FAQ And Walkthrough - Guide for Yakuza 4
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Preface (PRF)
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A kliqIMB Guide | Copyright June 29th, 2011 | Version 1.0 - Complete!
Contatct: [email protected]
This guide was written explicitly for use on GameFAQs. If you are interested
in having it hosted on your website, please contact me via the message board
PM system or through telekenetic powers, whichever is more applicable to you.
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Table of Contents (TOC)
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0a) Preface............................................................(PRF)
0b) Table of Contents..................................................(TOC)
1a) Introduction.......................................................(INT)
1b) Controls...........................................................(CNT)
1c) Main Characters....................................................(MNC)
2a) Part 1: Shun Akiyama...............................................(PSA)
2ai) Chapter 1: The Mysterious Loan Shark..........................(SA1)
2ai) Chapter 2: The One............................................(SA2)
2ai) Chapter 3: Trouble in the Tojo Clan...........................(SA3)
2ai) Chapter 4: The Promise........................................(SA4)
2b) Part 2: Taiga Saejima..............................................(PTS)
2bi) Chapter 1: Flight for the Truth...............................(TS1)
2bi) Chapter 2: The Tiger and the Dragon...........................(TS2)
2bi) Chapter 3: The 25-Year Blank..................................(TS3)
2bi) Chapter 4: Oath of Brotherhood................................(TS4)
2c) Part 3: Masayoshi Tanimura.........................................(PMT)
2ci) Chapter 1: The Parasite of Kamurocho..........................(MT1)
2ci) Chapter 2: The Mastermind.....................................(MT2)
2ci) Chapter 3: Door to the Truth..................................(MT3)
2ci) Chapter 4: As a Detective.....................................(MT4)
2d) Part 4: Kazuma Kiryu...............................................(PKK)
2di) Chapter 1: Reunion............................................(KK1)
2di) Chapter 2: To Kamurocho.......................................(KK2)
2di) Chapter 3: The Encounter......................................(KK3)
2di) Chapter 4: Chain of Betrayals.................................(KK4)
2e) Finale: Requiem....................................................(FIN)
3) Closing Comments...................................................(CLC)
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Introduction (INT)
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Hello, and welcome to kliqIMB's guide for Yakuza 4 a game for all of you
wea-- I mean otak-- I mean... Japanese Culture Enthusiasts out there. (Myself
included). A great series with rich story telling and enough side quests to
make any one's head spin, Yakuza weaves the tale of four different men trying
to survive the Japanese underworld. So without further ado, here's the guide!
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Controls (CNT)
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(Taken directly from the game manual)
L2 - Reset Camera
L1 - Guard
Up Button - Weapon
Down Button - Fists
Left Button - Weapon
Right Button - Weapon
Left Stick - Walk / Run
R2 - Taunt
R1 - Fighting Stance
Right Stick - Camera
X-Button - Dodge / Quickstep
Square Button - Attack (Rush Combos)
Triangle Button - Kicks / Finishing Blow
Circle Button - Grab / Pick Up Weapon / Throw
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Main Characters (MNC)
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(Taken directly from the game manual)
Kazuma Kiryu:
The legendary ex-yakuza of Kamurocho and the Fourth Chairman of
the Tojo Clan. One year ago, he was embroiled in the infamous
Okinawa resort deal incident. He resolved the matter to protect the
locals, but was seriously injured in the process. Although his wounds
were not fatal, he was forced into a long period of recuperation. Now
in 2010, he is living happily in Okinawa with Haruka after a full recovery.
Shun Akiyama:
Akiyama manages a company called Sky Finance, located in a building
off of Tenkaichi Street. Commonly known as "the Lifeline of
Kamurocho", Sky Finance is famous for loaning money to those who
have been turned down by other loan sharks. Rumor has it prospective
clients must take a special test as part of the "loan terms" before they
can receive a loan.
Taiga Saejima:
A former junior leader of the Tojo Clan's Sasai Family and the
perpetrator of the "Yoshiharu Ueno Hit" of April 1985. During this
famous incident, 18 members of the Ueno Seiwa yakuza clan were
killed in Tokyo and Saejima receive the death penalty. As of 2010, he
has spent 25 years in the Tokyo Penitentiary, awaiting his execution
day.
Masayoshi Tanimura:
A detective in the Community Safety Division of the Tokyo
Metropolitan Police Department, Tanimura is known as the "Parasite
of Kamurocho". He frequents Kamurocho's many red-light
establishments to receive bribes in exchange for turning a blind eye
towards their illegal activities. However, Tanimura does not tolerate
Japanese business owners who profit from exploiting illegal aliens.
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Part 1: Shun Akiyama (PSA)
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Chapter 1: The Mysterious Loan Shark (SA1)
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Okay here we go, Yakuza 4 HO! After the initial cut scene showing
Akiyama (I'll be using their last names throughout most of the guide)
talking to an unknown female, Hana. It appears it's collection day, and
after you gain control of your character he prompts you to go to the
Hotel district first, so let's do just that. Head north towards your way
point marker and you'll be stopped by a Mysterious Old Man for a
Memo and 500 experience points. (Memos are a way for you to
basically learn information about the game and earn experience for
doing so, pretty nifty I must say. So always talk to the people with blue
triangles over their heads as this indicates memos.) As you head north
to your destination make sure to interact with all the people with
green triangles as well, it's not really "necessary" but they give you
some tips and it's always good in talk to as many people as you can in an
RPG. Gives you more ambience and atmosphere, gnome sayin? On your
way to the Hotel District you'll be stopped by some loan shark street
thugs on Theatre Ave. It's a little tutorial battle, so make sure to pay
attention. It'll nab you a level up through the various challenges if you
complete them all.
BATTLE: Your first objective is just to learn a simple "combo". Basically,
land ten hits with Square and you'll be good to go. Next you'll learn
how to follow up your light attacks (Square) with a heavy hit (Triangle).
Do this several times to complete the challenge. Third, you'll learn
about grab attacks. Use Circle to grab your opponent and then press
any other attack button to send your opponent flying. Finally, it'll show
you how to grab weapons with Circle and beat the shit out of your
enemies using the other attack buttons.
After defeating the punks and learning the ropes of fighting, make
sure you spend your soul points to learn some new abilities before
heading toward your objective. A little ways down the road you'll be
stopped by Kamiyama, the owner of the weapons shop. He'll tell you
to come see him if you're ever in need of anything more powerful than
your fists. Continuing on after you've grabbed his catalog, you'll
approach a convenience store and be sucked into a cut scene. You'll be
informed of honestly what seems to be a pretty convoluted turf war
going on between the Ueno and Kanemura clans. After a pretty big
expository dump that attempts to clue you in on everything, it's suffice
to say that there's some brochiefs partying at a bar and they're not
supposed to be in their because of (insert odd Japanese reasoning here).
After Akiyama leaves, Kido will inform the random unnamed new guy about
Akiyama's weird business practices. Apparently, you're a modern day
Japanese Robin Hood. When the cut scene comes to a close you'll be
prompted to head to Club Elnard. Do so and you'll be accosted by the
same street punks from last time, and they've brought back up!
BATTLE: Another tutorial battle, though this time they're a little bit
tougher than before. The first challenge is simply holding R1 to enter
into fight stance for 5 seconds. It's basically like strafing in a first
person shooter, pretty helpful. Next you'll learn to block and to quickstep;
both are extremely helpful when fighting. After that it'll prompt you to
land enough attacks to fill your HEAT Gauge. Upon filling it up you'll
learn how to use your HEAT Gauge. Basically you grab and enemy and
take him to a pre-determined spot and press Triangle to unleash a
brutal attack or grab a weapon and do the same.
After besting the street punks once again they promise to never
bother you henceforth. When the obligatory, "Oh hey go to Club
Elnard in case you forgot," message is over make sure to upgrade your
abilities since you should've leveled up. Follow your waypoint to the
club where you'll come to find that there's an incident occurring. Upon
entering, you see two of the Ueno members boozing it up with some
ladies and being pretty obnoxious; you decide to settle things.
Showing how much of a badass you are, Akiyama beats one guy over
the head with a wine bottle; then he shows his diplomatic side by
stating this isn't a turf war or anything; it's a damn bar fight.
BOSS FIGHT - IHARA: Okay, first boss fight in the game. He's not really
that challenging, but he can and will use his HEAT Gauge against you.
Utilize the chairs scattered around to your advantage by constantly
having a new weapon. Be sure to actually use your guard and dodge
moves because if you go in there button mashing on Normal or higher
you're going to get dominated. At half health, Ihara will use a HEAT
Gauge attack on you; simply follow the on screen prompts to counter
it. If you happen to be low on health (or if you're like me and messed
up the QTE) grab the health up and use it mid battle. Once he's down
to about 3/5ths health a simple HEAT Gauge attack will take him out.
You should level up twice at the end of this battle.
As the fight ends you'll see Arai walk into the club during a cut scene.
After some prattle about Arai taking over Kanemura, Ihara will stagger
to his feet... WITH A GUN! Arai tries to pull the whole, "Walk slowly
towards the guy and grab the gun" technique, but the guys shoots and
grazes his side. Exiting the cut scene a short conversation between
Akiyama and Arai will occur. Leave the club to be called by Haru, who
proceeds to chew you out before telling you there's a scary-man with
a gun standing outside your office. (Clearly it's Ihara.) Take a quick
second to upgrade your abilities and then head to Sky Finance. (If
you're like me, you probably haven't saved up to this point. Since you
have a bit of free roaming, I'd save just to be on the safe side.) Once
you've hit Sky Finance you'll be treated to another cut scene where
Arai shows he can in fact kill people. Akiyama, on the other hand, isn't
nearly as lucky as he is "framed" for the murder. This concludes
chapter 1. (Also, apparently it asks you to save at the end of the
chapter. >_>)
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Chapter 2: The One (SA2)
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At the start of the second chapter, you'll be greeted to Akiyama
sleeping beside a curb, when suddenly an explosion rocks the entire town.
Everyone looks up to see a building on fire and money falling from the
sky! A dream come true isn't it? Well, that's because it is a dream.
Akiyama is released from prison and after a short tete-a-tete with
Detective Sugiuchi, who informs you Kanemura is dead and to back
away from the gang altogether, you leave the station. Prompted by a
call from Haru, she asks you to return to Sky Finance.
However, instead of running a straight bee-line for the office, take this
time to explore some of the city. The game starts too actually open up
at this point and there's tons of things to do. Talk to people, fight thugs
on street corners, play mini games, etc. etc. One specific thing to look
out for is locker keys, which are designated by glowing lights. They
don't really pertain to the story at all, but they always give you pretty
cool stuff. So once you're done exploring, I recommend at least
spending 20 minutes running around, head to Sky Finance for real this
time.
When you arrive at Sky Finance a cut scene will start that holds the
single most exceedingly awkward and poorly scripted conversation
between Akiyama and a chick (read: she's a whore) asking for 100
million yen. (Seriously, her dialog was BAD!) Akiyama informs her that
she'll need to pass a test in order to prove her trustworthiness and she
agrees to come back tomorrow. Kido also calls during the cut scene to
tell you he's been questioned about the death of Kanemura. After Lily
(the chick) leaves, Akiyama calls a mystery person and tells them he's
hired a new girl. He hangs up and you regain control inside of Sky
Finance. SF is a hideout where you can save, switch items around,
regain health, and also "reminiscence", which is where you watch info
about the previous Yakuza games and the cut scenes from chapters
you've already played. It was great for me because this is the first one
I've played, plus it'll nab you a bronze trophy for watching them all!
Once you leave Sky Finance head out towards the alley and you'll
receive another call from Kido asking you to meet him on the rooftop
of THE red building (because there's only one apparently) next to
Theatre Square. As you head towards it you'll get a call from Hana
informing you that there's a new customer waiting. (Note: This call
from Hana is an optional side-quest. Given the enormity of Yakuza 4,
it's always fun to go and do a few side-quests as it expands the world,
as well as giving you items and experience. However, for the sake of
this guide, I'll only be detailing the main storyline quests.)
As you head to Theatre Square, again, make sure you try to immerse
yourself in the game. None of it is necessary, but all of it is useful for
making progression in the game easier. Especially the people with the
blue triangles over their heads, 500 experience points a piece is no
joke. Once you're in the Square follow your waypoint marker to the
back of the building and interact with the stairs to trigger a cut scene.
Kido tells you of how he found Kanemura dead in the office and that
the police think a woman did it. As Akiyama is discussing the finer
points of femme fatal, a group of Shibata goons attack you.
BATTLE: The first thing to notice is that this is your first real battle
against a big group of enemies all of whom are complete pushovers.
However, use their numbers to your advantage by stringing them
together in combo hits or using your heavy hitting finisher to knock
down a few of them at a time. The two you should be most wary of are
the ones with actual weapons. Take them out first to make your job a
lot easier. Depending on how many blue triangles you've talked to,
you'll probably level up during or after this fight.
Once you dispatched the goons, they'll tell you that they've already
sent another group to Sky Finance. As you start to head there the cops
show up with Sugiuchi in tow and proceed to chase you.
CHASE: Okay your first chase scene! It's a pretty easy one and the
game constantly stops to tell give you helpful hints. Pretty much just follow
the red line to your destination, in this case Sky Finance, while avoiding
the police. Your chase gauge will slowly deplete as you run and if it
completely runs out, you'll have to start the chase over. Quick turns
(tilting the left stick while holding R1) aren't essential in this scene, but
they will be later on. Also, if the cops are nearing in, use Triangle to
execute a HEAT move on them. Be warned though HEAT moves can
only be used once per chase and should only be utilized as a last
desperate resort.
Once you've bested the cops, you'll land on top of Sky Finance and a
cut scene will start. Watch as you see the results of Hana whoopin'
some serious ass and the chapter will come to a close.
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Chapter 3: Trouble in the Tojo Clan (SA3)
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Chapter three begins with Akiyama and Kido chatting it up like bros in
the bathroom about Sugiuchi and his obsession with Arai. Little do they
know... he was listening the whole time! Exiting the cut scene Akiyama
feels like it'd be okay to take a walk around the city, but he notices
some street punks threatening to rape a young girl and decides to play
hero.
BATTLE: A short and sweet two on one battle. They're slightly more
aggressive (read: actually attack you) than most of the enemies you've
fought thus far, but they're pretty much pushovers. Just keep a steady
combo going and it'll be a cake walk.
After the would be assaulters scurry off, Akiyama is approached by a
buff military man that informs him he runs an operation in the city. An
operation, he claims, AGAINST PEACE! That's right, Mr. Testosterone
claims everyone is way too peaceful in Japan and needs to be more
alert. Right as he's saying this the absolute slowest robbery in history
occurs (legit, it takes real time 10 seconds) and Akiyama begins his
chase after the pickpocket.
CHASE: Your first chase mission where you are the one doing the
chasing. It's fairly simple. Follow the on screen prompts and you'll have
him weakened in no time. Square tackles the fleeing target; you can
pick up debris and other weapons with Circle and throw them at him.
Basically, you want to wear him down before you run out of stamina.
One good thing to always do though is never follow the target in a
direct path. Always cut corners, or hurdle obstacles as that will allow
you to get closer to your target easier allowing you to tackle him
multiples times in a row without much running.
Once you've caught the thief, you return to Saigo (the military man)
who asks to follow him to the roof. Up there he tells you of your
"latent abilities" and you unlock the ability Dash Kick. Once he's
finished blabbering about inconsequential nonsense you're free to go,
or to stay and train under him. Each character will have a specific
trainer like this that will teach them special skills, raise their stats, and
give different sub stories that will lead to great rewards. Again, like
most of this game, it's totally optional; but the rewards you reap are
genuinely useful most of the time, so I recommend coming back
occasionally just to unlock some extra abilities. Also, just as a bonus to
you, there's a locker key on the roof for the Underground Mall locker.
Regardless of if you trained or not, your next main destination is back
to Sky Finance. (This was great for me, because I chose combat training
and the guy had a freaking machine gun! Also, small side note, if you
want to ease the pain of finding locker keys; talk to the guy beside the
locker on Taihei Blvd. He'll give you 500 experience and a locker radar!)
Upon returning to the hideout, Akiyama will see some cops guarding
the entrance and Detective Sugiuchi waiting for him inside. Sugiuchi
tells you that you're offices are now under 24-hour surveillance
because, and I quote from the game, "shit's about to hit the fan".
Enter cut scene! You'll see Diago Dojima (a regular of the Yakuza series)
attempting to absolve the fight between Tojo and Ueno by offering
their lieutenant Katsuragi a very large sum of money (and a finger
o_O). Katsuragi whips out some very convoluted Japanese logic (I feel I
should say here that the previous statement was a joke referencing
Yahtzee's review of this game. It was in no way a meant as a racial
slander) and basically says, "Oh I understand that we should just
sweep this incident under the rug, but all my underlings are pretty much
going to wreck your shit." So Katsuragi pulls out the ultimatum card:
either Ueno gets some ridiculously profitable land or Arai's head. If
neither condition can be met, then Tojo should expect trouble.
Exiting the cut scene, Sugiuchi leaves as Lily enters. Akiyama proves
once again just how sly of bastard he really is by telling Lily the first
part of his test for her is to go on a date with him. (If only that worked
in real life, amirite?) She agrees and you're met with a slew of way point
markers on your map. It doesn't really matter which store you go to
first, but know that the only two that really matter are Le Marche for
your accessories and Milestone for the dress. Milestone's
underground mall entrance is closest so let's head there.
As you walk underground to your waypoint, make sure to check out
the chick standing next to the other set of lockers for another 500
experience points. Once you're in front of Milestone, talk to the lady
outside and buy either of the dresses for Lily. I personally chose the
halter-neck. Now let's head to La Marche. Same deal here, choose
between either a sexy necklace or an elegant one. Once you've
selected, Akiyama will tell Lily to go have her hair and make-up done
and meet him at Elise when she's finished. (In case you can't tell you're
turning her into a hostess). This gives you some time to blow running
around the city doing whatever. When you've finished, follow your
waypoint marker to Club Elise.
When you reach Club Elise, you'll catch a semi-crazy stalker man
standing outside that's part of the hilariously named side quest, Pimp
My Otaku. Anyways, head into the elevator and interact with it to be
warped into the club itself where Lily will be waiting for you. Now it's
time to play dress-up... I mean... no, I definitely mean dress-up. The
hostess mini-game is basically dress up virtual girls and drool over
them. (Not a bad idea, I must admit) For now though don't worry with
all the figures appearing on the screen, just put Lily in the clothes you
purchased and enjoy yourself a cut scene of Akiyama's smooth lines
and some actual life out of Lily for once.
Akiyama will end by asking Lily out on another date, and she agrees to
meet up after business hours. Here you'll be given another chance to
take a break and do stuff around the city (in case you haven't noticed
by now Yakuza 4 is really intensive on side-quests, mini-games, and
really just experiencing the game as a whole). Once you've had your fill
of Kamurocho head towards your way point marker to meet Lily.
Before the arranged time you'll get a call from an employee at Club
Elise who will inform you Lily managed to make 500K her first day.
Impressive. Akiyama will chat up Lily some more before she decides
she wants to go to the Champion District.
Follow your way point over there, don't worry about Lily falling far
behind or her constant exclamation of "wait for me!", and you'll end
up on a roof. Akiyama and Lily discuss the finer points of money and
happiness and man's every present struggle for gain; you know typical
first date conversation material, when Akiyama decides to plant the
most unrealistic looking kiss on her I've ever seen. The ecstasy is short
lived however, as a group of Shibata hit-men jump you.
BATTLE: Not exactly a tough battle, but there are definitely two things
you should watch out for. First, the guy in the very front has a sword.
Second, don't worry about him because the guy behind him has a
fucking gun. So rush past the would be samurai and beat up on the gun
wielder. These enemies are a bit strong than previous fights so don't
expect to take them out in two or three combo strings. Make sure you
dodge though because if the pistol-fiend gets a chance those bullets
do pretty decent damage. After you've taken care of him though, the
rest is really easy. As I said, the bullets do great damage so take out the
rest of the group from afar using Triangle to shoot. Anyone that's still
left over should be weak enough to die from a combo or two. At the
end, you should be close to or already leveled up to seven.
Once you've disposed of the goons, Akiyama and Lily will run to a park
before ending their date for the night and bringing a close to chapter
three.
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Chapter 4: The Promise (SA4)
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Chapter four appropriately starts off with Akiyama telling Kido about
his past and his connection to Arai. Framed for embezzlement,
Akiyama went reverse rags to riches until the Millennium Tower
explosion (from the original Yakuza game, referenced earlier by
dream) gave him a million yen. However, Akiyama was homeless, and
so some street thugs attempt to kill him and steal it; there he was
saved by Arai. Following the cut scene, Hana will demand you go collect
some debts in Champion Avenue, but the manager of Elise calls and
suggests you give Lily some pointers. Obviously, you'll shirk work
duties and go help out Lily.
As you head toward Club Elise, you'll get a text about some foreign
currency nonsense, don't worry about it though as it's another sub
story. Follow your waypoint marker to the club, but before entering
talk to the young man standing outside. This'll start you a Sub Story
called Art of Scouting. Now I know I said I wouldn't detail any side
quests, but this one is super easy and once you see the reward you
might decide to go try a few more. Basically this punk thinks you don't
still have your pick-up skills (obviously not true seeing as how easily
Akiyama scored Lily), and gives you five minutes to score three girls. All
you have to do is run up and down the street and talk to the girls with
green arrows over their heads. Some will refuse you, some will have
people fight you, others will accept your offer, and other's still will
require you to ask the correct question to get them on your side.
(ProTip: Use the second option both times). I finished with almost two
minutes to spare, and received 5,000 experience. Yes, you read that
correctly: five thousand experience. At this juncture, if you feel like
going and doing a few more Sub Stories: feel free. I don't think Lily will
mind the wait. ;)
When you're finished with a romp around Kamurocho, head back to
Club Elise and head up. When you arrive at the top the manager will
give you 100,000 yen to use as funds for the exciting (not really)
hostess mini-game. Basically, it's dress up. You pick outfits, hair, and
makeup, even down to the eyebrows on a girl and then send her out
to chat up some gentlemen and make some cash. It's like a strip club,
but with the most vital part of those missing: stripping. Honestly, I
saved and reload a bunch of times because I wasn't sure what the
customers wanted, luckily for you I now do so you can breeze through
this. Keep the same clothes Lily already had on (the dress and necklace
you bought for her) and go out to the customers. If Lily ends up sitting
at the center of the bar, (which she will because the customers
wanted a conservative looking girl tonight) that means she's doing
well. If Lily ends up by herself in the corner, (like she did for me several
times) that means you're doing it wrong. In the mini-game you're given
three rounds to talk to the customers, but don't worry with all that
nonsense this time. Just keep the dress and necklace on her and send
her out.
Once you've made your three rounds, Akiyama will leave Club Elise and
say he needs to head to that Marimba place in Champion District to
pick up the debt. Follow your way point marker there. (It's actually a
little difficult to find, just circle around the Champion District and you'll
find in nestled in the corner). When you arrive the door will be locked
and as you're walking away you see the Drama Queen, the bar that Lily
said she worked out. Turns out... it's a tranny bar. As in transvestite, as
in my first thought was, "Oh God she's got a dick and that's why she
needs 100 million yen". After being hit on by a cross-dresser, Akiyama
will enter the Drama Queen only to find the manager dead in the back
room. Investigate the crime scene to see the same lighters Lily used on
your date (with one conspicuously missing) and a Shibata family pin on
the coat lying next to the dead guy. At his juncture it's not looking very
good or anyone involved.
Head back to Sky Finance and instantly notice the lack of guards
outside your place. Wtf happened to your protection detail? Akiyama
is oblivious to this however, and walks in on a barely conscious Hana
and wrecked office. Rushing to Hana, she stirs and begins to recount
what happened. Apparently, some goons from the Hatsushiba Clan
(oh man, yet another one to keep up with) pistol whipped her and
Kido was kidnapped along with the client registry.
As you leave Sky Finance to look for the thieves, you'll come across the
most hilariously out of place black guy I've ever seen in a video game.
Akiyama attempts to question him (Mack), but apparently all he says is
"YES!" (read: he wants you to go super stalker creep pedophile and
take "Revelation" pictures). Across the way Mack spies a girl crying out
for help and wants you to snap a picture of the "decisive moment" In
essence, Revelations are certain events around the city that enable
you to learn new techniques. First you must press R3 to go to first-
person mode, and then press X to start the cut scene. During the cut
scene (this one being THE weirdest fucking thing I've seen in a while;
seriously, you'll be all o___O during the entire thing) you'll have a
sequence of three different QTEs you must press. Get them all correct,
answer the question at the end correctly (it's the first selection in this
case), and you'll get the new technique: Essence of Triple Attack. Be on
the lookout for more picture opportunities that Mack sends you as the
techniques they unlock are SUPER helpful.
After you finish voyeur shooting super pantsu man, Mack will tell you
that he saw Midorikawa heading down Tenkaichi Street. Follow the
street towards the Theatre District, talking to people along the way to
gain info about the people you're pursuing. Eventually you'll be
directed towards a group of thugs hanging out under the Tower Battle
sign, go talk to them and initiate a fight with the loan shark you beat up
earlier in the game.
BATTLE: Another battle where you're vastly outnumbered, but again
it's pretty simple. Either spread them out one by one and slowly wear
them down, or be a bit more ballsy and try to group two together so
your combo's hit both of them. One weapon you'll want to utilize is the
bowling ball lying around. It's only four hits but that piece does massive
damage.
Once you've finished them off, they'll tip you off that the thugs took
Kido down the stairs next to the lockers. Use your map (if you don't
already know where it is) to locate the locker emblem and head
towards it. Go past the lockers, down a long hallway, and then head
downstairs. You'll see some homeless guys blocking the entrance to an
escalator, talk with them to find out the Hatsushiba guys took Kido
down stairs and have locked everyone out. They'll also inform you of
an elevator in the back of Millennium Tower that you can take to get to
where you need to go. Head back up above ground and follow your
way point marker there. Head underground and head to the left in the
direction of your marker. You'll go up a set of stairs and through a door.
On the other side is a group of thugs.
BATTLE: This whole area is one big seamless battle, but I'll try and
divide them up as best I can. However, one thing to note is that you'll
constantly be in the "Battle" mode, meaning you won't be able rest in
between fights. This first group of five is fairly easy. Watch out for the
two with the knives though. Again, either group them together or
string them out. Kill one of the knife wielders first to gain a formidable
weapon that can one-hit kill if you use a HEAT action.
When you've disposed with that group, begin attacking the door to
lead you up some stairs. As you head through the door watch out for
the QTE as a homeless man tries to bash your brains in with a beer
bottle. After a quick reconciliatory conversation the man joins up with
you. Head through the door on your left to begin a fight with four
more thugs.
BATTLE: This fight is super easy, especially if you've kept one of the
knives from the last fight. Word to the wise though, use the old man to
your advantage. He can't take damage, but his attacks will distract
people away from you and allow you to gain an advantage. You'll finish
this fight by smashing someone through the door to the next room
where you'll find four more enemies. Try and let the old man fight the
guy with two health bars first so you can take out the small fry without
having to worry with him.
After you've beat up that batch of goons, make sure you pick up a
weapon from the hallway to bring into your next fight, which you'll find
through the door up and to your right.
BATTLE: The most difficult battle I've had so far. The space was really
confined so it was hard to spread out the enemies. Plus these guys
actually dodged, and blocked, and actually acted with a little bit of
common sense. Take it from me, don't button mash through this one.
Actually utilize quickstep, blocking, and good solid combos. You'll walk
away from this one with a whole hell of a lot more health than I did.
The last guy runs away like a total pansy and locks the door behind him.
Old man brawler will tell you his friend (another pansy) used to be a
locksmith and should be able to help. Head back through the area you
just came from to find his friend hiding behind a garbage can. Now as
you're heading back to the door WATCH OUT! Four more yakuza thugs
will get the jump on you if you're not careful.
BATTLE: A semi-easy battle, just take out the bat guy first and use a
HEAT action with it on the knife wielder. The other two are really
pushovers.
Once you've dealt with them, if you need some health there's a
Toughness ZZ laying around one of the garbage bins in the area. Grab
that and drink it. Head back to the door and the old man's friend will
open it for you. Walk up the stairs and be prepared for a fierce fight.
BATTLE: If this particular battle taught me anything it was ABUSE HEAT.
Until now I had been saving my HEAT actions for really tough
opponents that I assumed would be showing their faces. I actually
didn't realize you could build it so quickly because I always had mine
maxed out. Here you'll need to fight defensively and quickly. There are
six guys that all rush at you down the hallway. If you're like me and still
had max HEAT, go ahead and waste one of the guys with a weapon
HEAT. Build it back up with some quick combos, grapple / grab a
weapon, wash, rinse, repeat. Don't let them surround you or you're
done for. They will combo you and you WILL get staggered. As for the
fat ass at the end of the hallway HOLDING A COUCH, just throw stuff at
him till he dies.
Behind him will be another locked door that the old man's friend will
open. Get ready for another battle.
BATTLE: Three guys in a small room with a long hallway behind me?
Time to funnel! My strategy here was lead one guy out into the
hallway while the old man grapple with the other, as the last guy was
another sofa wielder (never thought I'd say that in a guide). Once
you've disposed of the two smaller guys, grab a weapon and HEAT
attack the fatty.
Head through another locked door to meet a crazy Japanese
Christopher Lloyd and have another brawl.
BATTLE: Six people all in a small room, and they've almost all got
multiple health bars. This fight is really no joke. Keep plowing away at
them, utilizing the old man to the fullest and using HEAT as often as
possible. The only real strategy here is don't get hit a lot and don't
button mash. It's as simple as that.
After you finish saving the scientist he'll try to tell you about his
machine, but Akiyama will stop him short and tell the old man he's
going it alone from here on out. Which means it's about time for a boss
battle. (Oh, remember the scientist guy though, he'll be important
later on). Head through the final locked door and pick up the
Toughness ZZ health item in case you need it, then go through the
door to the bosses lair!
BOSS FIGHT - MIDORIKAWA: A quick little conversation of bravado and
Akiyama is ready to fight Midorikawa. It's your first true boss battle
(Ihara was like a tutorial boss) and true to most Japanese games: he's
got more than one stage. You'll first take him on with him wielding a
gun. The basic strategy here is, use quickstep to dodge the bullets, get
close, do a short combo, quickstep back to dodge his pistol whip, and
then go in for a medium combo. It's tough to get in a solid rotation, but
just keep making sure you're dodging the bullets and you can bite one
or two pistol whips. A good technique to have for this battle (since you
may or may not have leveled up recently) is Quickstep Attack, as you
can quickly get into a combo after quick stepping. Once you've
defeated his first form, three thugs will come out and fight you. Grab
Midorikawa's discarded pistol and make quick work of the thugs, using
any of the many other weapons around you if necessary. After you've
defeated them, Midorikawa will return WITH A CHAINSAW. Now it's
time to play the distance game. Stay away from him as you'll take
radiant damage just by being near the chainsaw, also any chain saw
hits will floor you instantly. There are two ways to defeat him, use
weapons from afar and whenever he charges do a quick combo then
quickstep out of the way. I say that like it's ez pz, but this shit was is
SUPER ANNOYING. Every hit being a knockdown is ridiculous and his
chainsaw has a stupidly large hit detection range. I might just suck at
this game, but seriously, this guy was dumb. I wasted way too much
health and time on him. Once you've defeated him though (hopefully
much faster and easier than I did) you'll get like an entire level's worth
of experience, so that's pretty cool.
The Chairman will then tell you that he did all of this as a favor for
Shibata who is looking for Lily. Apparently she's pissed off the wrong
clan of people. You'll then return above ground where you can either
mess around in the city some more, or head back to Sky Finance. (Also
here's my total crackpot theory for how the game was going at this
point. Lily is a tranny that doesn't want her secret to be known
anymore, she hasn't quite finished the procedure yet and the manager
threatened to rat her out if she didn't pay some fee or do (insert
some demand here). So instead, Lily kills the manager, who just
happens to be connected to Shibata, and asks Akiyama for the loan to
get the procedure done and have enough to run away afterwards. The
reason she's so uncomfortable around men is because SHE IS ONE!)
Enter Sky Finance and Akiyama will muse to himself about helping out
Lily at Club Elise. So head right back where you just came from and take
the elevator up into the club. You'll be sent into the back room where
the manager explains (to the owner of the club, mind you) about the
finer points of training hostess. Now here's where this mini-game
becomes a little more than dress up your Japanese waifu. Basically
under the Training option there's three facets of the hostess job you
can increase: Conversation, Appearance, and Wit. Depending on what
the customers want that particular night is what you'll need to train.
This night it's Conversation, so choose Conversation Tips. Notice once
you've trained her, Lily's stress level will increase. The more you train,
the more stress your hostess will gain. If she gets too stressed out
she'll start getting angry with customers. Also, if you train the same
facet one too many times she'll get bored and it'll lose its
effectiveness. However, absolutely none of this is required for now. Just
train Lily in Conversation Tips and send her on her way all three times.
If you want knock yourself out refining this mini-game to your heart's
content. Or, continue on with the main story.
Head once again back to Sky Finance (getting kind of old isn't it), and
Akiyama will get a call from the manager of Club Elise saying that Lily
made 3.8 million yen. Akiyama tells Lily to meet him at the top of
Millennium Tower (great idea since that hasn't been a horrible location
for the series /sarcasm). So head on back to EXACTLY where you just
were as Millennium Tower is right across the street from Club Elise.
Enter the tower through either door, and head down the escalator to
find the elevators that'll take you to the roof. Here you'll discover why
Akiyama tested Lily the way he did, how he's been betrayed a lot in his
life, and that he's just giving the money to Lily without her having to
pay it back. It seems things will be good until Akiyama lays the bomb on
Lily by asking her why she killed the head of Kanemura and the
manager of Drama Queen. Unwilling to answer him, Lily vows to pay
pack every dime of the loan and then leaves.
Coming down from the tower, Akiyama will get a call from Hana saying
she'll be released soon. He'll then get a call from the manager of Elise
saying that the club is in danger of going under (wtf, didn't you just tell
me business was booming an hour ago). Head to Elise for a sub story
and go back to Sky Finance (as if there were another place to go) to
continue the main story. Entering the office, Akiyama will find Hana
looking good as new. However, after he tells her about the loan he just
made to Lily, and how he doubts they'll see the money again; Hana
flees.
CHASE: Go down to the main streets and you'll start a chase sequence.
This is super easy; just follow Hana until she stops on the park.
A small scene will occur with Hana quitting Sky Finance because
Akiyama won't let go of the past and doesn't quite see that Hana is
totally in love with him. Akiyama tries to stop her, but she's made up
her mind. After the scene ends, you'll get a call from the manager of
Elise telling you that some Yakuza are at the club asking for Lily and
making a ruckus. Before heading over there though, make sure to grab
the locker key from the tree in the park. Follow your way point marker
over to Club Elise, but make sure to save outside, stock up on health
items, and do any side quest stuff because you're about to fight the
final boss of part 1.
BOSS FIGHT - MINAMI: Akiyama will enter the room to hear some
very... uh, "unique" singing from a shirtless Yakuza. He tries to reason
with them in his joking, witty manner, but Minami won't have any of it.
They're here to take Lily back to their boss Majima and "no" isn't in
their vocabulary. Minami isn't really all that tough in the beginning. He's
super quick and he guards way more than any opponent you've fought
before though, so be wary and take your time with this fight. Go in
land a quick light combo, quickstep back and run to the far side of the
little arena. His combos always move him forward so quickstepping out
of the way of those is a prime opportunity to land a quick counter-
combo. Don't try to combo too much though, because generally he'll
block after about 2-3 hits, unless it's from behind. If you came in with
full HEAT like I did, grapple him quickly and let off a HEAT action on one
of the tables. You only have about 1.5 seconds to do it though, so try to
grapple him near one. Every so often when he takes damage, Minami
will begin pull out a beer and start chugging. ATTACK HIM! His fighting
style is based on his inebriation so the longer he drinks, the stronger
he gets. Once he was at about half health, Minami did one of those
HEAT QTEs that allow you to counter for massive damage. Just be on
the lookout for it because the time to press the buttons is relatively
fast. After this QTE is when things started getting insane, and why I put
"in the beginning" at the start of this paragraph. He's super quick, his
first hit stuns you, you can no longer grapple; it's just completely nuts.
Keep up the dodging and quickstepping always keep your distance
from him and wait to attack him from behind. Don't be conservative
with those health items either, using a Toughness or Staminan sooner
rather than later can be all the difference now. Eventually, he'll calm
down and get out of SUPER INVINCILBLE HEAT MODE and go back to
his normal semi-easy self. Try to finish him off before he gains HEAT again
or this battle will wear you down really quick.
Once you've finished with Minami, and gained a TON of experience,
Goro Majima (head of the Majima family) will appear and ask you
where Lily is. Akiyama says she's probably skipped town, but asks why
everyone is looking for her and who she really is. Majima tells Akiyama
her real name is Yasuko and that he's trying to protect her to make
amends for "what happened in '85". Oooohhhhh, super ambiguous
statement to end part 1!
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============================================================================
Part 2: Taiga Saejima (PTS)
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============================================================================
Taiga Saejima's story begins with a eye-patch-less Majima, him, and a
younger Lily (now known as Yasuko) all gathered together in an
apartment. Things seem like a normal day, until Saejima sends Yasuko
(who is purposefully played ambiguously as his girlfriend, but look how
much older Saejima looks than her, I'm banking on daughter) out for
beer. Turns out that Saejima and Majima are set to kill ten Yakuza from
the Ueno family tomorrow. Flash forward to tomorrow and we see
Saejima chillin' in his car waiting for Majima to show up. Majima no
shows and even though there's way more than ten guys, Saejima puts
on his bad ass hat and decides to do it himself. Grabbing all six guns
(placing one in his mouth instead of somewhere, I dunno, less idiotic)
he heads into the diner and systematically slaughters the lot of them.
(I'll pause here to say this is the DUMBEST shooting scene I've ever
witnessed. There's a door right behind the boss that no one runs out
of. They just sit there and let themselves die at the beginning before
rushing him ONE AT A TIME. Plus, apparently two bullets in his back
and shoulder don't even faze Saejima more than a disgruntled moan.
This could've been an amazing cut scene where he defies all odds and
kills them, instead it was just dumb.
============================================================================
============================================================================
Chatper 1: Flight for the Truth (TS1)
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============================================================================
Chapter 1 of Saejima's tale formally begins with some scrolling text
detailing that he was sentenced to death row for the slaughter and
that now he's suddenly being transported. He's also apparently only
20, so that throws out my daughter theory. After being escorted to
your new cell, Saejima will find himself in the cafeteria where he gets
accosted by several members of the Ueno clan all of whom just
happen to have knives... in a prison... wtf? (Even though they're plastic
harden killers aren't given those).
BATTLE: Okay so right off the bat I'll tell you this first challenge is dumb
and I completely failed it the first time. (Only time I've had to retry
anything in this game so far). The way it's described is, "Hold down
Triangle while attacking unarmed Square to execute a charged attack."
Which to me says, hold Triangle as you mash Square. Wrong. It means
do a three-hit Square combo, then hold Triangle at the end of it to do
the charge attack. I blame it on the localization team. So do that five
times to grab 1K experience, which will level you up. I paused mid-
battle to get myself some more skills. Finish off the remaining few
weak enemies, whose knives mysteriously disappeared in battle.
Once you're done with the fight the guards show up and take Saejima
off to be beaten by some psychotic guard named Saito. The prison
warden (I assume) shows up and has Saito stop... so the inmate that
bribed him can have his turn. OR NOT! Hamazaki, the inmate, is a
fellow Tojo member that informs you of how things go down around
Okinawa Penitentiary Number 2 and asks for your help with
something. Supposedly your hit did jack shit back in '85 (as evidenced
by the Ueno stuff that happened in Part 1) and your boss, Sasai,
stepped down and disappeared. Then in a twist typical for the Yakuza
series, Hamazaki informs you that Majima wasn't ever going to show
up for the hit; that that was the plan all along.
Back outside, Hamazaki will detail to Saejima tonight's escape plan.
However, before anything can happen he needs you to get some
materials to make a grappling hook. Head over to where your waypoint
marker is and talk to the fat guy next to the save point. He'll tell you he
can make the grappling hook but you're going to need some materials.
First, we need to find a chain. Approach the three inmates standing
next to the work out equipment. Talk to all three of them and you'll
get into a brawl.
BATTLE: Dispose of them quickly before the guards catch you fighting.
They aren't anything to be worried about, just use your charge attack
and you'll be good to go.
Once you've disposed of them they'll give Saejima the chain he needs.
Head back to the fat weapon-smith and he'll tell you he now needs a
"fork-like object" or a farm tool (read: hoe). Go talk to the guys next to
the bleachers who were on farm duty, they'll agree to give you the
tool if you can nab them a cigarette. In order to get a cigarette, talk to
the guy standing under the basketball hoop and then head back to the
farmers. They'll of course need a lighter, sending you on another fetch
quest, so talk to the guard below the save point and he'll let you out
into the exterior area. Go left to the dead end and you'll find the
lighter. Head back to the farmers for one last talk.
BATTLE: He did only say he'd think about it. Derp. Lay a quick beating
on them and get the hoe.
With hoe in hand (innuendos, innuendos everywhere), head back to
the fat guy and he'll make you the grappling hook. Talk to Hamazaki
again, who'll tell you to hide the grappling hook. Follow your waypoint
maker and put it under the man hole. With everything set, it's time to
start the escape! Everything goes according to keikaku (TL Note:
Keikaku means plan); Hamazaki slips by garbed in guards clothes and
Saejima gets to fight five guards with batons. Hmm, seems a little one-
sided.
BATTLE: So from here on out the entire chapter gets a little more
difficult than previously. Since they're kind of throwing you to the
wolves here with fight after fight after fight, being low level and sparse
health items; you'll need to fight intelligently and make sure not to get
hit too much. At the start of this battle, turn around and grab the
Toughness ZZ health item. Then begin to work on the weaker guards,
dodging Saito's lunge attacks along the way. Once you've dealt with
the others, then head in for Saito himself, as he's the hardest hitting
and has the highest health. You should have a HEAT action built up now
though, so release a charge attack on Saito to put him on the ground in
prime position for HEAT.
After defeating the guards and claiming the keys, you'll get into
another fight as you head to the director's office.
BATTLE: These guys are about as tough as the other guards you just
fought, but one of them has a wooden sword. Knock him to the
ground, and then make quick work of the other two, to build up HEAT.
Knock him down again and use HEAT. Make sure to grab the HEAT
upper item laying on the ground here. Once you've defeated the last
enemy, a gate will open and he'll flee. Also, as a side note you should
be about to level up to level 4 at this juncture. Remember to spend
those ability orbs!
Run forward after the guard to be caught in a QTE when the gate slams
closed. Head towards the stairs, but turn left right before them to grab
a Staminan X. Go upstairs and head down the hallway for two more
gate QTEs and another QTE for Saito! That one is especially important
because I missed it and half my health was gone.
BATTLE: If you brought the wooden sword with you and you get the
QTE, you'll have enough HEAT shortly to utilize it with the sword.
Alone, Saito isn't very difficult; just remember that the wooden sword
is slightly slower than his baton; so if he gets in close you'll be at a
disadvantage. When around 3/4ths of his health is gone, you'll do a
FEEL THE HEAT QTE that is pretty brutal and finishes him off giving you
an entire levels worth of experience.
Having felled Saito for a second time, check his motionless body for the
card key and use it on the wooden doors in the room. Head down the
hallway toward your waypoint marker and enter the Director's Room.
Hamazaki isn't finished yet, and two more guards will attack you.
BATTLE: Two more regular guards. Easy battle, just charge attack one,
and then move to the next one. They go down in like 10 seconds.
Hamazaki finishes, and is inexplicably in yet another different outfit,
and you continue your escape to the rooftops. On the roofs, you'll
encounter a sniper and Hamazaki will tactfully use Saejima as bait.
Whenever the laser is green you're good to go, but the closer it gets to
red the closer you are to getting shot. Utilize quickstep when the color
is changing to avoid getting filled with holes. Destroy the gate behind
you and run into three enemies.
BATTLE: This battle is tricky only in that you need to watch the sniper's
laser constantly to make sure you don't get shot. This means
sometimes interrupting your combo to dodge roll away to safety. One
of them does have a sword as well, so watch out for that. They're just
your garden variety guards though so they should cause too much of a
threat.
Once you've disposed of them, head up and turn left and they'll be a
guard waiting for you.
BATTLE: Bro-kun is super easy, just make sure he doesn't hit you with
his flash bang or you will get shot.
Destroy the gate behind you to get a Staminan X and then the one in
front of you to proceed on the rooftops. A group of guards will come
running towards you, but you don't want to fight them now. There's
still that sniper and there's very little cover. Instead, run past them and
take out the sniper first by running to the next gate and watching as
Hamazaki finally does something useful: taking out the sniper.
BATTLE: Now that that's taken care of, you've got plenty of time to
fight the guards without worrying about getting shot. There are two
unarmed regular guards, two sword wielders, a grenade thrower, and
a new fat standard guard. My strategy was use HEAT on one of the
sword guys so I could grab that and make quick work of the rest of the
guys. It's a decent strategy, but it does leave you slightly open to
grenade attacks. The best thing to definitely remember is spread out
the enemies. Though the grenade does affect them as well, it won't
ever stun all of them; so you'll be ripe for the picking if you're
surrounded. Finish off the battle to advance to level six.
Destroy the gates you ran to for the sniper scene and head towards
your waypoint marker. Go through the door to meet back up with
Hamazaki, who somehow ended up behind you, go down the stair
cases, and follow the hallway until you're attacked by eight guards.
BATTLE: Utilize the swords dropped from the guards, both in this fight
and the last, and make sure Hamazaki always has a few guards
occupied. In this fight, since there's not a grenade thrower, bunching
the enemies together can be extremely helpful since your combos and
sword swinging will often times connect with more than one foe. After
you've defeated the last enemy, make sure to grab a fully charged
sword.
Go through the doors to reach the prison yard and head to the man
hole where you hid the grappling hook for a cut scene where Saejima
heroically lets Hamazaki go first and then has to stay behind and fight.
BOSS FIGHT - SAITO: This isn't really technically a boss fight I don't
think, but since he's had multiple "forms" and he's a named character; I'm
calling him a boss. The guards surrounding Saito are all armed, but
they're the weaker guards for the most part. Take out the pistol
wielding one first to have a power weapon to use against Saito. Word
of caution though, I wasn't expecting what happened in the next
chapter so I used a couple health items in this fight to max out my
health. DON'T! You start with full health next chapter and the fight that
happens there is BRUTALLY difficult with only one recovery item. Once
you've taken out the weakling guards, and only Saito remains, this
battle gets significantly easier. Still though, Saito's attacks are stupidly
quick (much, much faster than before) and his flopping jump attack
thing is an instant knock down. Give him some distance and make sure
to utilize HEAT moves if you can keep your meter up. (Note: I say this
like it's easy, but this is the first fight I ever had to retry and I had to
do it multiple times. HIS ATTACKS ARE FUCKING WAY TOO QUICK!)
Once you've finally managed to take down Saito, get ready for another
incredibly dumb cut scene. Saejima and Hamazaki decide to spend
some quality time up on the roof of the prison they've just broken out
of. Hamazaki also decides it'll be a great idea to stand and talk, not
watching his back, so he gets shot. The scene ends with Hamazaki
throwing himself and Saito (whom Saejima had THREE chances to kill
earlier) off the prison roof, and Saejima jumping from the chain after
them.
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Chatper 2: The Tiger and the Dragon (TS2)
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============================================================================
Watch as Haruka finds Saejima washed up on shore and brings you
back to Sunshine Orphanage. In case you didn't watch the
reminiscences this place is super important. Kiryu Kazuma, the main
protagonist of the Yakuza series owns this place, and Haruka is basically
his adopted daughter. So, of course, Saejima decides to put her in a
super rape position, but he backs off because that's a little too fucked
up, even for Yakuza. Kiryu then shows up and Haruka runs off scared.
Kiryu questions Saejima who stupidly lies about his name and past, but
Kiryu sees right through him. Saejima begs him for money in order to
abet in satiating his revenge, but Kiryu refuses. Saejima and Kiryu
vocally buck at each other for a bit, showing off some more
testosterone fueled bravado before fighting it out LIKE MEN!
BOSS FIGHT - KAZUMA KIRYU: Again, not technically a "boss" but it
might as well be because this dude is TOUGH. First thing you're going
to want to do is go grab the Toughness ZZ sitting at the back of the
battle field. This is great for when your health gets low and believe me
it WILL get low A LOT; don't be conservative with healing items here as
you lose your entire inventory at the start of the next chapter. Kiryu is
quick and he attacks in short burst. Go in too brashly, and he'll punish
you. Just like the player, he'll gain HEAT as well; gradually going from a
blue aura to a red one. Once in the red form, Kiryu will unleash some
absolutely devastating attacks. The worst of which is an unblockable
HEAT move that does absolutely ridiculous damage. Honestly, the
name of the game for the battle is speed and maneuverability. Go in
quick, go out quick (that's what she said), and try to wear at him slowly
but surely. Another good tip is once, he's gained HEAT try and run
around a bit to let it go away so you have longer to attack. It's a waiting
game really, but it'll pay off in the end. Once you've got him down to
about 1/4th health remaining it'll go into a QTE for you to finish him off.
You'll now be greeted by a few cut scenes giving some explanation on
what's going on. Turns out it was the same Hamazaki that stabbed
Kiryu at the end of Yakuza 3 that was in prison (oh wow BIG SURPRISE)
with Saejima. Kiryu leaves to "buy some groceries" and tells Haruka to
give Saejima "his bags" when he wakes up. Oh Kiryu, you clever
bastard you. Saejima does indeed stir from his sleep, and upon seeing
the items in the bag, clothes himself and leaves for Tokyo.
============================================================================
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Chatper 3: The 25-Year Blank (TS3)
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Now that we're back in Kamurocho, this is really your first opportunity
to use Saejima to explore. So go out there and get your feet wet. Find
some sub-stories, grab some keys, talk to people, do anything and
everything you want. Be careful though, Saejima is an escaped convict
after all. Any police that spot you will engage you in a chase sequence.
They're fairly easy to outrun so it's no big deal, just gets a little
annoying after a while. When you're done having your fun with the
town though, head to the top right section of the map where your
waypoint marker is.
Once you've reached the alleyway, Saejima will pointedly state that
the Sasai family is no longer at this location. (Oh really, I'd never have
guessed) Talk to the homeless man sifting through garbage and he'll
direct you to the Underground Mall to find a man called Toku. Head
south to your new waypoint, conveniently located all the way on the
other side of the map, but before you head downstairs, go into the
any of the shops nearby and buy some alcohol (it doesn't matter what
kind). Now head down to the Underground Mall and talk to the
homeless next to the lockers. Toku will tell you he might know
something, but some booze would probably jog his memory (good
thing we bought some!) Give him the alcohol. He informs you that the
Sasai family is no longer in the city and that he has no idea where the
boss might be, but he does say it might help to go back to where it all
started. At this, Saejima decides to go back to his old apartment.
Go up and out of the Underground and follow your waypoint marker
to the same place Akiyama took Yasuko (Lily). Saejima will come across
Kido just as he's finished giving a good ass beating to some Shibata
goons. Saejima questions Kido about his yakuza ties, demanding he
helps him find Sasai. Kido, in typical fashion, freaks out and runs.
CHASE: So, you'll need to actually pay attention during this chase
scene, as it's more than just following Kido. (I actually failed the first
time. >_>) Anyways, at the beginning just make sure to stick close and tackle
him when possible. Cut corners, hurdle obstacles, don't hit pedestrians;
you know the drill. After a bit though, Kido will can a speed boost.
Follow him a distance and he'll eventually tire enough to where you
can tackle him again. However, once you've done this, he'll change
directions completely and haul ass the other way. Don't let this take
you by surprise! Keep right on his ass and you'll eventually get him.
Once you've caught him, Saejima and Kido will exchange horror stories
before Kido tells Saejima he may know a guy that can help. Follow Kido
back to his hideout (the place where you fought the chainsaw boss in
Akiyama's story) and before you go inside grab the key beside the
entrance. Once inside, Kido will tell you that the information broker
he's heard about generally uses the homeless to help gather intel.
Now, while you'd think that you need to talk to the homeless people
around the hide out to figure out where the info dealer was; this is
Yakuza... nothing ever makes sense. Instead these are mostly sub
stories that'll of course net you experience and items, but won't help
you progress in the storyline. Instead, head up the escalator to be
greeted by an older homeless gentlemen that asks you to follow him
to save the "Master". You'll see three hooligans accosting another
elderly man. Saejima the Strong to the rescue!
BATTLE: There are three of them. Yup, that's all the pertinent info for
this fight. Easy.
Once you've gotten rid of the street punks, the old man will tell you
about how he's been digging down here for 25 years looking for
something a Saejima agrees to help him whenever he can (sub story).
You'll also now have access to Saejima's Revelations to learn new
abilities. Except, instead of Akiyama's camera phone, Saejima has... a
wooden chisel... yeah, that'll be really helpful snagging something
happening in an instant. Derp. Anyways, now that you've unlocked the
sewers you'll have access to even more sub stories and a few new
shops. Mess around down there if you'd like, you can get Saejima
pretty OP if you do enough sub stories, or just continue the main
storyline. Oh also, you'll be standing on a key when you exit the cut
scene, so grab that too.
Head away from the old man's tunnel entrance and follow the path till
you see a bridge. Cross it and go to the right. There will be a group of
three men at the end, talk to the two huddled in the corner. They'll
give you some info about the info dealer, Kage the Florist, and tell you
there's a rumor that you can access his headquarters through the
bathroom in West Park. Saejima response, and I quote, "Oh West Park,
YOU MEAN THE ONE LOCATED ON THE NORTH SIDE OF TOW" (caps
added for emphasis). Are you serious, SEGA and/or localization team?
Facepalm. Anyways, follow your new waypoint out of the sewers and
up to West Park. Upon entering the bathroom you'll be treated to a
hilarious scene where Saejima rips open the stall door with a man
taking a dump inside, only to see the locked door behind it and give up
with an appropriate, "My bad" to the flabbergasted man.
With no clues to go on now, Saejima is back at square one. Luckily for
you, I'm not. Open up your map and scroll all the way over to the left
most section where there's a taxi symbol. Now look to the right and
you'll see a yellow square that represents the building, M Store. Head
there from your current location and you should see two construction
workers standing on the corner in front of a tall black building. Look to
your right to see one standing along muttering, "Kage the Florist". Talk
to him to gain some info as to where Kage might be. Head toward your
waypoint marker in Children's Park where you'll meet a group of street
punks standing over the manhole cover.
BATTLE: Though they have weapons and a few have more than one
bar of health, they're all really just pushovers. Grab the trashcans and
ashtrays around the park to deal a lot of damage quick, then just pick
up the weapons the drop to deal with the rest.
Once you've finished with that trash, head down the manhole into the
sewers. Head right towards your waypoint, making sure to stop and
talk to the old man for 500 experience, and you'll eventually reach a
ladder that leads you to Purgatory Underground. Saejima turns and
goes into a building where Kage (another recurring character from the
series) is waiting for him. Turns out Kage knew about Saejima all along.
You'll inquire as to the nature of Purgatory and find out Kage built it as
a safe house for decadence. When prodded about the location of
Sasai, Kage will tell you that he does know, but the info won't come
cheap. Saejima of course doesn't have any cash money, but Kage has a
different plan. He'll lead you to the Coliseum where he holds gladiator-
esque deathmatch fights. Save, and leave Purgatory to finish any side
quests or grab any items you need. Then talk to Kage again to start
your final battle of the chapter. Oh, except choose the third option
first to grab 10K.
BOSS FIGHT - IVAN IBRAHIMOVIC: Maybe I'm being a little too liberal
with the term "boss fight". Meh, whatevs. He's not too terribly difficult
as none of his attacks, even HEAT, do all that much damage. He can
however, get you in a string of combos that's a little harder to roll out
of than most. I came into the fight with a full HEAT, so grappling him
and using HEAT against the chamber walls does a good bit of damage.
After taking some hits and giving some, Ivan will begin to glow and his
attacks will be slightly quicker and slightly strong. Shelling up during
these is a good idea, as I never had him break my guard even with a
four to five hit combo. Keep at it and eventually he'll revert back to
normal. Once you've done enough damage he'll use a HEAT move that
can be countered within the QTE; do this to finish off Ivan.
Defeated, Ivan lies on the ground as Saejima gives the crowd exactly
what they need, a good smack in the fucking face WITH WORDS! In all
honesty, the cut scene wasn't nearly as cheesy as I thought it was
going to be and have some merit of poignancy to it. +1 to Saejima's
character.
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Chatper 4: Oath of Brotherhood (TS4)
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After Saejima leaves the ring, Kage pursues after him and declares that
the fight in the ring was just a test to make sure Saejima wasn't just
some crazy psychopath. Kage then calls to have Sasai, who is still alive,
brought in to see Saejima. However, Sasai isn't quite the same as
Saejima remembers him, unresponsive and apparently riddled with
some memory disease; Sasai can barely utter Saejima's name. (This
scene was actually pretty moving given the trite we've seen thus far).
After he leaves, Kage tells you that the cops are still hot on your trail
and you should go back to Kido's hide out and lay low for a while.
Go forward and Saejima will climb down into the sewers from
Purgatory. Follow your waypoint through them to come out in the
Children's Park area. Coming out of the ladder you'll be stopped by a
man in a yellow martial arts outfit. He's the leader of a dojo nearby and
wants you to go there and help him. Either option will lead you to him
explaining how and why he wants your help with the dojo, but it's still
an entirely optional sub-story type thing. If you accept you'll be shown
how the Training mini-game works, or decline to continue with the
main storyline.
Once you're outside, an on-screen prompt will inform you that the
police force is out in full and that one false move (them spotting you)
will lead to a game over. Notice the pink dot on your screen, that's a
cop, avoid them. Your first waypoint will be the entrance to the roof of
THE red building from Akiyama's story. Head forward a bit and you'll
see another cop blocking the road, turn right. Head down this street to
the edge of the buildings then hug the wall turning left. As you
approach the alleyway entrance, Saejima will see a cop. Don't let him
so you or bump into him or you'll have to start over. Simply walk, with
L1, past him and into the alleyway to make it to the rooftops. Once
you're on the rooftops just follow the path to your waypoint marker
until you reach Sky Finance (it's the same way you ran as Akiyama).
You'll also bump into the fat weapons mod guy you met in prison who
just so happened to have also escaped. After you're back on the
ground a new waypoint marker will appear just a couple of streets
over from you. Head out of the New Serena Backlot and cross over
Tenkaichi Street toward your objective. Now walk so the far cop
doesn't get suspicious and enter Central Parking Lot (D). Run all the
way across the parking lot to the opposite side and go through the
door with the big "E" painted next to it. Once you come back up top
side, there'll be several cops really close to you. Walk to the right and
go down Senryo Avenue a little bit before turning right into an
alleyway. Follow the alley to your waypoint and it will take you to the
rooftops east sector. Again, follow your waypoint across the rooftops
until you get to a fire escape that leads to the area Kyushu No.1 Star.
Here comes the challenging part. Now when you first come down the
stairs you'll realize there's quite few cops in your vicinity. Don't panic.
Turn right from where you came out and head across Taihei Blvd East
toward your waypoint destination. Now, hug the buildings in front of
you as you make your way up Senryo Avenue North. Keep hugging the
buildings to your left and the cop stationed in front of the Champion
District won't see you. Keep going until you can see the building your
waypoint is in. There will be a cop in front of it who moves in a triangle
like pattern. Wait for him to not be facing you and casually walk across
the street and into the building. Go down the man hole into the
sewers below. You'll now be in some familiar territory underneath the
Millennium Tower. Head to the elevator and take it back up to the
streets. Turn left and follow your way point marker to find the back
entrance into the Theatre. Head down and to your safe house. Whew!
That was quite the journey.
Entering your hide out Minami is chillin' on top of the desk with the
homeless people around him scared shitless. Don't worry though, he's
not here for a fight, he'll just tell you that Majima wants to meet you
tomorrow on top of Millennium Tower. After he leaves, Kido will tell
you that it's pretty impossible for you to get to Millennium Tower right
now (even though we just came from there), so he'll go stake out the
best route. Here you're given the option to wonder around the city a
bit more, though how it's possible with all those cops I know not, but
instead just go back into the hide out and have Kido go run some spec
ops for you.
When Kido returns he gives you what appears to be the most
complicated directions for getting anywhere ever, but it's pretty much
just back tracking your steps a bit. As Saejima leaves, Kido will ask him
if he has any regrets and he'll reply with a stereotypical blind loyalty,
give it all for the boss, BALLS TO THE WALL, answer. Outside you'll gain
control of Saejima, now when I said "pretty much just back tracking"
what I meant to say was, re-read two paragraphs ago backwards until
you get to Central Parking Lot. Legit, it's exactly the same route we just
took. Once you've gotten to the parking lot, follow the waypoint
marker to a manhole cover and go down into the sewers. Down here
continue to follow the marker until you reach a ladder that'll take you
to the Millennium Tower garden. Go through the doors and prepare to
fight a fucking army.
BATTLE: This battle is a long one, so your main focus at all times is
taking as little damage as possible. The first phase should be easy
enough. It's just the simple thugs that don't do anything but stand
there and occasionally grapple you. No big deal. Clear out the easier of
those and more will start to funnel in that have more health. Keep up
the combos into the charge attacks and you'll do just fine. You'll know
when you've finished the first section when you see a short scene and
several differently designed yakuza enter the ring. This second phase
isn't any harder than the first, but they do have more health and are
slightly more aggressive. They'll inevitably put a few hits on you, but
don't worry; just keep up the combo attacks and charges and they'll be
done in no time. After you've cleared them out the third phase will
begin. There's only three this time, but they all have two health bars
and can take their fair share of damage. Focus on them individually and
definitely don't get surrounded, you'll need all the health you can
muster going into the final phase...Minami. That's right good old
Minami gets to get his ass whooped once more. It seems Akiyama
thorough beat down slowed Minami quite a bit as his speed isn't an
issue at all in this fight. For the first part most of your combo and
charge attacks will hit him and if you can get HEAT up enough you'll
have a chance to use it when he gets knocked down. Once you've
whittled him down to only having one bar left, he'll throw you into that
same QTE he tried on Akiyama. Get it right to take a nice chunk out of
his last life bar. However, now he's pretty ridiculous with HEAT power and
speed. Try to distance yourself from him and like the previous battle you
had with him, utilize his over-zealous combos to your advantage. Also
at this point, Minami decides to go full circus on us by guzzling beer and
blowing it into a lighter to create a mini-flamethrower. When he uses
this attack BACK UP! Don't try to get in and sneak an attack it as you will
get hit. I know because I tried to rush him because he only had one-hit
left and that shit took away half of my health. Just wait for him to stop
and continue giving him a good pounding.
Once you finished with Minami, Majima will finally show his face and
take you to another location so you can have a little chat. Of course,
this means it's time for a boss fight!
BOSS FIGHT - MAJIMA: Okay so first things first, if you've done what I
did you'll have leveled up two or three times fighting the army from
before. At the beginning of this battle pause and go to your abilities
menu. If you don't have it already, I HIGHLY suggest getting the Dragon
God Talisman as an ability as it allows you to guard knife attacks using
L1. Perfect for this fight since Majima constantly has a knife. The
biggest factor in this battle is speed. Majima is insanely fast and if you
go in too aggressively he quickstep rings around you before you know
it. All of his attack are incredibly annoying and quick, so after you're
done selecting abilities, run to the side of the arena and grab the two
health items and a bat. Use these bats wisely to keep Majima at arm's
reach and do some good damage to him. Remember the weapons still
degrade even if the person is blocking so don't waste any swings.
Another thing to be on the lookout for in this battle is Majima's QTE
attack. You can't counter it, but you'll need to press the correct
sequence of four buttons to make sure you don't get absolutely
wrecked. After you've dwindled his health away some, Majima will go
into HEAT mode and do this incredibly unblockable spinning attack. Try
and dodge it as best you can but you will get hit and there's no real way
to get away from it. However, be near him when he stops because
he'll go down on one knee and you can land several free hits on him.
Other than that, just keep hitting him when you can, and use health
items with abandon. You'll get him eventually, it's a long and slightly
frustrating battle sometimes; but it's not too difficult.
Once you've defeated Majima, Saejima and him will lay back and chat
like old friends. Majima shows Saejima (but not the player o_O) what
happened to his eye and then starts to recount what happened that
fateful day in '85.
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Part 3: Masayoshi Tanimura (PMT)
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Like Part 2, Part 3 starts off with the explanation of the cliffhanger from
the previous section. It seems that Majima was lured to an abandoned
warehouse by Shibata whom informed him that the hit on Ueno was
all a part of two traitors, one of them being Sasai himself, plan to make
it big in the Tojo and Ueno clans. Shibata says they can't have a Dojima
member caught up in the turmoil (yakuza politics how do they work),
but Majima doesn't care and tries to go to Saejima. Unfortunately,
Shibata has accounted for this and has a small arsenal of men come out
to stop him. Majima manages to down all but one of them and ends up
tied to a steel beam, where the guy proceeds to cut out his eye. Brutal.
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Chapter 1: The Parasite of Kamurocho (MT1)
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Chapter 1 starts off with our good friend Detective Sugiuchi
interrogating the newest protagonist Masayoshi Tanimura, though it
doesn't really go over all that well seeing as how Tanimura is listening
to a horse race. Already you can see Tanimura is going to be a punk-ass
little kid. Anyways, as you leave the interrogation room, Tanimura is
stopped by the Chief who tells him that someone tipped off the
station that he was at a Mahjong parlor (gambling) on the clock. Of
course, this infuriates Tanimura bro-kun and he sets off to find the
snitch.
Now that you've got control of Tanimura, head toward the waypoint
marker that's right up the street. Gee, I wonder how they saw you.
Before you enter the Mahjong parlor though, head down the street
some more and buy two Fake Silver Plates at Ebisu Pawn shop. With
those in hand make your way to the parlor. Talk to the manager at the
front desk to be directed to the group of four guys chillin' at the table.
Chat with them to find out they're the ones Tanimura destroyed
yesterday at Mahjong. They have the info you want, but they're not
going to let it go without a fee. Two Silver Plates is their price. Oh
really? We just happen to have some right here. Give them the fakes and
they'll tell you the guy you're looking for is Iida and he hangs out
around the Shichifuku Parking Lot.
Follow your waypoint marker to your destination, but make sure to
talk to the guy standing outside the parking lot for a quick 500
experience points. Go inside the lot and talk to the braggart that
everyone is standing around. It's Iida, and turns out you get to fight
him.
BATTLE: As is the norm with new characters, you're first objective is a
challenge. It showcases one of Tanimura's several unique features.
When an enemy is attacking, press L1 to do a reversal time guard on
them and send them in the opposite direction. This is absolutely great
for getting an enemy to show his back to you. Do this 5 times for 1,000
experience. Now, there are some other things to notice about
Tanimura that will come in handy later. The change from Akiyama to
Saejima wasn't too drastic. Akiyama was a great all around fighter.
Quick attacks, good health, good speed, nice HEAT; he was a perfect
beginners fighter. Saejima relied more on complete brute strength and
high health to get him through battles, so the adjustment from the
two was pretty negligible. However, the change from Saejima to
Tanimura is pretty drastic. Tanimura is much more lithe and agile that
Saejima and has much less health. His advantages are the new L1
throw and the variety of HEAT finishers he can unlock to perform after
combos. He's a much more skillfully played fighter and running into
fights button mashing isn't the best solution. Some abilities to
definitely grab are Combo Speed Boost, Enhanced Parry, and Essence
of Arresting. These will be vital tools at your disposal in the future. Oh
yeah, about the fight, it's easy. =P
Once you've trounced Iida, he'll give you some sob story and Tanimura
lets him off the hook this once. As you leave the parking lot you'll get a
call on the police scanner about an incident at Theatre Square.
Tanimura will insta-warp there and see a lowly business man getting
roughed up by some street punk.
BATTLE: Another pushover fight, but it does give you a chance to try
out some of the new abilities you have and get a feel for Tanimura's
fighting style better.
The battle completed, a "volunteer" will come up to Tanimura and ask
for his help defending the vox populi of Kamurocho. This gives you
access to the police scanner side missions. They're, as with most
things, entirely optional; but like the normal Sub Stories they reap
health rewards of experience and cash money. After the chat with the
volunteer, Tanimura will get a call from someone named Zhao that
needs his help. Follow your waypoint marker and upon approaching it
you'll enter a cut scene showing Tanimura enter Little Asia Town and
doing a super shady drug deal-like money exchange before heading to
the Chinese restaurant, Homeland, which serves as your hide out.
Inside we catch a glimpse of Tanimura's softer side as it's implicity
explained he does most of his gambling and shady activities in order to
help those in need. (Seems Akiyama's got some competition for
Japanese Robin Hood). We're also finally clued in on how Tanimura is
connected to all this: his father was murdered while he was
investigating the Ueno Clan hit that Saejima pulled. Apparently,
Tanimura believes Yasuko, now known to be Saejima's sister (man, I
was off), can somehow help him find the answers he's looking for. Just
then, the phone rings and the manager of a Korean salon called Midori
(which oddly enough is Japanese for Green) says that Yasuko is there
right now!
Leave Little Asia town, which is surprisingly difficult to navigate
through, and follow your waypoint to the salon. Talk to the man outside,
who will negotiate a deal with Tanimura, and Yasuko will come out to meet
you. Talk to her and in typical Yasuko fashion her dialog will be as dumb as
ever. Some Shibata family goons will attack you, interruption Tanimura's
conversation.
BATTLE: This'll be your first battle against enemies that aren't complete
wastes of time, but it's still pathetically easy. The larger yakuza doesn't
stagger that often, so be careful of that. Grab the signs as weapons
that are around you and you should be able to make quick work of
these fools.
Just as you exit the fight, you'll notice that Yasuko has been kidnapped.
Now's the time to do anything you want around the city and stock up
on items / equipment because you're in for a nice long stretch of
fighting. Whenever you are ready, grab a cab and head for the docks.
BATTLE: As soon as you arrive you'll be pitted against five Shibata
yakuza members. This battle isn't tough, but the enemies are by no
means pushovers. Try to take out one of the weapon wielding
enemies first and then focus on the purple-suited one. He's the
strongest of the ground and the most aggressive. Once you've dealt
with him, there will be a short scene of him breaking away a barrier
and fleeing. Finish off the remaining enemies if there are any and
make sure to grab the health item before you head after the cowardly
enemy.
BE CAREFUL! After you've progress a bit, a truck will come out of a
hangar and try to run you over. Make sure you're ready for the QTE.
BATTLE: Another group of five yakuza. The strategy is much the same
as the last battle except there aren't any enemies here with weapons.
One thing I did notice was that these guys seemed to grapple you
more. I'm not sure if it was because I took a bit longer to deal with
them or not, but I figured it'd be helpful just in case. Also, if you didn't
do any sub stories before coming here, you should be leveling up like
every fight; so make sure to spend your ability points and get some
decent finishing moves.
Follow the path toward your waypoint marker and you'll get hit with
another QTE of someone trying to kill you with falling 2x4s. Head
around the corner to find yourself in yet another fight.
BATTLE: Five more guys, this time dressed as mechanics, come out
from behind a door. Before you start to fight them though, run to the
left and grab another health item. These enemies are by far the
easiest you've fought on the docks thus far. Simple combos will take
them out no problem.
Continue along the path and you'll be met with several worker yakuza
pouring oil everywhere.
BATTLE: At first I thought they were going to set it on fire, but turns out
it was just supposed to be slippery. Either way, the first three that
rushed at me, I just led backwards into the not oil field and made quick
work of them there. Strangely though, their weapons disappeared so I
couldn't utilize those. Be careful fighting the two enemies that remain
in the oil. Me being a dumb ass and continuously slipping I took more
damage than the actual enemies dealt to me.
Round the curve and head for the final stretch of oil and you'll be taken
into another QTE. Oh, so you ARE going to set it on fire. You'll be
pushed into another fight.
BATTLE: Another three grunt yakuza. One's armed with a pipe type
thing, but that's about the only important thing to say here.
Break open the door in front of you and head to the next area.
BATTLE: Getting tired of this yet? Go grab the health item first thing,
and then lead the two opponents running back into the area you just
came from. If you don't your susceptible to the machine gunner in the
back and that is not a good thing; if he gets a lock on you and you take
all the shots, it's a half health hitter at the least. Once you're done with
the other two though, the machine gunner should have that purple
terrified aura around him that I haven't mentioned until now because I
didn't realize it existed until a few fights ago. >_> Anyways, he
shouldn't be shooting at you and you can make quick work of him. If he
is, pop out of cover and let him fire his rounds; then rush him.
Move forward a bit and the same guy will try to crush you with
wooden planks again. Dodge them in a QTE and be pushed into the
final battle.
BATTLE: You start surrounded, but don't let that distress you. Make a
dash for the health item and then assess your situation. There's four
weakling yakuza, one with a pistol, and one with a katana. Now most
of the times, I'd say, go for the pistol wielder first. However, in this
case the two stronger opponents have too much health to be dealt
with quickly; so take out the small fry first. If you grabbed the Arm Bar
move, it's great here for grabbing enemies and using them as a human
shield for the bullets. If you haven't, the fight still won't be that bad.
Just remember that if you're health is low use those items we've
picked up since you sure as hell didn't need them prior to this fight.
One thing to make a note of is when there's only the gunner and the
swordsman left, try to keep them separate. The gunner likes to shoot
you right as you're going to knock the katana guy down, and the katana
guy gets all up in your face if he's near you attacking the gunner. Also,
they'll do a counter-able HEAT move when one of them is low on
health.
Once you've finished off the last opponent, Tanimura will listen in on
the conversation between Shibata and... Arai! That's right, turns out
Arai is pretty much a traitor and is trying to basically repeat the incident
that happened 25-years ago with Saejima. Kill an Ueno member, start a
way, then have Shibata make amends and he moves up within the
ranks of the Tojo. Idiots think the same trick will work twice. Well it
actually super won't because Arai is like the most RIDICULOUS traitor
ever and offs Shibata; you know double agent and all that jazz. At this
juncture, Tanimura decides to play hero and bursts through the door.
Arai fires at him and flees leaving a tied and bound Yasuko (giggity) and
a dying Shibata.
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Chapter 2: The Mastermind (MT2)
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The scene starts with Tanimura and Yasuko talking at Homeland about
a lot of things. It turns out the Tanimura's father never showed up to
talk to Yasuko and that he feared a "greater force" was behind the
entire Ueno hit. Yasuko fled Kamurocho, but was brought back by the
promise of Katsuragi, who said that if she managed to get the hundred
million yen or kill someone he'd free her brother Saejima. Of course,
with a hundred million being such an exorbitant fee, Yasuko started
offing people... the ones that knew the truth behind that day.
Tanimura begins to piece some of the puzzle together, but he's still
missing some crucial elements. At first Yasuko declines his request for
help, but after a "moving" scene she agrees. Yasuko gives Tanimura
the key to a car with the money in the trunk and departs for Okinawa
where she thinks her brother still is. (Oh man, they really like their
dramatic irony don't they?)
Now that you've got control of Tanimura let's head to the Central
Parking Lot. As you exit Homeland, you'll enter a scene with a
Southeast Asian lady named Nair. She'll act as the trainer for
Tanimura's section of the story and you can grab a sub story if you help
her with her investigation. Furthermore, she tells Tanimura about the
Revelations section of his story, at least he uses pen and paper instead
of a chisel! Once the scene is done you'll receive and email from Mack
about Revelations.
As you try to leave Little Asia Town, there's a chance Mei Hua (Zhao's
daughter) will run up to you and tell you Zhao's been taken away.
Though this is a sub story you instantly accept it and Mei Hua will be in
your party with you. I didn't really want to chance being stuck with her
and the game like freaking out or something, so I went ahead and did
the sub story. You'll come out on Senryo Avenue (which may have
been why the sub story triggered) so head all the way down the street
until it branches to the right. You should see Zhao surrounded by some
yakuza.
BATTLE: Super easy battle, they're just your normal yakuza with more
health. The one thing is how closed quarters this fight is. If the
enemies were actually competent it might have been a slightly
challenging fight.
Once you've cleared them out Zhao will tell you to continue the sub
story to go get your fortune read; however, with Mei Hua no longer
following me I opted to continue the main storyline. Head for the
waypoint closet to you and go down into the parking lot. Down here
you're going to want to look for cars with their trunks facing outwards,
specifically black sedans. I found mine near the taxi in spot 307, but
from what I'm hearing it's not a static location. In either case, just keep
checking trunks, sometimes you'll get into fights but none of them
pose any threat. Once you've found the trunk and grabbed the
money, your new objective is to get in contact with Katsuragi.
Leave the parking lot through the same door you entered (the one
labeled "E") and you'll get a phone call from an anonymous tipper
saying that have info on Katsuragi. He'll send you a picture and say the
informant will be where this picture was taken... IF YOU CAN FIND IT!
Head to Kamurocho Rooftops East on Pink Alley. Once you're on the
rooftops follow the pathway until you see a man standing next to
some flowers. He's the informant for Kage the Florist. Once he leaves
you'll get a call from Katsuragi. Tanimura agrees to hand over Yasuko
and the hundred million (I'm hoping this is all a ploy) in exchange for
Katsuragi detailing to him what exactly happened twenty-five years
ago. Katsuragi agrees and Tanimura sets the time and place for 5pm
tomorrow in front of Millennium Tower. After the conversation
finishes head back to Homeland to grab some shut-eye before the big
encounter tomorrow, or go mess around in the city some more.
Tomorrow comes quickly, so head out and follow your waypoint to
Millennium Tower (though you'll hardly need it to find that place at this
point). Once you're near the tower at cut scene will initiate. Katsuragi
and Tanimura will take a walk as the former details some of what
happened two and a half decades ago. Apparently, everything is as
you thought in terms of Katsuragi, Shibata, and Arai's involvement; but
your father is a different matter entirely. According to Katsuragi, your
father stumbled upon a police cover up of the "real" killer from the
Ueno hit that day and that was why he was killed. Of course, all of this
is thrown into even more confusion when Katsuragi double-cross (oh
wow didn't see that one coming) Tanimura and leaves him with the
words, "The man who killed 18 men that day... WAS ME!" Katsuragi
fades into a crowd of yakuza, but Sugiuchi comes to save the day and
lets Tanimura escape to try and make it back to Homeland before
they're all murdered.
BATTLE: You'll start another long section of battles here as you fight
your way back to Little Asia Town. The first section of battles will be a
slightly length gambit of around 12-15 yakuza that pour into the arena
steadily. It may seem like you're vastly outnumbered, but the steel
case that has the money in it is an infinite use weapon that packs a
ridiculous punch. Keep swinging away as its wide swing radius and
power makes it the perfect tool for clearly out groups of enemies.
Don't be shy using its HEAT action either; remember, Tanimura gains
HEAT quickly and has a lot of it so use it as much as you like. Other than
that, just make sure to watch out for the bigger yakuza as they like to
bull rush you from across the screen when you're not paying attention.
After you've cleared out your first contingent of thugs, head down the
street and turn to your left.
BATTLE: The first two thugs are blocking the path through the cars in
your way, so take them down without remorse. Once you've made it
through there, a small scene will show a new group of yakuza. Again,
they stand zero change against your infinite weapon so take them
down. The two that have double health bars can get in a few good hits
if you're not paying attention so try to focus on them in the beginning.
Make your way past the next set of cars and continue down the street
and walk into another ambush.
BATTLE: You'll lose the briefcase at the beginning of this fight, so it's
significantly more difficult than the previous two (though that's not
really saying much). Again, be wary of the fat yakuza, their combos do
a good bit of damage to the paper thin Tanimura and you don't want to
waste your health items. Some of the yakuza are wielding weapons
and there are some other ones lying around the arena, so make good
use of them. You should finish them off without too much trouble.
CHASE: The thieving yakuza will flee once you've dealt with his friends
so get ready for a chase scene. At the beginning, this go is ridiculously
slow. I probably hit him five to six times before we made it to the
rooftops and I was making damn sure I got really close to him. Use this
opportunity to get his bar down decently. Once on the rooftops he
speeds up a little bit, but I managed to tackle him into the wall of a
building before he turned so I got to hit him a few times before he got
a speed increase and jumped over the roofs. Make sure you're ready
for that QTE. When he lands it's just a short burst of speed and then
you're right back up to him. Wear him down and you'll get the
briefcase back.
BATTLE: The chase will end and you'll find yourself "surrounded" by
three more yakuza. With the steel case back this battle is pretty easy.
Take out the sword wielders first as two combos a piece will make
short work of them. The toughest of the three can't be knocked down
so bear that in mind as you work on the others.
Finishing off the three thugs, Tanimura realizes he's taken much too
long to get to Homeland and should hurry!
CHASE: Now you're the one running, but this is pretty easy. At this
point I had totally forgot how to do those quick turns and all that other
stuff, I just ran the direction it was leading me and grabbed the status
gage refills on the ground. The pursuers hit me all the time, and I even
mistimed a jump and hit an obstacle; but I didn't even have to retry.
When you've ran far enough, you'll reach the entrance to Little Asia
town and tell the small child standing guard (yes, you read that
correctly, small child = best guard ever) to take the briefcase to
homeland. Then you turn to face the yakuza.
BATTLE: The toughest battle of the chapter, which makes sense since
it's the last. Two of the yakuza will have extended health and one will
be wielding a katana. Try to focus on the katana bearer first so you can
get yourself an extra weapon early on. The main yakuza here won't get
knocked down, except when you use a HEAT action, and is extremely
aggressive. Be wary of his as his attack can take your health bar down
VERY QUICKLY. Make use of the weapons scattered about and try to
build your HEAT as much as possible to utilize on the main yakuza.
Once you've beaten the last three of Ueno's men, you'll be ported to
Homeland where the Chief of police has been waiting for you.
============================================================================
============================================================================
Chapter 3: Door to the Truth (MT3)
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============================================================================
From here on out the game really starts to speed up and things start all
coming into place. Five out of the last seven chapters are really short
and mostly deal with you finding out what the hell has really been
going on with this entire situation and how everyone is involved.
A short conversation with the Chief (whom I'm guessing isn't really
Chief of police, more like just the chief of Community Affairs Division
or whatever that Tanimura is a part of) and he'll clue you in on Archive
Section 13, "The Forbidden Room" or "Scandal Graveyard" as it's been
come to be known. (Really SEGA...) Tanimura and the chief head to
police headquarters (or you can mess around in the city a little) to see
if they can dig up anything there.
Check one of the files on the bookshelf to the left and you'll see that
the case reports Saejima did pull off the hit and that Tanimura's father
worked with Sugiuchi on the case! Tanimura decides that's all the clues
he needs for now and heads back to Kamurocho.
Once you're back in the city, either mess around with some sub stories
or mini-games, or just follow the waypoint back to Homeland for some
sleep to close the chapter. (Told you they were short.)
============================================================================
============================================================================
Chapter 4: As a Detective (MT4)
============================================================================
============================================================================
The following day, Tanimura sets out to find out just exactly what
happened to his father; but first he decides to help out Yasuko by
returning the money to Sky Finance. Follow your waypoint marker
over there to initiate a conversation with Akiyama. Tanimura will relay
all he knows about Yasuko to Akiyama, but the latter refuses to take
the money as he's falling in love with Yasuko and it's his only
connection to her. Akiyama also gets a call from Kido who tells him that
Mishima, the yakuza that Akiyama knocked out with a wine bottle way
back in his story, wants police protection in return for coughing up
everything he knows. Akiyama says that Tanimura should go to him
since the rest of the police force can't be trusted right now. Tanimura
agrees and decides to set a trap for the rat on the force by calling in the
meeting. Follow your waypoint to the nearest can and set sail for the
docks.
You'll find Mishima trembling in fear in a warehouse in the docks and
seeking protection whatever means necessary. He tell Tanimura he
heard Katsuragi telling someone that Ihara was dead as was planned
and that he sounded like he was talking to the cops. Just as he finishes,
he sprouts a bullet hole from his chest. Tanimura turns around to see
Sugiuchi (shocker!) as the killer. Tanimura lays on Sugiuchi everything
he knows, including some clever clues that the player could've caught
earlier in the game, and Sugiuchi applauds his efforts. However,
Sugiuchi also says that this is way bigger than him and Tanimura doesn't
understand everything just yet. As he finishes, a police force and a
heretofore unseen police "Chief" show up and surround Sugiuchi.
What follows is probably the most bad ass cut scene so far in the game.
The music awesome and the tension is palpable, it actually got me
excited for once. I won't detail this one, just so you can experience it
yourself.
CHASE: The epic cut scene finished, Tanimura and Sugiuchi both hop
into conveniently placed motor boats and speed off into a chase. (This
scene also has great music). The main difference between this chase
scene and the others is that it's done in a vehicle rather than on foot,
but the concept still remains the same... well sort of. Use the pistol
(Triangle) to slow down Sugiuchi's boat and whenever he gets in a
straight area use Square to ram his boat. Now my first instinct was, "Oh
I'm gonna pull some James Bond shit and cut off the boat or slam his
boat into a bigger one" yeah don't try that. Just follow behind him
shooting, and ram him whenever you get close enough. Also, ProTip:
Make sure your controller doesn't die during the chase... I couldn't
figure out why my boat wasn't responding until I had to restart. =/
Once you've hit him enough his engine will start smoking, yet he
somehow miraculously manages to make it back to a dock and start the
final boss of part 3.
BOSS FIGHT - SUGIUCHI: After a pretty bad ass cut scene of Tanimura
shooting Sugiuchi LIKE A BOSS, a QTE will initiate the actual boss fight.
Sugiuchi is actually the only boss that really doesn't have a significant
advantage over you other than health. He's not exceptionally quick or
strong, but he does quickstep often. Utilize Tanimura's strengths here.
Parry often and get him with his back facing you to knock him to the
ground and follow up with a HEAT action. Use your speed to never get
to close to him or stay next to him for very long so he can't unleash his
combos on you. If you do get knocked down, he'll unleash a HEAT
action which can be dodged via QTE. If you're grappled, make sure to
mash that X button like there's no tomorrow as his grapple attack deals
a good bit of damage. There's also a health item over on the other side
of the battlefield if you need it. One final note for the battle is, don't
stand there and try to guard his attacks. He breaks through them
eventually at it'll leave you standing there open for combos. Even
though he isn't that strong this was probably my toughest battle for some
reason. It's probably because I'm not very good at timing parries and I'm
not that technical of a fighter.
With the long battle now out of the way a lot of things come into the
light. Sugiuchi did in fact kill Tanimura's father as his is blood brothers
with Katsuragi. However, Saejima didn't even kill anyone that day. The
bullets in Saejima's guns were rubber (but here I pose a question, if
Saejima thought the bullets were real, HOW THE FUCK DID HE FAIL TO
SEE THAT NOT ONE OF THOSE GUYS WERE BLEEDING?!?) and as they
awoke Katsuragi killed them all. Sugiuchi comes in a shoots Katsuragi to
make it look like Saejima. Flash forward to Sugiuchi turning in his report
to the second-in-command at the station, Munakata, and this bro
absolutely destroys Sugiuchi's file. He pretty much calls him out on
absolutely everything, and then says, "I want in." As Sugiuchi is telling
Tanimura this he also divulges some other tidbits, but just as he's
about to tell Tanimura the whole deal; he gets shot! (Yeah that's only
happened >9000 times in this series.) The perpetrator flees on a boat,
and Sugiuchi manages to tell Tanimura that there's another traitor in
their midst before he breaths his last. We then see Munakata getting a
phone call from the assassin letting him know Sugiuchi is dead; it pans
over to him and... IT'S THE OTHER CHIEF. At this point, rule number 1 of
Yakuza: Don't trust anybody, just kill everyone. The other police chief
has Zhao and Mei Hua tied up and as the screen fades away a single
shot can be heard. (I assume because implied child killing would be
super bad even for this game.) End part 3.
============================================================================
============================================================================
Part 4: Kazuma Kiyru (PKK)
============================================================================
============================================================================
============================================================================
============================================================================
Chapter 1: Reunion (KK1)
============================================================================
============================================================================
The chapter begins with Hamazaki stumbling half-dead into the front
yard of the Sunshine Orphanage. Though how he managed to survive
at sea, or on land without being seen, for days is beyond me. Haruka
finds him and is shocked, but Kiryu takes him in and bandages him up.
Hamazaki lays some heavy shit on Kiryu as he explains a bit more of the
story. He informs Kiryu that the hit was set up by Shibata, but also
shows him something of way more importance. The ten billion yen
that was a main plot device in Yakuza 1 was actually supposed to be
used to help fund the Okinawa Penitentiary No 2. In essence, the
entire upper ranks of the Japanese police division are dirty and have
been laundering money for years. What's worse is that the Ueno are
rising up now with the help of the cops and will more than likely
completely erase the Tojo Clan from Kamurocho for good.
The next day the other children at the orphanage come home from
the school trip and when Kiryu tries to introduce them to Hamazaki,
Haruka gets all pissed and starts yelling about how Hamazaki stabbed
Kiryu and then runs off when Kiryu says he trusts him. Follow your
waypoint marker to find Haruka at the beach. Haruka tells you that she
doesn't care about finding the truth behind what happened five years
ago and that she just wants to live her life with you. (Awwwwww)
Hamazaki will then approach and tell you that he's made up his mind;
he doesn't care about Kamurocho anymore, he just wants Saejima to
know the truth. So Kiryu doesn't have to return to Tokyo. You'll be in
front of Sunshine Orphanage after this, talk to Hamazaki to escort him
to the police station.
At the police station you'll find Yasuko (funny how all these things
perfectly align) demanding from two police officers the location of
where she thinks Saejima is. Kiryu and Hamazaki see her and take her
to another hide out to talk. They swap stories and Yasuko learns that
she just missed her brother in Kamurocho. However, before they get
any further their interrupted by the arrival of Saito (yeah he's still alive)
and some more guards from the prison. It's time to fight your way out!
BOSS FIGHT - SAITO: Jesus, I had this as just a simple battle but Saito is
even more ridiculously annoying now than he was playing as Saejima.
The other guards will prove absolutely zero threat for the powerhouse
that is Kiryu. Kiryu has 90% of his abilities already unlocked from the
get-go and has a MASSIVE amount of health. He's really an
amalgamation of all the previous characters. He's quick, but not as
quick as Akiyama. He's strong, but not as strong as Saejima. He's got
HEAT, but not as much as Tanimura. Any and all techniques and fighting
strategies employed by previous characters can be utilized by Kiryu as
well. One unique thing he has is his own special red HEAT (as seen in
some of the bosses), that does RIDICULOUS damage. He's also got a
ton of "Essence" moves to still unlock, most at 1 orb a piece! But
enough of his tactics, you want to know how to beat Saito. Well, it's
not gonna be easy that's for sure. It's cramped, his baton is even faster
than it was previously, and he can combo you off of walls. Thankfully
there was a healing item and Kiryu has massive health or I probably
wouldn't have survived this encounter. When Saito attacks try not to
block or you'll get wrecked instantly. Just quickstep and hope for the
best. This is by far one of the most frustrating battles I've ever fought.
Once (or if) you've finally trounced Saito, head down the stairs and
you'll face off with three more guards.
BATTLE: Three of the guys you've seen before: a normal guard, a flash
bang thrower, and a fatty. You know how to handle these guys by
now.
Head on down the hallway, making sure to stop in the side room for a
Staminan X, and go down the stairs grabbing the other health item on
your way. At the bottom, you'll be given another hallway of baddies to
fight.
BATTLE: The purple couch guy can be taken down with one combo so
he won't hit you if you get it off in time. Destroy the two sets of lockers
and beat up the three easy guards, the last of which will drop a pistol
so make sure to pick it up.
Go down the stairs and watch out for the QTE as Saito tries to ambush
you.
BOSS FIGHT - SAITO: I guess this one was technically the boss fight, and
the other one wasn't but he's pathetically easy compared to last time. I
was only level 4 and had just gone down the list of 1 orb abilities when
I leveled but with all the weapons and my HEAT actions he went down
in literally nothing. Only strategy here is combo with weapons and
abuse HEAT like no other. Just goes to show you the difference a few
abilities and weapons can make.
Now that you've dealt with that trash for the last time, Kiryu decides
he'll escort Yasuko to Kamurocho and Hamazaki says he'll stay behind.
============================================================================
============================================================================
Chapter 2: To Kamurocho (KK2)
============================================================================
============================================================================
The entire chapter is like 95% cut scenes so to save you some reading
time, and me some typing time, I'll just to be as blunt as possible.
The chapter starts with Tanimura telling us how the chief killed himself
to make Munakata think Tanimura was dead. Then Akiyama shows up
because the DA has thrown him out of Sky Finance on coercion
charges.
Now the scene will pan to show Kiryu and Yasuko arriving in
Kamurocho. Kiryu knows something is up, but doesn't want to been
seen idling on the street, so he heads to New Serena bar. Follow the
waypoint two feet in front of you. You'll see the truck for the DA's
lackey's outside. Ignore that for now and head inside to meet and old
friend, Date the Detective. Inside Kiryu will ask why Yasuko needs to
see her brother so badly that she'd kill someone and she relays the
story. Turns out her and Saejima aren't blood related; he's her step-
brother. When Saejima was fifteen, Yasuko needed a kidney transfer
but her blood type was too rare. She needed a blood relative and the
only remaining one alive was her drunk of a father that no one could
find. Saejima quit school, and is wildly shocking dream of becoming a
school teacher, to go search for her father. Turns out her father is part
of the yakuza and wants 30 million for the kidney. Sasai finds Saejima
and says he'll give him the money if he joins his family. With the back
story out of the way, Kiryu leaves Yasuko with Date in order to go find
Saejima.
Once you're outside, Date will tell you about Saejima and Majima's
meeting earlier and let you know that Majima is located at the top of
Millennium Tower. You'll also receive an email from someone from
Kiryu's past leading him on to come to the batting cages. It's a sub
story, but feel free to go and do it. Walk a few more feet and you'll get
an email from Kiryu's old master Komaki. Now normally I'd say ignore
this and head to Millennium Tower but Komaki's training regimes are
stupidly easy and they'll grant you awesome power ups and great
abilities for completing them. (He also allows you to access Kiryu's
Revelations.) Look on your map and go to the top of it, the blue
building labeled Ryugujo is where you need to go. Head to the dojo
floor and knock around the three opponents he throws at you. It's one
on one all three fights and takes about ten extra minutes. Once you're
done with that, either head to Millennium Tower or mess around in
the city.
As you approach Millennium Tower you'll see a crowd of people and
police tape everywhere. Majima is being escorted into a police car, but
he tells Kiryu that Dojima set him up and that everything from all of the
Yakuza games, the '85 hit, the ten billion yen, the resort, etc,
everything is connected! Yasuko is also apparently in danger.
============================================================================
============================================================================
Chapter 3: The Encounter (KK3)
============================================================================
============================================================================
Another relatively short chapter, this one starts with Dojima listening
to Munakata spout off some self-righteous bullshit about the police and
yakuza rebuilding Japan, and how organized crime is a necessary evil.
Blah, blah, blah. Then Munakata gets to the point of the meeting; he'll
completely wipe out the entirety of the Ueno Clan in exchange for
having Arai be promoted to lieutenant in the Tojo Clan as a liaison for
the police department. Dojima notes that the Ueno Clan won't back
down so easily, to which Munakata remarks, "If Katsuragi is smart, he's
already planning something"
The scene changes and you're met with piles of bodies around a
chained down Saejima facing Katsuragi in Kage the Florists abode.
Katsuragi will taunt Saejima with the knowledge that he didn't kill
anyone that day, but won't divulge any more information. As Katsuragi
is continuing to chat, a lone man walks in clad in a white suit saying that
a hundred billion (yes with a b) yen from Sky Finance has been
received. Ready for the maybe the one half-way surprise of the game?
It's Kido. Yup, like I said, number 1 rule of this series: Trust no one,
kill them instead.
After that you'll finally gain control back of Kiryu. Sprint to New Serena,
following the waypoint, and go instead to find Date knocked out on
the floor. Apparently Yasuko drugged him. Go outside and head north
up the street to catch a glimpse of her in a small cut scene. Keep
following her (and Tanimura / Akiyama since that's clearly who she's
following), and you'll eventually land yourself in the Children's Park. Go
down the manhole and watch as Akiyama and Tanimura send Yasuko
off into the lion's den (toward Purgatory) and turn around to fight
Kiryu. You know I feel like a lot of battles could be avoided if we just
talked things out.
BOSS FIGHT - AKIYAMA & TANIMURA: Fairly easy battle, though it was
one I definitely didn't except to be. Though both characters have all
the power ups and upgraded abilities they did when you were playing
with them, they're surprisingly easy to deal with. The main thing to
watch out for is Tanimura's parry defense. Though he only hit me with
it twice and didn't follow up with a combo, I imagine it would be pretty
devastating for him to do so. Akiyama really doesn't pose much of a
threat at all unless he's in HEAT mode, so go after him first. If you've
got HEAT and one of them goes down, use it immediately to stop the
other from attacking you and losing your chance. HEAT attacks do crazy
amounts of damage to both of them so unleashing one on each of
them will tip the scales in your favor greatly. Also, I leveled up THREE
times fighting them so that's a huge bonus.
Once you're done with them, head through the rest of the sewers and
you'll be met by a homeless that's apparently indebted to you. He'll
give you a manhole cover opener that allows you to progress. Go up to
Purgatory and go into Kage the Florist's house to see him battered and
bruised. Akiyama and Tanimura will burst through the doors just in
time to find out that Yasuko's been taken by Katsuragi and Kido.
============================================================================
============================================================================
Chapter 4: Chain of Betrayals (KK4)
============================================================================
============================================================================
Whew, here we go. This isn't the end of the game, but TONS of shit
goes down during this particular chapter; including the longest section
of continuous battles in the game. Buckle up guys; you're in for quite
the treat.
The first scene begins with the three bruised and beaten protagonists
resting up in Date's bar, as Akiyama recounts what probably (and did)
happen that allowed Kido to wipe him clean of his vast fortune. Then
they discuss how exactly they can get Saejima and Yasuko back. Kiryu
decides to call up Katsuragi and attempt to bargain with him. The file
with all the dirty secrets for the two Saejima's and Akiyama's fortune;
Katsuragi agrees to this, but under one condition: Kiryu must come
alone and fight the entire Ueno Clan before he gets to meet with him.
Kiryu agrees and so ends the cut scene. Now's the time to prep up,
because once you've taken the final leap there's no going back. Train
up, grab a fuck ton of healing items, and do anything around the city
you want. Then head to West Park and enter the battleground through
the men's bathroom.
BATTLE: As soon as you exit the bathroom stall, you'll be pitted in a
fight against several yakuza. All of these except one pose very little
threat. His name is Hori and he has a ridiculously large sledgehammer,
oh look he's far away. As he approaches you, take out the small fry
here with your normal set of combos. One good strategy is to take out
one of the sword wielders first, then whenever you've gathered
enough HEAT grab it and go HEAT attack Hori. It does a good deal of
damage and with the five other yakuza at your disposal, it's easy to
repeat. Once you've sufficiently dealt with Hori, head across the way
to deal with the pistol wielding enemy who's scrambling on the ground
scared shitless.
Defeat him and grab the pistol, then head forward to grab yourself a
health item. Then turn around and head toward the building to enter
it. Once inside you'll see some yakuza very poorly pretending to me
mannequins, watch out for the QTE before the actual fight.
BATTLE: This next battle can be super annoying but it's not difficult. The
smaller enemies here are easy enough, but the grapple you
incessantly. One time I think I literally got stuck for a good thirty
seconds of nothing but one after the other grappling. The only real
threat though is the baton wielder (because we know how stupid they
are), but thankfully he's not as dumbly programmed as Saito. Use the
mannequins to your advantage though; if you can get enough room to
swing it'll knock everyone over, including baton man. This is perfect for
a HEAT action set-up.
Trounce the last man and he'll scurry off down the hallway. Follow him
into the next room and as you approach the escalators five more
yakuza will attack.
BATTLE: Another group of four easy opponents and one moderate
one. The fat guy does that crazy E. Honda thousand fists nonsense, but
just back away to avoid it. There's another Toughness health item on
this battlefield though so if he hits you, you can take it. Other than
that, just kill off the weaker opponents with a combo or two and deal
with the fatty by himself. Destroy the barricade and head up the
escalators. Turn left and enter the fancy looking store for three more
yakuza to attack you.
BATTLE: The same baton wielder from earlier (Nakanowatari) and two
of the higher health grunt enemies. The most significant thing about
this fight is the fact you can watch Kiryu beat people to death with
handbags. =D
Finish off the baton wielder for the final time and leave the store.
Head down the hall to see another frightened pistol man. Off him
quickly and take his weapon, maybe we'll get to keep it this time. Take
the hallway to the right and head up some stairs to the next floor.
Follow the walkway until you reach a dead end with a shop on the left.
Go inside to reach your next fight.
BATTLE: Here you'll meet another unique enemy named Suzumiya,
he's got a shotgun (but he's not a hobo). This can be very annoying
since it shoots way faster than a shotgun should be able to and he
doesn't have to reload, but if you went to Komaki's training sessions
you'll have a pretty amazing HEAT move to use against weapon
wielding opponents that I totally forgot about until I did it on him. With
that in mind, destroy his two small fry companions and build up
enough HEAT to attack him twice and you should be good. Also, you
did get to keep the pistol from the previous area, so unload on him as
soon as you get in there. The mannequins here can also be used as
weapons, but they're much too slow to deal with the shotgun blasts.
Now that you're done with them, pick up the shotgun and head
around the walkway to another barricade. There's two enemies here
on the scaffolding with pistols, but I just ran past them and into the
elevator room.
BATTLE: Somehow Suzumiya's already managed to get up from his
previous beating, grab another shotgun, and two more thugs because
here he is to ambush you again. Since you've got the shotgun from the
last area go ahead and waste it on Suzumiya and if the others get
caught in the blast radius: the more the merrier. Now that you've
probably got your HEAT up, use that disarm HEAT and take out
Suzumiya; once he's down three more thugs will show up from inside
the elevator. Grab his shotgun and take them all out with two or three
shots. Three more will show up, fire away skipper!
Grab the bat from the ground and ride the elevator up to the
penthouse floors.
BATTLE: Once you're off the elevator, a machine gun wielding foe will
be poised in front of you. Make a dash for the wall either side of him
and wait for him to finish firing. Then charge and kick his ass. Destroy
the barrier in front of you and you'll be met with two more brainless
enemies. Pull off a couple of combos to put them out of their misery.
Now here's where my overall direction skills will fail you because I took
the longer way around. Basically I went left at the next intersection
when I should've gone right and been there in two seconds. Instead I
ran out and took out all the remaining guards (easy) and then entered
the room with the open door to my next "real" battle.
BATTLE: Three guys in a small room, but they're all ridiculously easy to
down. It should be noted though that there's a tone of weapons all
around you to make sure you get the job done even quicker. It'll be
like that for a bit.
Exit the northern door of the room and you'll once again be
transplanted in a "maze" of hallways and flame retardant doors. I just
followed the map where the enemies were systematically taking them
all out to give me more experience, but you can just go straight for the
exit near the top most enemy who is a machine gunner "guarding" the
door.
BATTLE: Watch out as the would-be samurai attempts to slice you in
the QTE. Another battle with mostly nobodies though there is another
E. Honda here; utilize the weapons scattered around the area and take
out any weapon wielding enemies first. Although at this late juncture
in the game, if I have to tell you to pick up weapons I'm not sure you're
playing the game right. =P
Head out the door and clear the following hallway of its four totally
pointless enemies. Then turn right into the room beside the trick
barrier (I say trick barrier because then sentence originally made me
look very foolish) for another fight.
BATTLE: Uh, it's five guys (and not the burger joint). Kill them. Though I
will say bro-kun the spear made me o_O when I first saw him.
Head out the opposite door and down the hallway to enter a QTE to
jump over the elevator shaft. Go through the door on your left.
BATTLE: As you enter this darkly lit room, watch out for the QTE or
you'll take a hefty bit of damage. Several of these enemies wield
weapons but there aren't any that can do significant damage to you.
Two of them do have extended health bars, but you can take them out
with ease. NOTE! Do not use all of your HEAT in this battle; save it for
the final encounter to come.
Grab the Key to Kamurocho Hills off of one of the dead bad guys and
go through the door ahead to reach the roof and enter your final
battle!
BOSS FIGHT - HORI, NAKANOWATARI, SUZUMIYA, & IJUIN: Alright so
theoretically this should be a pretty difficult boss fight since it's four
versus one, right? Nope, here's the perfect strategy. You should have
some HEAT still if you listened to my advice so first things first are to
run and HEAT attack Suzumiya. That'll take about half of his health
down, so you can either attack him directly to kill him or attack the
others a bit to build up HEAT again. I did the latter. Use HEAT on him
again and grab the shotgun. Sprint to the other side of the fighting
arena a just sit there shooting the gun in the direction of the
approaching enemies. With this strategy when I finished firing the gun
Hori was dead and Nakanowatari had one short combo of health left. I
finished him off and all that left me was Ijuin with about 55% health
left. At that point, all you have to do is do a quick combo to gather
HEAT, grab a weapon, and unleash it on him. He'll go down in no time
and you'll defeat all four of them without taking but maybe three or
four hits.
With the boss fight done, head up the stairs to see the ending
sequence of Kiryu's part. A laughable exchange between Kiryu and
Katsuragi, I mean, did Kiryu really think he could be trusted? Then
things go a bit haywire when the bodies start piling up. Kido shows up
with the money, and then shoots Katsuragi claiming loyalty to Arai.
Then Arai shows up and shoots Kido because he's just a bastard. Now
remember when I said things went haywire, well here's where I just
start banging my head into cement. Yasuko goes and unties Saejima
who rushes over to Katsuragi because he knows he's still alive. Sure
enough, Katsuragi was wearing a bulletproof vest. Then instead of
throwing his ass off the building Saejima walks away and gets shot by
Katsuragi who pulls a gun. Yasuko then proceeds to shield Saejima
from the next bullet and gets shot in the back. Let me reiterate, SHE
GETS SHOT IN THE BACK. Yasuko then proceeds to very slowly and
calmly walk over to Katsuragi, who is shooting at her the whole time
and missing, and have a talk with Saejima while putting a bullet in
Katsuragi's head. WHY DIDN'T SHE SHOOT HIM IN THE FIRST PLACE AND
HOW DID SHE SURVIVE LONG ENOUGH TO DO ALL OF THAT! Seriously,
this was like the dumbest thing I had ever seen in my life. It was
tragedy for the sake of tragedy; Yasuko definitely had no business
dying.
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Finale: Requiem (FIN)
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It's here! The finale of Yakuza 4! Here we'll find answers to all the
burning questions left throughout the game, and undoubtedly be left
with a few unanswered for the sequel. This final chapter opens up
with Munakata berating Arai for not grabbing all the untraceable cash
left at Kamurocho Hills. He then goes on to try and have Arai kidnap
Haruka and the other children at Sunshine Orphanage. Instead, Arai
blows his brains out. (Okay, so maybe he's not a total bastard.)
Back at New Serena everyone is at a loss as to what to do at this
juncture. Saejima gets pissed and leaves, Akiyama is mourning Yasuko
in Sky Finance, and Kiryu gets a call from Haruka saying that Hamazaki
died in the hospital from a gunshot wound. Haruka recants her
previous feelings toward Hamazaki. Kiryu finds Saejima on the roof and
relays Hamazaki's dying message to him. Then the four protagonists
have a bonding moment on top of the roof as they plan for their
destiny. Back in New Serena Akiyama will come up with a plan to
gather all the common threats in the same place at once. With the four
Japanese Musketeers ready to go; they know it's all or nothing.
Now you have control of all four characters. Simply talk to any of them
to switch back and forth. Now's the time to do any sub stories,
purchase health items, gain experience, unlock abilities, play mini-
games, etc. etc. ad infinitum. You'll have the entire city unlocked to all
four people for the first and last time so make good use of it. Of special
note is to buy Tanimura a bulletproof vest as this will come EXTREMELY
in handy during the final encounter. Once you're down gallivanting
around town, talk to Date to start the end of the game.
You know this shit's about to get epic when you see all four of them
mourning Yasuko's death dressed in their best Men in Black attire.
After paying their respects, the four head to the Millennium Tower.
The next scene is honestly a cluster-fuck of nonsense. Arai calls out
Dojima, who had been controlling Kido from the shadows, saying that
basically he's not man enough to do things for himself and by the way I
figure out your whole plan. Then Dojima laughs and is all, "It's for the
good of the clan" I did what I had to do to protect Tojo UNLIKE YOU
ARAI. Then it turns out Arai isn't even yakuza; he's a cop. He starts
spouting off some more self-edifying garbage about "following your
true self even in the face of destiny" when Munakata comes out from
nowhere and is all, "Sup guys, I'm alive." He shoots Arai with the same
gun Arai shot him with to show him they were just rubber bullets
(again, HOW DO YOU NOT SEE THE LACK OF BLOOD). Then Munakata
surrounds them with some sort of SWAT team completely loyal to him
and is just about to kill them all; when our heroes come to save the
day. They fly a helicopter, blowing all the money away in the process,
down to the launch pad and get out looking LIKE BOSSES. They each go
to their respective nemesis and say some words with total bravado;
then the actual fighting starts.
BOSS FIGHT - ARAI: Okay so I broke from what I've been doing the
entire guide thus far and waited until the end of the fight to type this
strategy up. Basically, Arai is just a copy of Akiyama. His fighting style
is very similar, as is his speed and attack power. Now while this may
seem like a bad thing; it really means that you are able to get a feel for
free early on the pattern the fight will take. It's not a short battle as
Arai has like five or six health bars, but there's not a lot of mechanics to
it either. It's a small arena, but try to keep some amount of distance
between you and him as you plug away at his health slowly but surely.
Small, quick, and simple combos are the key to victory here, though
you don't necessarily have to always be on the run. When he's not in
HEAT mode, a good way to get as much damage as possible done to
Arai is as follows: small triple Square combo, block while he's attack,
and then repeat. That's it, that's really all you have to do as his attacks
won't break your guard when he's not in HEAT. Once he is there
however, keep your distance and still just keep hitting the quick
combos. If he manages to knock you down you'll enter that QTE just as
you're getting up. When he's down to around half health you'll enter
into another QTE where the timing has to be very precise as it gives
you probably less than 1.5 seconds to react. After that he'll either be
dead or nearly there so finish him off.
Now we move on to Saejima and Kido's fight. After some brief words
of "encouragement" from both; they DUEL!
BOSS FIGHT - KIDO: Again, I waited till I finished the battle to type this
out to really get a feel for everything. Kido is a powerhouse just like
Saejima (which leads me to believe the next two battles will be against
similar opponents to Tanimura and Kiryu), but is slightly faster. He'll
quickstep around your combos often, but don't mind this as even if
your combos miss push the thumb stick in the direction of Kido and
your charge attack will hit him. There are two BIG things to watch out
for while fighting Kido though: 1) When he glows dark red in HEAT, he'll
stomp the ground and the go insane and start comboing like nobody's
business. Back away from this as quickly as possible unless you want to
lose a lot of health. When he's done with the rush, he'll pause for a
few seconds allowing you to wallop him good. 2) Also when he's in
HEAT mode, Kido will charge you and lunge grapple you. If you're
caught by this it's unblockable, but you'll have to mash X to prevent
any more damage from being done. Once you've worn Kido down
enough in his last health bar, he'll start to regenerate it a bit. It'll
more than like be about one full bar now. Take it down again and he'll do
it once more. However, this time once he's finished charging you'll enter
a QTE with much nicer time slots than Arai's. Hit the correct sequence
to put him at nary any health; then finish him off.
Moving on we'll see Kiryu and Dojima rip off their tuxes (I really do
wonder how they manage to do that in one swipe) and have probably
the most meaningful conversation out of all the fights.
BOSS FIGHT - DOJIMA: Well this was slightly disappointing; the entire
battle is ridiculously boring and bland and ugh. Anyways, as you start
out just rain down some combos onto him as this'll be the only chance
you get to actually do anything productive. Knock him down and use
your HEAT action to take practically an entire bar of health down. At
this point you're thinking, "oh so it's an easy fight" nope not quite.
After being hit with HEAT he'll go into his own HEAT mode... and stay
there... for the rest of the fight. I'm serious. The entire rest of the
fight Dojima was continuously in HEAT mode. So from then on out it's just,
quick combo then run, quick combo then run. He hardly takes any
damage and there's really nothing you can do about it unless you've
got any HEAT upping items. Even then you'll only do well till he scores a
couple hits on you and you lose HEAT. Bleh. So yeah, after the first bar
of health is gone he'll do a QTE so watch out for that. Then when he's
about half a bar of health left he'll do another one that's really lame. All
you do is mash X and then his hand gets broken after Kiryu and him
BROFIST! By this time you should be able to finish him off without much
trouble.
Swap over to Tanimura and you'll get to see him resign from the police
force and get ready to kill Munakata. Now we're finally here, the last
fight of the entire game and you get to fight hordes of enemies
instead of a singular final boss; OH YEAH!
BOSS FIGHT - MUNAKATA & SWAT TEAM: Okay so remember up there
when I said, "Make sure to grab the bulletproof vest for Tanimura"
that's because when I played this the first time I had no idea it existed.
Furthermore, this battle took way longer than it should have because
of this. My friend who I told about the fight described it as, "You
brought a Totodile and a hundred Super Potions to five the damn Elite
Four" So yeah, if you've gotten this far and you didn't heed my advice,
you better have stocked up on Toughness ZZ's or be REALLY damn
good at this game or you're going to be rage facing pretty hard in a few
minutes. It starts you out fighting six regular old bodyguards, but with a
catch. Munakata is firing his pistol at you from afar. You'd think that
putting the enemies in between you and him would stop some of the
gunfire, but you'd be wrong. Munakata has some sort of wicked sixth
sense and can warp the bullets Wanted style through the crowd of
enemies and miraculously hit you every time. However, what he can't
do is shot you when you've got a guy arm barred. As in, if you hear that
revolver clicking you best be grappling someone in a hurry. So that's
the name of the game from here on out: Grapple. Grapple into an arm
bar, grapple into a throw, grapple into a kick and combo, just make
sure your new best friend is the Circle button. Everyone can be
grappled even his elite guards so it makes this more a test of timing
than a test of skill. Once you've cleared out some of the main guards he'll
send his personal detail out to fight. The two Elite Bodyguards are armed
with knives and the Bodyguard Captain's attacks stun you instantly. Don't
worry though, GRAPPLE! At this point, actually let yourself get surrounded
because you'll get sucked into a QTE that pretty much instantly kills a
few guards. After this, Munakata will probably tells his three bro-kuns
to retreat. Finish of the few remaining regular bodyguards and they'll
get sent back out. This is the trickiest part of the fight because while
the Captain can be grappled he won't allow himself to be arm barred.
So it becomes a game of trying to build HEAT on the two Elites, while
dodging bullets, so you can attack the Captain with a HEAT action. The
main problem with this is that the Elites die too quickly and you're left
with the Captain and Munakata firing at you. If you've got a bulletproof
vest, this is no big deal; but if you don't, now you'll see where the
Pokemon reference comes in to play. Basically, I just mashed the
Square button for all it was worth and wore down the Captain. Healing
myself whenever I got too low and praying I didn't run out of
Toughness ZZ's. Thankfully I didn't, and after that it's pretty much go
beat up Munakata time. He'll try to run, but you can catch him very
easily and combo his ass till he's defeated.
This is it! Sit back and enjoy the final cut scene of the game where
everything is finally resolved! I won't spoil it for you here as it's a
pretty awesome ending. (P.S. Watch after the credits.)
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Closing Comments (CLC)
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Well there you have it folks, Yakuza 4's storyline in its entirety!
However, this barely even scratched the surface of all there is to offer
in Yakuza 4. When I completed the game I had only 7.54% complete!
And that was with 36 hours of game play! (Of course, pausing to write
the guide did factor into the total time played.) Now that you've
beaten the game you'll unlock several new modes for you to go back
and experience this game to the fullest. I hope you enjoyed my guide
and I hope even more that it was helpful for you in any places you
might have been stuck or fights you just couldn't seem to win. Thanks
go out to my bro Jimmah Chestah who let me borrow his PS3 to play
this game, SEGA for creating the Yakuza series and putting out a pretty
nicely made product, GameFAQs and its wonderful community for
helping me with the penning of my guide (especially horror_spooky!),
and finally, you, ADRIAN, for reading this guide to its completion.
Till next time, ~kliqIMB



