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Yakuza: Like a Dragon: Can Quest, Better Scores, and the Rewards Worth Buying

· Yakuza Like a Dragon

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Yakuza: Like a Dragon: Can Quest, Better Scores, and the Rewards Worth Buying Can Quest introduces Ichiban to life in Ijincho by putting him on a bicycle and making him fight other grown men over empty cans. It's ridiculous, but there are useful rewards sitting behind it, including items you need for other completion tasks. The first thing to know is that Can Quest Hero does not require an S rank. You only need to clear all three courses. Get the required cans back to the collection point before the timer runs out, and the clear counts. THE THREE TARGETS Can Quest opens during Chapter 3 through A Can-Do Attitude. Speak to Kan-san at the parking lot south of the homeless camp to play again. Clear the courses in order: • Beginner: return with at least 50 cans. • Intermediate: return with at least 200 cans. • Expert: return with at least 300 cans. The goal is not simply to reach that number somewhere on the map. You have to deliver the cans. Watch for the goal marker and make sure your route ends there with time to spare. If you're only after the trophy, stop gambling your successful run on one last pile of cans. Once you've met the quota, take the safe route home. A high score can wait until you've banked the clear. HOW TO COLLECT WITHOUT GETTING ROBBED Use the minimap instead of staring only at the bicycle. It shows the cans, boost drinks, rivals, and hazards, which lets you plan a short loop instead of turning randomly at every intersection. Start by collecting nearby cans and taking a boost drink. You can carry only one boost at a time, so keeping it forever prevents you from making use of the next one. The boost does two jobs. It makes you faster, and it lets you hit rival collectors to take cans from them. Without the boost, trying to play bumper cars with another collector is a good way to lose 50 cans of your own. Don't activate the boost while you're pointing directly at a wall or about to make a tight turn. Line up the straight first, use it, hit the rival, and keep moving through the next group of cans. A clean hit that stays on your route is useful. Chasing one collector across the entire map usually isn't. The girl marked by a green star drops small groups of cans as she runs. Following her for a stretch can be productive, especially when her route leads toward a boost or a larger pile. Leave her when following would pull you away from the finish with the timer running low. Garbage trucks are the hazard to respect. They're invincible. Boosting does not turn the bicycle into a truck-killing weapon. A collision costs 100 cans and sends you back toward the start, which can ruin a higher-difficulty run even if you had already reached the quota. When a truck is closing off a narrow street, take another route. It's better to collect fewer cans than donate a hundred to the sanitation department. S RANKS AND ECO POINTS Your delivered cans are multiplied according to your course and rank. That is why a good higher-difficulty run earns far more Eco Points than a barely successful beginner run. The S-rank thresholds are: • Beginner: 300 cans, with a ×10 multiplier. • Intermediate: 500 cans, with a ×12 multiplier. • Expert: 700 cans, with a ×15 multiplier. For comparison, the minimum clear on each course gives a smaller multiplier: ×2 on Beginner, ×4 on Intermediate, and ×5 on Expert. A 300-can Beginner S rank pays 3,000 points. A 700-can Expert S rank pays 10,500. Those are score conversions, not a claim that every run will land exactly on those numbers. If you can clear Expert reliably, farm there. If you keep crashing and missing the return, drop down and get consistent first. A theoretical high payout does nothing when you lose the run. For score attempts, build a loop around the larger can piles and available boosts, use safe opportunities to knock over rivals, and start moving toward home before the final seconds. You can still collect on the way back. You cannot cash in cans from the wrong end of the map after the timer expires. BUY THE QUEST ITEMS BEFORE THE EXPENSIVE TOYS Pocket Tissues are the first purchase worth remembering. The Straight Outta Paper requests need 21 packs across the full chain. Kan-san sells them for 200 Eco Points each, so 4,200 points covers the lot. Buy all 21 in one visit and leave them in your carried inventory for those requests. Unlike some earlier Yakuza games, wandering around waiting for somebody on the street to hand you enough tissues is not the solution here. The Vintage Guitar costs 3,000 Eco Points and is the starting weapon for the Musician's long upgrade chain. If you're building that job's endgame weapon, buy it and keep it instead of assuming the cheap guitar will become useless later. There are also materials, personality books, job-rank items, and additional equipment in the exchange. Some stock unlocks as you improve your Can Quest standing. Check what's actually available before you commit to a large point target. Personality books can be useful for the last few points in a stat. But complete the one-time school and challenge rewards first. Buying repeated books is cleanup, not a reason to ignore all the other ways the game gives you personality points. The expensive Elegant Pouch is a later Hostess weapon-upgrade ingredient. Don't confuse it with the much cheaper Vintage Guitar or assume you need to buy it just to clear the minigame. Can Quest also has Part-time Hero Challenges for its courses, collected cans, and collisions with rival collectors. Those give personality rewards as you work. That makes it worth checking the challenge list before leaving, especially if Kindness is one of Ichiban's unfinished stats. For the practical route, clear the three courses, buy the tissues, pick up the guitar if you're using Musician, and then decide whether there's another reward you actually need. You can finish the trophy and the useful errands without making can collecting your new full-time career.

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