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Yakuza: Like a Dragon: Reach 200 Sujimon and Find the Entries You Missed

· Yakuza Like a Dragon

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Yakuza: Like a Dragon: Reach 200 Sujimon and Find the Entries You Missed If your Sujidex has stalled in the 180s or 190s, stop fighting the same groups on the same streets. The count rises when you register a different enemy. Another fifty victories over enemies you already know will leave you exactly where you started. This is for the original Yakuza: Like a Dragon. Its Sujidex contains 252 entries, with trophies or achievements at 100 and 200. The 200-entry reward is Gotta Catch 'Em All. Completing all 252 is an extra goal with a separate reward from the professor. The route below gets the broad work done first, then deals with the entries that tend to survive an otherwise thorough playthrough. Optional enemy and substory spoilers follow. GET THE RIGHT COUNT The Sujidex opens during Chapter 4 through Who's That Sujimon!?, substory 2. Follow the professor's introduction and fight the red, blue and green Sujimon. Your initial choice doesn't make the other two permanently unavailable. Open the Sujidex itself when checking progress. Use the number at the top of that app for the registration trophies. A Part-time Hero challenge counter is a different readout and can cause confusion if you use it as your only checklist. When hunting a new enemy, beat it and check the entry after the battle. Seeing a name during combat isn't a good reason to assume you've finished with it, especially if that enemy escapes. Keep a short list of missing numbers. The numbers are more useful than “the man with a guitar” because several stronger and weaker versions share a family, and their street appearances can look alike. THE FASTEST WAY TO FIND A LOT OF NEW ENTRIES 1. Finish the story and keep doing combat substories. Bosses and substory opponents contribute entries you won't find by walking around Isezaki Road. If you're still in the middle of the story, let those fights do some of the work before starting a dedicated hunt. 2. Clear all 30 floors of the Sotenbori Battle Arena. It opens in Chapter 12 and contains a broad selection of enemy types. A complete clear is useful even if you normally return only for the final five floors and their armor rewards. 3. Explore the optional Yokohama Underground Dungeon, including its final fight. The Chapter 6 story escape and a later visit to the dungeon don't have identical completion value. Seiso Shogun, entry 213, is the boss to look for at the end of the optional dungeon. 4. Explore Kamurocho Underground when the story gives you access. Do a proper first pass before turning it into an Invested Vagabond farming route. Running past every ordinary group is excellent for a focused EXP grind, but poor for filling a bestiary. 5. Check what is still missing before making another circuit. At this point, choose a few specific entries and go to their areas. Don't keep replaying content that has already given you every enemy it contains. You can combine this with other goals. An arena run supplies crafting materials, dungeon encounters build character and job levels, and marked Part-time Hero rescues can add both member points and new enemy registrations. USE DIFFERENT PARTS OF IJINCHO Most incomplete early-game lists have holes because the player spent most of their time in a few familiar neighborhoods. Take a deliberate walk through the areas you've neglected: • Around Jinnai Station and its western side, look for businessmen, doctors and patient enemies. • East Jinnai Station has gangs, large foreign brawlers and smugglers. For Smugglebug and The Mule, check around Sunlight Castle. • Koreatown supplies wrestlers, boxers, tattooed fighters and psychics. Explore its side streets as well as the river road. • Chinatown has Chinese mafia members and martial artists. Restaurant Row adds assassins, cooks and other groups. • The Red Light District has hosts, recruiters, sandwich-board enemies and the slippery oiled-up enemies. • Hamakita Park has several families worth checking separately: skaters, dancers, cultists, pompadour enemies and solitary oddities around the lawns and water. Treat this as a sweep, not a promise that every listed enemy will appear on the first lap. Story progress changes the enemy mix. A higher-tier version in the same family doesn't fill the missing slot for the weaker one. ARENA FLOORS THAT SOLVE SPECIFIC GAPS The arena's fixed encounters are more useful than random street fights when you need a particular higher-tier enemy. Match the name to your missing slot: • Floor 11: Master and Commando, entry 86. • Floor 13: Bedeviler, entry 207. • Floor 14: Prizedfighter, entry 120. • Floor 18: Death Merchant, entry 195. • Floor 19: Metal Headsman, entry 205. • Floor 22: Tinkersman, entry 183. • Floor 26: The Shadow Diver, entry 199. • Floor 27: Forsaken Samurai, entry 196. • Floor 28: Munanugget Messiah, entry 125. • Floor 29: Arminator, The Death Knuckle and High Necromancer, entries 87, 121 and 208. Unlocked starting points are floors 1, 6, 11, 16, 21 and 26. To reach floor 19 again, start at 16 rather than restarting the entire building. The additional reward conditions are for the arena's bonus loot. You don't need to earn the bonus material to register the enemy. Win the encounter, then check your Sujidex before deciding what to do next. THE STREET ENTRIES WORTH CHECKING CAREFULLY Unboxer, 118 Search Koreatown for groups containing wrestlers and boxers. The western road beside the canal is a useful stretch to include. Headguardian is a separate entry, so don't stop checking the battle names just because the group looks familiar. Unboxer has been found in Premium Adventure; finding stronger versions repeatedly isn't proof that a new playthrough is necessary. Pseudotrash, 200 Check the construction lot near the West Tsurukame Highway taxi in the Commercial District. Look down for black rubbish bags. These enemies are easy to miss if you're watching only the people walking along the street. Toxic Wastoid, 201 Use Yokohama Underground B3F. This gives you a more practical target than repeatedly circling Koreatown because a general location list mentions that district. Watch for the light-blue waste bags. Gifted Gatherer, 202 Look outside Lin Lin Hostess Club in Restaurant Row. The object to watch for resembles red-and-yellow gift wrapping. Get close enough to check the encounter rather than deciding it is scenery from the far side of the street. Ramblin' Man and Guitarsbane, 203 and 204 Check the southern end of Isezaki Road. Both belong to the musician family, but defeating one doesn't complete the other's entry. Metal Headsman, 205, is available on arena floor 19 if that is the musician you're actually missing. Shaman, 206 The convenient early encounter is the silver safe in the first checkpoint room of the Chapter 6 dungeon. Open it while you're there. It also provides the enemy-in-a-safe event for Treasure Displeasure. For a later hunt, return to Hamakita Park at night and check the lawns around the trees, including the lawn near Flowers 2 Go. Confirm the enemy's name when the fight starts. Bedeviler and High Necromancer have their own entries and don't substitute for Shaman. If the park keeps giving you the stronger variants, leave the area and return rather than treating one spawn as your only chance. Players have found Shaman in Premium Adventure, so try the nighttime park route before considering anything as drastic as a restart. INVESTED VAGABOND COUNTS ONCE Entry 11 is also the enemy you will probably farm for experience. Defeat an Invested Vagabond in an underground dungeon and you have its registration; the Yokohama and Kamurocho encounters don't create two separate Sujidex entries. Target it before it escapes. Multi-hit moves such as Joon-gi Han's Rapid Shot are useful against its very high defense and low HP. Once the entry is filled, keep farming only if you want the EXP. It won't keep moving the registration total. WHEN THE BLANKS ARE SUBSTORY ENEMIES Check unfinished stories instead of searching the streets for these: • 210 and 211, Catherine and Charlotte: the first two circus stories, substories 37 and 38. • 212, Sojimaru: Preparing to Suck, substory 35. • 237 and 238, Il Yu-Jin and Tsuzuki: A Fading Star, substory 25. • 243, Fauxno Michio: Fauxno Michio, substory 30. • 245, Clara and her Excavator: the final circus story, substory 39. • 250 and 251, Middling Manager and Traitorous Trader: Certified Underdogs, substory 11. For Certified Underdogs, pass ten exams and unlock Business Management through substory 15. If Ikari's follow-up still doesn't appear, progress the company to the top 50 and return to Ounabara. Buying an exam attempt isn't the same as passing it. If those two entries are missing, check that you actually finished Ikari's story after meeting its requirements. For an all-252 run, keep a manual save before one-off substory fights and check the new registrations afterward. That is a small precaution compared with finding a gap after you've overwritten every earlier save. THE FINAL ENTRY AND THE PROFESSOR'S REWARDS Return to the professor when his milestone texts arrive. His room is upstairs in the same Koreatown building as the Citron mahjong parlor, on Sakura Lane. The rewards are: • 90 registered: Fire God's Amulet. • 180 registered: War God Talisman. • All 252: Eye of the Dragon. At 251, the missing enemy is Sujimon Sensei himself. Return to his room, speak to him and accept the fight. He is level 38 and weak to electricity. Beat him to register entry 252 and finish the collection. If you're only here for the platinum or achievements, 200 is enough. You have room to leave 52 entries unfinished. Check the actual trophy list before spending an evening chasing one stubborn low-level enemy when your remaining work is somewhere else.

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