(WIP) Yakuza (PlayStation 2) - RetroAchievements/guides GitHub Wiki

WIP Guide by Paradise1

1) Synopsis / Table of Contents

Set Difficulty
Approximate time to master
Minimum numbers of playthroughs needed
Number of missable achievements 17
Does difficulty affect achievements? Yes, must play on Normal+
Hardest achievement of the set

2) Introduction

In 1995, up-and-coming yakuza Kazuma Kiryu seems to have it all. Known as the "Dragon of Dojima," his combination of fighting prowess, iron will, and steadfast loyalty to his friends has made him a rising star within the Dojima family. But when his brother Akira Nishiki does something unforgivable, Kiryu decides to take the fall, sacrificing his reputation and his freedom.

Ten years later in 2005, Kiryu emerges from prison to an unfamiliar world, and is ostracized by both his former yakuza family and Nishiki, his oldest and best friend. When a conspiracy surrounding a young girl and 10 billion missing yen thrusts him back into the drama of the yakuza world, Kiryu must fight to figure out the truth, protect his friends, and find a new purpose in life...

Yakuza is an action-adventure game for the Playstation 2. Released as Ryū ga Gotoku ("Like a Dragon") in Japan in 2005, it was localized and brought to the West in 2006. The game combines 3D brawler combat with exploration of Kamurocho, a red-light district in Tokyo. Players will get in fights, play minigames like batting, blackjack, and talking to women, eat at various restaurants, and interact with the people of Kamurocho in 70+ side quests. Although the game was quite successful in Japan, sales in the West were slow in comparison. This may be in part due to the infamous English dub (apparently well-received by critics on release), which features decent to mediocre voice acting, odd sound editing. bizarre localization choices, and an excessive amount of profanity that comes off as trying way too hard to be edgy. The series would struggle in the West until the smash success of 2015's Yakuza 0, and wouldn't try another English dub until 2018's Judgment.

This set, made by blendedsea, contains 81 achievements.

There isn't quite as much information out there for the original Yakuza, so I'm writing this as a full guide instead of just an achievement guide. This will include plenty of background context in the next section, so feel free to skip it if you're not interested. I might recommend checking out the Achievement Set Tips before you get started, though.

3) General Information

Cultural Notes

This is meant as just a quick primer on a few things to know before you play. I am by no means an expert in Japanese culture, so I won't go into deeper nuances.

  • Japanese names are typically written with the family name first and the given name second. The localizations typically write them in the English order - for example, the main character is known as Kazuma Kiryu.
    • That's why in games without dubs in the series, you will hear the voice actor say "Kiryu Kazuma," but the subtitles will say "Kazuma Kiryu."
  • When addressing someone in Japanese, you usually call them by their family name and add an honorific to the end.
    • In the dub, most characters call Kiryu by his given name, Kazuma. In Japanese, this would be overly familiar, except perhaps for close friends like Yumi, or Kiryu's father figure Fuma.
    • Which honorific you choose depends on the relationship between yourself and the person you're talking to. "San" is the most common one, used for adults of similar standing to yourself.
    • "Kun" is used for men who are younger and/or of lower standing, or for young boys.
    • "Chan," used frequently by Majima, is typically used for young girls, close friends, or lovers. Basically, he's trying to get under Kiryu's skin by being disrespectful to him.
    • "Aniki" means something like "big brother." It can be used as an honorific or just by itself. In Yakuza, it typically means a mentor who's not too much older than you.
    • "Oyabun" means something like "boss" or "godfather." It can also be used as an honorific or by itself. Later localizations would just translate this into "boss," so it seems very out of place in the English dub.

Kamurocho

Kamurocho is a fictionalized version of the Kabuki-cho district in Tokyo. Like its real-life counterpart, Kamurocho is a nightlife district, featuring plenty of bars, restaurants, entertainment, gambling, and sex work. This environment naturally attracts all kinds of seedy characters, organized crime syndicates, scammers, and street gangs, all of which we see in-game.

This is a map of Kamurocho, courtesy of Yakuza Wiki. The S marks on the map denote phone booths, used for saving your game. The T marks denote taxis, and the C mark denotes the Coin Lockers.

Locker Keys

Starting in chapter 4, there will be a set of 50 Locker Keys scattered around Kamurocho. Some are located within certain story segments, some are rewards from Missions, and several are missable, so be careful. I'll make sure to note missable locker keys in the story guide.

Locker Keys by Chapter:

Chapter 4 Keys

  • 02 - Slightly west of the Coin Lockers.
  • 03 - In the north part of the Hotel District.
  • 05 - MISSABLE When carrying Haruka from Bacchus to Serena, talk to a guy near a truck west of the Coin Lockers.
  • 06 - Obtained from the Mission Unworthy Son.
  • 08 - In Children's Park off of Shichifuku St., near a bench
  • 12 - Obtained after giving Sake to a homeless man for the Quid pro Quo Mission.
  • 16 - Obtained after completing the Mission UFO Catcher.
  • 19 - In an offshoot of Park Alley
  • 21 - In the lot behind Serena
  • 22 - Inside Kyushu No. 1 Star, the ramen shop in Pink Alley
  • 23 - In Nakamichi Alley, around the center
  • 24 - In the Gelato Shop on W Taihei Blvd.
  • 25 - In the northern part of the Champion District
  • 26 - In the empty lot off of Taihei Blvd., near Kotobuki Pharmacy
  • 27 - East of the Akagyu Tenkaichi St. restaurant.
  • 28 - MISSABLE Obtained from the Mission Golden Lighter.
  • 29 - MISSABLE In the lower floor of the Millennium Tower, slightly northeast of the Christmas tree.
  • 30 - Inside the MEB on Shichifuku St.
  • 31 - Inside Beam, the DVD store on Pink St.
  • 32 - Inside the Club SEGA arcade on Nakamichi St.
  • 33 - Inside the Club SEGA arcade in Theater Square
  • 34 - On Senryo Ave., in the part that goes to the east.
  • 35 - Right outside the Millennium Tower, on the right side near a vending machine.
  • 36 - In the southern part of the Champion District
  • 37 - In the empty lot across from Public Park 3 in Tenkaichi Alley
  • 38 - In the Shichifuku St. parking lot
  • 39 - Inside the central Taihei Blvd. Akagyu restaurant (not the Tenkaichi St. one)
  • 40 - On Tenkaichi St., in front of Serena
  • 41 - Inside the Deborah club in Theater Square, on the dance floor
  • 42 - MISSABLE On the lower floor of the Millennium Tower, near the escalators in the north
  • 44 - Inside the Deborah club in Theater Square, in the bar area
  • 46 - MISSABLE On the second floor of the Millennium Tower, near the elevator on the east side
  • 50 - In Theater Alley, southwest of Theater Square

Chapter 5 Keys

  • 01 - Near the entrance of the Red Light District, on a bridge on the right side.
  • 13 - On the narrow path in the middle of Purgatory.
  • 14 - On the bridge leading to Kage's office.
  • 15 - In Purgatory, southeast of the fountain.

Locker Keys/Items By Number

  • 01 - Near the entrance of the Red Light District, on a bridge on the right side.
    • Handmade Pistol
      • Gun, 1 Attack, 1 Shot
      • "A handmade old type automatic pistol. There's only one bullet in the chamber."
  • 02 - Slightly west of the Coin Lockers.
    • Motomiya's Dagger
      • Knife, 20 Attack, 3 Durability
      • "The dagger that Motomiya is said to have used. Who is this Motomiya?"
  • 03 - In the north part of the Hotel District.
    • French Scarf
      • Hostess gift item
      • "A French-made scarf. Supposedly makes a pleasing gift."
  • 05 - MISSABLE When carrying Haruka from Bacchus to Serena in Chapter 4, talk to a guy near a truck west of the Coin Lockers.
    • Staminan X
      • Restores a small amount of HP and Heat
      • "Recovers HP and increases spirit slightly"
  • 06 - Obtained from the Mission Unworthy Son.
    • Bungo Shimizu Sword
      • Sword, 42 Attack, 12 Durability
      • "The Bungo Shimizu Sword. Quite a good sword. It has a razor sharp edge."
  • 08 - In Children's Park off of Shichifuku St., near a bench
    • Cat Food
      • Useless?
      • "Cat food. The package says nutritional balance is taken into account for the cat's health."
  • 12 - Obtained after giving Sake to a homeless man for the Quid pro Quo Mission.
    • Shabby Coat
      • Key item, required to continue the Quid pro Quo Mission.
      • "A coat that was in a coin locker. It's shabby, but it's warm enough."
  • 13 - On the narrow path in the middle of Purgatory.
    • BANKER Piece
      • Cheat item for Baccarat
      • "It's called BANKER Piece. I wonder what effect it has..."
  • 14 - On the bridge leading to Kage's office.
    • PLAYER Piece
      • Cheat item for Baccarat
      • "It's called PLAYER Piece. I wonder what effect it has..."
  • 15 - In Purgatory, southeast of the fountain.
    • Red Gem
      • Cheat item for Roulette
      • "It's a red gem. I wonder what effect it has..."
  • 16 - Obtained after completing the Mission UFO Catcher.
    • Musashi's Dagger
      • Knife, 25 Attack, 25 Durability
      • "Musashi Miyamoto's dagger. It's robust. It's uncertain whether it's genuine or not."
  • 19 - In an offshoot of Park Alley
    • Brass Knuckles
      • Knuckles, 10 Attack, 5 Durability
      • "Brass knuckles, a weapon you wear on your hands. Old school gangsters used these a lot."
  • 21 - In the lot behind Serena
    • BANKER Piece
      • Cheat item for Baccarat
      • "It's called BANKER Piece. I wonder what effect it has..."
  • 22 - Inside Kyushu No. 1 Star, the ramen shop in Pink Alley
    • PLAYER Piece
      • Cheat item for Baccarat
      • "It's called Player Piece. I wonder what effect it has..."
  • 23 - In Nakamichi Alley, around the center
    • Red Gem
      • Cheat item for Roulette
      • "It's a red gem. I wonder what effect it has..."
  • 24 - In the Gelato Shop on W Taihei Blvd.
    • Black Gem
      • Cheat item for Baccarat
      • "It's a black gem. I wonder what effect it has..."
  • 25 - In the northern part of the Champion District
    • Blackjack Amulet
      • Cheat item for Blackjack
      • "It's called Blackjack Amulet. I wonder what effect it has..."
  • 26 - In the empty lot off of Taihei Blvd., near Kotobuki Pharmacy
    • Chivalry Cloth
      • Equipment, 8 Defense
      • "Chivalry Cloth. Famous in the gangster world."
  • 27 - East of the Akagyu Tenkaichi St. restaurant.
    • Softball
      • Thrown weapon, 10 Attack, infinite durability.
      • "A softball. Very easy to throw. You can't really expect it to be that effective."
  • 28 - MISSABLE Obtained from the Mission Golden Lighter.
    • Lucky Bracelet
      • Wearing it helps in the Cabaret Club.
      • "Lucky Bracelet. It's a bracelet that's said to give you luck with women."
  • 29 - MISSABLE In the lower floor of the Millennium Tower, slightly northeast of the Christmas tree.
    • Gold Piece 100g
      • Sells for 10,000 yen at Ebisu Pawn.
      • "A 100g gold piece. Selling it would bring in a moderate amount of money.
  • 30 - Inside the MEB on Shichifuku St.
    • Rubbish Stun Gun
      • Knife, 10 Attack, 2 Durability
      • A stun gun. A popular self-defence weapon. The battery is almost dead."
  • 31 - Inside Beam, the DVD store on Pink St.
    • Staminan Royal
      • Greatly restores HP and Heat
      • "Staminan Royal. Recovers HP and increases spirit greatly."
  • 32 - Inside the Club SEGA arcade on Nakamichi St.
    • Tauriner ++
      • Greatly restores Heat
      • "Tauriner ++. You can sustain HEAT mode for a long time."
  • 33 - Inside the Club SEGA arcade in Theater Square
    • Turmeric Tablet
      • Decreases your drunkenness level.
      • "Turmeric Tablet. Effective in decreasing alcohol in the body."
  • 34 - On Senryo Ave., in the part that goes to the east.
    • Italian Perfume
      • Wearing it helps in the Cabaret Club.
      • "As you'd expect of an Italian perfume, it has an alluring fragrance. It smells pretty good."
  • 35 - Right outside the Millennium Tower, on the right side near a vending machine.
    • Expensive Umbrella
      • Umbrella, 20 Attack, 12 Durability
      • "A high quality umbrella. Can also be used as a weapon. It's pretty durable.
  • 36 - In the southern part of the Champion District
    • Monogram Bag
      • Hostess gift item.
      • "Monogram Bag. Supposedly makes a pleasing gift."
  • 37 - In the empty lot across from Public Park 3 in Tenkaichi Alley
    • Sledgehammer
      • Hammer, 32 Attack, 12 Durability.
      • "A large carpenter's hammer. The damage upon impact is pretty severe."
  • 38 - In the Shichifuku St. parking lot
    • Goddess' Charm
      • Equipping it prevents the enemies from surrounding you in battle (?)
      • "Goddess' Charm. It's supposed to stop the enemy from surrounding you in battle."
  • 39 - Inside the central Taihei Blvd. Akagyu restaurant (not the Tenkaichi St. one)
    • Portable Stove
      • Weapon, 10 Attack, 6 Durability
      • "A doctored portable stove. When you hit someone with this, they catch fire."
  • 40 - On Tenkaichi St., in front of Serena
    • Flyer
      • Useless
      • "An advertising flyer. It has the opening details of some hostess bar."
  • 41 - Inside the Deborah club in Theater Square, on the dance floor
    • Angel's Bells
      • Equipment, reduces frequency (?) of enemy attacks.
      • "Angel's Bells. Enemy attacks are somewhat reduced while equipping these."
  • 42 - MISSABLE On the lower floor of the Millennium Tower, near the escalators in the north
    • Staminan Spark
      • Fully restores HP and Heat
      • "Staminan Spark. Recovers HP to its maximum capacity and can also maintain HEAT status.
  • 44 - Inside the Deborah club in Theater Square, in the bar area
    • Lucky Beads
      • Prevents enemy encounters
      • "Lucky Beads. When you wear them, upsetting, unforeseen arguments don't arise."
  • 46 - MISSABLE On the second floor of the Millennium Tower, near the elevator on the east side
    • 9mm Automatic
      • Gun, 5 Attack, 8 Shots.
      • "A 9mm automatic pistol. Widespread circulation in the Far East. Easy to handle and very accurate."
  • 50 - In Theater Alley, southwest of Theater Square
    • Roundhouse Kick Reader
      • Unlocks the Toku ability Roundhouse Kick. Move the analog stick in the opposite direction you are facing, and press Triangle.
      • "A book called "Roundhouse Kick Reader". It's 300 pages about roundhouse kick techniques."

The Tojo Clan

The organization of the Tojo Clan can be a little bit confusing, so here's a brief primer:

(slight spoilers for the first few chapters)

  • The Tojo Clan is the largest yakuza organization in Japan, based in Tokyo and comprised of about 30,000 members. Its main rival is the Omi Alliance, the second-largest yakuza organization, which is based in Osaka.
    • Which one is largest and second-largest seems to fluctuate between games.
  • The Tojo Clan is made up of many separate families, known as subsidiaries. Each family is independent, has its own boss, makes its own money, etc., but they all serve under the central leadership of the Tojo Clan. Each family can vary in size from thousands of members to less than a dozen. The most powerful families are typically "direct" subsidiaries, as they are only below the central leadership and the Chairman.
    • Each direct subsidiary can also have subsidiaries of their own. For instance, the Majima Family is a subsidiary of the Shimano family. Majima is the boss of the Majima family, and he is the Captain (second-in-command) of the Shimano Family.
  • At the top of the Tojo Clan is the Chairman. The Chairman is the boss of the whole organization, and the heads of all the families answer to him. The Chairman also has the power to appoint his successor, meaning that family heads must prove their worth in order to advance in their position.
  • Of course, just because the different families are all part of the Tojo Clan doesn't mean they get along. Families will fight with each other to gain control of resources or expand their influence. Usually this fighting is indirect, through secret plots or deals. Declaring war unprovoked on your nominal ally is a bad look, after all, and it can sour relations with other families. But when push comes to shove, open confrontation is always a possibility.
  • The influence of each family on the Tojo Clan as a whole depends on their size, revenue, and renown. In 2005, there are three major families vying for influence: the Fuma Family, the Nishiki Family, and the Shimano Family.
  • In this localization, the term "Captain" is often used for the head of a family, while in the other games it's a term for the second-in-command. The second-in-command is known as a "lieutenant" in this localization.

Character Profiles

Want to learn about characters without spoiling the game (or the entire series) for yourself? Look no further! I've written short character summaries that are (mostly) spoiler-free. Characters are presented in order of appearance. For the first few characters, there may be some spoilers for the first chapters. And, of course, if you go to a character at the end you might get some spoilers.

Note that I'll be using names and terms from this localization. "Captain" means the same thing as "Patriarch" in other games.

There are also in-game character profiles that are usually a little more sparse, if you want an even more spoiler-free experience.

Name Here

  • First Appears In:

Kazuma Kiryu

  • First Appears In: Chapter 1
  • 1995: If there ever was a natural-born yakuza, it would be Kazuma Kiryu. Growing up in Sunflower Orphanage with Akira Nishiki and Yumi Sawamura, Kiryu idolized the orphanage's benefactor, a yakuza named Shintaro Fuma. Seeing him as a father figure, Kiryu followed in his footsteps and joined the Dojima Family. Kiryu's unparalleled fighting skills, natural charisma, and unquestioning loyalty to his friends and allies made him a legend in the Dojima family, earning him the moniker "Dragon of Dojima." But it would be Kiryu's loyalty to his friend and brother Akira Nishiki that sealed his fate. When Sohei Dojima, the Patriarch of the Dojima Family, attempted to sexually assault Yumi, Kiryu and Nishiki's childhood friend, Nishiki shot and killed him. Kiryu selflessly volunteered to take the blame, knowing full well that in the yakuza world killing your patriarch is an unforgivable offense. By taking the blame, Kiryu would sacrifice not only his freedom, but his reputation and his future.
  • 2005: After ten years in prison, Kiryu has lost everything he held dear. The Tojo Clan has expelled him, Yumi has vanished without a trace, and Nishiki, now the patriarch of one of the most influential families in the Tojo Clan, wants nothing to do with him. But when a fateful encounter launches Kiryu back into the yakuza world, perhaps he can discover something else to live for...
  • The Profiles menu states that Kiryu is 20 years old in 1995. In future games, it's retconned that Kiryu was born in 1968, making him 27 in 1995.

Sohei Dojima (NSFW: BLOOD)

  • First Appears In: Chapter 1
  • Sohei Dojima was once the most powerful and respected patriarch in the Tojo Clan. Known as a violent man who took what he wanted by force, Dojima easily rose through the ranks in the 70s and 80s. But by 1995 Sohei Dojima was clearly a relic of an older time. It was an open secret that the real power behind the Dojima Family lied with its Lieutenant, Shintaro Fuma, and that Dojima himself was mostly a figurehead. In his final years, Dojima had nothing but his former glory and a spiteful hatred for Fuma. This hatred for Fuma would prove to be his downfall, as when he kidnaps and assaults Fuma's adopted daughter Yumi Sawamura, Nishiki ends up killing him, and Kiryu takes the blame. Strictly speaking, the Tojo Clan (and the world) was probably better off without Dojima, and there were few who sincerely mourned the man himself. But even if you have a good reason, killing your patriarch is an unforgivable sin in the yakuza. Kiryu will have to live with the consequences...

Shinji Tanaka

  • First Appears In: Chapter 1
  • 1995: Shinji Tanaka is an up-and coming member of the Dojima family, and much of that is thanks to what he learned from his mentor, Kazuma Kiryu. Shinji is inexperienced, but willing to learn and grow.
  • 2005: Now an influential soldier in the Nishiki Family, Shinji is one of the few people in the Tojo Clan still willing to call Kiryu a friend. Shinji is concerned with how much Nishiki has changed, and is keeping an eye on him for Captain Fuma. But as the rift deepens between Nishiki and Kiryu, will Shinji be able to balance his loyalties?

Goro Majima

  • First Appears In: Chapter 1
  • With his penchant for knives, garish fashion sense, and sadistic streak a mile wide, it's easy to see why Goro Majima is known as the 'Madman of the Shimano Family." Majima's unorthodox charisma inspires absolute loyalty among his men and provokes abject fear in his enemies. His erratic behavior and top-notch fighting skills make him a terrifying opponent, and probably a terrifying ally, too.
  • Goro Majima is the Captain of the Majima Family, and a Lieutenant of the Shimano Family.
  • In future entries, Majima's nickname would be the "Mad Dog of Shimano."

Akira Nishiki

  • First Appears In: Chapter 1
  • 1995: Growing up together in the Sunflower Orphanage, Akira Nishiki was like a brother to Kazuma Kiryu. Inspired by their father figure Shintaro Fuma, Nishiki and Kiryu both joined the Tojo Clan. Yakuza life suited Nishiki well enough, but his sister Yuko's illness prevented him from focusing hard enough on the yakuza to rise through the ranks. Still, Nishiki has the greatest ally you could ask for: his friend and brother Kazuma Kiryu, who would do anything for him. With Kiryu rising through the ranks and Nishiki by his side, the future looks bright for the two brothers...
  • 2005: In just ten years, Nishiki has risen from a low-ranking soldier in the Dojima Family to the Captain of one of the largest and most influential families in the Tojo Clan. But you don't rise so far so quickly without crossing a few lines. When Kiryu encounters Nishiki, it becomes clear that he's a changed man, consumed by his ambition and lust for power. But is he too far gone? Can Kiryu get through to the brother he once knew and loved?
  • Akira Nishiki is the Captain of the Nishiki Family, a direct subsidiary.
  • In the original Japanese release and in subsequent localizations, this character is known as Akira Nishikiyama. I guess they thought his name was too long?

Yumi Sawamura

  • First Appears In: Chapter 1
  • 1995: Yumi Sawamura grew up in the Sunflower Orphanage along with Kazuma Kiryu and Akira Nishiki. The three grew to become very close friends. With her charm and kind nature, Kiryu couldn't help but fall in love with her. In 1995, Yumi is working as a hostess at Serena, a bar frequented by Kiryu and Nishiki. But when she is kidnapped one night, it sets of a chain of events that irrevocably alters the destiny of the three childhood friends.
  • 2005: Shortly after her horrific assault at the hands of Dojima, Yumi disappeared without a trace from the hospital. Her current whereabouts are unknown.

Reina

  • First Appears In: Chapter 1
  • Reina is the owner and mama (sort of like a bartender/hostess) of Serena, a bar on Tenkaichi Street. Serena is not the most popular joint, but it has a core of dedicated regulars that keep the place in business. Those regulars keep coming back in no small part due to Reina's charisma, as well as the charming hostess Yumi Sawamura. Reina is dedicated to her regulars, especially Kiryu and Nishiki, two yakuza who grew up with Yumi. But when tragedy strikes and the three friends are ripped apart, Reina finds herself having to make an impossible choice...

Shintaro Fuma

  • First Appears In: Chapter 1
  • 1995: Many Yakuza command respect by being feared by their subordinates. That works well enough, but in order to become truly respected, you also have to be loved. Such is the case with Shintaro Fuma, the de facto head of the Dojima Family and one of the most respected yakuza in the Tojo Clan. In the 80s, Fuma made a name for himself as a legendary assassin for the Tojo Clan. But it was his brilliant tactical mind that propelled him to the top of the Dojima Family, and it was his level-headedness, competence, and compassion (in sharp contrast to Captain Sohei Dojima) that earned him deep respect among his allies and adversaries alike. Perhaps the most striking example of his compassion is his involvement with various charities and community organizations, especially his patronage of Sunflower Orphanage. Fuma became a surrogate father to many of the orphans, especially Kazuma Kiryu, Akira Nishiki, and Yumi Sawamura. To an outsider looking in, this may seem like a cynical ploy to buy goodwill among the public, or, even worse, a way to recruit troubled youths to join the yakuza. But anyone who really knows Fuma can tell you that the love he feels for his adopted children is absolutely genuine.
  • 2005: After the death of Sohei Dojima, Fuma absorbs the remainder of the Dojima family into the Fuma family. Because Fuma was pretty much already running the show, this is a smooth transition. Fuma is the one who decides to let Nishiki start his own family (in place of Kiryu) as a subsidiary of the Fuma family. As the Nishiki family grows, it starts to poach members from the Fuma family. By 2005, the Nishiki Family is large and powerful enough to break away completely and become a direct subsidiary of the Tojo Clan. Once Kiryu is released from prison, Fuma remains one of his only allies.
  • In 1995 Shintaro Fuma is the Lieutenant of the Dojima Family (and its de facto head), and in 2005, Fuma is the Captain of the Fuma family, a direct subsidiary.
  • This character is known as Shintaro Kazama in the original game and in other localizations. Reportedly this change was made to avoid confusion with Kiryu's given name, Kazuma.

Osamu Kashiwagi

  • First Appears In:
  • Osamu Kashiwagi is a Lieutenant of the Fuma Family. He serves as a mentor to Kiryu and Nishiki. Kashiwagi is a respected yakuza in his own right, and shares many traits with his boss and mentor, Shintaro Fuma.

Makoto Date

  • First Appears In: Chapter 1
  • 1995: Makoto Date is a gifted detective whose sense of right and wrong doesn't always overlap with that of his superiors. In 1995, he (correctly) deduces that Kiryu didn't kill Dojima and is covering for someone, but his superiors, seeing Kiryu's confession and wanting to rid themselves of the matter, overrule him and close the case.
  • 2005: Date, now a member of the less prestigious Organized Crime Division, joins forces with Kiryu to investigate the missing ten billion yen. After continuing to investigate the Dojima shooting, Date was demoted and shamed, causing his family to leave him. Nevertheless, Date is concerned with finding out the truth, and will bend or break a few rules if he needs to.

Masa Sera

  • First Appears In: Chapter 2
  • As the Third Chairman of the Tojo Clan, Masa Sera comes across as cool, collected, and in control. But when 10 billion yen goes missing from the Tojo Clan's account, he is ultimately unable to contain the fallout, and is killed by an unknown assailant. Having died without appointing a successor, Sera leaves the Tojo Clan on the brink of civil war.
  • In the original game and other localizations, this character is known as Masaru Sera.

Futo Shimano

  • First Appears In: Chapter 2
  • Bold, brash, and brutal, Futo Shimano comes across as an old-school brawn-over-brains yakuza. And maybe that's exactly what he wants you to think - one would do well to remember that you don't rise to the top of a yakuza family in the 21st century on brawn alone. Shimano's talents lie not only in tremendous violence, but also in diplomacy. His ability to secure unlikely allies and cement underhanded deals make him a formidable foe.
  • In the original game and other localizations, this character is known as Futoshi Shimano.

Yuya

  • First Appears In: Chapter 2
  • Yuya is a brash

Kazuki

  • First Appears In: Chapter 2

Mizuki Sawamura

  • First Appears In: Chapter 4

Haruka Sawamura

  • First Appears In: Chapter 4

Kage

  • First Appears In: Chapter 5

Sotaro Komaki

  • First Appears In: Chapter 5

Combat Tips

Upgrades

Good upgrades to go for first:

  • Shin Level 3: Ultimate Weapon
    • This will allow you to do a Heat Action with many weapons, which can be very powerful. Either grab a weapon off the battlefield or out of your inventory, and you have a powerful and consistent Heat Action at your Disposal.
  • Gi Level 3: Kick Combo
    • This adds a fourth hit to your Rush Combo - a powerful kick. This kick does great damage and can even break guards, making it a very powerful combo tool.
  • Shin Level 6: Hunt and Kill
    • This is the Heat Action where you hit someone on the ground. It's probably the easiest, most consistent, and safest Heat Action in the game, so it's a must-have for increasing your XP output.

Shin


Level 2

  • Dragon Heart: When your HP gauge is blinking red, you will fill up Heat automatically.

Level 3

  • Ultimate Weapon: When holding a weapon in Heat Mode, you can press Triangle to do a Heat Action.

Level 4

  • Rigid Knowledge: During Heat Mode, you become harder to knock down.

Level 5

  • Iron Mind: It takes longer to deplete the Heat gauge.

Level 6

  • Hunt and Kill: In Heat Mode, when your opponent is down on the ground, press Triangle to do a Heat Action. It changes when your HP is low.

Level 7

Gi


Level 2

  • Charge Kick: Hold down Triangle to charge a powerful kick.

Level 3

  • Kick Combo: Adds a fourth hit to your Rush Combo. A very useful upgrade.
  • Escape Grade 2: It becomes easier to escape from grabs by mashing Cross.

Level 4

  • Heat Hold Combo: During Heat Mode, you have a new, powerful Square combo when grabbing an enemy.

Level 5

  • Hold Grade 2: It becomes harder for enemies to break out of your grab.

Level 6

  • Escape Grade 3: It becomes easier to escape from grabs by mashing Cross.

Tai


Level 2

  • Heat Force: During Heat mode, your attack power increases.
  • Strength Reinforcement 1: Increases your Max HP.

Level 3

  • Strength Reinforcement 2: Increases your Max HP.

Level 4

  • Dodge Grade 2: Increases your dodge distance.
  • Strength Reinforcement 3: Increases your Max HP.

Level 5

  • Strength Reinforcement 4: Increases your Max HP.
  • Quick Stand: You can get up more quickly by repeatedly pressing all 4 buttons and moving the analog stick.

Level 6

  • Strength Reinforcement 5: Increases your Max HP.

Level 7

  • Dodge Grade 3: Increases your dodge distance.
  • Strength Reinforcement 6: Increases your Max HP.

Komaki's Training

After the Coliseum fight in Chapter 5, you can talk to Sotaro Komaki on the north side of Purgatory to start training with him. This training can give you some great abilities, so make sure to do it!

Komaki School Battojutsu

In the first mission, Komaki will give you a sword and tell you to chop down the logs placed around the area. It's pretty straightforward. Once you're done, you'll be able to attack with a sword more effectively.

Achievement Set Tips

  • If you fail the boss challenges, you can let them kill you in order to try again. It's likely quicker than loading a save, especially if you use speedup.

Useful Resources

4) Walkthrough

Step 1: Story

This


Step 2: Missions

This section will run through the 70+ Missions in the game (later known as Substories). They are organized by the Chapter they first become available in. Note that some are missable, so it might be a good idea to get them done as soon as they open!


Step 3: Minigames/Misc


Step 4: Coliseum


Step 5: Battle Review

Step 1: Story

Once you hit "New Game," the game will automatically start. Don't worry about choosing a difficulty, as the game will start you in Normal mode automatically.

Chapter 1: October 1st, 1995, Fate of a Traitor

The story opens with a stern, gray-suited man standing over a corpse with a gun in his hand. As the police close in on him, he takes a glance at a ring, inscribed with the name "YUMI."

Our protagonist is Kazuma Kiryu. Kiryu is a rising star in the Dojima Family, the largest and most powerful yakuza family in the Tojo Clan, which is the biggest yakuza organization in Japan. He lives and works in Kamurocho, a red-light district of Tokyo known as a yakuza stronghold. Because he's been doing so well, Kiryu is on the verge of starting a yakuza family of his own, giving him more power and prestige.

After the opening cutscene, we're also introduced to Shinji Tanaka, a member of the Dojima Family and Kiryu's subordinate. He's brought Kiryu along to "convince" a debtor to pay up. He'll lead the way, so just follow him. When running around Kamurocho, the camera is limited to an overhead view. You can keep an eye on the minimap to figure out where you're going if the camera is too disorienting for you.

Once you get to Peace Finance, the staff will attempt to attack you. Thankfully, they're pretty pathetic.

Learning Like a Dragon (1)
[Normal+] Collect the debt from Peace Finance.

This serves as the game's tutorial - simply follow the prompts! Note that you have do do exactly what the game asks you to, or it won't count.

There are a few things that the tutorial doesn't mention that will be useful in upcoming fights - you can press L1 to block, you can press X to dodge, and you can hold R1 to lock on to specific enemies.

After the Peace Finance fight Shinji will take off, so head to the pink marker on your minimap. This is Serena, a bar that will be very important to the story, so remember about where it is on the map. Once you approach, another guy will pick a fight with you. After dispatching him, you'll be introduced to Goro Majima. Majima is the patriarch of the Majima family, a subsidiary of the powerful Shimano family. After a brief and memorable exchange with Majima, Kiryu heads up to Serena to meet with his friends.

Here we are introduced to Akira Nishiki, Yumi Sawamura, and Reina. Nishiki and Yumi grew up with Kiryu at Sunflower Orphanage, giving them a very close bond. Reina is the owner of Serena, and a friend to the three. It's also revealed that Nishiki has a sick younger sister, who he takes care of. Yumi is wearing a very familiar-looking ring in this scene. After the friends talk, it's time to head to the Fuma family office to drop off the 100 million yen (~ 1 million USD) that Kiryu has been nonchalantly carrying around. Shows you how much Kiryu trusts his friends, I guess.

Upon arrival at the Fuma Family Office, we find our first Save Point, marked by a floppy disk icon. You can save at phones or phone booths, marked with the same floppy disk icon on the map. Make sure you save often, as the game has no auto-save feature! Once you're ready, enter the office to meet Shintaro Fuma, the boss of the Fuma family and Kiryu's father figure. After a minute, Shinji calls and tells Kiryu that Sohei Dojima, the boss of the Dojima Family, has kidnapped Yumi and Nishiki has gone after him. Fuma suggests that Kiryu act cautiously, but Kiryu ignores him and goes to the Dojima Office.

Head north on Tenkaichi Street, and right as you reach Theater Square, Hirata from Peace Finance and some "hard ass motherfuckers" will show up and demand his money. Once you beat him, you definitely want to save at the Theater Square phone booth to prepare for a missable achievement coming up.

Head to the Dojima office, and Kiryu will come across Yumi in a state of shock, and Nishiki having just killed Captain Dojima. In the yakuza, simply disobeying your patriarch is a grave offense, even if you think they're wrong. Killing them is absolutely unthinkable. So when Kiryu offers to take the blame for Nishiki, it is truly a selfless act - he is throwing away not only his freedom, but also his reputation and maybe even his life, as many in the Tojo Clan will doubtless want to get revenge.

Upon being arrested, detective Makoto Date feels that something is off about the whole situation, but with a confession in hand, he's overruled by his superior. Kiryu is sentenced to 10 years in prison. Shinji visits him and tells him that he was expelled from the Tojo Clan, much to his surprise. Kiryu expected to at least be banished, meaning he could never rejoin. But simply being expelled means that it's possible to rejoin later. Shinji also relates that Yumi is missing.

After this, Kiryu is attacked by another inmate, sent by the Tojo Clan to avenge Dojima. This is our first boss fight, and our first missable achievement:


Prison Brawl (3)
[Normal+] Defeat Prisoner #1356 without harming any of the other Prisoners.

This one can be tricky. Prisoner 1356 is the one holding two forks. That can be hard to see, so he's also the enemy who is a red dot on the minimap. If you're not careful, you can easily hit other enemies, especially if they're all bunched together. Many of Kiryu's attacks have large hitboxes and cause a lot of collateral damage, so you'll have to be careful about which moves you pick.

What worked best for me was spamming the light-light-heavy gut punch attack. If you do it rapidly, you should be able to separate him from the pack, making it easier to land shots on him without hitting the others. You're going to want to use the R1 targeting to make sure you're facing him (although be careful, because Kiryu may lock onto someone else if they get close enough). As long as the other inmates don't get too close, this combo shouldn't hit them. Be careful with the light-heavy attack and the light-light-light-heavy attack, as they have larger hitboxes, and can hit others when you're not expecting it. Don't bother trying to attack with the weapons, as they will be too slow and unpredictable.

If you need to reset, go to the Settings in the main menu and turn on "Event Skip," which will let you skip cutscenes by pressing START.


After the fight, the assassin will tell you that Chairman Sera sent him. Why would Sera go easy on Kiryu by expelling him instead of banishing him, only to send someone to kill him? Kiryu doesn't have too much time to ponder this, though, as he's whacked by a guard's baton and falls unconscious, ending Chapter 1.

Fate of a Traitor (2)
[Normal+] Complete Chapter 1.

Chapter 2: December 5th, 2005, 10 Years Later

The chapter opens with an emergency meeting of the Tojo Clan's top brass, including Chairman Masa Sera, Fuma, Futo Shimano, and Akira Nishiki, now Captain of his own Nishiki Family. Nishiki reveals that 10 billion yen (around 100 million USD) is missing from the Tojo Clan's bank account, representing a significant portion of the Tojo Clan's savings. The meeting spirals into chaos, despite Chairman Sera's promise that he will handle it.

Meanwhile, Kiryu is released from prison, asked to meet at a club called Stardust by Fuma. To figure out where it is, Kiryu decides to find Tamura, an information broker he knew back in the day. Once you gain control, head north on Tenkaichi Street, at which point you'll be interrupted by "Punk Ass Abe." You can grab a nearby bicycle to beat him down, if you'd like. He'll tell you to meet Aoki in Theater Square.

By now you've likely gathered enough XP to rank up a few of your stats. I would recommend focusing on Shin (the blue one) for now, as it will grant you access to more Heat Actions. In this game, Heat Actions give XP of their own, so the more Heat Actions you do, the more XP you get.

When walking to Theater Square, you may see a woman dressed in pink walking back and forth east of the VOLCANO pachinko parlor. This is our first Mission, "Suspected Molester". There are 78 Missions to complete in this game, and some are missable, so it might be a good idea to do them as soon as they unlock.

Aoki is standing in Theater Square, wearing an orange jacket. He will tell you that Tamura is dead after investigating the incident 10 years ago. He'll also tell you that Stardust is a host club on Tenkaichi St., so get ready to head over there. If you ask, he'll also tell you that Serena is still open and still run by Reina, and that a prominent Tojo Clan member was shot on Nakamichi St.

Before you head to Stardust, make sure you save in preparation for the next missable achievement.

As you approach Stardust, an agitated host named Yuya will come out and confront you. After a display of Kiryu's amazing communication skills, he'll start a fight.


You Got Some Business With Our Bar or Something? (5)
[Normal+] Defeat Yuya without taking any damage or dodging.

If you try and guard, Yuya will grab you and likely throw you, so the best strategy is to go on the offensive. If you do a light-light-heavy combo, you can break his guard, allowing you to grab him. He will break out quickly, so just spam Traingle to send him to the floor, stomp him while he's down, and hit him with the light-light-heavy again when he gets up. Rinse and repeat until he's KO'd. You can try and grab the weapons if you'd like, but they're slow to attack and may leave an opening for Yuya to hit you.


After defeating Yuya, Kazuki, the bar's owner, will invite Kiryu inside. Inside the bar, Kazuki relates that Chairman Sera has been assassinated, and that the Tojo Clan is on the brink of civil war as the various families scramble for territory and influence. Suddenly, a bunch of Shimano Family goons bust in. Take them down, using the Ultimate Weapon Heat Action (if you have it) to score some extra XP if you can. After the fight, Shinji will burst in and save Kiryu. Shinji will explain that he's high up in the Nishiki Family, but is concerned about how Nishiki has changed after betraying the Fuma Family. He'll tell you that Fuma can meet during Chairman Sera's funeral the following day. Talk to Shinji when you're ready to go.

Ten Years Later (3)
[Normal+] Complete Chapter 2.

Chapter 3: Funeral of Fists

The Chapter opens with Shimano learning that Kiryu has returned and giving some feedback to his subordinates. Next, Shinji will fill you in on the plan to meet Fuma. Next, we have a stealth section.

Hiding Behind Sunglasses (2)
Meet up with Shinji at the Tojo Clan HQ without being caught by any lookouts.

Here is a video I made to illustrate.

First off, you'll have to get by the patrolling guards. It may be a little hard to tell who they are - they're the guys who are walking around in a straight line. Try and keep your distance, and keep out of their line of sight if you can. If you get too close to certain groups of mourners, they will start a conversation with you. This isn't the end of the world, though, and it can even let you stall for a second until you see an opening!

Next, head to the reception desk on the right. Make sure you sign a fake name and tell the receptionist that you "used to be in the Dojima Family," or else he will recognize you and throw you out. The receptionist will reminisce on how that "piece of shit Kazuma" (rude) killed Dojima ten years ago, and will theorize that someone is pulling the strings behind all of this death.

Anyways, if you try and heat to where Shinji said to meet, you'll be told you need a badge to enter. Head into the main hall itself, and talk to the guy on the right who conveniently lost a mourning badge. Head back outside, and you can find the badge in a little courtyard west of the reception desks.

(If you have a crisis of conscience and decide to give the poor guy his badge back, he tells you that they're just going to fire him right after the funeral anyways, so Kiryu might as well keep it.)

With your newly-found badge, head to the east of the reception desks and around the corner to meet with... some big guy from the Omi Family. The Omi Family (aka the Omi Alliance in later localizations) is the second largest yakuza organization in Japan, after the Tojo Clan. Based in Osaka, their relationship with the Tojo Clan wavers between begrudging acceptance and outright war. Nishiki recruiting their help is a pretty major betrayal.

Anyways, this guy looks tough, but he's not great at blocking, so if you keep up the offense you should be able to take him down easily. The Achievement will pop after this battle, when you meet up with Shinji.


Follow Shinji inside. Before you head up the stairs, talk to the guy holding a briefcase. Buy some Brass Knuckles - they will boost the damage of right-handed attacks (useful with the gut punch), and don't even degrade unless you use the Circle attack! You can also buy a Cloth if you'd like. To equip your items and weapon, head to the Items screen. You might want to hold off for a minute, though, as we'll need to pick up an item in the next fight. Head into the room Shinji leads you to, where you can save if you need to. Then examine the portraits on the wall before you meet with Fuma.

Fuma will explain how Nishiki changed after losing his best friend and sister at the same time, becoming obsessed with climbing the ranks of the Tojo Clan at any cost. Before he can tell you about Yumi, a sniper shoots him and Shimano busts in. Assuming Kiryu is responsible for shooting Fuma, Shimano orders a bunch of goons to attack. Grab the healing item in front of you, and then beat down the goons, using the furniture in the room if you'd like. Outnumbered, Kiryu will jump out of the window and battle his way through the Tojo HQ grounds.

This will likely be the toughest fight yet. Use Heat Actions liberally. If you're next to the pond, you can grab someone and throw them in for an instant KO. You may need to use the HP supplement from the office - there's also another one northeast of the pond if you'd like.

You can also explore for some weapons if you'd like. There are Forbidden Wood Swords and Decorative Spears around the area. If you pick them up and go to the Items screen, you can actually put them in your pockets for later, an ability that will soon come in handy for an achievement.

There's another HP Supplement in the final hallway before the next area.

Once you enter the building again, there will be more guys to fight. You can explore the hallways for more HP Supplements if you need them, otherwise just keep battling through.

Once you get to the main entrance hall (that has the door outside), you'll see a guy with a baseball bat. Make sure you grab it, and put it in your pocket in the items menu, as we'll use it to get an achievement during the Shimano fight.

Make your way outside, and fight the last guys. You probably have a boatload of XP by now, so if you haven't already, I'd recommend getting at least Gi level 3 for Kick Combo and Shin Level 2 for Ultimate Weapon, as that will make the Shimano fight a lot easier.

Swing Batter Batter Swing! (3)
[Normal+] Defeat Futo Shimano by dealing the final hit with a Baseball Bat.

As mrpizzaman and 1911 state, the bat we stored earlier will be the key to earning this achievement.

If you're not upgraded, Shimano can be pretty tough. He guards a lot, and it can be hard to dodge and counterattack with Kiryu's basic dodge. However, if you have the Kick Combo (Gi level 3), you can just spam that against him. The Rush Combo kick will break his guard, and the heavy attack will damage him. Keep doing that until he's low health (10-15%), then pause and equip your bat. If you have Ultimate Weapon (Shin Level 2), go ahead and whack him with the Heat Action for a satisfying end to the fight. Otherwise, just look for an opening to swing at him.


After Shimano is defeated, Kiryu will run for it. Glancing back, he sees Nishiki, who gives him a smirk before turning away.

A Funeral of Fists (5)
[Normal+] Complete Chapter 3.

Chapter 4: Encounter

Running out into the street, Kiryu is seemingly surrounded, until a car with a slightly familiar figure pulls up and Kiryu, having no other option, decides to get in.

Meanwhile in Kamurocho, a young girl watches footage of the funeral brawl.

The driver turns out to be Makoto Date, the same detective that interrogated Kiryu 10 years ago. Date and Kiryu head to a bar to talk. Date explains that after the Dojima case ten years ago, he was demoted to the less prestigious Organized Crime Unit, causing his family to leave him. Date and Kiryu decide to join forces to investigate the 10 billion missing yen and the disappearance of Yumi.

Date even gives Kiryu a cell phone! Unfortunately, you can't use it for saving (that technology is still ~10 years away), but it will come in handy for when people want to give you a call. Kiryu decides to go talk to Reina at Serena.


Before we do that, however, the whole of Kamurocho has opened up. There's a boatload of Missions to do, and lots of Locker Keys to find. You don't have to do all of them now if you don't want to, but do know that one mission, My Lover is a Showgirl, is missable if you don't do it in Chapter 4. Also, make sure you make the correct decisions in The Price of a D-Cup in order to prevent problems later on.

You can also unlock the secret weapons shop, if you have 30,000 yen. On E Taihei Blvd., about a block west of the Champion's District, there's a guy in a green jacket. Talk to him, and agree to buy his information for 30,000 yen. He'll tell you about a secret weapon shop in the video store Beam on N. Pink St. This shop can be useful, so make sure to unlock it.


Once you visit Serena, Reina will tell you that Yumi has been missing, but her long-lost sister Mizuki had been working at Serena for years, and has just opened a bar of her own. She tells you to ask the bartender of Bacchus (the bar we were just at with Date) where Mizuki's bar Ares is located.

As you leave Serena, you should get a call from Yuya. He invites you to see his girlfriend perform at the Asia club on Pink St. (there's a green marker on the map). This is the My Lover is a Showgirl Mission, which is missable if you don't do it now. It will still count for the achievement even if you miss it, as it will show up as "completed" in your Missions list. But, you'll miss out on the rewards, including 3000 XP, which makes the Mission worth doing.


Whenever you're ready, head to Bacchus. You'll come across a grisly scene - quite a few corpses, and a young girl holding a gun. The girl explains she came to the bar to find her mother. Leave the bar, and you'll come across a cute dog. Some punks are throwing some rocks at it, and Kiryu will step in to teach them a lesson (Shoutout to the guy with the jacket that says "FART"). Dispatch them, and the girl will tell you her name is Haruka. She will want to take care of the dog. Head to Don Quijote on Showa St. and buy some Dog Food. Bring the Dog Food back, and Haruka will collapse into Kiryu's arms. Date will call and suggest you bring her back to Serena.

Now, be careful, as there's inexplicably a MISSABLE Coin Locker Key that's only accessible while you're carrying Haruka. Near the coin lockers themselves on Taihei Blvd., there's a guy in a brown jacket standing next to a black car. Talk to him, and he'll give you Locker Key #5. After that, head back to Serena. Haruka will reveal that she's Mizuki's daughter, and that she knows where Ares is. Talk to her inside Serena when you're ready to go, but feel free to stock up on healing items beforehand (and make sure you save)


Haruka will lead you to the Millennium Tower. After a brief altercation with a cop (it doesn't matter what you answer), you'll head inside. Before you head up the elevator, there's three MISSABLE Coin Locker Keys in here as well. One of them is up on the second floor, near an elevator on the east side. The other two are on the basement floor - one's on the south side a little northeast of the Christmas tree, and one of them is on the north side near the escalators. Once you're ready, head to the elevator near Haruka, and get ready for a boss fight.

You'll arrive at Ares on the 60th floor, and it's a pretty swanky place. Talk to Haruka, and you'll notice a picture of Mizuki. After a little reminiscence, you'll notice that you aren't alone, as a few guys walk in, led by Hiroshi Hayashi, a high-ranking Omi Family member. Date will call, letting Kiryu know it was actually Yumi who stole the 10 billion yen, much to Kiryu's surprise. Hayashi will explain that he's come to take Haruka. Kiryu obviously refuses to let him, and after one of the most infamous lines in the dub ("Kill this arrogant MO THER FU CKER!"), he and his posse will attack Kiryu.


In the Domain of the God of War (5)
[Normal+] Defeat Hiroshi Hayashi without grabbing or blocking.

This fight isn't quite as bad as it may seem. You can thin out the smaller guys by knocking them down and then using the Hunt and Kill Heat Action. Once they're all down, you can focus on Hayashi. If you break his guard, you should be able to land a combo on him. The only thing to watch out for is that Hayashi has a Heat action of his own if you're on the ground - mash Cross to escape. You can also try to grab the furniture to land a Heat Action on him (or use a weapon of your own if you brought one), just make sure you don't accidentally grab him by mistake when you're trying to pick something up.

If you're really having trouble with guarding or grabbing accidentally (maybe due to muscle memory), you could go so far as to unbind the buttons in the PCSX2 settings. Or you could equip some Brass Knuckles - whenever you go to grab someone, it will just do the special attack instead.


The Encounter (5)
[Normal+] Complete Chapter 4.

Chapter 5: Purgatory

Back at Serena, Shinji will call, saying he's on the run with Fuma. Out of leads, Date will suggest talking with the famous "informant," known as Kage. Kage is located in Purgatory, which is in West Park on Park Blvd.. First of all, make sure you stop by a convenience store and buy a bento, such as the Makonouchi Bento available at the Tenkaichi St. Poppo. Near the entrance to West Park/Purgatory, there's a young boy. Talk to him and he'll say that he's hungry - give him the bento. We'll see him again in Chapter 7 for the rest of the A Doctor's Duty Mission. After that, you can go ahead and enter Purgatory (head into the bathroom), which will open up the rest of the Chapter 5 Missions, as well as the Chapter 5 Locker Keys.


When you're ready to continue the story, head to the Red Light District under Purgatory and go all the way to the end. You'll meet Kage, an information dealer who uses a network of surveillance cameras and homeless informants to know everything that goes on in Kamurocho. He won't give up his info for free, though - you'll have to fight in an underground fighting ring. You have to win three matches in a row without weapons or equipment. You can't use healing items either. Go ahead and use the nearby item box to deposit any weapons or equipment you have, save using the phone, and then talk to Kage to begin the fights.

  • Daniel Feldman: This guy doesn't seem to block at all, so just keep hitting him and he'll go down without too much trouble.
  • Kaewkwan Plumuk: If you attack him head on, he'll likely dodge. You can either dodge his attacks and counter-attack, or try and grab him and mash circle to throw him on the ground.
  • Gary Buster Holmes: Gary is probably the toughest fight we've had so far. He won't guard or dodge hits, but he can interrupt your combos with an attack of his own. The standard light-heavy combo is pretty safe to do, but anything longer runs the risk of being interrupted. If you dodge an attack, you can usually get a larger combo in. If you get into Heat Mode, you can go on the offensive (assuming you have Shin level 4), as he won't be able to knock you down with his attacks. You should be able to come out ahead damage-wise if you trade blows with him, and the hits you get should be enough to keep you in Heat Mode.

After defeating the three, Kage reveals that he suspects Nishiki killed Chairman Sera, that Mizuki has closed her bar and disappeared, and that a strange woman asked him for information about Haruka.

Date will show up, and it turns out that Haruka's been kidnapped! Date will get harassed by some Purgatory residents, so go outside to save him.

Before you do that, though, you can talk to the old man on the north side of Purgatory. His name is Sotaro Komaki, and he's looking for a new apprentice. Accept his offer, and you'll go through his first training.

Head back to save poor old Date, and you'll learn that the Majima family have taken Haruka to the batting cages. Before you head over there, get ready for a difficult boss challenge. You may want to grab a weapon or two, or even a gun from the coin lockers - locker #46 has a good one, assuming you got the key from the Millennium Tower in Chapter 4. You may also want to get drunk at a bar in the Champion District (note that Pares has disabled the P in their sign so it says "ares" - a neat little joke) to increase your Heat generation. Make sure you save before you challenge Majima! Thankfully, there's a phone booth right outside the Batting Center.


Laugh, You Stupid Motherfucker! (10)
[Normal+] Defeat Goro Majima at the Batting Cage without blocking or ever being knocked down to the ground.

This one is tough. First of all, take down all the goons so you can focus on Majima himself. Be careful about doing Heat Actions - being in Heat Mode prevents you from being knocked down from an errant blow.

Once you're one-on-one with Majima, the real challenge starts. Majima is very slippery, and will dodge if you recklessly try to attack him. There are a couple of strategies you can use:

What I did was to focus on Rush Combos without the heavy attack at the end. All the heavy attacks leave you pretty open, and Majima will probably dodge them anyways. If you keep spamming Rush Combos, you have a decent chance to hit him once or twice, especially if you get him into a corner like panzerdivision suggests in the comments. Sometimes Majima will dodge behind you, at which point you should dodge yourself and try and counterattack, or try the backwards Roundhouse Kick if you've unlocked it. You can also equip the Brass Knuckles for extra damage. If Majima gets you in a combo, start mashing Square - more often than not, you'll be able to interrupt him with an attack, assuming you're facing him. Finally, if Majima grabs you, make sure to mash Cross, or else he will send you to the ground, voiding the achievement. Here is a video of my fight using this strategy.

Another strategy is what Timmay suggests in the comments. If you get your Health into the flashing red, it will let you generate Heat automatically, and let you use the pummeling version of the Hunt and Kill Heat Action. If you brought the 9mm Automatic from the Coin Lockers, you can shoot Majima to knock him down, quickly run over and do the pummeling Heat Action (use Turbo to maximize your damage), and wait for your Heat to go back up before you shoot him again. Majima will dodge the gunshots if you're not careful, but if you time your shots when he's attacking, he should have a good chance of going down. Sometimes he'll just do a flip and stay standing for whatever reason, though.

The 9mm Automatic is hard to come by and might come in handy later for an achievement or two. If you end up using it, you may want to reset to your earlier save and beat Majima normally (without worrying about the achievement conditions) so you can hang on to it.


With Majima defeated, one of his goons will try and stab you. Majima will take the knife himself, and will be carried away. Haruka will emerge unscathed, and will return to Serena with Kiryu. Haruka will relate that she was rescued by a mysterious man, and that her pendant somehow holds the secret to the missing ten billion yen. With that, the chapter will end.


Chapter 6: Fatherhood

Step 2: Missions

Name Here

  • Location:
  • Requires:

Chapter 2 Missions

Suspected Molester

  • Location: Theater Square
  • Requires: None

East of the VOLCANO pachinko parlor on the southeast side of Theater Square, there's a lady dressed in pink walking around. If you bump into her, she will accuse Kiryu of molesting her, attracting her "boyfriend" who demands 10,000 yen to not report Kiryu to the police. Refuse to pay, and a fight will ensue. Defeat the yakuza, and you'll get 20,000 yen and 200 XP for your trouble.

Chapter 4 Missions

There's a huge amount of missions in Chapter 4, most of which are available from the beginning.

The Accusation

  • Location: Theater North
  • Requires: Suspected Molester

In Theater North, northeast of Theater Square, you'll see three guys swaggering around. They're wearing red, blue, and purple jackets, and are moving in sync. If you run into them, purple guy will take a fall and pretend to be injured. He will demand compensation, but go ahead and say "Why the hell would I pay you?" to start a fight. Defeat them and gain 500 XP for your trouble.

Return of The Accusation

  • Location: Theater North
  • Requires: The Accusation

Immediately after clearing The Accusation, you can exit Theater North and immediately come back to find the same guys swaggering about, this time with some weapons. Bump into them again, say "There's no way I'm gonna pay you." and get ready for another fight. Defeat them (using their own weapons, if you'd like) and you'll gain another 500 XP.

Revenge of The Accusation

  • Location: Theater North
  • Requires: Return of The Accusation

After clearing Return of the Accusation, you can reload the area. Our familiar group of swaggering dudes has gained a few big guys. Run into them again, and they will demand a million yen. Say "Go fuck yourself." and a fight will start again. The big guys aren't much tougher - dispatch all five and you'll receive 10,000 yen and 500 XP for your trouble.

The Accusation - Afterwards

  • Location: Theater North
  • Requires: Revenge of The Accusation

If you're not tired of these clowns by now, reload Theater North one last time. Bump into the purple guy, and he'll politely greet Kiryu before scurrying away, giving you 1000 XP.

Yakuza Hater

  • Location: West Shichifuku St.
  • Requires: None

Head to the Children's Park on West Shichifuku St., near the Taxi. A guy in a suit will run up to you, asking if you're a yakuza. Whatever you say, he'll attack you. Defeat him, he'll say "this isn't over," and will run away. You'll gain 200 XP for your trouble.

Chase the Pickpocket

  • Location: Shichifuku St.
  • Requires: None

North of the Millennium Tower, there's a guy wearing a black jacket and green hat standing in the middle of the road. bump into him, and he will pickpocket you. Follow him east, and he will be standing on the corner of Shichifuku and Park Blvd. (east of the MEB and west of Jewel). Talk to him, and he will run north to Park Blvd. Chase him to the next corner, and he will run east. You'll find him standing next to a telephone pole. Confront him, and he'll show you his "secret assassination arts." Overcome him if you can, and he'll give you your money back and 500 XP.

The Tough Guy

  • Location: Park Alley
  • Requires: None

In Park Alley north of the Champion District and south of the Taxi, there's a "Tough Guy" who demands a toll to get by. Say "Yes" to attempt to pass, but then say "Fuck you." when he asks you to pay. This guy has a large health bar, but if you bring a Weapon or two for Heat Actions, he should go down without too much trouble. Defeat him, and you'll gain 10,000 yen and 500 XP.

Unworthy Son

  • Location: Park Alley
  • Requires: The Tough Guy

Head to the section of Park Alley that's west of the parking lot. At the north end, there will be an old man who thinks you're his son Kenji. Say "Father?" and the man will tell you to meet him at Children's Park, on West Shichifuku St. Head over there, an you'll see a homeless man in a blue puffer vest. Talk to him, and he'll say the old man ("Gen-san") is being attacked by punks in the Champion District. Head over there and go to the southeast corner of the District to find Gen-san sprawled on the ground. Talk to him, then go find the punks that beat him up. They're located in Park Alley north of the Champion District, where the Tough Guy was. Ask "You the ones that beat up Gen-san?" to start a fight. Once you beat them, head back to the Champion District to find Gen-san's freind, who will give you Gen-san's Family Photo and Coin Locker Key #6. He'll explain that the real Kenji went missing as a medical volunteer and is likely dead, but thanks you for giving Gen-san some peace of mind.

You can use the locker key to get the Bungo Shimizu Sword, which has 42 Attack.

Search for the Manuscript

  • Location: Champion District
  • Requires: None

At the east end of E Taihei Boulevard, there's a woman in a white jacket who says she dropped her manuscript somewhere in the Champion district. Agree to help her, and head to the southwest corner of the District. It's on the ground in an envelope - simply pick it up and bring it back to her, and she'll reward you with 500 XP.

The Price for a Palm Reading

  • Location: S Senryo Ave.
  • Requires: None

Walking down S Senryo Ave, you'll be approached by a "Suspicious Touter" who offers a palm reading. Let him do it, and he'll say that there are lines indicating trouble (my dude, you don't know the half of it). When he offers to tell you haw to avoid this trouble, say "Yeah, tell me." and he will take you to a cafe, where a man named Nakaya will try and sell you a miraculous pendant. Say "No, thanks." twice, and then say "I told you I don't need it." Nakaya's assistant Iwata will attack you, so dispatch him. Once you beat him, choose to "Threaten him" to reveal the location of Nakaya. He is standing about a block north, on the corner. Confront him and select "Don't fuck with me!" to fight him. He's pathetic, so take him down any way you'd like, and he'll give you 30,000 yen, the Lifestone (useless), and 500 XP.

At Good Cafe

  • Location: Nakamichi St.
  • Requires: None

If you go to Good Cafe (not Cafe ALps) on northern Nakamichi St., you'll see a tough guy blocking the door. Talk to the owner, then confront the yakuza. Say "I don't think so" when he tells you to get lost to start a fight. Beat them, and the grateful owner will give you 10,000 yen and 200 XP.

The Handbag Snatcher

  • Location: Nakamichi St.
  • Requires: None

While walking down Nakamichi St., you may see a woman get her handbag stolen. Agree to help her, then head to Public Park 3 in the alley between Nakamichi and Tenkaichi St., where you'll find the thief standing by the entrance. Talk to him to begin a fight. He's a bit slippery, so you might want to try a Heat Action with one of the weapons lying around if you're able to. Hand the handbag back to the woman (she's standing in front of Smile Burger, in case you forgot), and you'll receive 10,000 yen and 500 XP.

Smile Burger Catastrophe

  • Location: Nakamichi St.
  • Requires: None

In front of Smile Burger on Nakamichi St., you'll see a yakuza harassing an employee, claiming there was a cockroach in his burger. Talk to him again, and say "Stop bothering them!" to trigger a fight. Defeat him, and you'll gen 50,000 yen and 300 XP.

UFO Catcher

  • Location: Club SEGA, Nakamichi St.
  • Requires: Chase the Pickpocket

You're going to want a few free inventory slots (5+) for this Mission. If you need to store items, you can do so in the Item Box at Serena or Stardust.

Head inside the Club SEGA on Nakamichi St. Inside, you'll find an older man struggling at the UFO Catcher. He wants a gold "Dora-yan," which is a dragon wrapped around an orb. Use the UFO Catcher machine next to him to try and grab it.

The UFO Catcher is a little bit janky, but basically the strategy is to either try and encircle a big part like the dragon's orb or a little part, like the dragon's neck. Hopefully it shouldn't be too hard. If you need to reset the toys' position, you can exit the arcade and re-enter.

If you get a yellow Piyo-chan (the plump bird), keep it as you'll need it for the next step. Don't worry about trying to catch catch the black Dora-yan, as we'll need to catch a specific one a little later.

Gold Dragon (1)
Obtain a Gold Dragon from a UFO Catcher machine. Must have one free slot in Inventory.

Once you give him the Dora-yan, he'll give you 10,000 yen and 200 XP. Exit and re-enter, and now he's looking for all five varieties of Piyo-chan. You may already have the yellow one, but there are four others: a peach one, a blue one, a black one, and a large yellow one. My best advice is to try and aim for the bottom half / legs, as that seems to be where it can grip the best. Again, if you need to reset the pattern, leave the arcade and re-enter.

Hand all five to him, and he'll give you 30,000 yen and 500 XP.

Piyo-chan (1)
Obtain Piyo-chan from a UFO Catcher machine. Must have one free slot in Inventory.
Ukoppiyo (1)
Obtain Ukoppiyo from a UFO Catcher machine. Must have one free slot in Inventory.
Piyo-Sky (1)
Obtain Piyo-Sky from a UFO Catcher machine. Must have one free slot in Inventory.
Piyo-Peach (1)
Obtain Piyo-Peach from a UFO Catcher machine. Must have one free slot in Inventory.
Huge-Piyo (1)
Obtain Huge-Piyo from a UFO Catcher machine. Must have one free slot in Inventory.

Finally, exit and re-enter, and a punk will offer you 200,000 yen for a black Dora-yan. You have to catch it now, though, one from earlier won't work. Catch it and give it to him, and as he leaves Kiryu will notice the 200,000 yen was counterfeit.

Black Dragon (1)
Obtain a Black Dragon from a UFO Catcher machine. Must have one free slot in Inventory.

The punk will be standing right outside the arcade, so confront him to get into a fight. Defeat him, and he'll reveal that the Dora-yan contains Coin Locker Key #16. You'll also get 1500 XP. You can open locker 16 to gain Musashi's Dagger, a dagger with 25 Attack.

Eat and Run

  • Location: Tenkaichi St.
  • Requires: None

Right outside the Akagyu restaurant at the north end of Tenkaichi St., you'll find a clerk arguing with a guy in a green jacket and red cap. The dine-and-dasher will take off east, so follow him. You'll find him standing on the corner of Nakamichi St. and Taihei Blvd. Follow him down Nakamichi St., where you'll find him on the east side of the street slightly north of Smile Burger. He'll run to Public Park 3 in Tenkaichi Alley - confront him there and he'll give up. You'll take him back to the restaurant, where the clerk will give you 30,000 yen and 500 XP. Seems like he gave you more money than the guy could have stolen, but we'll take it.

My Contact Lenses

  • Location: Nakamichi Alley
  • Requires: None

East of Ebisu Pawn, there's a guy crouching. Walk past him, and he will get mad, saying you broke his contact lens. He'll demand 200,000 yen - say "I won't pay" to start a fight. Beat him, and he'll give you 20,000 yen and 500 XP.

The Little Match Girl

  • Location: E Showa St.
  • Requires: My Contact Lenses

On E Showa St., you'll find a girl with a white jacket selling matches. Buy some for 100 yen. Leave the area and come back and she'll give you a Macho Cologne and 300 XP. Keep the cologne, as we'll need it for a Mission very soon.

No. 1 Host

  • Location: Pink St.
  • Requires: A cologne item

Wearing Macho Cologne, or another cologne item, head north on Pink St. from Showa St. A host will stop you and get really mad for no reason. When he asks you to take off all your clothes, say "No," (the one fight in the series where Kiryu doesn't take off his clothes) and he will fight you. Defeat him and you'll gain 300 XP.

(For the curious, if you say "Yes" when he asks you to take off your clothes, you just give him the equipment Kiryu is wearing. He'll then ask for 10,000 yen, and if you decline it will start the fight as usual.)

The Bouncer

  • Location: E Showa St.
  • Requires: None

On E Showa St west of Pink St, there's a female club owner standing outside a club named Abunai Room (?). Speak to her, and she says she needs a bouncer. Stand in front of the club and do nothing until a punk walks up. He'll start a fight, so defeat him. Stay in front of the club, and the punk will bring his friend. Defeat them and stay in front of the club, and finally the two punks will return with a third. After defeating them, the owner will return, giving you 20,000 yen and 500 XP.

Stalker

  • Location: Nakamichi Alley
  • Requires: None

On the southeast side of Nakamichi Alley, near Pink St., there's a woman who will come up to Kiryu and ask for help with a guy who won't leave her alone. Agree to help her, and confront the man. Tell him "You better fuck off!" and he'll threaten to call some yakuza. Say "Go ahead!" and "I said do it!" to start a fight with 2 punks. Beat them and return to the woman for 30,000 yen and 200 XP.

The Price of a D-Cup

  • Location: Alley between Millennium Tower and N Pink St., south of Bacchus/Bantam
  • Requires: None

MAKE SURE you choose your options carefully, as there's a missable achievement for this Mission (and it will unlock later Missions)!

The Price of a D-Cup (3)
Get information about a Hidden Casino during The Price of a D-Cup Mission.

South of Bacchus/Bantam, there is an alley. Head through to the other side, and a cutscene will show a woman being harassed by a drunk guy. Choose "You better watch your mouth," and the guy will leave. She'll invite you for a drink - say "I can't deny an invitation from such a cute lady." to accept the offer. You'll both head to a bar and make conversation. When she asks what you think about her, reply "If you fall for me, you'll only get burned." When the bartender gives you a drink, choose "I don't feel like drinking right now." She'll ask again, but repeat "I don't feel like drinking right now." The bartender will get mad, but still say "I told you I'm not gonna drink." Kiryu will figure the scam out, and the crew will attack him. When the bartender offers you money, MAKE SURE to say "Hell no." and then the bartender will tell you about a hidden casino under the ramen shop. This casino is required for a few extra missions, so make sure you learn about it!

Golden Lighter

  • Location: Champion District
  • Requires: The Little Match Girl

Head to the southeast corner of the Champion district. A man will stop you, asking if you dropped a lighter. Say "I may have dropped it," and choose the 100-yen plastic lighter. He'll give you Coin Locker Key #28, which contains a Lucky Bracelet, an item that helps you on cabaret club dates.

This Mission doesn't seem to count for Like a Diverted Dragon, but the locker key it gives is required, so don't skip it!

Art and Talent 1

  • Location: Park Blvd.
  • Requires: None

On Park Blvd., you'll come across a man selling paintings. If you have the money, purchase all four of them for a total of 105,000 yen. We'll be able to make a tidy profit on these, so don't worry. After buying them all, you'll get 500 XP.

Collection Call

  • Location: Park Blvd.
  • Requires: The Price for a Palm Reading

While walking down Park Blvd., Kiryu may receive a call from a loan collection agency. It seems to happen at the intersection north of the parking lot on Shichifuku St. They will tell him his loan payment is overdue. Make sure you say "Is that so..." or else they'll hang up. Then say "I don't know about any loan." When they threaten to send someone to collect it, say "I told you I don't know about any loan." Finally, say "There's no way in hell I'll pay," and they will send some goons to find you. Head east on Park Blvd. to find the Debt Collector. Tell him "I don't have it." and he'll start a fight. Beat him, and he'll give you 20,000 yen and 500 XP.

You can also get started on Quid pro Quo, but because you can't complete it until Chapter 5, I've put it in the next section.

There's one final Mission available in Chapter 4, available after you head to Serena but before you head back to Bacchus. This Mission is MISSABLE, but it will still show up as completed in your Mission Log (and count for the achievement), so it's really only the rewards you're missing out on.

My Lover is a Showgirl

  • Location: Club Asia on Pink St.
  • Requires: None

On the way out of Serena in Chapter 4, you'll get a call from Yuya. He'll invite you to see his girlfriend perform at Club Asia on Pink St.. Unlike other Missions, this one will have a green marker on the map showing you exactly where you need to go. Head to Asia, and you'll see Yuya waiting outside. Say "Sounds like fun, for a change." to enter. Head into the main hall using the door next to Yuya, and watch the show. Yuya will say another girl is coming out, so say "Of course." to stay and watch. This next dancer actually turns out to be a hitman from the Tojo Clan. His first shot misses Kiryu and Yuya (RIP to the guy behind them), and then a fight starts. This guy is actually a little tough - if you attack him head-on, he's got a sweep attack he does that can knock you down. What worked best for me was waiting for him to shoot, dodging, and then trying a full combo. If you can, try and get a few Heat Actions in for some decent XP.

After the fight, Yuya's girlfriend Miyu will get grabbed by some guys, so head back out to the street. Yuya will call you and tell you he tracked them to a Go parlor on Park Blvd. Say "Wait till I get there!" (Yuya will rush in anyways), and head to the spot marked on your map. You can (and should) stop at the Kotobuki Pharmacy to get some healing items if you need. Head inside the building once you get there, and you'll find a bunch of ex-Dojima loyalists. They can be a bit tough - you might want to focus on the smaller guys first and then take down the big guy. Once you defeat them, Miyu will give you a Free Pass to Asia and 3000 XP.

Chapter 5 Missions

If you didn't already, make sure you give the boy at the West Park entrance a bento for a Mission in Chapter 7.

Art and Talent 2

  • Location: Purgatory
  • Requires: Art and Talent 1

In the northeast part of Purgatory, there's a man lying on the ground, wishing he had something to inspire him. Give him the "Painting of Lady with Onion", and he'll be inspired, giving you the "Book by a Struggling Writer" and 500 XP.

Art and Talent 3

  • Location: Park Blvd.
  • Requires: Art and Talent 2

As the writer suggested, take the "Book by a Struggling Writer" back to the guy who sold you the paintings on Park Blvd. He'll give you the "Painting of Cat on Carrot," and 1000 XP.

Art and Talent 4

  • Location: Cafe Alps, on Nakamichi St.
  • Requires: Art and Talent 3

Make sure you follow the directions carefully, as there's a missable achievement tied to this Mission.

With the "Painting of Cat on Carrot," head to Cafe Alps on southern Nakamichi St. There will be a Manager standing there, who tells you he would like to have a painting for the wall. Give him the "Painting of Cat on Carrot," and select "No" for his first two offers and "Yes" on his third one to sell the painting for 100,000 yen (and 100 XP) and earning an achievement.

The Final Painting of a Struggling Artist (5)
Sell a painting for 100,000 Yen at Café Alps.

Art and Talent 5

  • Location: Park Blvd.
  • Requires: Art and Talent 4

Head back to the spot on Park Blvd. where the painter was, and you'll find an Art Dealer. He will ask if you know where the painter is - say "Yes." When he asks if you have any of his paintings, say "Yes.", and sell whichever one you would like for 130,000 yen and 500 XP.

Quid Pro Quo

  • Location: Starts in Tenkaichi Alley
  • Requires: None

MAKE SURE you don't throw away any of the intermediate items, or you won't be able to complete this Mission! The items are key items, so I don't know if you even can lose them, but shonenstony's guide mentions it.

In Public Park 3 in Tenkaichi Alley, there's a man who wants some sake. Thankfully, you can buy some right next door at the Tenkaichi St. Poppo. Give it to him, and say "Sure." when he asks you to drink, and he'll give you Coin Locker Key #12.

Unlock the locker on Taihei Blvd., and you'll find a Shabby Coat. It might not seem like a great prize, but there's a man in the alley off of N Pink St. (right south of Bantam) that is looking for a new coat. Give it to him, and you'll receive a pair of Glasses and 500 XP.

Next, head over to S Pink St, and you'll see a man in a suit a little bit north of Shine. Give him the Glasses, and he'll give you some Super Strong Adhesive Tape and 500 XP.

Our next stop is Purgatory - on the north side is a man struggling to reinforce his tent. Give him the Tape, and he'll give you a Silver Briefcase.

Finally, head to the offshoot of Park Alley shaped like an L, to find the man who lost the briefcase. When you show it to him, he'll assume you stole it and fight you. Beat him and he'll give you a Tortoiseshell Plate (Worth 50,000 yen at Ebisu Pawn) and 500 XP.

Hostess Missions

⚠️ **GitHub.com Fallback** ⚠️