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YAKUZA 5 REMASTERED: SHINADA'S BASEBALL STORY, ALL REQUESTS & SIX COURSES

· Yakuza 5

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YAKUZA 5 REMASTERED: SHINADA'S BASEBALL STORY, ALL REQUESTS & SIX COURSES The Cost of a Swing starts in Part 4 Chapter 2. This guide covers the full mission board, Igarashi's training, equipment, and the separate batting-center completion requirements. Spoilers follow. THE FIRST THING TO FIX: YOUR BATTING SETUP Shinada's batting uses four swing quadrants, not just one universal swing button. Move the cursor so the ball's projected landing circle overlaps the quadrant you intend to use, then press that quadrant's corresponding button. For example, a ball covered by the upper quadrant is hit with Triangle/Y. The large outer area is the Swing Cursor: contact here can produce a hit. The smaller inner Slugging Cursor is what you need for home runs. Timing matters as well as placement. Swinging with the circle still pink is early and useful for deliberate fouls. The reddish/brown timing phase can produce an 80-meter homer; the gold/yellow sweet spot produces the longer home runs needed for distance courses. Learn Heat Eye from Igarashi before tackling the difficult requests. L1/LB slows the pitch, giving you time to move the cursor and identify the gold timing window. It consumes Heat during ordinary play, so arrive with Heat and replenish between attempts with recovery items or combat. Unlimited Heat Eye is a feature of the dedicated training course, not every mission. Beanballs are different: a warning/siren identifies a pitch aimed at Shinada. Press R1/RB to avoid it rather than trying to turn every throw into a homer. STAT MEANINGS • Each button's Range: size of that swing's outer contact area. • Each button's Slugging Range: size of its home-run area. • Impact Timing: larger good-contact time window. • Foul Hitting: larger foul-contact time window. • Batting Eye: more precise ball-location indicator; later, pitch-type information. • Heat Eye: longer and more effective slowdown. Skills run from 1 to 9. Equipment helps, but training raises the underlying abilities too. You do not need to buy every expensive item before making progress. IGARASHI: COMPLETE TRAINING ROUTE Coach approaches near the start of Chapter 2. Return to him at First Shot after completing each requirement. 1. Heat Eye Training. Take his Special Worm to the fishing spot in Mid Square. Wait for the float to submerge and use the confirm button to catch the fish. Return to First Shot, then follow him to the batting center for the Heat Eye lesson. 2. Swing Cursor Training. Play Random Beginner and hit three home runs. Report back for a larger cursor. 3. Slugging Training. Play Intermediate and hit three home runs USING THE SAME SWING BUTTON. Three home runs spread across different quadrants do not satisfy that instruction. Choose one button, reposition its inner area for every pitch, and use Heat Eye. This improves Slugging Range and opens the sports equipment online store. 4. Batting Eye Training. Beat an Intermediate opponent at Nine-Ball on First Shot's pool table. This is a pool win, not another batting test. 5. Impact Training. At Karaokekan, score at least 800 on Machine Gun Kiss. Return for the timing upgrade. 6. Foul Training. Win a Dragon Figure from Club SEGA's rear-left UFO Catcher. It is the peg-into-hole machine. Obtain the actual figure and report back for Foul Hitting improvement. 7. Heat Eye Training 2. Eat a Strawberry Parfait at Café Alps. This supplies the anthocyanins Coach wants. 8. Heat Eye Training 3. Eat chicken at three different restaurants: Daruma, Kubaraya, and Sekai no Yamachan. Eating chicken three times at one restaurant is not the request. Return for Heat Eye and Batting Eye improvements. 9. Heat Eye Training F. Taxi to Nagoya Wharf, obtain bait, and catch a Marlin from the farthest-distance water. It is a demanding sea-fishing catch, so expect a strong fight when reeling in. Report back to improve Heat Eye further and unlock http://Import.net. EQUIPMENT: BUY IT, THEN EQUIP IT Use the batting-center bulletin board to equip batting gear. Buying it is not the same as wearing it for batting. Bats improve timing, foul hitting, Batting Eye, and Heat Eye: • Expensive Wooden Bat: ¥9,800, Ebisu Pawn. • Ash Wood Bat: ¥19,800, Ebisu Pawn later in Part 4. • Sacred Wood Bat: ¥28,000, Sportsman Web. • Crimson Bat: ¥38,000, Sportsman Web. • Fried Shrimp Bat: DLC/start equipment listed by the Remastered reference, with a large Heat Eye boost. Check your available gear before spending money. Gloves improve the inner Slugging Ranges: • Expensive Leather Batting Gloves: ¥3,580, Ebisu Pawn. • High-Grip Batting Gloves: ¥6,800, Ebisu Pawn later in Part 4. • Tenacious Batting Gloves: ¥17,800, Sportsman Web. • Neural Batting Gloves: ¥35,000, http://Import.net. Cleats improve the outer Swing Ranges: • Pricey Cleats: ¥16,800, Ebisu Pawn. • High-Performance Cleats: ¥23,800, Ebisu Pawn later in Part 4. • High-Adhesion Cleats: ¥32,800, http://Import.net. • Hall-of-Fame Cleats: ¥56,000, http://Import.net. If you can contact the ball but cannot homer, improve gloves and positioning/timing. If you keep missing entirely because the cursor cannot cover the pitch, improve range and use slowdown. Strong natural skill eventually makes expensive equipment less necessary. ALL SEVEN MAIN MISSIONS After the opening story duel, select missions through the batting-center attendant/board. 1. Shirakawa's Revenge. The Chapter 2 introduction. Hit one home run within ten pitches. 2. A Little Wager. Get a hit in one at-bat. Reward: ¥50,000. 3. Pro Advice Wanted. Hit a home run in one at-bat. Reward: Pitcher's Amulet. 4. New Machine! Hit five home runs within ten pitches. Despite the super-fastball advertising, expect varied pitches. Reward: Italian Scarf. 5. News Leads Wanted. Hit five home runs within ten pitches. Expect sliders and follow their movement with Heat Eye. Reward: ¥10,000. 6. Need to Talk. Get five hits within ten pitches. Plain hits count, so don't sacrifice reliable contact chasing unnecessary home runs. Reward: Gambler's Amulet. 7. Final Duel. Hit five home runs within ten pitches against difficult fastballs. Fill Heat before starting and use the inner cursor/gold timing. Reward: Mystery Stone. “ONE AT-BAT” DOES NOT MEAN “ONE PITCH.” Follow the at-bat's strike/ball situation rather than assuming the mission has failed after the first miss. Conversely, a ten-pitch challenge has a fixed supply of throws, so wasted swings reduce your remaining chances. ALL 16 SUB-MISSIONS These unlock as earlier requests are completed, not strictly in the display order. Clear what is available and check the board again. SAVE FIRST: Awesome Batter Sought, Get Our Field Back!, and To Shinada have no retry. Keep a manual save before entering each, so failure does not leave you with an outcome you cannot immediately replay. 1. Opponent Wanted! Get one hit within ten pitches. Expect fastballs. Reward: Pocket Tissues. 2. Awesome Batter Sought. NO RETRY. Pinch-hit in the bottom of the ninth and hit a home run in the at-bat. Enter with the setup for a homer, not merely safe contact. Reward: Rage Ring. 3. Get Our Field Back! NO RETRY. Hit a home run in one at-bat. Reward: Hunger Belt. 4. My Miracle Pitch. Three hits in ten pitches. The ball makes a severe inside curve. Track its final location instead of committing to its starting path. Reward: Sturdy Pole. 5. My New Miracle Pitch. Three hits in ten pitches. These super forkballs start high and fall over the plate. Keep Heat Eye for the drop. Reward: Collateral Damage Belt. 6. My Trump Card. Three hits in ten pitches. Rising fastballs disappear during flight. Use the projected circle and timing rather than chasing only the visible ball. Reward: Staminan Royale. 7. Request to Users. Fight two men, then hit seven home runs within twenty pitches against their boss. Afterward, fight all three. Bring combat recovery as well as batting Heat. Reward: Lucky Hanafuda Card. 8. Beware of Beanballs. You only need one hit, but the first THREE throws are beanballs. Dodge all three with R1/RB, then hit the fourth, which is a valid pitch. Reward: Toughness Emperor. 9. I Want to be a Pro! Get one hit in one at-bat. Some pitches are balls; with a large enough cursor you can still reach them, but don't swing blindly at every throw. Reward: Sturdy Knife. 10. Don't Look for Me. One hit in one at-bat against a difficult pitcher. Use Heat Eye and take the dependable contact rather than insisting on a home run. Reward: Kamaitachi Utility Knife. 11. Drinking Pal Wanted. Hit one home run within five pitches with impaired vision. Follow the marker and use slowdown. Reward: ¥10,000. 12. Your Sign is Next! Get one hit in five pitches. Beanballs can appear. The reference does not establish a guaranteed beanball sequence here, so respond to the warning rather than assuming it matches Beware of Beanballs. Reward: Sturdy Katana. 13. A Foul Demonstration. Hit THREE FOULS within ten pitches. Align the cursor so contact is possible, then swing early while the circle remains pink. Gold timing works against you here because a clean hit is not a foul. Reward: Staminan Spark. 14. Critical Surgery. One home run within three pitches. Arrive with Heat rather than wasting the limited attempts learning the timing cold. Reward: Low-Resilience Jacket. 15. Koshien in Spring. Eight hits within ten pitches, then a group fight. You may miss only twice if you want eight hits, so prioritize contact. Reward: Staminan Spark. 16. To Shinada. NO RETRY. Eight hits within ten pitches. The throws are relatively straight fastballs, but the small error allowance still makes a pre-mission save worthwhile. Reward: ¥30,000. SIX BATTING-CENTER COURSES: SEPARATE COMPLETION GOAL Finishing the story and its requests does not automatically finish the batting minigame. Kineicho requires all six courses below. 1. Beginner: 400 points in ten pitches. Foul = 10, hit = 50, homer = 100. Four home runs meet the target; eight ordinary hits also total 400. You can choose the pitch type beforehand. 2. Heat Eye Beginner: 400 points in ten pitches. Opens through Igarashi's initial training and supplies unlimited Heat Eye. Treat it as its own completion entry even if you already passed normal Beginner. 3. Intermediate: 700 meters in twenty pitches. ONLY home-run distance counts. Reddish/brown timing gives a flat 80 meters; gold/yellow timing produces at least 100 and often more. Ordinary hits are worth no distance. Aim for the gold timing using Heat Eye. 4. Advanced: 1,000 meters in twenty pitches. Same distance rules with harder pitching. Do not confuse its target with Intermediate's 700 meters. Training and gloves make maintaining the inner-cursor contact much easier. 5. Mission: pass the first FIVE instructions without a single failure. The whole course offers twenty, but five is the completion threshold. The mandatory opening sequence is: • Hit a home run. • Dodge the beanball. • Hit a foul while the circle is pink. • Hit the high-speed pitch. • Hit a home run. If continuing for the full optional run, missions 6–20 are: 6 hit Panty Flash #12, the disappearing sinker fastball; 7 foul; 8 hit Super Bender #6, the strong outside curve; 9 homer; 10 hit Tomafork #9, the high dropping pitch; 11 homer; 12 bat while drunk; 13 foul; 14 dodge the beanball; 15 homer; 16 hit the high-speed pitch; 17 bat while drunk; 18 hit Super Bender #6; 19 hit the high-speed pitch; 20 homer. The biggest trap is performing too well on a foul instruction. A clean hit fails the request. Leave the timing circle pink and swing deliberately early. 6. Sawada: 800 points within twenty pitches. This cannot be completed during Part 4; Shinada agrees only after that part ends. Regain control of him in the Finale, return to Kineicho, and select it. Its pitching is tough, so use the training, equipment, and Heat Eye setup already developed. Eight home runs reach 800; mixed successful hits also contribute under the points rules. FINAL CHECK • All seven main missions finished, including Final Duel. • All 16 sub-missions resolved, with saves protecting the three no-retry requests. • All nine Igarashi lessons finished if completing training. • All six minigame courses passed, including the Finale-only Sawada course. • Big Hitter's ten baseball missions is an early trophy milestone, not the end of this list. • End of the Line tracks defeating Shirakawa in the side story; it is distinct from clearing all the courses. Sources: CyricZ, Yakuza 5 Remastered: The Cost of a Swing; Igarashi; Batting Center (Nagoya); Trophies, version 1.2. Prices, objectives, and named rewards are drawn from that Remastered reference.

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