← Post History

Clear the True Final Millennium Tower with a plan for Amon

· Yakuza Like a Dragon

Read the original post on X

Clear the True Final Millennium Tower with a plan for Amon The True Final Millennium Tower is where Yakuza: Like a Dragon stops forgiving a missing heal, an unprotected Ichiban, or a party built around only one damage type. A level-99 team can still lose quickly. The preparation that matters is having a response when a character gets knocked out, when your healer loses a turn, and when Amon starts the sequence that can wipe the party. This is a full preparation and fight-route guide for the original game's True Final Millennium Tower on Normal. Major endgame and boss spoilers follow, including the final encounter. **Make sure you are entering the right tower** There are three different climbs: the story finale, the postgame Final Millennium Tower, and the True Final Millennium Tower. Finish the story, continue in Premium Adventure, and clear the regular Final Millennium Tower. The True version then becomes available, with its entrance at the back of the building. Clearing the story tower alone is not the same thing. You are preparing for level-99 regular enemies, several powerful Thought Entity bosses, and Amon's expanded final battle. Do not judge readiness only by how easily you beat the regular postgame tower. **Build a party that survives a bad turn** Aim for character level 99 and main jobs at rank 90 or higher, preferably 99 for a more forgiving attempt. Extra jobs provide useful permanent stat bonuses, but every job at 99 is not a requirement. A straightforward lineup is: • Ichiban as Hero, with party healing and Peerless Resolve. • Saeko as Idol, responsible for keeping the group healthy. • Joon-gi Han as Hitman, with fast attacks and emergency item or revival turns. • Zhao as Gangster, or Adachi as Enforcer if you prefer his durability and Paralysis Prongs. Nanba and Eri are also viable. The deciding factors are job rank, equipment, health, and learned skills. A well-prepared alternative is better than copying a lineup while leaving half its members undertrained. Before entering, make sure the men have Soul Tether from Fortuneteller rank 4 and Fulminating Forecast from rank 18. Add Ice Spreader from Host rank 10 and a fire option such as Foreman's Explosive Throw or Megaton Throw. The women can add Candle Rush from Night Queen rank 16 and Ice Spreader from Hostess rank 22. Your Idol should have Magical Concert and Essence of Idol Spirit available. Ichiban needs Peerless Resolve, learned at Hero rank 16. Remember that the Idol's strongest party-healing skills stay tied to the Idol job. Essence of Orbital Laser, unlocked by reaching management rank 1, is useful against electric-weak groups. It costs 200 MP. Fulminating Forecast gives the party another strong electric option without depending on Ichiban's MP alone. **Equipment and supplies** Get the chosen main-job weapons to at least their first EX stage and improve them further if affordable. EX EX weapons help, but this is not a substitute for surviving enemy attacks. Give Ichiban your strongest practical defensive equipment. The Quixotic set from the story finale is an option. Dragon armor from arena floors 28–30 is a useful baseline for other members. Compare the full set of stats and resistances rather than assuming the highest Defense number solves everything. If a character is repeatedly being defeated from full health, add HP or defensive support through accessories and permanent job bonuses. Do not try to solve a survival problem only by upgrading their weapon. Bring: • Strong HP and MP recovery, including Staminan and Tauriner items. • Revival items such as Premium First Aid Kits and Resurrection Boluses, even if several people know Soul Tether. • Physical and mental status cures. Read their descriptions so you use the right one. • Miracle Kimchi for an agility boost when you need the party acting more frequently. • Money for Poundmates and the final fight's retry option. Fill inventory stacks and put spare supplies in the item box. Use the tower's recovery points and item boxes whenever you reach them. Remove EXP gear before the attempt, especially anything that halves HP or reduces combat stats. **Protect against the right kind of failure** Peerless Resolve lets Ichiban survive an otherwise fatal hit. Use it early in dangerous battles and reapply it after it saves him. It does not make him invulnerable to another hit immediately afterward. A Curse Substitute protects against instant-KO effects. That is different from surviving a normal attack that deals more damage than your remaining HP. A Sacrifice Stone is another safety option, but it is consumed when it activates. Check your equipment after a rescue instead of assuming it will keep saving you indefinitely. For Amon, fear protection is a priority. Courage Pendant prevents Fear. If you only have a limited number, protect Ichiban and the healer first. Bracelet of the Four Gods prevents status ailments, but reduces Defense by 50. It can be excellent on the healer because a healer who cannot act cannot save anyone. Account for the defensive penalty in the rest of that character's equipment. One source is the Part-time Hero Takedown: King Joe request; King Joe appears on arena floor 7. Unlock Mr. Masochist by completing Substory 24, Fifty Shades of Play. His Poundmate effect reduces party damage taken and is a major help against Amon. He is a nighttime summon, so check that he is available and off cooldown for the final battle. Do not use him casually just before the fight and then discover you cannot call him when needed. **The rule for every room** Enter with health restored and enough MP to use your important skills. A party at half health is not ready for the next encounter just because the last one ended comfortably. Reduce the number of enemies before spreading damage around. Fulminating Forecast is excellent in many rooms because electricity is a common weakness and paralysis can deny turns. It is not a guaranteed stun lock, and it is not the correct answer to every enemy. Use Perfect Guard when attacks connect. Have someone other than the Idol ready to revive her or remove a disabling ailment. If Ichiban needs to spend a turn healing rather than attacking, spend it. **The climb, in encounter order** The opening Subjugation-kun pair are weak to electricity. Start with electric skills and keep up with their damage. If this encounter repeatedly overwhelms the party, improve the build before committing to the rest of the tower. The first office section contains: • Mister Six and Grand Slammer. Use blunt attacks on Mister Six, who can support his partner. Grand Slammer is weak to blade and electricity. Removing the support enemy gives you fewer problems while dealing with the heavy hitter. • Dragon King in a side room. This encounter is optional. Skip it if your goal is the clear. If you fight, use ice. • Scarredface and Chinese Mafia Officer. Scarredface is weak to blade and ice; the Officer is weak to gun and electricity. Electric attacks can help control the Officer while you remove him. • Thought Entity Saejima. Use electricity. This is an important change from his ice weakness in other fights. Keep Ichiban protected and do not keep spending MP into a health gate while Saejima is waiting to trigger his next phase. The next section contains: • Ironclad Chef and Flash Mobber. Ice works against both. Blunt also works on the Chef, while fire works on the Mobber. • Juggle-O and Maneating Loan Shark. Use fire on Juggle-O and ice on the Loan Shark. Cure disabling mental ailments promptly and avoid letting summoned backup distract you from the dangerous originals. • Scarred Yakuza and Undertaker. Use blade or ice on the Yakuza and electricity on the Undertaker. It is possible to bypass this room by running along the right side near the windows, but be prepared to fight if the skip fails. • Forsaken Samurai and two Nameless. All are weak to electricity. The Samurai's burst damage is a good reason to start at full health and cast Peerless Resolve early. A recovery point follows this section. The middle section contains: • Urbane Legend and Emperor of Funk. Ice works on both. Electricity also works on Urbane Legend; blade and fire work on the Emperor. Choose the target you can remove quickly rather than leaving both alive on low health. • Edison of Anarchy and two Tinkersmen. Blade and electricity match the whole group. Deal with ailments if they land instead of assuming paralysis will prevent every enemy action. • Thought Entity Majima. Use fire and keep enough health to survive his attacks. Do not carry his story-fight assumptions into this encounter and start planning around a second boss joining him here. The upper rooms contain: • Dr. Black and two Invulnera-Billboards. Electricity is useful against all three. Focus the doctor while controlling or damaging the billboards; avoid letting a support-heavy group stretch the fight unnecessarily. • Bohemiarch, Bedeviler, and Biker Vanguard. Blade hits a shared weakness. Bedeviler's instant-KO threat deserves attention, and the Vanguard can deal heavy damage. Keep Ichiban protected, remove a dangerous target, and finish the self-healing Bohemiarch rather than allowing the battle to stall. • Ultimate Champion and Ghillie Man. The Champion is weak to blade and ice; Ghillie Man is weak to fire and electricity. This is a dangerous pair because a single survivor can still hit hard. Focus your strongest appropriate attacks on one, heal through the other, and do not enter below full health. • Pornogra-Pharaoh and Weltraiser. Both are weak to electricity, with Weltraiser also weak to blunt. This is a good place for the electric coverage you trained. Use the recovery point in the kitchen afterward. • Thought Entity Tendo. Use electricity and maintain Peerless Resolve. His durability makes this a longer fight, and consecutive attacks can punish a party that lets its health slip. Keep healing instead of trying to race his remaining HP. • Thought Entity Kiryu. Use ice. When his HP stops falling before a style change, use the breathing room to heal, restore MP, or guard. Do not waste expensive attacks into a phase transition. He avoids directly targeting women, but that does not make Ichiban safe or eliminate the need for healing. Use the available recovery point around the Kiryu section again before continuing to Amon. Check equipment, consumables, MP, fear protection, and Mr. Masochist's availability before starting the last fight. **Amon: the opening half** Start Peerless Resolve as soon as practical. Keep your healer active and healthy. This is a long fight, so an early defensive setup is worth more than one extra opening attack. Amon has no listed weakness here and resists elemental damage. Do not use the same electric-heavy plan that cleared many of the earlier rooms. Physical Kiwami skills are useful because they cannot be evaded or countered like ordinary attacks. Choose ones appropriate to the characters and jobs you brought. His styles change as his HP falls. Around three-quarters health, Rush Style makes evasion and counters particularly troublesome. Around half, Beast Style raises his defense and the fight's next major phase begins. Use safe turns to restore MP and apply Miracle Kimchi if needed. Cure sleep, stun, paralysis, and other action-blocking ailments immediately when they threaten your ability to heal or protect Ichiban. **Amon: Guard Order and the laser** Around half health, Amon uses Guard Order to summon Thought Entities of Kiryu, Majima, and Saejima. The encounter now has four enemies. Do not panic and spread damage across all four. Amon is already weakened, and the entities have their own dangerous lower-health phases. Focus damage deliberately so you do not trigger several major attacks at once. A dependable kill order is Amon, Majima, Saejima, then Kiryu. Other orders can work, but this one gives you a clear target and avoids turning the whole fight into four simultaneous damage races. The immediate problem is Amon's Malicious Grin followed by Essence of Orbital Laser. As he approaches the final quarter of his health, make sure: • Ichiban has Peerless Resolve active. • The party is healed. • Fear protection is equipped, especially on Ichiban and the healer. • Mr. Masochist's damage reduction will still be active for the laser. Call Mr. Masochist shortly before pushing Amon into the Grin sequence, not at the beginning of the fight. His protection is temporary. A fixed instruction such as “always summon on turn three” is less useful than watching Amon's health, style, and upcoming action. When Malicious Grin appears, treat the next Amon turn as the laser turn. Use available actions to finish recovery or guard. Do not take an unnecessary damage turn because Amon looks nearly dead. After the laser, recover immediately. Restore the healer, restore Ichiban's health, and reapply Peerless Resolve if it triggered. A party member surviving on a sliver of HP is still one enemy action away from falling. Then finish Amon. Keep watching his remaining attacks rather than assuming the laser was his only dangerous move. **Finish the Thought Entities one at a time** Majima is weak to fire. Saejima in this final encounter is vulnerable to electricity and gun damage. Kiryu is weak to ice. Concentrate on one target while maintaining healing. Each entity can unleash a powerful special attack as its health falls. Avoid dragging all three into their dangerous phases together with indiscriminate area attacks. Use your remaining offensive Poundmates when they help secure a kill. Keep enough money and MP for recovery rather than spending everything the moment the summons appear. When Kiryu is the last target, continue exploiting ice and respecting his style transitions. Guard or recover when damage is temporarily gated. Keep Peerless Resolve active and stay ready for his major attack in the final phase. The fight is only finished when the last entity is defeated. **What happens if the run fails** A defeat during the climb does not give you the ordinary paid retry. Expect to reload and climb again, so make a manual save before entering. The Amon battle is the exception. You can retry that fight at the cost of half the money you are carrying. You do not have to repeat the entire tower after every loss to Amon. Keep funds available for both the retry and the Poundmates your next attempt will need. If the same failure repeats, change the cause. More HP helps with fatal damage. Fear immunity helps when nobody can act after Grin. Better MP supplies help when the healer runs dry. Learning another damaging skill will not fix all three. The successful run is the one that preserves a recovery turn when things go wrong. Keep Ichiban protected, keep the healer able to act, and enter Amon's laser sequence prepared instead of trying to improvise after it starts.

Browse more posts · Find me on other socials