Meanwhile, back in the main plot, go to the Central Parking Lot to retrieve Yasuko's cash. You have to check every car in the parking garage, but not all of them have a trunk you can reach, which speeds things up.
The car you want is in lot Leave the parking lot via any stairwell to get an anonymous phone call. Talk to the homeless man standing there to get a phone call from Katsuragi, then return to Homeland when you're ready to make some progress. To advance to the next night, tell Zhao you want to get some rest. Go to the front entrance of the Millennium Tower to meet with Katsuragi. After he dumps a whole mess of exposition in your lap, it's time for a showdown with quite a few members of the Ueno Seiwa.
Get back to Homeland as fast as you can, using the briefcase full of money to pummel the life out of any gangsters that get in your way. You'll eventually hit an encounter where you lose the briefcase and wind up in a fight against four guys. One has a sword, and two are the big "sumo wrestler" types that, try as you might, you won't be able to knock down. Take out the two smaller ones first, and use the sword to quickly dispatch the big guys.
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. 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. 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.
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 hits, unless it's from behind.
You only have about 1. Every so often when he takes damage, Minami will begin pull out a beer and start chugging. His fighting style is based on his inebriation so the longer he drinks, the stronger he gets. 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. Try to finish him off before he gains HEAT again or this battle will wear you down really quick. 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!
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.
There's a door right behind the boss that no one runs out of. 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. 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 Even though they're plastic harden killers aren't given those.
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. 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 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.
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. 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. 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. After defeating the guards and claiming the keys, you'll get into another fight as you head to the director's office. 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. That one is especially important because I missed it and half my health was gone. 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.
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. 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. 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.
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.
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. 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. 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.
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. You'll now be greeted by a few cut scenes giving some explanation on what's going on.
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. 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. I actually failed the first time. 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 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! Yup, that's all the pertinent info for this fight.
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 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.
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.
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 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. 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. 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. 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. 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.
So uh Thanks, - Helpless Chap. User Info: Spawngoat Spawngoat 10 years ago 2 If I remember right there should be stairs that lead into a small building near the hideout, she's inside that building.
Lines appear on the screen during the theme flickering like effect. Side Quest. Leveling up? How do I get past part 3 chapter 2? Main Quest. Marcos - a friend of Nair's brother - helped her join the force, and accompanied her to Japan. It was later discovered that GG was Nair's brother and he killed his own parents and faked his murder at his own expense.
Nair is first seen outside of Homeland attempting to converse with a police officer in Tagalog. Tanimura steps in and offers to be her interpreter, and she informs him that she has come to Japan in order to find a suspect that she and her colleagues have been tracking down. Yakuza Wiki Explore.
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