Nishikigoi route below. For sea fishing, take a taxi to Nagoya Wharf in Kineicho or visit the Kamurocho Pier. Kiryu gets an early sea-fishing outing in a substory, but the regular Nagoya fishing route becomes available in Shinada's Part 4. Buy Club Sandwiches, rice balls, and Steamed Buns from convenience stores. The Hunting Village trader and anglers at Nagoya Wharf and Kamurocho Pier sell fishing bait, including Worm, Shrimp, Horse Mackerel, Vinegar Squid, Corbicula Clam, Prawn, and Lobster. Akiyama's “A Moneylender's Principles” gives the Angler's Hook, which improves fishing odds. After meeting Saigo in Part 3, Chapter 3, speak to the man balancing at the west side of Iwao Bridge, follow him to the building near Riichi Towers Mahjong, and finish the fight. Equip the accessory when fishing. It helps; it isn't an unlock requirement. RIVER: HOW TO CATCH Select bait whose blue range overlaps the pink fish area. Wait until the orange part of the bobber goes completely underwater before pressing Confirm, then mash if necessary. Small bobs are not the signal. If the pink area shrinks beyond the range of your remaining bait, leave the minigame and enter again to refresh it. River fishing uses that on-screen range, not the numerical sea distances below. RIVER CHECKLIST: ONE ROUTE FOR EVERY CATCH Nagasugai, daytime: [ ] Carp: Club Sandwich. [ ] Koi: Club Sandwich. Nagasugai, evening: [ ] Goby: Club Sandwich. [ ] Black Bass: Club Sandwich. [ ] Ito: Club Sandwich. Tonkotsu Rice Ball is another documented bait if needed. Hunting Village, daytime: [ ] Catfish: Shrimp. [ ] Rainbow Trout: Worm. [ ] Salmon: Lobster. [ ] Pond Turtle: Worm. [ ] Snakehead: Horse Mackerel. Sotenbori, nighttime: [ ] Ghost Koi: Club Sandwich. [ ] Silver Arowana: Club Sandwich. Purgatory: [ ] Nishikigoi: Steamed Bun. The source gives no specific time restriction for this location. Any river location: [ ] Umbrella: any bait. An incidental junk catch, not a special fish with its own secret lure. Those are the full 14 reference entries. There are alternatives, such as daytime Rainbow Trout in Kineicho and Silver Arowana in Purgatory, but you do not need to catch each species at every possible location. SEA: HOW TO CATCH The casting meter shows fish positions and the distance your chosen bait covers. Stop the moving marker on a fish within the bait's window, then wait for the bite before hooking it. Use the reel-in controls to bring the fish closer and the slack controls to release tension. Keep the meter away from both extremes. On PlayStation, the R buttons reel and the L buttons give slack; check the control display for your platform. Land the fish by bringing its distance to zero. A listed range is where that catch can occur, not an instruction to hit one exact meter or a promise that every fish in that range is the species you want. SEA CHECKLIST: NAGOYA WHARF, KINEICHO Available at any time: [ ] Marlin: 90–150 m; Prawn. [ ] Sea Bream: 60–150 m; Shrimp. [ ] Devil Scorpionfish: 0–80 m; Horse Mackerel. [ ] Goby: 0–40 m; Horse Mackerel. Daytime: [ ] Thread-Sail Filefish: 0–65 m; Horse Mackerel. [ ] Great White Shark: 0–75 m; Horse Mackerel. Evening: [ ] Flounder: 30–90 m; Corbicula Clam. [ ] Blowfish: 30–100 m; Vinegar Squid. Nighttime: [ ] Squid: 20–100 m; Shrimp. [ ] Octopus: 0–90 m; Horse Mackerel. SEA CHECKLIST: KAMUROCHO PIER Available at any time: [ ] Coelacanth: 130–150 m; Prawn. [ ] Tuna: 110–150 m; Prawn. [ ] Ito: 0–70 m; Horse Mackerel. [ ] Oarfish: 80–150 m; Prawn. [ ] Giant Crab: 110–150 m; Prawn. Evening: [ ] Eel: 0–70 m; Horse Mackerel. Nighttime: [ ] Prawn: 0–40 m; Vinegar Squid. The caught Prawn and Prawn used as bait are different steps on your checklist. SEA CHECKLIST: INCIDENTAL CATCHES AT EITHER LOCATION [ ] Steel Drum: any time, any distance, any bait. [ ] Treasure Chest: any time, any distance, any bait. [ ] Umbrella: any time, any distance, any bait. That covers all 20 sea reference entries. Flounder, Thread-Sail Filefish, and Goby can also be caught at either sea location with the same listed time/range. The Nagoya assignments simply keep this route organized. Do not throw away a completed catch session because a chest contained something ordinary. Chests have a random item inside, and you do not need every possible chest reward for the fishing catch list. Check your in-game river and sea records rather than judging completion from how many valuable fish you own. SHINADA'S TRAINING: DO THESE AT THE RIGHT STEP Igarashi introduces himself near the start of Part 4, Chapter 2. For the first Heat Eye lesson, he gives you a Special Worm. Use that specific bait at Mid Square, catch the fish, then return to Igarashi at First Shot. Follow him to the batting lesson to learn Heat Eye. Do not substitute your ordinary fishing stock for the supplied training bait. The final Heat Eye F lesson requires a Marlin. Advance through Igarashi's intervening lessons, take the final request, then fish at Nagoya Wharf with Prawn, Shrimp, or Lobster in the 90–150 m band. Return to Igarashi afterward. This upgrades Heat Eye and unlocks http://Import.net. Do the training turn-in before selling or donating your marlin. For a simple no-conflict plan, keep a separate marlin for Kamiyama. KEEP THESE FOR CRAFTING The fish are investment unlocks at Kamiyama, not the separate base-weapon materials: - Squid: invest one to unlock Squid Spear at shop level 5. The weapon costs ¥26,000. - Marlin: invest one to unlock Great Marlin at level 8. Crafting it uses a Squid Spear and costs ¥45,000. - Tuna, called Maguro in the crafting reference: invest one to unlock Frozen Tuna at level 9. Crafting it uses a Toy Hammer and costs ¥53,000. Keep those base weapons until the next recipe is made. Investing an item and carrying a material for a recipe are different actions. If you already spent a catch, a Squid is also available from Sotenbori Locker C3, and Marlin can be a red first-prize lottery reward, but those substitutes don't replace the fishing catches themselves. KIRYU'S EARLY FISHING SUBSTORY “Dragon Seafood Bowl” starts in Part 1, Chapter 2, on northern Chikuzengawa Street by the river. Speak to the large man in a white coat, try the river fishing with his supplied buns, and accept the sea-fishing outing. Winning that fishing contest is not required to finish the substory. It adds the Dragon Seafood Bowl to the local Sushi Zanmai menu, so revisit the restaurant for food completion. EFFICIENT CLEANUP ORDER Use Kiryu's Nagasugai day/evening opportunities, Saejima's daytime Hunting Village visit, Akiyama's nighttime canal fishing, and Shinada's training/Nagoya sea trips to fill the list as you go. Finish Purgatory and Kamurocho Pier later. In Premium Adventure, changing time at a hideout makes the evening/night leftovers easier. Before leaving each area, check the actual completion records. Before selling anything, set aside the training marlin and the three Kamiyama fish. The sea anglers buy fish for only four-fifths of the normal selling price, so convenience costs you money on valuable surplus catches.

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