Game Walkthrough PT. 4
PART 4 : KIRYU
Kiryu enters the game at level 1, but due to his lengthy protagonist experience, he comes with a lot of Souls that have already been spent. In a basic fight, Kiryu's strength is the ability to rapidly change direction, which is very useful against crowds. He also has access to more abilities than any other character, the unique capacity to "supercharge" his HEAT meter, and more finishers than anyone else. Kiryu builds meter quickly and can burn it just as fast.
CHAPTER 1 : REUNION
After all the cutscenes, go talk to Haruka on the beach. You can explore the orphanage a bit afterward if you want, but there's nothing there to speak of. Talk to Hamazaki to get going.
After a few more cutscenes, you're suddenly in a fight against a bunch of small-fry prison guards, led by Saito. Kiryu may only be level 1, but he's Kiryu, and Saito's had a bad couple of days. This shouldn't take you long.
Grab the Toughness ZZ from the end of the hall, then go downstairs and deal with three more guards, one of whom has flash grenades. Grab another Toughness ZZ from the end of the hall and keep going, dispatching another few guards on the next floor down.
Quickly KO the guy with the pistol at the end of the hall, then use his gun when Saito ambushes you on the ground floor. That'll knock a lot of Saito's health off, and from there, it's another brawl like the last one. Saito gets truly obnoxious as he gets close to being knocked out, so save the various improvised weapons in the office lobby until then.
CHAPTER 2 : TO KAMUROCHO
Head to New Serena to talk with Yasuko. This is now Kiryu's hideout in Kamurocho.
As you leave, you'll get a few side missions thrown at you. This isn't a bad time to pursue them, but approaching the south side of Millennium Tower at all starts the cutscene that ends this extremely short chapter.
CHAPTER 3 :
Run back to New Serena and peel Date off the floor. Once you're back on the street, head north, then west on Taihei. Turn north to Theater Alley, then into Theater Square. She'll keep leading you on a chase into the sewer entrance in Children's Park.
Your next challenge is a fight against Tanimura and Akiyama simultaneously. Both retain their abilities from their own chapters, and Tanimura's parries make him particularly troublesome. If you throw one, that can buy you a few seconds to knock the other one around a bit. There's also nothing down here in the way of items or weapons, so bring whatever you think you'll need with you.
Talk to a homeless guy down the tunnel to receive a Manhole Opener, then go up the ladder to Purgatory. Go into Kage's mansion on the other end of "town."
CHAPTER 4 : CHAIN OF BETRAYALS
Fill up your inventory with healing items, and when you're ready to go, use the bathroom in West Park to reach the Kamurocho Hills. The random encounter rate on the street is hilariously high in this chapter, so you may want to stop at Kanrai before you go just to fill up on health.
In the first area, the guy you really have to watch out for is the fat bastard in the blue jacket. Once he starts swinging his sledgehammer, nothing can stop it. Stay near your entry point so the guy with the pistol in the distance doesn't decide to get involved, and use hit-and-run tactics to knock out the small fry. Drop kicks followed by pursuit moves work well to finish off the guy with the hammer, and afterwards, you can eliminate the gunman one on one. There's a Toughness ZZ on the west end of the lot.
In the lobby afterward, there's another Toughness ZZ on the floor near the door, and the guy to watch is the baton-wielder in the loud jacket. The mannequins in the windows only last for two hits, but do a startling amount of damage and swing in a wide arc.
At the base of the escalators, grab a Toughness Emperor from the far side of the room. The punch-happy fat guys who gave Tanimura such a hard time in 3-2 are back for more. Take them out, being careful to avoid letting the big guy go into his punch combo on you while you're distracted, and destroy the barricade at the base of the escalator.
In the storefront on the second floor, use the cheap mannequins to take out the small fry, then settle the score with the baton-wielder from a couple of fights ago. He's just as annoying now.
Take out the gunman at the end of the exterior balcony, then grab his pistol and take it with you into the clothing store on the third floor. Use the pistol to dispose of the shotgun-wielding thug's buddies, then take him out. His biggest move is an evasion roll that ends with him putting a shell into the back of your head, so weave in and around the display cases for cover, and don't mash your attack buttons. Just hit him twice, then roll away to avoid the counter.
Use the shotgun to deal with the two guys on the balcony, then destroy the barricade at the end of the hall. Take the Toughness Emperor in the elevator lobby, then dispose of the shotgun-wielder in the next pack of thugs before you do much of anything else. His shotgun trivializes the next two packs of yakuza, who file in out of the elevators the moment somebody in the last pack gets KOed; without it, he'll happily drop shells into you, because apparently friendly fire is turned off.
Take the elevator up when everyone else is taken care of. This floor is under construction, which means there are improvised weapons all over the place. You need to work your way east, using the office to the north to circumvent the barricades.
In the darkened room at the end of the floor, take out the pistol-wielding yakuza behind you first, then use crowd-control tactics to murder the rest of the people in the room. The key to the emergency exit is on the body of one of the yakuza you just KOed.
When you get outside, it's time for a showdown with the four mini-bosses you've faced so far: the guy with the sledgehammer, the shotgun-wielder, the annoying guy with the baton, and a particularly dangerous kickboxer who you probably just knocked out without trying in the darkened room. Go after the shotgun-wielder first, naturally, using the cone connectors in the corners of the room to keep multiple enemies at bay simultaneously. The kickboxer will probably be the last guy standing, and he fights a lot like the guy from the end of Tanimura's chapter.
When the last boss goes down, use the stairs to reach the roof.
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