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Get the right rewards from the Sotenbori Battle Arena

· Yakuza Like a Dragon

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Get the right rewards from the Sotenbori Battle Arena The Sotenbori Battle Arena can fix several problems at once in Yakuza: Like a Dragon: an underleveled party, weak armor, unfinished job training, and missing weapon materials. It is much more useful when you choose a route for what you need instead of repeatedly clearing all 30 floors. This guide covers the Chapter 12 arena, all 30 repeatable rewards, and the routes worth using. Arena enemy and equipment spoilers follow. **How the rewards actually work** The arena opens during Chapter 12 in Sotenbori. Speak to Yappi-kun at the entrance. Each floor has a normal reward and an additional reward. The normal reward is a one-time item, collected from the briefcase after the fight. The additional reward is tied to a battle condition and can be earned again every time you meet it. That distinction matters. The Dragon Soul Bat on floor 30 is a one-time normal reward. The Dragonhelm from the same floor is repeatable. Checkpoints let you start at floors 1, 6, 11, 16, 21, and 26 once you have progressed far enough. You cannot select any individual floor, so farming a Pearl on 14F means starting from 11F and fighting your way there. You can leave, recover, save, and return to an unlocked checkpoint. Your item box is available between battles, so keep extra recovery supplies in storage. You do not have to carry every consumable through the whole arena in one inventory stack. **Every repeatable reward and its condition** These are the additional rewards. They are separate from the one-time briefcase rewards. Floors 1–10: • 1F: Golden Moth. Win within 10 turns. • 2F: Golden Butterfly. No allies knocked out. • 3F: Golden Rhinoceros Beetle. Do not switch party members during battle. • 4F: Golden Mantis. Do not use skills or Poundmates. • 5F: Viking Helmet. Win within 10 turns. • 6F: Golden Spider. Do not use Recovery skills. • 7F: Golden Scorpion. No allies knocked out. • 8F: Golden Dragonfly. Do not switch party members during battle. • 9F: Golden Stag Beetle. Win within 7 turns. • 10F: Damascus Ladle. Win within 7 turns. Floors 11–20: • 11F: High-density Metal. No allies knocked out. • 12F: Silver Ingot. Do not use Recovery skills. • 13F: Gold Ingot. Do not revive fallen allies. • 14F: Pearl. No allies knocked out. • 15F: Prestige. Win within 7 turns. • 16F: Raw Platinum Ore. Win within 7 turns. • 17F: Raw Ruby Ore. Do not use Recovery skills. • 18F: Raw Sapphire Ore. Win within 7 turns. • 19F: Raw Diamond Ore. Do not revive fallen allies. • 20F: Violence Guitar. Win within 5 turns. Floors 21–30: • 21F: Empty Cough Drop Tin. No allies knocked out. • 22F: Beat Anklet. Win within 5 turns. • 23F: Empty Cough Drop Tin. Win within 5 turns. • 24F: Revival Microphone. Do not switch party members during battle. • 25F: Empty Cough Drop Tin. Win within 5 turns. • 26F: Electric Whip. Do not revive fallen allies. • 27F: Empty Cough Drop Tin. Do not use Recovery skills. • 28F: Dragon Boots. No allies knocked out. • 29F: Dragon Kinagashi. Win within 5 turns. • 30F: Dragonhelm. Win within 7 turns. **Pick a route before going in** For golden insects, start at 1F and collect the conditions through 9F. They are useful crafting materials, so keep them rather than selling everything that looks valuable. For metals and gems, start at 11F and continue through 19F. That collects High-density Metal, Silver Ingot, Gold Ingot, Pearl, and the four raw ores in one route. If one material is blocking an upgrade, leave after its floor instead of automatically finishing the arena. For Empty Cough Drop Tins, start at 21F. Floors 21, 23, 25, and 27 each offer one. The first is the shortest single-tin route from an unlocked checkpoint. Continuing farther makes sense if you also need the other rewards or experience. For party armor and late-story experience, start at 26F and finish the arena. Meet the conditions on 28–30 to earn a complete set of Dragon Boots, Dragon Kinagashi, and Dragonhelm. Repeat for the characters you actually use. Remember that one successful clear gives one of each, not a set for the whole party. The 26–30 route also produces an Electric Whip and an Empty Cough Drop Tin if you meet their conditions. Keep equipment that you still need for a weapon upgrade before treating duplicates as sale money. **Prepare for the condition, not just the enemies** On a no-KO floor, reviving someone does not undo the knockout. Heal before the fight and protect vulnerable characters early. On a no-revival floor, keeping a fallen character down may preserve the bonus, but losing the fight is still worse than missing one repeatable reward. Use the run to unlock the next checkpoint, then come back stronger. On floors that prohibit Recovery skills for the bonus, top up the party before starting. Recovery items are distinct from Recovery skills. Read the actual rule carefully rather than assuming the floor bans all healing. On 4F, the Golden Mantis condition rules out skills and Poundmates. Do not forget and open with your normal area attack. Use regular attacks and appropriate items instead. For turn-limit rewards, avoid spending the opening turns on unnecessary buffs if you can already remove an enemy immediately. Removing one enemy also removes its future attacks. A repeatable material run should use the jobs and equipment that clear it reliably, with training characters added only when the other members can carry the fight. **The floors that deserve extra attention** 11F makes every hit critical, including enemy hits. The reward also requires no knockouts. Electric attacks match the group's weaknesses, so reduce the number of enemies quickly rather than letting four guaranteed-critical attackers keep taking turns. 12F has two Subjugation-kun enemies. Electricity is again the useful damage type, but remember the no-Recovery-skills condition for the Silver Ingot. 14F is a good reason to bring ice damage. Its enemies are vulnerable to ice, and the floor's rule increases ice vulnerability as the battle continues. The Pearl condition requires everyone to stay standing, so do not let the fight drag on simply because your damage is increasing too. 18F also makes attacks critical. Go in healed, and use your strongest practical attacks to satisfy the seven-turn condition for Raw Sapphire Ore. 25F pits you against an Excavator. Use electricity and enter with enough MP to finish quickly. The Empty Cough Drop Tin requires a five-turn win, and the floor does not let you revive fallen allies. 28F is a large group centered on Munanugget Messiah. Several followers are vulnerable to fire and blunt attacks, so area damage helps reduce the crowd. The Dragon Boots require a clean run with no ally knocked out. Clear the supporting enemies instead of allowing them a long sequence of turns while you focus only on the leader. 29F mixes a High Necromancer with enemies vulnerable to electricity. Ice or blade damage helps against the necromancer, while electric attacks handle the others. Bring both answers and aim to end it within five turns for the Dragon Kinagashi. 30F is the final three-enemy fight, with opponents around level 60. Revival is disabled. Start healthy, keep Ichiban protected, and do not burn all your MP on 29F. The Dragonhelm needs a win within seven turns, but getting the initial clear and Dragon Soul Bat is already useful if the bonus takes another attempt. **How much should you grind here?** For Chapter 12, clearing the arena and making another pass for useful armor is a sensible way to prepare for the story's difficulty jump. Around level 50 with trained main jobs, suitable equipment, and healing coverage is a practical target, not a hard requirement or a guarantee. For later chapters, run the arena when you need its materials or armor. For a level-99 endgame grind, the Kamurocho Underground Dungeon eventually becomes the more focused experience route. Leave the arena with something specific improved: a weapon stage unlocked, the missing element learned, or the healer wearing better armor. That is more useful than adding levels without fixing why the party was struggling.

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