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Lost Judgment: Hama of the Dead, all chapters and the 50-pickup trophy

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Lost Judgment: Hama of the Dead, all chapters and the 50-pickup trophy Hama of the Dead is the zombie-shooting cabinet at Club SEGA Chinatown in Ijincho. A play costs ¥500. Work through the six chapters first, collecting supplies along the way, then use the short Chapter 2 loop below to finish Suffer Like G Did. What you need for completion TownGo has eight Hama of the Dead entries: - Clear Chapter 1. - Clear Chapter 2. - Clear Chapter 3. - Clear Chapter 4. - Clear Chapter 5. - Clear every chapter, including EX. - Kill 500 zombies. - Land 777 headshots. Suffer Like G Did is a separate trophy or achievement for collecting 50 pickups. Those pickups are health supplies and grenades. Stuffed animals give bonus score and are not part of the 50. Kills, headshots, and pickups accumulate across plays. A headshot does not have to kill the enemy to count, so repeatedly shooting a boss in the head helps with the 777 total. You can start from any chapter you have reached. EX opens after Chapter 5, and you must clear it for the all-chapters entry. You do not need to beat all six chapters in one continuous run. If you lose, select the chapter again and start it with fresh health and grenades. Shooting and surviving The camera moves for you. Your job is to aim, shoot, reload, and use grenades before an enemy lands an attack. Default controller inputs: - Aim: left stick on both platforms. - Fire: R1, Square, or Circle on PlayStation; RB, X, or B on Xbox. - Reload: L2 or R2 on PlayStation; LT or RT on Xbox. - Grenade: Triangle on PlayStation; Y on Xbox. R2 and RT reload in this game, so do not use them as the firing button. Reload manually before the magazine empties. The automatic reload after running out is slower, so use the pauses between groups and camera movements to top up. When circular targets appear, shoot every required circle before its timer expires. Stop chasing extra damage and deal with those targets first. If you are about to run out of time, a grenade can interrupt the attack. Grenades are also useful for clearing a crowded group, but save some for the late chapters' harder attack sequences. Do not hang onto your last grenade while an attack takes your final heart. Aim for heads when you have time to line up the shot. Wild firing wastes ammunition and leaves you reloading when you need to stop an attack. There is no high-score target for TownGo, so staying alive matters more than squeezing points out of every scene. Recognizing the enemies - Zombies: the ordinary enemies in civilian clothes or uniforms. One headshot usually kills them. Deal with the closest attacker first. - Fatties: bulky, slow enemies that take several headshots. Their slower movement gives you time to aim. - Diptera: flying enemies that dodge sideways. Follow the dodge, then shoot when they settle or come closer. - Aggros: white-hooded enemies wearing headphones. They flip away from your aim, and their kicks can cost two hearts. Prioritize them over slower enemies. - Meatheads: large enemies that begin with a timed-circle attack. Stop that first, then shoot the head. Be ready to interrupt another attack before they die. - Hermits: rounded, rock-like enemies. Shoot the top-center weak point and kill them before they reach you. They do not give you a timed-circle attack to interrupt. How pickups work Shoot a metal drum to collect a grenade. Shoot a supply case to recover one heart. A stuffed animal gives bonus points. Pickup positions stay fixed, although enemies can stand in front of them. Kill whatever is blocking your shot, then collect the item before the camera moves on. If possible, leave the last enemy alive long enough to shoot the supply. Seeing the same drum or case again later in a chapter is another chance to collect it, not a second pickup. Replaying the chapter lets you collect it again. The numbered routes below count each separate encounter from the start of the chapter. Timed attack scenes count as encounters too. Chapter 1: Arahabaki Eight encounters: 1. Four zombies. 2. Three zombies. 3. Four zombies. Shoot the metal drum in the distant background, left of the group. 4. Four zombies. 5. Two zombies and one Fattie. 6. Four zombies. 7. Two Fatties. 8. Arahabaki. Shoot the supply case to the right of the boss. If you missed the earlier drum, look to the boss's left for another chance at it. Shoot Arahabaki's head or the glowing spot on his chest. Keep enough ammunition ready for his timed circles rather than emptying the magazine immediately before he attacks. This chapter is a good place to learn the controls. Both supplies are visible around the boss, which also makes it a useful fallback if you find Chapter 2's distant pickups difficult to hit. Chapter 2: Arahabaki Kinro Ten encounters: 1. Six zombies. 2. Six zombies. 3. Two zombies and one Fattie. 4. Four zombies. The supply case and metal drum are together in the distant background on the right. 5. Six zombies. 6. Two zombies and one Diptera. You get another view of the earlier supply case. 7. Four zombies. You get another view of the earlier drum. A stuffed animal sits on the stonework to the left. 8. Two zombies and one Fattie. 9. Two Diptera. 10. Arahabaki Kinro. The stuffed animal is visible again if you missed it. The boss uses the same basic approach as Arahabaki: aim for the head and glowing chest, then clear his attack circles. Reload before the next attack begins. The fourth encounter is the pickup farming spot. Once you can select Chapter 2 directly, you can reach both supplies without fighting this boss. Chapter 3: Tsuchigumo Eleven encounters: 1. Eight zombies. 2. Two zombies and one Fattie. 3. Six zombies. 4. Two zombies and one Diptera. Shoot the drum and supply case in the distant center of the screen. 5. Two zombies and one Aggro. 6. Two Fatties. 7. Two Diptera. A stuffed animal sits near the center, on the green awning. 8. A zombie attack with three timed circles. 9. Four zombies and two Aggros. 10. One Fattie, one Diptera, and one Aggro. This is another chance to shoot the earlier drum and supply case, now from a closer position. 11. Tsuchigumo. The spider boss spreads his attack circles across the screen. Move from one target to the next without wasting shots between them, and use a grenade if you will not finish in time. Shoot his head between attacks. His glowing weak point is only briefly exposed, so waiting for it can leave you doing very little damage. Chapter 4: Basan Fourteen encounters: 1. Six zombies. 2. Two Diptera. 3. A zombie attack with three timed circles. 4. Two zombies and two Fatties. 5. Six zombies. 6. One Fattie and one Diptera. 7. One Meathead. 8. One Fattie, one Diptera, and one Aggro. 9. One Hermit. 10. Three Diptera and one Aggro. 11. Basan's first boss section. 12. A Diptera attack with three timed circles. 13. Two Diptera. 14. Basan's final section. Look for the drum and supply case on the right. This chapter introduces two enemies that need different responses. The Meathead opens with circles you must clear. The Hermit keeps approaching, so aim at its top-center weak point and bring it down quickly. Basan is a large flying enemy, and the fight is split by other encounters. Follow his movement, stop his timed attacks, and reload while the camera changes position. The final supplies can be awkward to shoot as the view turns. A grenade can stop an attack and give you a safer chance to collect them. Chapter 5: Onraki Fifteen encounters: 1. Two Diptera. 2. Four zombies and two Aggros. 3. Two Fatties and one Diptera. 4. One Meathead. 5. An Aggro attack with three timed circles. 6. One Meathead. 7. Onraki's first boss section. 8. A zombie attack with three timed circles. 9. Another zombie attack with three timed circles. 10. Eight zombies. Shoot the drum on the left and the supply case in the middle. 11. Onraki's next boss section. 12. A zombie attack with three timed circles. 13. Another zombie attack with three timed circles. 14. Eight zombies. 15. Onraki's final section. Onraki is the large rock-like boss. The red zombies joining the fight are the bigger problem, especially when their timed circles appear. Deal with their attacks before returning to the boss. Have a grenade ready for the Aggro's attack at encounter 5 if you struggle to hit its circles. Later, reload whenever the fight pauses so the next pair of zombie attack sequences does not catch you with an empty magazine. Both supplies appear when the view turns toward the zombie group at encounter 10. Collect them before clearing the whole group and moving on. EX Chapter: Oikazuchi Omega Nine encounters: 1. Six zombies. 2. Three zombies. 3. Eight zombies. 4. Twelve zombies. 5. Sixteen zombies. 6. One Meathead. 7. One Meathead. 8. One Meathead. 9. Oikazuchi Omega. There are no health pickups in EX. Start fresh from chapter select if you reached it with too little health to make progress. The opening groups are a test of steady aim. Shoot the nearest threats first, keep moving between heads, and reload during each transition. Try to keep grenades for the three Meatheads and final boss rather than using them all on ordinary zombies. Each Meathead starts with a timed attack. Clear the circles, damage its head, and be ready for another attack if it survives. Reload before the next Meathead appears. Against Oikazuchi Omega, shoot the head between attack sequences and clear every circle when he winds up. Spend your remaining grenades to interrupt attacks that would otherwise hit you. There is nothing after this boss to save them for. Fast route to 50 pickups After Chapter 2 is available in chapter select: 1. Start Chapter 2. 2. Use one grenade on each of the first three enemy groups, waiting for the next group to appear before throwing the next one. 3. At the fourth group, shoot the supply case and metal drum in the distant background on the right. Confirm that you have collected both before quitting. 4. Open the pause menu and quit the minigame. You do not need to finish the chapter for the pickups to count. 5. Start Chapter 2 again and repeat until Suffer Like G Did unlocks. Each successful loop adds two pickups. From zero, that is 25 loops and ¥12,500 in play fees. Anything collected during your chapter clears reduces the number of loops you still need. The game does not show a running pickup counter. Keep a tally if you want to track the repeats, and stop when the trophy or achievement unlocks. If the distant pair is hard to hit, play farther into Chapter 2: encounter 6 gives you a closer view of the case, and encounter 7 gives you another view of the drum. Repeating Chapter 1 and collecting both supplies around its boss is another option. Finishing the kills and headshots Do the chapter clears and pickup trophy before grinding the remaining combat totals. Those runs will already add plenty of kills. Check the 500-kill and 777-headshot entries in TownGo. If you only need kills, EX's first five encounters contain 45 ordinary zombies. If you need headshots, use a chapter you can handle comfortably and aim at heads, including the bosses. Chapter 1 is an easy route for this. Grenades help you clear groups quickly but do not build the headshot total, so put them away during a headshot cleanup run unless you need one to survive. You are finished when all eight TownGo entries are complete and Suffer Like G Did has unlocked. There is no need to chase a particular score or clear all six chapters without dying.

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