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LIKE A DRAGON GAIDEN: POOL, GOLF, DARTS AND KARAOKE

· Like a Dragon Gaiden

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LIKE A DRAGON GAIDEN: POOL, GOLF, DARTS AND KARAOKE Gaiden's minigames have three different sets of requirements: trophies, street requests, and the Activity Log. Pool is the clearest example. A street job can ask you to clear a particular shot, Surgical Precision needs the full Normal 1-Shot Challenge, and the log also tracks ordinary victories, rulesets, and points. Here is how I'd handle pool, golf, darts, and karaoke without mixing those targets together. POOL: SURGICAL PRECISION Go to Kiss Shot Billiards & Bar. Clear the three Easy 1-Shot Challenge setups to unlock Normal, then clear all three Normal setups for Surgical Precision. These are trick shots, not a normal match against another player. The red ball is your target. Hitting a black ball or scratching causes failure. Yellow balls can be used to transfer the shot, and some setups require a jump ramp. Take the time to examine the table from above before aiming. Easy 1: bank the cue ball off the upper rail so it comes back into the red ball. Use controlled power. You want the red ball pocketed, not every ball rebounding around the table. Easy 2: bank off the right rail through the path between the black balls. A little backspin helps stop the cue ball after contact instead of sending it into an obstacle. Avoid an unnecessarily hard shot. Easy 3: the starting direction is already close to correct. Send the cue ball straight over the ramp toward the red ball. Start around three-quarter power. Full power can launch it off the table. Normal 1: send the cue ball over the ramp into the yellow ball, which then strikes the red. The line is slightly left of the ramp's center. In the aiming view, use the projected cue-ball outline against the yellow ball as your reference, then make small adjustments. Start with moderate power and increase only enough to clear the jump and transfer the shot cleanly. The exact aim matters more than simply hitting harder. Normal 2: bank off the lower rail into the yellow ball. The rebound transfers the hit to the red ball and sends it over the ramp. Aim just left of square contact on the yellow ball. Use controlled medium-to-high power; too much sends the red ball past the pocket or off the table. Normal 3: this is the demanding one. Aim almost at the center of the near ramp, slightly left, and use near-full or full power. The cue ball needs to clear the first ramp, bank, clear the second, and reach the red ball. Keep your power consistent while making tiny aiming changes so you can tell which adjustment helped. Don't waste all your attempts experimenting wildly on the first two Normal shots. Once those are repeatable, you'll have more chances left to refine the third. Accept the related Stroll n' Patrol jobs before doing the Easy and Normal challenges if you want credit for those jobs. For the trophy, make sure the full Normal set is cleared, not just its first successful shot. POOL: THE REST OF THE LOG The optional targets are twenty opponent victories, all pool rulesets tried, and 10,000 points earned. The Gold Ball costs 777 points at the exchange, so reserve enough for it before buying other prizes. In Nine-ball, the cue ball must hit the lowest-numbered ball first, but a legal combination that pockets the nine wins immediately. In Eight-ball, finish your group before attempting the eight. In Rotation, strike the lowest ball first and collect numbered-ball points toward 61. Four-ball uses a pocketless table and scores by contacting at least two of the other balls with your cue ball. Those are different games. Winning twenty Nine-ball matches won't fill the missing ruleset entries. GOLF: THE EIGHT-BINGO REQUEST At Yokobori Golf Center, Bingo gives you ten shots at nine panels. Clearing every panel creates all eight lines: three rows, three columns, and two diagonals. You have room for one miss, not eight separate rounds to work toward the street request. For the first three stationary targets, aim at the centers and clear the farthest row while the shots are simplest. Stop the power meter at your chosen marker, then hit the impact timing in the central red zone. A poor impact shifts the shot even if the displayed path was correct. When the board starts moving, account for the time the swing and ball flight take. Aim at the desired panel when it reaches one end of its travel, then begin your swing when it reaches the opposite end. It should travel back toward the chosen line as the ball arrives. The final stage moves faster. Start the swing with the target back on the same side you aimed for, rather than using the slower stage's timing. Check the wind after every successful panel; the next attempt may need a different adjustment. If you miss, don't immediately abandon the run. One miss is allowed. Repeating a shot without correcting its timing is more likely to use up the remaining chance than carefully comparing where the ball landed. The Activity Log uses different golf targets: ten total Bingos across sessions, at least 300 points on each Closest to the Pin difficulty, and ten plays. The eight-Bingo street job is the one that needs the complete grid in a single run. For Closest to the Pin, aim a little short of the hole to allow for roll. Keeping consecutive shots on the green builds combo bonuses, so a safe scoring shot can be more useful than an ambitious attempt that misses the green entirely. DARTS Play at Stijl Bar or the Castle's Coliseum lobby. Bullseye needs one win against an opponent. Choose a short game such as 301 if that is your only remaining trophy. The timing meter matters as much as the crosshair. Release in the bright central zone to hit your aim. Better darts widen the useful timing window and slow the meter, so switch away from the starter set when you obtain an upgrade. Useful options include Standard Darts from Ebisu Pawn for ¥3,000, Thunder Darts from locker G3, Gold Darts from locker F5, Premier Darts from Akame's Level 3 shop, and Legend Darts from her Level 4 shop. In 01, reduce your total to exactly zero. Plan the last turn instead of continuing to throw at the bull when it would overshoot. In Cricket, close the scoring numbers with three marks, then score on a number the opponent hasn't closed. Count-Up rewards total points, while Center Count-Up rewards proximity to the middle rather than the usual numbered sectors. The log needs all four rulesets and victories over six rivals. The available opponents are Akame, Yada, Ran, Hanawa, Hammerhead, MB, Kanon, and Yurina. Their availability follows story meetings and side progress. Akame needs her third Drink Link, at Network Level 16. Yada's street challenge and the later normal rival match are separate. Beat him in the ordinary rival match for Silver Darts. Beating MB awards the Luxury Timepiece used by Time's a Luxury, while Hanawa's first reward is a Royal Joker Card. KARAOKE The venue is Bar New Momoko. The six songs are Baka Mitai, TONIGHT, Hands, Sayonara, Silent Night, Shin Ichizu Samurai, and Like a Butterfly. Rising Superstar requires Like a Butterfly with Akame. Finish the first Drink Link after reaching Gold rank, then invite her through the karaoke interaction. Kiryu performs the interjections while she sings. For the Activity Log, score at least 90 on five songs. You don't need a perfect score on all six. The street jobs for Baka Mitai, Hands, and Like a Butterfly still need their specifically requested 90-point performances, so accept them before doing the score attempts. Use Passionate Interjections for a high-score attempt on the backing part. Casual is easier but restricts the scoring opportunity. Follow the displayed lyric rhythm when Kiryu sings, which doesn't always fall on the same beat as the instrumental. Hold notes until their end marker and mash only the rapid prompts. If one difficult section keeps breaking the score, practise that song rather than restarting your entire minigame cleanup. These targets are independent. A poor karaoke run doesn't undo the pool challenge or the golf lines you already finished.

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