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Yakuza 4: Ultimate Challenge FAQ by xRicexCakex Version 1.0, Last Updated 2010-07-18 View/Download Original File Hosted by GameFAQs Return to Yakuza 4 (PS3) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. Ryu Ga Gotoku 4 / Yakuza 4 Ultimate Challenge Guide by xRicexCakex on Gamefaqs.com Content ------- Introduction General Information Part 1 - Brawl Challenges Part 2 - Duel Challenges Part 3 - Trial Challenges Part 4 - Chase Challenges Part 5 - Ultimate Challenges Closing Comments ------- Introduction============================================================= This is a guide detailing the Ultimate Challenges of the game "Ryu Ga Gotoku 4," or "Yakuza 4" in the United States. This game has not been released outside of Japan and Asia, as such, the entire game is still in Japanese (as of 7/17/10). All the names used here are translated personally by me, and since I won't credit myself as a master of the Japanese language, you as the reader might feel that some translations are inadequate. I apologize for that, but while I welcome all suggestions, please refrain from contacting me regarding mundane word choices. As for the Ultimate Challenges themselves, they are unlocked once you have beaten the game on any difficulty level. There are altogether 35 of them, and only 4 are unlocked right at the beginning. They are divided into 5 parts, the names of which I listed in the content list. There are 10 Brawl Challenges, 5 Duel Challenges, 10 Trial Challenges, 5 Chase Challenges and 5 Ultimate Challenges. Only the first challenges of Brawl, Duel, Trial, and Chase are unlocked at the start. As you beat a stage, the next stage of that section opens up. Once you have beaten all of the stages in each section, one stage of the Ultimate Challenges becomes unlocked. For example, once you have beaten all 10 of the Brawl Challenges, the first stage of the Ultimate Challenges unlocks. The 5th Ultimate Challenge will only be unlocked once you have beaten the other 4 Ultimate Challenges. In other words, you will have to beat all 34 stages in order to unlock that last challenge stage. For those who are familiar with the Yakuza series, the Ultimate Challenges this time is relatively easy in difficulty. The developers have removed the "grading" of the challenges, so there are no more "S," "A," "B," or "C" ranks. Instead, all you have to do is to complete the objectives of each stage. For completion of all 35 stages regardless of how well you do, you will receive the Brawling God Amulet upon opening up a "Premium Adventure Mode" or "Premium New Game." You will actually receive a text message in game, and then you can pick it off Bob Utsunomiya A in the Fortune Teller's place. The amulet, when equipped, grants you a full heat bar at all times. You'll still expend heat as you do heat actions, but the bar refills instantly right after. It is an incredibly powerful (and fun) item. You should note that in the case of Kiryu you will be in red heat all the time. You will then be unable to do Kiryu's normal Kali sticks heat action, as you will always do the red heat one. Also of note is that the "Blue Dragon Heat Mode" will not be active once you equip the amulet. This ability prevents you from dying as long as you are in heat mode. As such, with the Brawling God Amulet you will still die despite the fact that you have trained this ability and that your heat bar is full. General Information====================================================== This is just a section to keep some general tips and information. First off, I'll be providing the goals, the weapons, the enemies, and any special circumstances of each challenge below. Nevertheless, all the skills that you have learned in the main story will apply. You'll start each challenge controlling a main protagonist, which one you have depends on the challenge itself. You'll also start either with full abilities or next to no abilities and little hp. The ones that restrict your move list and health bar almost always require some type of special weapon to achieve the goal. I will be using X, O, T, and S to describe moves. T is triangle, S is square, X is... x, and O is circle. When fighting with Akiyama: The trick is to make good use of his sway cancel and his low kicks. If you have his full abilities, you can pretty much deal a lot of hits with his Sx4 Tx3 combo. You should get used to counting his flurry of kicks at the end of the S string. I believe the maximum he can deliver is about twelve hits; you do not need to press S for each kick, but you should keep pressing S until he delivers the complete 12, then use the T hits. Sway cancel can get you away from the enemy regardless of whether or not you are in the middle of a combo. This is a very powerful move against any enemy. What you can do is hit the boss or goon with a few hits, and if the enemy is going to counter you while he is guarding, you can easily sway to his back and continue with your combos. When in doubt, you can semi-spam that move just so you can get into an advantageous position. Akiyama, as mentioned, also hits lower than the other protagonists. This means that he is especially good at juggling enemies. As long as the enemy isn't completely down on the ground, you can probably hit him. Try experimenting with the Run + Tx3 move and the Tx2 move as well as lacing in a regular combo. What often happens is that you could floor the enemy with a Run + Tx3 (or any other move), and then kick him up with a Tx2. Most of the time you should be able to hit the enemy towards a wall, which will set him up to almost a full combo's worth of hits. In other words, Tx2 is a great move to keep the juggling alive, Run + Tx3 is a great move to start a juggling combo, a wall bounce is awesome to restart a juggling string, and a regular combo is great to end a juggling string with; if you can hit the enemy towards parked bikes or moveable objects along the walls, you can pretty much kill any regular enemy with that one juggle. While I can only think of two circumstances where this happens, enemies sometimes glitch when you hit them towards an invisible wall or a corner. What happens is instead of bouncing back on his knees, the enemy will roll, seemingly slipping on that wall/corner. You can then quickly do a Tx2 to hit him towards that invisible wall again and keep repeating this process until he dies. This is especially useful (and cheap) when you fight Kiryu in IF-7R. Since that fight is especially hard with Akiyama if you are not used to sway cancel, this trick could potentially end the fight rather easily. There is an invisible wall towards the gate on the map. Another place where you could use this would be in the fight against Ihara. You don't really need it, but one of the couch corners will glitch him so he "rolls" as if he's flying against an invisible wall. Akiyama could also do an R1+T counter like Kiryu. This counter, however, isn't as powerful in terms of damage, but is as effective in terms of knocking down enemies. He is, however, powerful and fast enough with the above abilities that this shouldn't be needed considering that the enemies he faces aren't too difficult. When fighting with Saejima: Saejima, for better or for worse, is almost a one trick pony. However, his one trick is very powerful. If you have his complete list of abilities, as long as you are in heat mode (not hard to achieve), you are pretty much invincible. The combo of choice is Sx3 T(hold)x3. When you are in heat mode, your punches will not be interrupted by any attack except throws. When you are holding on to the T for the finishers, you won't be interrupted regardless of if whether or not you are in heat mode. What this means is that you can even punch the air quickly three times and then store up the three T hits for a lot of damage. Also, the T hits will floor any enemy, including bosses. What this means is that you can Sx3, T(hold)x3, then follow up with either a floor punch heat move or a head butt heat move (as the enemy is getting up). As long as you don't spend your heat too much, you can beat any enemy in the game easily except for the ABADANA sumo in the arena and Amon. This means that most of the time you can spam your way to victory, which isn't that fun. If you want to mix things up, there are a few other good moves, albeit they are not as effective. Saejima's throw is really powerful, and you can do it to any enemy. You can also do the wall-ram heat move by grabbing an enemy and kicking him into a wall. The bouncing haymaker heat move (which is my favorite) is also very easy to deliver through a Sx1 T(hold)x1 combo. Saejima's Run+T(hold) move is fun as well, and can potentially get you out of tight spots. When fighting with Tanimura: Ah, Tanimura. He is perhaps the most tedious of the four protagonists. His attacks are slow, his hp is low, and his hits aren't that powerful. Nevertheless, he has three things going for him: combo heat actions, sabaki, and sabaki associated heat actions. He has 4 combo heat actions, 3 of which could be upgraded to include another hit. These heat actions are activated with a T at the end of his four different length combos. The good thing is that you can mix and match these heat actions to avoid diminishing returns (where you deal half damage with the same heat action on the same enemy). The bad news is that they are easy for someone to mistakenly activate since some might mash the T buttons. Also, you cannot do these unless you land the final hit of your combo, which is difficult to do head on to a boss. Tanimura's sabaki move is his signature move, and it is also his most "powerful" move. If it's upgraded, you can hold on to L1 and repeatedly reapply it to become almost invulnerable to melee hits, including melee weapon hits. This move can also shove people into walls and other people, dealing minor damage. The downside to this is that if you are surrounded, you have to pretty much rely on this move to deal damage for Tanimura's combos are too slow to be effective in groups. What this means is that you'll often wind up in a drawn out fight where you get bored to tears. However, have no fear, for Tanimura has heat actions associated with the sabaki move. I'm sure you are familiar with the heat action that pops up when you L1 someone in heat mode. This will damage the enemy decently and set him up for another heat action for you'll end up arm-locking him. So what you can do is to sabaki (L1) people until you are in heat mode, then use this move to do two heat actions in a row or to just do one and then throw him. Either way the damage you deal is significant and this will speed up the group fights that Tanimura often finds himself in. When fighting with Kiryu: Kiryu is in a league all his own. While Saejima is arguably the easiest to play and the most powerful in terms of damage, Kiryu has almost all the tricks in the book. He has two parries and one guard counter, a plethora of heat actions, and very fast and damaging combos (Sx3 Tx2). I would advise everyone to familiarize himself/herself with all the heat actions that Kiryu can do. With this, you can bypass the problem of diminishing returns on heat actions that plague the rest of the protagonists. I would also recommend you to get used to either R1+O or R1+T to parry/counter an attack. This, however, requires pure reflex and anticipation and is hard to master. Since R1+T (aka Tiger Drop) sometimes fails, you should use R1+O (aka Komaki Parry) against armed enemies and use R1+T against slow melee enemies. Since lots of enemies predictably try to hit you right after you deliver a combo, you can also press someone's guard with three punches and then immediately do a R1+T to counter his retaliation. One should note that the Dragon heat action that activates when you are in red heat mode and has just dazed somebody with an R1+O is a lot more powerful this time around. It'll kill almost all regular enemies, most of the enemies in the arena, and wipe out almost an entire bar of a boss's hp. Kiryu can also juggle enemies. While it's not technically a juggle, it's more reliable than Akiyama's. What you can do is knock down someone with an Sx3 Tx2 then kick him once when he bounces on the ground. Before he lands on the ground again, X+T to charge attack him into a wall for if you kick him again he'll get up more quickly. You may then be able to do another half-combo. If not, run quickly to his head and pick him up. If he's positioned correctly you should be able to deliver another combo into his back. Rinse and repeat this process for maximal results. Brawl Challenges========================================================= The Brawl Challenges, like the name suggests, are challenges where you fight multiple enemies going against the clock (except for the last stage). However, there are often specific conditions that you have to meet and weapons that you have to use for each stage. Stage 1-1---------------------------------------------------------------- Character: Strongest Kiryu (a completely upgraded Kiryu) Time Limit: 2 minutes 30 seconds Weapons: NMR-Limbo Model (press left on the thumb stick) - 300 damage Enemies: 5 homeless guys with one bar of hp each Location: Intersection of Nakamichi and Taihei (in front of the coin lockers) Conditions: Defeat all the enemies Strategy: This is probably the first stage you would tackle. All you have to do is beat the 5 relatively weak hobos in less than 2 and a half minutes. Considering the fact that you start out with a completely upgraded Kiryu and the fact that the hobos have only one bar of hp, this is a really easy stage to beat. You can go about this a couple of ways. You can beat them straight up with combos and heat actions or pull out the NMR machine gun and start spraying away. Pressing and holding on to T will put Kiryu in place while he sprays bullets in an arc in front of him. Pressing S will let him shoot off a short burst of bullets that take off approximately 1/3 of a hobo's hp. I suggest using the gun for it is a fun weapon to use. The only other way to use the weapon is to beat all of Kiryu's substories in the main game (without having to complete Amon) and then create the weapon in Kamiyama's place. You should be able to finish the stage with ample time to spare even if you somehow did terrible. Stage 1-2---------------------------------------------------------------- Character: Strongest Saejima Time Limit: 5 minutes Weapons: Gluttonous Wolf's Mandible (left) - 60, Photon Blade PG (right) - 100, Raging Dragon's Hammer (up) Enemies: An endless stream of weak enemies plus two enemies with incredibly long hp (5 bars?) Location: Inside the Kamurocho Hills Conditions: Defeat 100 enemies Strategy: Since you're using Saejima, you don't really have to worry about not dealing enough damage or going low on hp. When you start, pull up any of the weapons and whack away. Just rinse and repeat, going towards where the enemies are the densest, and you should win. Note that the fist weapon will kill the enemies in 3 hits, the blade in 1, and the hammer in 1. The hammer has really low durability, so you can't really rely on its wide arc hits. Since the enemies are endless, you should ignore the two scary looking dudes (that's literally their name) and just focus on the weak enemies. You may take a lot of hits while using the blade since Saejima's blade attacks are slow and wide-open, but it's powerful enough that it should compensate. Stage 1-3---------------------------------------------------------------- Character: Strongest Tanimura Time limit: 5 minutes Weapons: Grand Dragon Spear (left) - 90, Platinum Triangle (right) - 100, Dragon Deity Short Sword (up) - 120 Enemies: 1 guy with pistol, 1 guy with machine gun, 2 melee guys Location: Kamurocho Roofs Conditions: Defeat all the enemies Strategy: The major threat obviously comes from the two enemies with guns. Quickly press right to pull out the platinum triangle and kill the machine gunner. Follow that up by killing the pistol-wielding dude. After that, finish the rest as you please, perhaps with the pistol that the enemy just dropped. Stage 1-4---------------------------------------------------------------- Character: Strongest Saejima Time Limit: 5 minutes Weapons: None Enemies: 5 weak enemies who throw really damaging grenades, 1 sniper Location: Prison Break Action Stage Condition: Defeat all the enemies except for the sniper Strategy: The setting looks familiar doesn't it? This is actually the final leg of the action stage of Saejima's prison break just before you get down to the field for the escape. In other words, this is the area with the annoying sniper. The good news is that the enemies that are on this stage are relatively weak. You can finish them off with 4 hits. The bad news is that the grenades that they hurl really hurt and you have a laser sight to dodge. You'll start at the beginning of the stage facing south. Quickly turn around and go around the building to see the first enemy. Don't worry if he throws the grenade, you'll have plenty of hp to spare. Also, if you get close enough he'll most likely kill himself with the grenade, making your job easier. Anyway, after he is down, run east and open the door with your fists. Keep rolling to avoid taking a shot from the sniper (you'll notice that the sniper will take a shot once the green laser has gone completely red). After opening the door, move around the caged area and open the door of the caged area that's on the North side. This time you can simply move left and right as you punch the door to avoid the laser. There's another guy in there that needs killing. Turn around afterwards to open the door that leads to the next area. The door should shield you from the sniper, but there are two guys with grenades in the next area. Dispatch them promptly (or let them dispatch themselves) and open another door. The last guy is behind that door. Stage 1-5---------------------------------------------------------------- Character: Weakest Kiryu (next to no abilities) Time Limit: 3 minutes Weapons: None (there are 5 guns that could be picked up) Enemies: 8 shambling zombies Location: The Underground Parking Lot Condition: Defeat all the enemies, the enemies will not take damage except from pistols Strategy: Yup, it's Dawn of the Dead Yakuza style. The enemies are not really much of a threat since they shamble really slowly. Nevertheless, since they only take damage from pistols and you start out with none, this could turn ugly very quickly. Fear not, for there are 5 guns that littler the floor, and 5 hits are enough to kill an enemy (each gun has 10 shots). Start out by running forward and turning left. There should be a gun lying on the road in front of the 104 lot. It might be hard to see, but it's there. Kill two zombies then throw the gun away once it's empty. Now, turnaround from the 104 lot and run back to 102. There should be a gun right behind the pillar labeled 102. Kill 2, throw the gun away. Opposite of where you got this gun, there's a pistol lying under the 200 plate. Kill 2, throw it away. Just follow the path for the last gun you need. You should come to a couple of public bathrooms once you turn the corner. The gun is lying right in front of them and it should be all you need to finish the stage. If you missed a shot, the last gun's all the way at the NE corner. It's by the wall of lot 312. Stage 1-6---------------------------------------------------------------- Character: Weakest Akiyama (you have very little hp) Time Limit: 2 minutes 30 seconds Weapons: None (there are things to be picked up) Enemies: 2 Weak enemies with no means to attack, 1 crowned enemy with a pistol and decent hp Location: The Kamurocho Roofs Condition: Defeat all the enemies, you can't attack the enemies except with thrown weapons Strategy: So you start the stage with a very low HP Akiyama. The enemies can't reach you physically, and you can't reach them; however, one guy has a gun and he'll keep taking shots at you. Anticipate his shots with his yell. What you have to do is pick up items on the ground and throw it at the three enemies. Note that all the items will not be retrievable once you've thrown them, but there are infinite beer bottles from a crate that you can throw. So start out by turning immediately to the right and picking up one of the two grenades that are in the right corner. Aim it carefully at the crowned dude (while avoiding his bullets) and throw it at him. This should not be enough to kill him, but you have another grenade to finish him off. Once he's gone, this stage becomes a cakewalk for you can just pick up the random objects that litter the floor and kill the two enemies that can't really retaliate. Stage 1-7---------------------------------------------------------------- Character: Strongest Akiyama Time Limit: 25 seconds Weapons: None Enemies: 1 weak, crowned enemy Location: The Docks Condition: Defeat the enemy, if you slip, you fail Strategy: This stage takes place at the Tanimura action stage where the ground is covered with oil. While there's only one enemy, if you slip on the oil, you will have failed the mission. The key here, then, is to walk by holding on to R1 and cut corners for the time limit is kind of strict. Just hold on to R1 and walk directly to the enemy. Beat him up and claim victory. Note that you WILL slip if you sway with X... so don't sway. Stage 1-8---------------------------------------------------------------- Character: Weakest Kiryu Time Limit: 1 minute Weapons: "Danger, do not hit" Sign (left) - 1000, Great Swordfish Spear (right) - varies Enemies: 1 very powerful enemy with extremely low hp (purple), 1 weak enemy with long, replenishing hp (yellow) Location: The Sewers Condition: Defeat both enemies Strategy: Note- Tricky Stage This is kind of a strange stage. Since Kiryu doesn't have any of his abilities, you'll have to rely on the weapons to do the job. The purple clothed enemy is very strong; he could potentially take away half your hp in one hit. However, he is frail enough that a couple of regular punches from Kiryu will put him to sleep for good. The yellow enemy, on the other hand, doesn't have powerful moves, but his hp is very long and it regenerates really quickly. This is, then, a race against time and also a race against your weapon's durability. Start out by TAKING A HIT from the purple-clothed monstrosity. After that, quickly punch his lights out. Then, pull out the sign, quickly hold T, and hit the yellow guy. The sign has only one durability, but it hits hard. Quickly switch to the swordfish spear and start whacking away at him with S. The lower your HP is, the more damage the swordfish spear does. Therefore, by taking the big hit from the purple guy, you ensure that the spear does enough damage to kill the yellow guy before it disintegrates. If you end up losing the spear before the yellow guy goes down, retry it again and take a bit more damage this time. Stage 1-9---------------------------------------------------------------- Character: Weakest Tanimura Time Limit: 5 minutes Weapons: None Enemies: 1 white guy, 1 blue guy, 1 black guy Location: In a grand hall of some kind Condition: Defeat all the enemies Strategy: Note- Semi-Tricky Stage This stage is a bit tricky because you're using a very weak Tanimura with almost no skills. The enemies are also kind of tough. The white guy kicks, the blue guy does punches and throws, and the black guy uses brass knuckles. If you get surrounded and/or get hit by the black guy's flurry of blows, you might as well restart for Tanimura really can't handle that much punishment. The key, then, is patience and sabaki. Go for the white guy first, then the blue guy, and then the black guy (cautiously). It's important to note that sometimes they will not stagger if you hit them, so watch out. Stage 1-10--------------------------------------------------------------- Character: Weakest Kiryu Time Limit: None Weapons: None (can pick up weapons that enemies drop: 2 swords, 1 knife, 1 pipe) Enemies: 5 - one with Chinese sword, two with sword, one with pipe, one with knife Location: On top of Millennium Tower Condition: Defeat all enemies, you'll die in one hit Strategy: All in all a very annoying fight. The most dangerous enemy of the bunch is the guy with the pony tail. He'll sheath his sword and then attack you by drawing it really fast. It's hard to avoid and has a pretty wide arc plus long range. First, take out the Chinese sword guy on the right with one short combo; he has really low hp. Then, watch so that you don't get surrounded; run around the area to separate them. You could also throw them since the throw animation makes you temporarily invincible. Next target would be the guy with short HP and sword. After you've beaten him, pick up the sword to guard their attacks. Kill the guy with the pipe first, watching out so that guy with sword don't get you. If your sword runs out of durability, pick up the pipe. Finally, take out the guy with the sword with a weapon heat action, then finish the guy with the knife. Duel Challenges========================================================== The Duel Challenges, like the name suggests, are challenges where you'll face off against bosses in one on one situations. Well, this is true except for the final challenge. Stage 2-1---------------------------------------------------------------- Character: Strongest Akiyama Time Limit: 2 minutes Weapons: None Enemies: Minami with 2 long health bars Location: in Elise Condition: Defeat Minami Strategy: This is a pretty simple fight; it's the normal boss fight against Minami. With each 1/2 bar of hp that you chip off of him, he'll start drinking. While that is a good time to attack (he takes full damage), with each drink that he takes he'll become much faster at dodging and more aggressive. In fact, he'll also gain the ability to do a counterattack if you manage to floor him (the flip slide punch). With two drinks he'll go into purple heat mode and dodge a whole lot. He'll also gain the ability to counter your attack while he's guarding. He'll do a dodge backhand that'll stun you if you're not fast enough to block or get out of it. When he's damaged a little in his heat mode, he'll do his QTE which is X+T+ a random clockwise sequence followed by T. Since there aren't really any walls for you to do the wall heat action, you'll have to rely on the floor pursuit heat action and the heat action where you counterattack someone who's hitting you from behind. You'll have to time the latter well so you don't actually take the hit. The fight itself is easy, you could probably win just by pressing on with your Sx4(many S)Tx3 combo. In fact, try to corner him, deliver a full combo, and while he's falling to the ground, do a Tx2 followed by another full combo. You'll find that he takes almost all the hits and you can repeat that once he gets up. However, he becomes especially dangerous after he's got his third drink (after the QTE). Y find that he's extremely fast in this mode and has a couple of dodge attacks that will stun you. He should have next to no hp left, though and you could finish him off with regular combos or the counterattack heat action. Stage 2-2---------------------------------------------------------------- Character: Strongest Saejima Time Limit: 2 minutes Weapons: None Enemies: Majima Location: Batting Center Condition: Defeat Majima Strategy: He will do a QTE very soon after you've chipped off half a bar of his HP. The sequence contains a random first button input but it is then followed by 3 consecutive counterclockwise buttons (ie TSXO). After that he'll go into heat mode. Like most iterations of Majima across the different games, he's really fast, especially in heat mode. In heat mode he just slides around until you attack and then he'll slide in and hit you. With a bit less than 1 bar of HP left, he'll start spinning. Run and dodge to avoid most of the damage he deals, you can't really hit him or get him out of the spin. You'll be able to block it if you're in heat mode, but since he slides around a lot, he'll probably hit you from the sides as you're guarding. In the end you might end up taking as much damage as if you were running anyway. After the spin he'll become tired, which is a good time to deliver some hurt. He'll do another QTE with about 1/2 a bar of HP left. It contains a random button press (X or S I believe) followed by 3 consecutive clockwise buttons. You'll also have to input an extra clockwise sequence to get your heat up then release it with T. The easiest way to go about this is to just spam your Sx3T(hold)x3 combo. Quickly deliver the three punches then HOLD ON to T. He'll probably slide away and your first hit might miss. However, keep pressing T and move the left analog stick towards him. You should spin towards wherever he is and floor him with your second or third T attack. Do a heat action once he's on the ground. Just rinse and repeat this, get the QTE sequences right, avoid his spin attack, and victory is easily yours. Stage 2-3---------------------------------------------------------------- Character: Strongest Tanimura Time Limit: 2 minutes 30 seconds Weapons: None Enemies: Sugiuchi Location: The Docks Condition: Defeat Sugiuchi Strategy: His heat mode is a little erratic in terms of timing. I think he goes into it randomly after you floor him. However, what I'm sure is that if you do a heat action to him he'll get out of the heat mode. This also includes pressing the random QTE that he does if he floors you. He'll be able to throw you really easily with or without heat mode though, so you should take this into consideration whenever you use a heat action (you can save it to counterattack his throw; that heat action actually hurts quite a bit). He'll also be un-throwable in heat mode; he'll just throw you instead so throwing is definitely not recommended. In his heat mode you also can't L1 his attacks. In fact, he'll mix it up so that he attacks your lower body parts and do charged attacks that can't really be blocked. This is very annoying fight if you're not used to Tanimura's slow speed. You should think twice about delivering the final T of your combo attacks, usually Sugiuchi would be able to attack back before that goes through. However, there are two exceptions to this: one is if he has his back towards you either through dodging or L1, two is if you use Sx2Tx1. This short combo is actually the most effective combo in this fight. It's fast, and sometimes it'll go through. Even if it doesn't, it'll break his guard so that you have enough time to attack again. So it goes like this, L1 him when he attacks in normal mode. If you get caught in his high kick combo, guard until the third high kick, then repress L1 to sabaki his final kick. You should be able to deliver a full, long combo after you sabaki him. However, he might be able to attack back before the last hit if you're not fast enough. You might also be able to deliver a combo heat action, but you should, again, consider saving it for his throws. He'll go into the first heat mode randomly after you've damaged him enough with this. If he goes into heat mode while he's on the ground and you have enough heat, do a armlock heat action as he's getting up (just press T near him as he's getting up). He'll be out of heat mode immediately if done right. If not, keep moving and keep dodging, for his heat mode is hard to stop with blocks. Anticipate his attacks so that you can go around to his back. This is especially useful when he does a charged attack for he can't change directions. If you get floored, no big deal, just press the random QTE and he'll be back to normal. If you get gabbed, GREAT because you should have saved up enough heat for the counterattack heat action, right? Anyway, watch out for his dodge attack for it'll stun you. If you wish to go after him head on, use the Sx2Tx2 combo as always. Rinse and repeat the combo, the sabaki, and dodges and the fight should be yours. I've actually managed to beat him without taking one hit and without letting him go into heat mode. This, however, requires some luck. L1 him as always and deliver the full combo. As he gets up, floor him again with a Sx2Tx1 combo. If you're lucky he won't go into heat mode until he's got less than 1 bar of hp left. Anticipate this and save up heat. Do the armlock heat action when he goes into heat mode on the ground. The rest should be a small matter of cleaning up. Stage 2-4---------------------------------------------------------------- Character: Strongest Kiryu Time Limit: 2 minutes Weapons: None Enemies: Akiyama and Tanimura Location: Northern Sewers Condition: Defeat Akiyama and Tanimura Strategy: So where do I begin, there are so many ways to do this fight. Since you're familiar with all of their abilities (I hope), all of their advantages and disadvantages that you have discovered in the main game exist here. Tanimura can L1 you (though he doesn't do it often) and do combo heat actions against you, but he's also slow as heck when he punches. Akiyama can dodge around and be annoying, but he's not a heavy hitter. When you get one of them to low HP, the other might go into heat mode and then they will do a QTE: OX(repeated X input) followed by clockwise button presses to get your heat up then T. What makes this fight easy is the fact that Akiyama and Tanimura are really weak if fought alone. Since they have such little hp, it's not hard to defeat one of them really fast. You can go for Akiyama or Tanimura first; I recommend Akiyama since Tanimura's a more slippery rat to catch. Start out by rushing towards one of them and doing Sx3Tx2. Kick him once on the ground, X+T him, and then watch for the other guy. If there's no immediate danger (ie the other guy's just shifting around not doing much), pick the floored one up and deliver another combo to his back. You should be able to do a heat action then. This will probably trigger the QTE and kill one of them (if you press the buttons successfully). Whichever one's left should be easy to defeat. Since there are two of them there is a ton of combination of moves that they could do. Just make sure you don't get ganged up and quickly dispatch one. I've never really left them alive long enough to see what their heat actions could do. I've seen a combo heat action from Tanimura but that's about it. Just remember that all the moves that you could do when controlling them they could do too. Stage 2-5---------------------------------------------------------------- Character: Strongest Kiryu Time Limit: None Weapons: None Enemies: Daigo and Arai Location: Tojo House Condition: Defeat Daigo and Arai with Akiyama Strategy: So again you're facing off against two opponents. All the moves that they could do in the main story, they could do here (except for the QTEs). Akiyama is actually a great help, just think of him as the same guy who you've just defeated in the last challenge (but with one bar more hp). Since one of them will always follow you around and the other will always follow Akiyama, you could potentially treat this as two one on one fights. While most likely Daigo will be the first to fight you, I've actually had Arai as my first opponent. Daigo's first blue heat mode is somewhat of a pain. He'll become impossible to knock down and will deliver long combos repeatedly (5-6 hits). He'll also counter your attacks while he's guarding by using an uninterruptable charge hit (you'll hear the 'ching' sound as well as see him flash white and dodging backwards). Sometimes he'll also use an (or a couple of) uninterruptable hit at the end of his combos (watch for his kicks). If you get away from him, he'll do a charged jumping attack that has pretty long range. He's unthrowable, and some of his combos will break your guard and hit you with a follow up. Nevertheless, he doesn't hit for much and he doesn't guard much (he does dodge a lot though). Note that he goes into his first blue heat mode pretty fast and won't get out of it. When you've damaged him until he has about 1/2 bar of HP left, he'll go into his second heat mode. You can see it when he shines white and does a taunt (he hits his fists together). He's dangerous in this heat mode. Everything he does previously he could still do. Now, though, he not only is impossible to knock down, he won't be phased at all by any attack. This means he'll attack through your hits. He'll also sometimes instantly throw you when you try to hit him. The only sure way of defeating him easily in this mode is to make sure that you have conserved heat. You could also get heat by blocking his attacks, but again, some of his attacks are difficult to block. Whenever he knocks you down, he'll stand by you and taunt. This is actually a perfect opportunity to do the counter heat action that you can do when you're on the ground. This alone should be sufficient to kill him. You could also do the rolling heat action, but he moves and attacks a lot so it's harder to carry out. Arai is a different story; he is much easier to defeat. First off, when he's not in heat mode, he doesn't guard a lot. He does dodge hits just like any other boss, but it's easy to sway to his back. The only thing I would watch out for would be that he could dodge away from the last few hits of your combo and kick you. This is easily remedied by anticipating it, cutting your combos short, and then dodging to his back. After you've dealt enough damage (1/2 a bar of HP), he'll go into his first blue heat mode. In this mode, his attacks will have more hits. He'll also dodge a lot more often and be harder to catch. Like Daigo, he'll mix in some uninterruptable attacks. Additionally, he'll throw you if you attempt to throw him. However, he's still easy to knock down, and one heat action should be almost enough to knock him out of the heat mode. When he's down to about a 1/2 bar of HP, he'll go into his red heat mode. You won't be able to knock him down now; he'll also do charged, heavy attacks more often. Most importantly, he'll sometimes go into a stance where he has his hands spread out in front of him. This is an obvious "do not attack" sign for if you do, he'll throw you. The thing that makes this fight not so rough, besides for the ever- helpful Akiyama, is that they do not hit hard at all. In my research for the fight, I've let Daigo pretty much lay into me in his double blue heat mode. I did not attempt to hit him too much and made it a long, drawn-out fight. When I defeated him, though, he had merely taken off half of my HP bar. Trial Challenges========================================================= The Trial challenges are pretty much challenges that don't fit the bill of the other challenges. They are varied and often interesting in design. However, some of them could be tricky due to clever (or not so clever) use of in-game mechanics. Stage 3-1---------------------------------------------------------------- Character: Strongest Akiyama Time Limit: None Weapons: None Enemies: Seven unarmed enemies with one bar of hp each Location: Theater Square Condition: Defeat more enemies (4+) than Hana-chan. Strategy: So this is a strange fight. You're actually "teamed" up with Hana-chan. However, the objective of this course is not to defeat them with Hana- chan; it's to defeat more enemies than Hana-chan. Since the enemies are just regular trash mobs I won't go into details about them. However, Hana-chan does this jumping attack that pretty much leaves them with 1/5 of their hp. This means that if you try to kill an enemy yourself, Hana- chan might come along and steal the kill. What you want to do, then, is to stay close to Hana-chan and not attack. After she has hit an enemy, kill him before she has a chance to hit him again. Rinse and repeat and you should win (you need 4 out of the 7 to win, duh). Stage 3-2---------------------------------------------------------------- Character: Weakest Tanimura Time Limit: 1 minute Weapons: None Enemies: 3 unarmed enemies with low hp Location: In a small office Condition: Defeat all the enemies using only L1 Strategy: This is an annoying fight if you don't know exactly what to do. You'll be using Tanimura and the only "attack" you can do would be to knock people into others and into walls with L1. You'll be unable to do anything else. What makes this fight annoying is the time limit plus the fact that the last enemy will cower and waste a lot of your time. He'll actually cower twice and take away around 15 seconds. When you've damaged him enough, he'll stall again by rolling on the ground. I cannot count how many times I lost this challenge simply because of this stupid AI reaction. What you have to do, then, is to knock them into each other. If you knock them into walls, you'll need 4 hits each to kill them. If you knock them into another person, though, that's a one-hit-kill. Start out by running straight into the middle of the 3 of them (they should have formed a triangle, go right into the center) and keep repressing L1. Hopefully you'll to knock two of them out quickly with this. Then, as the third one cowers, stay away from him for if you're too close, he'll cower again. If you manage to quickly dispatch two of them and make the third one cower only once, you'll have plenty of time despite his stalling. Stage 3-3---------------------------------------------------------------- Character: Weakest Tanimura Time Limit: None Weapons: None (rocks and cans on the ground but can't be picked up) Enemies: 1 unarmed enemy with 2 bars of hp Location: Okinawa bullfighting ring Condition: Defeat the enemy without touching him (can use L1). Strategy: So an annoying challenge is followed up by another annoying challenge. However, this one isn't as difficult, it just takes a long time to do. What you may have noticed is that there is not a time limit. This is the developer's way of telling you that this fight will take a long time. You can attack, but you can't TOUCH the enemy. This means that throws and hits are out of the question. What, then, could you do? You could kick the rocks and cans that are conveniently littered all over the place towards him to damage him. Each hit actually does a decent amount of damage. However, the rocks will break after a kick (with T), and the cans will eventually be kicked next to the walls where you won't be able to access them. In other words, your weaponry is limited. To add to the frustration, they don't fly straight for the enemy when you kick them. What you have to do is hold on to R1, place the trash in between your legs, and let it fly with T then hope for the best. Note that Tanimura's T attack has range, so make sure there's plenty of space between you and the enemy so you don't accidentally kick him and fail the mission. Once you are out of stuff to kick, prop up against the wall and do the ol' L1 trick. It'll take a while, but it works, and it somehow doesn't count as "touching." Stage 3-4---------------------------------------------------------------- Character: Strongest Saejima Time Limit: None Weapons: None Enemies: 2 unarmed enemies with 1 bar of hp each Location: Komaki's Dojo Condition: Defeat the enemies with exactly 10 attacks Strategy: This is actually easier than it sounds. By 10 attacks, they actually mean damaging hits. What this means is that if you throw an enemy into another, that would count as 2 attacks. Similarly, if your punch hits both of them, it counts as two attacks. What should you do in this case? Throw them. You can use less than 10 throws to defeat them, so to make a perfect 10, adjust it with small punches. It's not that hard. If you're running out of hits and they somehow have a lot of hp left, use a heat action after a throw. Stage 3-5---------------------------------------------------------------- Character: Weakest Tanimura Time Limit: 1 minute Weapons: None Enemies: 3 fat dudes with fist weapons and 3 smaller guys with swords Location: Arena Condition: Survive for 1 minute; you cannot attack Strategy: So this is somewhat of a curveball. Instead of fighting, your job in this challenge is to run. However, you're in a caged-up ring and the area will be really small with 6 other people jammed in there with you. The danger comes from the 3 fat guys. Their flurry of fists will take down Tanimura easily in no time, and you need to survive for 1 minute. What you can do, besides running and dodging, is to GET HIT by the 3 guys with swords. Their attacks will automatically down Tanimura with one hit (the attack where they draw their swords out really fast). You can then, without pressing any button, stay on the ground for a while. The attacks don't hurt too much and you can stall for time. Nevertheless, try to avoid being hit for as long as possible. Run circles around the cage and dodge when necessary. Try to keep them grouped up so they are easy to dodge, if they cut you off, run the opposite direction, obviously. DO NOT run through the group unless absolutely necessary (ie if you are surrounded from all sides) Stage 3-6---------------------------------------------------------------- Character: Weakest Akiyama Time Limit: 1 minute and 20 seconds Weapons: None Enemies: Minami Location: Elise Condition: Prevent Minami from picking up a mic Strategy: Another annoying mission. You'll start out in Elise with Minami in front of you. However, he won't attack. In fact, you can't attack either. You'll have two mics placed equidistant from the two of you on the left and right. As soon as the challenge starts, Minami will start walking towards one of them. What you have to do is run to the mic in front of Minami, making sure that the "pick up" prompt pops up for the mic, to make him go for the other mic. DO NOT pick the mic up. Once he has turned, quickly run to the other mic and do the same. Basically you want to keep him walking back and forth between the two mics by switching your position to intercept him. The key to this challenge is to never stop moving. Once he has turnd, immediately run to the other mic to turn him again. A rhythm that I found helpful is to run to the first mic, twirl your left stick 360 degrees very fast (run Akiyama in a small circle). After that he should have turned, then run straight for (avoiding Minami on the way) the other mic and do the circle motion around it again. The twirling of the stick gives you a decent timer for how long it takes for him to turn and it keeps you on the move. Do not, under any circumstances, stop moving. You should be either doing the circle dance or running for the other mic. Last the duration and you should win. Stage 3-7---------------------------------------------------------------- Character: Strongest Saejima Time Limit: 3 minutes Weapons: None Enemies: None - unless rolling boulders count as enemies Location: Senin's cave system Condition: Break all the rock walls Strategy: This one is interesting. Basically you have to break all rock walls in the time allotted. The first 7 are piled on top of each other and are easy to break. Just do a Sx3T(hold)x3 combo and repeat. After breaking through, the next set of rock walls are to your left. These are pretty much the same 7 rock walls that you've just broken. However, in this case, there'll be rolling boulders coming for you from the back left and back right. Again, use the Sx3T(hold)x3 combo. Since the S punches are quick and the T punches are uninterruptable, it shouldn't be too hard. Weave your attacks to the left and right to also catch the boulders before they hit you. Even if you get floored a lot, don't worry; there's plenty of time and hp. Go through the tunnel to come to a set of 2 rock walls. These, however, are really hard to break. The second one actually needs about 3 full combos. The next set should be the same as the 2 you've just broken. Except now, like before, there are rolling boulders coming for you as you work on them. Do the same combos to avoid being knocked down and weave left and right to hit the boulders as you chip away at the rock face. You should be able to make it with ease. Stage 3-8---------------------------------------------------------------- Character: Strongest Kiryu Time Limit: 2 minutes and 30 seconds Weapons: None Enemies: 2 enemies with 4 bars of hp Location: Arena Condition: Defeat all enemies using only heat actions and without repeating any heat actions; the heat bar will be full all the time Strategy: So you have to beat the enemies using heat actions. While you can hit them with other means, they won't take damage unless it's a heat action. Also, you can't use the same heat action twice; nevertheless this is actually fairly easy. For a quick win, grab opponent A and immediately press T. This should cause Kiryu to smash his face into the ground. Then grab the other opponent B and go next to the chain-linked walls. Do a chain-linked fence heat action on that guy. Next, grab A who should have gotten up by now and wait until both of them are up. Walk close to B with A in tow and do a head smashing heat action where you damage both of them. Wait until A gets up, grab him, and throw him. Do a full heat action on his prone body and he should be out of the picture. Immediately light up a cigarette with the down arrow on the D-pad. Wait until B has done cowering and do a cigarette heat action on him. For the finale, press R2 to taunt and do a taunting heat action. There are, of course, various other ways to do this. My favorite is the Dragon heat action where you kick his head after a Komaki parry. The heat action deals a whopping 2 bars of damage. Stage 3-9---------------------------------------------------------------- Character: Strongest Akiyama Time Limit: None Weapons: None Enemies: 3 black enemies, 1 yellow, 1 red, and 1 blue enemy Location: Nakamichi Condition: Defeat all enemies in the order of red-blue-yellow; you cannot defeat any black enemies Strategy: Well, this may seem hard but it's not too bad. Take note, though, that yellow, who is the last enemy you want to defeat, and black enemies have very low hp. This means that a stray kick will spell the end for you. What you want to do, then, is to spam throw and ground heat actions. Remember that the order is red then blue then yellow. I do not recommend using any combo moves, for you'll surely damage other opponents. Just throw your way to victory... what's the hurry anyway right? Stage 3-10--------------------------------------------------------------- Character: Strongest Tanimura Time Limit: None Weapons: None Enemies: 4 enemies with 2 bars of hp each Location: Tenkaichi Condition: Arrest all the enemies Strategy: I'm not sure if you have noticed, but Tanimura has this heat action where he can arrest an opponent and instantly remove him from the action. While this doesn't work on bosses, the use is even more limited by the fact that you can only use it on stunned opponents or opponents who are writhing on the ground in pain. Now, this challenge could be very easy if you watch your attacks and heat bar. With each of the 4 enemies you basically have one chance each. When they are beaten to less than 1 bar of hp left and you knock them down during the process of beating them, they'll writhe in pain. That's when you'll want to do a heat action on them. Take note that you'll need to do a random QTE to complete the heat action. It's easy to keep pressing T through your combos and do a combo heat action. I would highly recommend against that for it kills the enemies and wastes your heat. Refrain from button mashing! You might also want to focus on them one at a time to make sure you don't accidentally hit one past the point of no return. What I've heard that also works is to simply press X+T while standing still or going backwards and that should stun the opponents. I recommend what I've written above for it builds up your heat bar also. Chase Challenges========================================================= The Chase Challenges are pretty much a series of chase battles. It is arguably the most troublesome section. Super Mack returns, to the dismay of many. Just watch out that you don't destroy your controller and TV when attempting these challenges. Stage 4-1---------------------------------------------------------------- Character: Strongest Akiyama Time Limit: 30 seconds Weapons: None Enemies: None Location: Going South on Tenkaichi Condition: Race to the finish without tripping over any trash cans Strategy: So the infamous chase battles ensue. Good thing that the first one isn't exactly a chase battle. You start out on the northern end of Tenkaichi next to the Gelateria and you're supposed to race to the finish at the southern end. You, however, aren't allowed to tip over any trash cans, but there are tons of trash cans all over the place. While slowing down won't kill your time too much, there really is no need. You can avoid most of the trash cans by running around them. There are only 3 exceptions: the slanted trashcan wall in front of the Popo Mart (you'll want to jump slightly to the right for this one) and the two trashcan walls right at the end. This is not hard. If you're struggling with it... remember that jump is X! Stage 4-2---------------------------------------------------------------- Character: Strongest Akiyama Time Limit: 1 minute Weapons: None (beer bottles for pick up) Enemy: Super Saigou Location: Theater square Condition: Catch Super Saigou; tackles deal no damage Strategy: The first chase battle is not a hard one. You're basically running around theater square (with the middle fenced off) chasing after Super Saigou. While he doesn't seem to be much faster than his main story counterpart, you can't damage him with tackles. In other words, you have to take him down solely with thrown bottles. Luckily, tons of bottles litter the inside lane of this rectangle you're running in. Pick them up and throw them. Make sure that he isn't turning when you do throw, though, for those will most likely miss. It'll take around 8 to 9 hits to subdue him. Stage 4-3---------------------------------------------------------------- Character: Strongest Saejima Time Limit: 2 minutes Weapons: None Enemy: A ton of Kappa Location: Going East on Shichifuku Condition: Race to the finish Strategy: Be afraid, BE VERY AFRAID!!! ARRRRGHHH! ATTACK OF THE KAPPA! So you're supposed to race from the west end of Shichifuku to the east end all the while being chased by Kappas (is Kappa's plural Kappas? Whatever, I'll say that it is). They actually give you a copious amount of time and stamina. In other words, unless you keep getting rammed by the Kappas over and over again, you'll complete this one just fine. Jump over the first two Kappas; after that, it's pretty much a game of how many flips you can do. At any given time you'll have at least 4 Kappas who run a lot faster than you on your tail. Thus you would want to keep pressing S to avoid their flurry of tackles. You can actually keep pressing S and roll your way to the end if you want. I would say that that takes too long (although you won't run out of time). Mix in running with rolling, do whatever you like. Stage 4-4---------------------------------------------------------------- Character: Strongest Tanimura Time Limit: None Weapons: A Pistol Enemy: Super Sugiuichi (He's on a boat!) Location: At Sea Condition: Catch Super Sugiuchi; your boat will keep losing fuel Strategy: Screw this. This would be one of the most annoying chase battles you'll have to do in the entire game. You'll be chasing Sugiuchi on a boat just like in the main story. The catch is that he's much faster than when he was in the main story and your boat will keep on losing fuel at a pretty fast rate. The key, then, is to ram him on the side when he's turning, for he won't lose much fuel if you ram him from behind. You'll also want to keep a finger on T. Tanimura will keep trying to aim his gun at Sugiuchi. Once you hear the 'ching' sound of Tanimura's reticle meeting Sugiuchi, press T. Repeatedly shoot him so that he keep losing at least some fuel. You can't rely on this, however, so you'll have to find some opportunities to ram him. The first of such opportunity arises when you see the first 3 ships. Sugiuchi will drive along the right side of the first ship and turn right to pass the 2 others that are up front. This is a good opportunity for a ram. After you pass the two ships, he'll move to the right and then all the sudden do a sharp turn to the left before you guys run into the next set of ships. You could potentially come around from the left and meet him head on for a tremendous amount of damage. Watch his boat movement and watch for ships. If you see ships in the distance, chances are Sugiuchi will be making a move soon. Predict where he's going to go and come in from the opposite direction to take off a chunk of his fuel. Don't forget to keep shooting that gun with the tell-tale 'ching!' Stage 4-5---------------------------------------------------------------- Character: Strongest Kiryu Time Limit: 2 minutes Weapons: None (pick up beer bottles x 3) (one in front of 'Shine' at Pink Street, one situated right where you turn right onto Senryou, and one at the exit of the Kamuchika) Enemy: Super Mack (!) Location: Various, southeastern Kamuro Condition: Catch Super Mack (!) Strategy: Route: Start on south end of Nakamichi. Run North. Take the second right turn into the alleyways of Nakamichi. Take the first left turn, follow the road, ignore the left turn that comes up. Follow the road again as it turns right, then turn left back onto the main alleyway. Come out at Pink Street, turn left and run north. Quickly turn right onto the road between Pink Street and Senryou and then turn right again at Senryou. Turn right onto Shouwa and follow the road until you see the Kamuchika (underground) entrance. Go in and run towards Nakamichi. Take the next exit on the right, and you'll come out at Shouwa again. Quickly do a 360 to face east and then turn right at Nakamichi, completing a round. So Super Mack returns for a second bout. For those of you who have played Yakuza 3, the route he takes is very similar. However, he doesn't take the northern exit of the Nakamichi alleyways. Instead, he runs to Pink Street and then turn north there. He also goes underground at one part of his route; the details of the route are listed above. While you might have died a little inside at the thought of having to catch Super Mack again, you should be reassured that this time it is much easier. You'll have to master the art of fast turning with R1, no doubt, but skills take a back seat as you can simply throw beer bottles at him. At the three locations listed above, you'll find beer bottles. Simply follow Super Mack to the best of your abilities; you don't need to tackle him. Pick up a beer bottle, throw it when you both are running straight, pick it up again, and throw it two more times. Each bottle only lasts 3 throws, but you only need 6 throws to take Super Mack down. The 2 minutes allotted should last you around 1 and a half laps. Ah, the sweet taste of revenge. If only you can stab Mack with the broken beer bottles. Ultimate Challenges====================================================== The Ultimate Challenges are, similar to the Duel Challenges, fights against the various bosses of the game using the four protagonists. The catch this time, however, is that you have to face off against a string of opponents without the ability to heal most of the time. Nevertheless, if you don't find any of the bosses particularly troublesome, these challenges should prove to be easy. Stage 5-1---------------------------------------------------------------- Character: Strongest Akiyama Time Limit: 5 minutes Weapons: None Enemies: Ihara -> Midorigawa -> Minami (1 bar, 1 bar, and 2 bars of hp respectively) Location: Cabaret Club -> Underground Safehouse -> Elise Condition: Defeat all of the bosses without health regeneration Strategy: So Ultimate Challenges 5-1 to 5-4 involve you taking on 3 bosses without having any health regen opportunities. For this one, you're using Akiyama to defeat Ihara (the first boss of the game), Midorigawa (the chainsaw maniac), and Minami. I would like to do an in depth analysis of the bosses, but it's really not necessary. Ihara is just a tiny bit stronger than a normal henchman. You can dispatch him anyway you like, preferably with a lot of kicking. Midorigawa, on the other hand, while unphaseable, could be easily thrown if you give him time to swing and miss with his chainsaw. I also have already explained Minami in Ultimate Challenge 2-1. It's basically the same fight. Stage 5-2---------------------------------------------------------------- Character: Strongest Saejima Time Limit: 5 minutes Weapons: None Enemies: Saitou + 5 goons -> Kiryu -> Majima (~1.5 bar, 2 bars, and 2 bars of hp respectively) Location: Prison Field -> Okinawa Beach -> Batting Center Condition: Defeat all the bosses without health regeneration Strategy: This is again, a relative easy string of fights. For Saitou, I recommend first beating the goon with the gun and then picking it up. There should be enough bullets to kill the rest of the goons. Saitou himself is easy, repeat the super effective Sx3T(hold)x3 combo and he should go flying into the air everytime. Follow the combos up with some face smashing and head butting heat actions and victory is yours. Kiryu is actually quite easy if you know how to fight him. He does do a guard parry, but you can return the favor with your own guard parry (L1+T). Guard his combos and then break out of them with the guard parry. Afterwards, immediately try to land the Sx3Tx3 combo and you should floor him easily. Throws work as well. Follow it up with your favorite heat actions and you should make quick work of him. Take note that if you hit him right after he gets up he won't be able to do a Tiger Drop on you. His heat mode involves him being harder to hit as he dodges around more often when you try to punch. Just keep on pressing onto him with the combo and there should be no space for him to do anything devastating. The QTE at the end is just X. The Majima fight was explained in detail in 2-2. Stage 5-3---------------------------------------------------------------- Character: Strongest Tanimura Time Limit: 7 minutes Weapons: None Enemies: 1 miniboss with gun + 1 miniboss with sword + 3 lackeys -> 1 enemy with sword + 1 enemy with dagger + 1 boxing enemy -> Sugiuchi Location: Docks -> Roof -> Docks Strategy: The Tanimura fights here are a little bit different in that you do not fight any single boss. Instead you face off against a bunch of enemies, some of whom might have boss-like hp where your attacks don't do as much damage. The first bout involves two armed miniboss enemies and 3 lackeys with short hp. I recommend first taking out the one with the pistol, as the rest don't really pose much of a threat. Make good use of the L1 move by running into them and pressing it to knock people down. There really isn't much to worry from the pistol guy except to dodge when he poses to shoot (accompanied by a yell and a gun click noise). Usually you don't want to get surrounded, but if you are confident in your sabaki abilities you could run in and attempt to do more damage through knocking people around. Simply do full combos followed by combo heat actions (mix them up to avoid diminishing returns) on the enemies and you should have no problem completing this fight. Note that a QTE pops up when you damage the first miniboss to around 1/4 hp. The sequence is X+S(multiple presses) followed by the normal heat generating QTE and the T trigger. The sword miniboss could get annoying for his hits are really fast; just prep with L1 when he gets close. The second fight also involves multiple enemies, this time only three. However, instead of the normal moves, you're restricted to using the attache case that you're holding. No worries though, for the attache case is actually more damaging than your normal attacks. You'll start out surrounded with the dagger guy behind you and the rest in front. The boxer boss is actually quite fast in his attacks and is hard to take down, so I recommend taking out the two lesser enemies first. Sabaki doesn't work here so just swing away with S presses, one full length combo should be enough to take down one enemy. The miniboss himself cannot be phased while he attacks and he also dodges pretty well. Therefore I would recommend first blocking his attacks then counterattack right afterwards. Don't try to press it after you've delivered your combo for more likely than not you'll be slower than him in delivering a new attack, so block instead. Don't forget the attache case heat action. The Sugiuchi fight is the same as the fight in 2-3; remember that the Sx2Tx1 combo works wonders here, so does the counter heat action you can do when grabbed. Stage 5-4---------------------------------------------------------------- Character: Strongest Kiryu Time Limit: 6 minutes Weapons: None Enemies: Ivan Ibrahimovic -> Kurokawa Hannya -> Yamaoka Akira Location: Arena Condition: Defeat all bosses without health regeneration Strategy: Kiryu's fights are also a little bit surprising. Instead of facing any of the main story bosses, Kiryu will have to face off against three of the toughest opponents in the tournament. Make no mistake, these guys are bosses and they are tough Ivan is a difficult opponent. His attacks are fast and are chained together to create long combos. He also cannot be knocked down, phased, or thrown. He is, pretty much, a walking tank. I did lie a little bit about him being not able to be phased. He does falter in response to your hits, but when he's about to attack, he'll throw punches through your hits. To top it all off, he dodges rather quickly and has a counter kick that will stun you. He'll actually follow that stun, if you don't get out of it fast enough by pressing X repeatedly, with a pretty strong, unavoidable attack (takes 1/8 of your hp way each hit). The best way to go about his fight is to slowly chip away his hp. Even though he's sometimes unphased by your attacks, very often he'll still take your full Sx3Tx2 combo. So pretty much try to hit him, and if it doesn't work, immediately guard and then parry (L1+T) his attacks to try for another attack. Dodge his attacks to gain access to his back, guard parry so you can hit back, and use the rolling heat action once you have enough heat. Sometimes, after you've dodged his attacks, he'll still be going through his combo and turning to face you; this would be a good time to do a Komaki parry as he gets close. The timing is hard and he isn't always open to that. All in all he shouldn't hit you much if you guard parry religiously and press X fast enough to avoid his super attack; nevertheless this is a long fight. You can also use the Tiger Drop. Throw a few hits then press R1+T in anticipation of his counterattack. This, of course, doesn't work that often, and the timing might be rough for some. Kurokawa is a strange beast. You might recognize him from Kenzan! if you have played it. He used to also be an opponent in the tournaments in that game. His style is mostly karate. This means strong, charged palm attacks. He is much easier in that he could be thrown as well as knocked down. Remember to keep the combo alive through pulling him up from the back and he should be done. Watch out for his charged attacks, especially the one he throws out while he's guarding. It takes a while to hit so you should have no problem avoiding it, but it does hit for quite a bit. Similar to Kazama (Fuma) from the previous game, he'll sometimes go into a special pose with his hands. This means that you should not attack for he'll throw you. Tiger Drop and/or Komaki parry works here as well, if you get the timing right with his charged attacks. Pressing him with Sx3Tx2 works well too. Basically treat him as a much powered-up regular enemy who dodges. Akira is no pushover, being the hardest of the three. He actually shares some moves with Ivan. You'll find long-chained combos here as well as strong charged attacks like Kurokawa. Another annoying factor is that he loves to dodge and hit you with a stun attack. He'll sometimes just hit you again or attempt to throw you. This means that keeping some heat might be good for a counter heat action if he throws you. If you can get the timing, Tiger Drop works; heck, you can actually land a hit sometimes by pressing it wildly. Even if you don't manage to get the timing right, the resulting kick could throw off his combos and such, so it's not a bad move to try to do. Besides that, the strategy for Ivan actually does pretty well for Akira. Try to land a full combo, dodge and block parry if you can't, and add a throw or two in there. Since your first hit would be hard to land, dodge around to catch him on the side or the back. Stage 5-5---------------------------------------------------------------- Character: Strongest Heroes Time Limit: 16 minutes Weapons: None Enemies: Ihara -> Midorigawa -> Minami -> Saitou -> Kiryu -> Majima -> 5 enemies -> 4 enemies -> Suciuchi -> Ivan -> Kurokawa -> Akira -> Komaki Location: Various Condition: Defeat all bosses; you get healed for 1/4 of your total hp after each fight Strategy: So this is it, the final showdown. And what a long showdown this will be. They've pretty much chained together Ultimate Challenges 5-1 to 5-4 and tagged Komaki on at the end. The good news is that all the bosses are the same, so all the tips above work. If you've defeated them before with ease, you'll probably be able to defeat them now with ease as well. The bad news is that the time limit is 16 minutes. If you add up all the time limits from 5-1 to 5-4, you'll come up with 23 minutes. This means that you have to shave 7 minutes off the total time. Nevertheless you shouldn't be too worried, because you've probably noticed that you never really got close to the time limit in previous challenges anyway (hopefully). You'll have 1 minute and 20 seconds for each boss. Seeing as how some of them are extremely easy and fast, you should be able to make it no problem (you can easily defeat all of them in under 10 minutes if you're good at it). The other bad news would be Komaki. For those experienced Yakuza players, you've always known that Komaki is a pain to defeat. Have no fear, for Komaki is no longer the Komaki that we know of. Instead of relying on you throwing the first punch, Komaki is actually pretty proactive in attacking now. You can turn this to your advantage by guard parrying (L1+T). If you can corner him, guard parry and then throw a Sx3Tx2 through his block and then repeat guard parrying. Since he can't guard parry you, you can pretty much repeat that with impunity if he doesn't dodge to your side. Therein lies the problem; sometimes he'll dodge to your side and chain together a god awful long combo. You can't really do much about that except try to dodge and guard out of it. Also, as you're doing the Sx3Tx2 + L1 + T chain, watch out for his throws. He'll sometimes, instead of trying to hit through your block, grab you and throw you quickly; he'll throw you instantly if you press S or T. As soon as you see him grab you (which is hard to do) press circle and you should throw him instead. If you've managed not to take too much damage from the side as you're pressing him, you should be able to do a rolling heat action to diminish his paltry hp to zero. Congratulations! The most "correct" way to defeat him; at least I think that's how the developers wanted Komaki to be defeated, is to do the Komaki parry. While Komaki is much more aggressive this time around, he's still reactive to your attacks. Throw out a punch, wait a split second, then do a Komaki Parry (R1+O) as he draws close for a palm attack. If you've saved enough heat from the Akira fight, you can actually follow that up with a Dragon King heat action and then a rolling heat action for the win. I've done this fight where I did all of the above and ended the fight in less than 15 seconds. Closing Comments========================================================= All of the above content was written and copyrighted entirely by me unless stated otherwise. So far I've only posted this guide on gamefaqs and mailed the guide to a few people on the forums of Yakuza 4 at gamefaqs; if you want to post this guide at any other websites, give me an E-mail detailing the location and reason and I might grant you permission; not that this is an uber guide, I just want to avoid complications. If you have any questions and/or suggestions, you can either post on the Yakuza 4 gamefaqs forums or E-mail me at firstname.lastname@example.org . Thanks: To Sega and CS1 Team for making this great game To ThePatrick for showing me how Yakuza guides should be done To Majima05 for having a great spirit in helping others on the gamefaq forums To Gamefaqs for being such a great website for gamers