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YAKUZA 5 REMASTERED: UFO PRIZES, GUNRHEIN, VIRTUA FIGHTER, CHICKEN RACING, RAMEN AND WINTER COMBAT

· Yakuza 5

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YAKUZA 5 REMASTERED: UFO PRIZES, GUNRHEIN, VIRTUA FIGHTER, CHICKEN RACING, RAMEN AND WINTER COMBAT UFO CATCHER: ALL 35 PRIZES Catching a few plush toys is not completion. You need every prize type. The list below groups all 35 by practical shopping stop, with alternatives where helpful. Catching an item from one machine is enough; you do not need another copy from each city. Sotenbori: 1. Bunchan the Java Sparrow (White). 2. Bunchan the Java Sparrow (Pink). 3. Jumbo Bunchan, also Kamurocho Nakamichi. 4. Chestnut the Squirrel (Blue). 5. Chestnut the Squirrel (Red). 6. Jumbo Chestnut, also Kamurocho Nakamichi. 7. Aiai, also Kamurocho Theater Square. 8. GonGon, also Kamurocho Theater Square. 9. MeeMee, also Kamurocho Theater Square. 10. Baby, also Kamurocho Theater Square. 11. Cutie Girl Figure. 12. Pretty Girl Figure. 13. SR Love Shine Figure. 14. SR Love Master Figure. 15. Cutie Girl NEO. Sotenbori or Kineicho: 16. AppStim RX. 17. Staminan X. 18. Staminan Light. 19. Toughness Light. Nagasugai or Kamurocho Theater Square: 20. Opa-Opa Figure. 21. Robo Figure. 22. Mobo Figure. 23. Nights Figure. Kamurocho Theater Square: 24. Donpen-kun Stuffed Toy. 25. Don-chan Stuffed Toy. 26. Nico Nico TV-chan. Kineicho: 27. Ulala Figure. 28. Morolian Figure (Pink). 29. Morolian Figure (Purple). 30. Morolian Figure (Yellow). 31. Morolian Figure (Red). 32. Morolian Figure (Blue). 33. Morolian Figure (Green). Nagasugai, Sotenbori, Kineicho or Kamurocho Nakamichi: 34. Hatsune Miku Figure. 35. Dragon Figure. Use the right stick to check alignment from another view. The first held movement controls the horizontal axis and the second the depth; release each when aligned. Aim the claw to support the prize's center of mass rather than just brushing a limb or the top of a large head. If a prize moves but does not fall, reassess its new position before buying the next attempt. Do not repeat the original aim after the toy has rotated. For the rod machine, align the descending rod with the hole. Hatsune Miku is the important rod-only prize. Other objects encountered in rod machines also have claw-machine alternatives, so do not insist on winning every difficult rod configuration. Ask the attendant to restock when the prize you need is absent or the arrangement becomes unhelpful. Restocking can change the selection; it is not guaranteed to produce the missing item on the first request. GUNRHEIN: CLEAR FIVE STAGES Your ship is invincible. Your hexagonal base is not. That distinction changes the strategy: do not waste time avoiding robots as though contact will kill the ship. Protect the base, especially its center. Each new round adds an outer layer of hexagons back to the base. On PlayStation, move with the left stick and use any face button to place a cannon in the direction the ship is facing. Holding a face button carries/charges the cannon with the ship; release to leave it firing. Once placed, a cannon cannot be rotated. There is no small fixed cannon limit to conserve, so repeatedly place new cannons as a broad enemy wave approaches. Each stage has five sets of enemies, and there are five stages. A placed cannon keeps firing, but expires after spending too long without hitting enemies. Hitting targets preserves its energy. Put beams across incoming streams, not in empty space you hope something might eventually visit. Enemies enter from the right and then take an upper or lower route. Identify which way the current group turns, move ahead of its path, and build a fan pointing outward from the threatened side. Watch the approaching robot line, move to intercept its route, and place a cannon so the beam meets the stream before it reaches the base. Reposition for the next stream instead of surrounding the base with unused guns. If two attacks arrive together, prioritize the one lined up with the center; losing an outer hexagon is better than letting a line cut through the core. Crossed beams redirect and strengthen one another, but careless intersections also redirect coverage away from the incoming threat. For a first clear, a simple outward fan is more reliable than an elaborate inward-pointing web. Your ship can block a beam to build energy, then release a stronger shot when it moves away. Use that deliberately on a threatening stream, not as an excuse to stand in front of your defensive line indefinitely. As later stages add denser waves, place more cannons around the actual approach angles. Do not chase the tail of a robot chain that has already passed while another chain is entering the middle. Completion requires the end of stage five, not a particular high score. VIRTUA FIGHTER 2: TEN BASE OPPONENTS Beat the ten ordinary opponents in a single-player arcade run. Dural is optional for this completion entry. Pick an Easy cabinet. Nagasugai has Easy and Normal; Sotenbori has Easy and Hard; Kineicho has version 2.1 Easy and Hard. The Kamurocho Theater Square and Nakamichi cabinets are set to the toughest difficulty, so there is no reason to learn the game there just because you are already doing Finale cleanup. The controls are Punch, Kick and Guard, with combinations available as shortcuts. Punch + Guard normally throws. You can inspect or change the button mapping in the game's pause controls. The most approachable completion shortcut documented by CyricZ is Jeffry McWild repeatedly using Punch + Kick + Guard, mapped to L2 on the default PlayStation layout. This is his lunging hip-check attack. Repeated pressure can damage the opponent and push them toward a ring-out even when every hit does not connect. Use the actual P+K+G mapping on your controller, not a blind assumption that another platform's left trigger has the same assignment. Start near the center, face the opponent, and keep pressing the move as they recover. If you have been pushed to the edge, stop trying to trade forever with your back to the boundary: move away from the immediate ring-out line and reestablish the forward pressure. A loss does not make the move fraudulent; the AI can block and counter it. Choose the Easy machine, continue/retry as the game permits, and finish all ten base fights before assuming the category is done. COCHIN CUP CLASSIC: FOUR CLASSES Only Shinada can do this, on the west end of Honjincho in Kineicho. Finish Getting Rich Quick, name/register the bird, and win Newcomer, Challenger, Contender and Champion. Racing itself is largely automatic. Egg On supplies a brief speed boost; it cannot rescue a badly undertrained bird from every race. The real route is training and breeding. The four attributes: - Leg Power: speed. - Stamina: sustaining that speed. A fast bird with too little stamina tires badly. - Dirt: handling dirt sections. - Dark: handling dark sections. Trainer priorities: - Toda: Leg Power first, then Stamina. - Shimazaki: Stamina first, then Leg Power. - Kanemiya: Dirt and Dark. - Yasaka: balanced, with some Dirt/Dark preference. They take items, not a normal cash training fee. Buy Tauriners in bulk and distribute them between Shimazaki, Toda and Kanemiya. Look at what the bird is missing before the next race: a large speed number is not progress if stamina is much lower. Gold Plates give the maximum training boost more economically than still more expensive gifts, but the cheaper Tauriner route is sufficient if you have patience. Do not donate unique crafting materials just because the trainer accepts them. The first bird caps at 100 Stamina/Leg Power and 50 Dirt/Dark. Those are generation limits, not a problem that buying more of the same training item fixes. After three races, breeding becomes available. Compare the three prospective hens' stats and skills, choose one that improves your runner's prospects, and breed. The original retires. The offspring starts with lower current stats but a higher growth ceiling, so train it again before expecting improved race results. After winning Newcomer, two sellers become available. The nearby free bird is only a modest upgrade. The masked man outside Kamiyama Works initially asks 100,000 yen; refuse twice to lower the price to 10,000. His bird has excellent Leg Power but weak Stamina. Buy it if you want a head start, then focus Shimazaki training on the weakness before entering harder races. Expect the Challenger-to-Contender jump to require breeding rather than another lucky Egg On. Keep cycling three or more races, breeding and balanced training until the bird can sustain the harder events. A fifth-generation champion is a source example, not a mandatory generation count or a promise. Stop when all four class wins are recorded; maxing every stat to 999 is unnecessary. TATSU-YA NOODLES: RAMEN KING, NOT JUST THREE PLAYS Kiryu unlocks the stall through his noodle substory late in Part 1 Chapter 2. It is on Nagasukawa Street South in southwest Nagasugai and opens in the evening/night. If it is closed in Premium Adventure, change the time at the hideout instead of treating the activity as missing. Four customer lanes correspond left-to-right to Square, Triangle, Cross, Circle on PlayStation. Press the customer's button when that customer's firmness gauge reaches the requested zone. The gauges move from hardest to softest, so an early hard order can expire while you are waiting for another customer's soft noodles. Buttons identify customers, not firmness levels. The five service rounds contain 5, 10, 15, 30 and 40 orders, for 100 total. To advance, succeed on at least 3/5, 6/10, 10/15 and 24/30 in the first four rounds. Ramen King is the S rank for reaching the final level and completing at least 85 of the 100 orders correctly. The reward is 12,000 yen. Simply reaching the final round, or playing three times for the separate trophy, is not the full completion target. Rounds one through four follow the lane order Square, Triangle, Cross, Circle. Round five randomizes the ordering, so stop relying on that sequence when the final forty customers start. Read the actual active lane and firmness. Practical method: as each order arrives, identify its button and target zone. Serve the earliest-expiring hard order first, then return to the softer orders still cooking. Pause with the in-game pause/view control if several lanes overlap and you lose track; read all four targets, plan the next two presses, then resume. A very hard order should be served almost immediately, while a very soft order must be allowed to travel through the earlier zones. Never keep pressing every face button indiscriminately: that serves other customers at the wrong firmness. Treat the first sixty orders as the easy points. If you go into round five with only the minimum needed to advance, the 85-success total becomes much harder or unreachable. A strong early run leaves room for a handful of mistakes during the randomized final rush. WINTER COMBAT: ALL SIX CHALLENGES Saejima encounters this during his Tsukimino story. Return to the attendant in northwest Tsukimino. You need all six wins, not merely the introductory match. Move and aim in first person, throw individual snowballs, or use Scattershot to spend the entire ten-ball pouch. Refill at arena corners. The movement button can be held for running or double-tapped for a dodge; inspect the control help for your platform's mapping. The minimap tells you where opponents are even when your camera is watching cover. A hit scores three and being hit costs two. Both values double during the final thirty seconds. Therefore a late careless trade can throw away a comfortable lead. Use cover and counterthrows instead of constantly standing still to line up the reticle. Equip Springy Arm Guards if available: the sourced equipment interaction makes connected snowballs knock enemies down, reducing retaliation. 1. Deathmatch Beginner: one easy opponent; reward 2,000 yen. Use this to learn range and refill locations. Ordinary accurate throws and a few favorable trades are enough. 2. Deathmatch Expert: one stronger opponent; reward Toughness ZZ. Wait for the throw, dodge sideways, then return fire during recovery. Shoot when the opponent commits to refilling rather than while they are freely dodging. 3. Battle Royal Beginner: three easy opponents; reward 3,000 yen. Let them fight, hit distracted targets, then disengage when you lead. Once they all turn toward the leader, surviving is more useful than standing in the center attempting extra points. 4. Battle Royal Intermediate: three moderate opponents; reward Tauriner ++. Counterthrow rather than firing predictable attacks at ready opponents. A late push during double points can work, but start that push with ammunition rather than an empty pouch. 5. Battle Royal Advanced: three difficult opponents; reward 4,000 yen. They target you aggressively from the beginning. Keep cover between yourself and at least one opponent, take a short exposed shot, and return behind it. Do not empty Scattershot just because an enemy appeared at long range. 6. Battle Royal Expert: three excellent opponents; reward 5,000 yen. Continually deny clean shots through movement and cover. Throw only when an opponent is recovering, refilling or otherwise committed. With a late lead, dodge and survive; with a deficit, use a safe counterthrow opportunity during the doubled scoring rather than surrendering points in a frontal rush. Refill before running completely dry whenever you can safely reach a corner. A scattershot leaves no follow-up shot, so use it as a deliberate close opportunity, then immediately plan cover and ammunition. Winning by one point still counts.

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