YAKUZA 5 REMASTERED: GOLF, DARTS, POOL, BOWLING AND AIR HOCKEY
These are completion walkthroughs, not just the requirements for trying each activity once. Check the completion menu after finishing each section. Fish are covered separately.
GOLF: FOUR COURSES, FOUR DIFFERENT TARGETS
Go to Yokobori Golf Center in Sotenbori. The completion scores are Beginner 1,000, Intermediate 1,000, Advanced 560 and Pro 1,500. You do not need to hit every wall panel if you reach the score using the ground holes.
A shot has three confirmations: start the swing, choose power, then stop the returning meter on the red impact line. Set the horizontal aim before starting. A perfect power setting with bad impact is still a bad shot, so establish impact timing first.
Beginner: ten balls, no wind, 100-point target at the top center. Aim straight, use 90–100% power and center the impact. Ten 100s complete it. If you miss the wall score early, a ground-hole shot can recover the lost points.
Intermediate: ten balls, 100-point target at the bottom center. Begin around 60% power and compensate against the crosswind. This is not a universal fixed-angle solution: wind direction and strength matter. For example, Yimbocarimbo's course notes give roughly 54–62% and -0.5 degrees for a 1 m/s north-northeast wind, but approximately 55–62% and +3 degrees for a 2 m/s west wind. Match your actual wind instead of copying an angle from a different attempt.
Advanced: twelve balls, six panels that flip after being hit. Clear all six to reset them. The panel values total 280, so two full clears produce 560. The easier alternative is three ground holes for 600. The holes are worth 200 apiece and can be used repeatedly.
Pro: fifteen balls and fifteen 100-point panels that flip. Eight ground holes give 1,600 and clear the 1,500 requirement without a perfect wall run. You can spend the remaining seven balls calibrating or recovering misses.
Ground-hole method: look down at the flags rather than concentrating on the wall. Aim at one hole, use low power, and perfect the impact. Depending on hole and wind, a direct landing is roughly in the 10–30% region; hitting the flag can also drop the ball into the cup. Record the angle, power and wind when one succeeds. Repeat that shot while the conditions remain the same. If the shot misses left, make a small rightward correction rather than changing both aim and power. If it passes beyond the cup, reduce power. This is more controllable than rebuilding an entirely different shot each attempt.
DARTS: FIFTEEN WINS, NOT EVERY 01 VARIANT
Locations: Bee in Nagasugai, Bar Ambitious in Tsukimino, Bantam in Kamurocho. Get the darts card from the attendant. Win these five game types against Beginner, Intermediate and Advanced opponents: any 01 game, Standard Cricket, Random Cricket, Hidden Cricket and Count-Up. That is fifteen distinct difficulty/game entries. You do not need to win 301, 501, 701 and 901 separately.
Aim with the left stick. Pull the right stick straight down slowly, roughly halfway, then release it cleanly. A sideways release changes the throw. Aim again immediately before pulling back because the hand wavers. Use an inexpensive practice game to find a repeatable pull; expensive custom darts do not fix inconsistent release technique.
01: choose 301 for the shortest route. Reduce the total to exactly zero without going below it. Triple 20 is 60, so four triple 20s leave 61, then triple 20 and single 1 finish. That is an ideal route, not a demand to force low-percentage triples. Recalculate after each miss and aim at a broad single wedge when that gives the exact finish. Going below zero wastes the turn.
Count-Up: highest score after three rounds wins. Triple 20 is the highest-scoring single target. If your triple accuracy is poor, compare your actual average from aiming at the bull before committing to one approach.
Standard Cricket: only 15–20 and bull count. Three marks claim a region, and a triple supplies all three at once. Additional hits score until the opponent also closes that region. Claim 20, score on it while it remains open, and close an opponent's scoring region if they are pulling ahead. Do not spend your whole match closing regions while never scoring.
Random Cricket uses a different target set but retains the bull. Read the lit target list before aiming. Hidden Cricket randomizes the eligible targets, including whether bull counts; revealing a hidden eligible number awards an extra mark. A single gives two marks and a triple gives four on discovery. Check what the board has revealed and convert the discovered numbers into scoring opportunities. Cricket lasts five rounds, so protect the points lead rather than trying to close everything at any cost.
POOL: FOUR ADVANCED WINS AND EIGHT PUZZLES
Locations: Bar Ambitious in Tsukimino, First Shot in Kineicho, Cuez Bar in Kamurocho. Win Nine-ball, Eight-ball, Rotation and Four-ball against Advanced. Expert is not required. Then clear all eight Puzzle Pool stages.
Before committing, switch to the overhead view and trace the line from the object ball to its pocket. The cue must contact the object ball on the opposite side of that line. Use the lowest strength that makes the intended pot unless the shot needs a cushion or ramp. Pull and release the shooting stick straight; a sideways release introduces an unwanted direction change. Cancel shot mode if the camera angle makes the contact unclear.
Nine-ball: the cue must hit the lowest-numbered ball first. A legal combination that pots the nine wins immediately, so check for that before committing to clearing the entire table. Touching a higher ball first is a foul even if the nine goes in.
Eight-ball: finish your assigned solids or stripes, then call the pocket for the eight. Potting the eight early loses. Plan the last ball of your group so the cue finishes with a usable shot at the eight rather than stranded behind the opponent's balls.
Rotation: hit the lowest number first, but every legally pocketed ball scores its face value. First to 61 wins. The high balls decide the game, so look for legal combinations from the current lowest ball into a high-value ball. Avoid handing the opponent an easy table with all of 10–15 still available.
Four-ball: there are no pockets. Hit your cue into at least two other balls to score; first to 11 wins. You keep shooting after a score. Favor an angle that reaches the nearest two balls, including the opponent's cue, instead of trying a spectacular full-table shot every turn.
PUZZLE POOL SHOT ROUTES
The objective is the red ball. Hitting a black ball or scratching fails. Yellow balls may help but are not mandatory. These are verified shot routes from CyricZ's guide, not pixel-perfect coordinates; analog aim and strength still need small adjustments.
1. Use the direct approximately 45-degree cut. Aim for the contact point that sends red toward the pocket, not straight at red's center.
2. Bank the cue off the far wall, the wall away from the destination pocket, and back into red.
3. Ignore the suggested yellow-ball combination. Shoot through the gap left of the three black balls; the rebound off the far side and wooden bumper can reach red.
4. Send red straight over the ramp. Strike high on the cue ball to reduce the scratch risk from the resulting route.
5. Bank off the right wall to straighten the approach. Begin near three-quarter power with contact very low on the cue, slightly off-center if necessary. Too little power fails the ramp; too much launches the ball off the table. Low contact helps stop the cue following red into the pocket.
6. Bank off the far wall to line up red, then use enough power to carry it over the ramp.
7. Bypass the yellow balls. Start around three-quarter power, taking the right side of the ramp into the left side of red. This is the trial-and-adjust shot: alter the aim slightly while retaining the same power, rather than changing every variable.
8. Aim toward red through the wooden obstruction and start around half power. The source's successful route uses that angle; adjust it a little if red misses. Do not treat an obstruction on screen as proof that a different yellow-ball combination is mandatory.
BOWLING: 200 IN A TEN-FRAME GAME
Play at North Lanes in Tsukimino or Mach Bowl in Kamurocho. Select ten frames; the short three-frame option cannot satisfy this score requirement.
Choose a ball, starting position, direction and power. Add spin during the approach with small stick movements. Aim at the pocket between the head pin and the pin immediately behind it on either side. Hitting the head pin dead center often produces a split instead of a strike.
Use the opening frames to establish one repeatable pocket shot. Keep ball weight and starting position constant, then adjust the aim a little. Only add a small amount of spin; large last-second corrections make it harder to tell which setting caused the miss. Once a shot works, reproduce it rather than chasing a new trick.
Strikes score ten plus the next two throws; spares score ten plus the next throw. Three consecutive strikes are worth 30 for the first frame. This is why a string of strikes is far more useful than scattered strikes separated by open frames. For spares, target the remaining pins directly. In the tenth frame, a strike or spare gives bonus throws, so keep playing seriously even when the displayed score has not reached 200 yet.
AIR HOCKEY: WIN ALL THREE DIFFICULTIES
Use Hot Spring Heaven. A random opponent is sufficient; a hostess date is optional. First to nine points wins, and you need one win on each of the three settings.
Keep the paddle near the center of your goal when defending and move laterally to meet the puck. Striking builds Heat. Staring builds it faster but distracts from the table, so do it only when the puck is safely away. Slow Mode spends Heat to give time for a deliberate shot. A full gauge permits a Hit Smash; launch it when the puck reaches you, not while it is crossing the opponent's end. If the opponent returns the smash, immediately watch for the return-button prompt. That reaction is more important than continuing to swing normally.
Use ordinary exchanges to build Heat, a short slow-motion window to recover a difficult puck, and a smash when you have control. Charging Heat while leaving your goal exposed simply trades a future chance for a guaranteed conceded point.
YAKUZA 5 REMASTERED: GOLF, DARTS, POOL, BOWLING AND AIR HOCKEY
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