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Like a Dragon: Infinite Wealth: Hawaiian Haunt, Yokohama Underground, and Amon

· Infinite Wealth

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Like a Dragon: Infinite Wealth: Hawaiian Haunt, Yokohama Underground, and Amon There are two main-game dungeons to finish in Infinite Wealth, and both go further than the first ending they show you. If you're chasing the trophies, clearing the first three sectors isn't the end. You also need the EX sector. Spoilers here for the optional bosses. HOW THE DUNGEONS WORK Hawaiian Haunt opens through Substory 34, Legend of the Labyrinth, in Chapter 5. Yokohama Underground arrives with the story in Chapter 10. Both have three regular ten-floor sectors and an additional ten-floor EX sector. The ordinary floors use changing layouts, so a memorized turn-by-turn route won't carry you through every run. Explore the rooms, find the ladder, and decide whether you're ready to continue or should leave. The fifth and tenth floors of each sector have boss encounters. Use the recovery and save facilities before those fights. Don't run straight past them because the previous floor felt easy. There are five people to rescue in each sector. Check the rooms before descending, then claim the rescue rewards at the entrance. It's worth doing even when you aren't trying to finish every little objective because you're also collecting gear, materials, and dungeon currency. Hawaii uses Robo Disks, exchanged with Robo Michio. Yokohama uses Geomijul Survey Data, exchanged with Utamaru. They are different currencies. Look at the exchange inventory before spending everything on common materials. You may want to save for something specific, such as the Shark Fin in Hawaii or Squid Tentacles in Yokohama. PREPARE FOR THE NEXT SECTOR, NOT THE LAST ONE Finishing a sector doesn't mean you're ready to charge straight into the next. Hawaii's first sector starts around level 18, while the second jumps into the thirties. That is a real increase, not just another ten floors of the same fights. Before pushing deeper, check your weapons, armor, job ranks, and inherited skills. Bring several damage types and more than one way to heal. Have revival items even if somebody knows a revival skill. A healer who is knocked out can't save everybody else. A sensible setup is a reliable damage dealer, someone who can cover elemental weaknesses, a dependable healer, and a fourth character who can help with damage or recovery. Those roles can overlap. The important part is that one disabled character doesn't remove your entire ability to recover. HAWAIIAN HAUNT'S LAST TWO FINISHES The floor-30 Robo Michio is level 44 and weak to ice. Keep the party healthy as his HP drops because his beam can hurt multiple characters and cause burning. Don't let everybody drift into the danger zone while you chase one extra attack. Floor 40 has five level-53 Robo-Michio Rangers. Check the names instead of throwing the same element at the entire team: - Original Robo Michio: weak to ice; resists electricity. - Genbu: weak to fire; resists electricity. - Byakko: weak to gun damage. - Seiryu: weak to electricity; resists ice. - Suzaku: weak to ice; resists fire. Byakko is a useful early target because he has less HP. Seiryu deserves attention because he can heal. I would look to remove those two before settling into the longer fight with the remaining robots. Use strong group attacks when the matchups make sense, but remember that an ice attack useful against two robots is resisted by another. Once somebody is nearly down, a focused hit that removes them can be more valuable than another spread of damage. YOKOHAMA'S FINAL STRETCH Utamaru is the floor-30 boss. Fire is useful against him, and his attacks can bring status problems along with the damage. Recover, finish the fight, and the EX sector opens. At floor 35, watch the Ghillie Men beside the Arminator. Their attacks can be nasty. Fire works against the Ghillie Men; ice works against the Arminator. Removing the supporting enemies reduces the number of attacks you have to survive each round. Then floor 40 brings the Amon clan. All four are level 55. This is separate from the earlier story encounter with Jo. THE AMON FIGHT Here's the damage coverage to bring: - Jo: no listed weakness; resists fire, ice, and electricity. - Jiro: weak to gun and fire; resists blade and electricity. - Sango: weak to blade and electricity; resists gun and ice. - Kazuya: weak to ice; resists fire. The important complication is Jo's ability to revive fallen allies. Simply killing whichever brother is easiest can turn into doing the same work twice. One approach is to concentrate on Jo while keeping the party stable, then deal with the others after the revival threat is gone. Another is to weaken several opponents and finish them close together with enough MP and powerful attacks saved for that final push. Choose based on what your party can survive. If you can barely keep up with incoming damage, spending several turns setting up a perfect finish may be too risky. Don't repeatedly hit Jo with resisted elemental attacks just because they're your strongest-looking skills. Use physical options that avoid those elemental resistances, and direct your elemental attacks at the brothers they actually hurt. Keep recovery available on multiple characters. The Amons can combine attacks and suddenly put one person in trouble. Use a full-party recovery item when it solves the situation better than a limited-range heal. Saving every good item for later makes no sense when this is the fight you brought it for. If the attempt falls apart, use the save to adjust the setup. Look at what actually caused the loss: not enough healing, the wrong damage types, weak armor, or falling behind on levels. Fix that specific problem rather than repeating the exact same attempt and hoping Jo becomes more polite.

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