Follow Kazuma Kiryu's path through Yakuza 4 Remastered. This guide covers his reunion with Hamazaki, his return to Kamurocho, and his confrontations with Akiyama and Tanimura.
Alright, let's dive back into the story with the man himself, Kazuma Kiryu! We rejoin him in Okinawa, dealing with yet another surprise on Sunshine Beach. Turns out Hamazaki isn't lost at sea after all, which is a bit awkward considering Haruka saw him stab Kiryu a year back. But hey, he's Kiryu, so he helps him out.
Hamazaki's got a big reason for breaking out of prison: he stole a file detailing financial records, and a massive ten billion yen was supposed to come from Kyohei Jingu, the villain from the first Yakuza game. That's the same money that blew up at Millennium Tower five years ago. Hamazaki pleads with Kiryu to head back to Kamurocho to help Saejima. It's not just for Saejima, but for the Tojo Clan too, as the corrupt police are planning to take over organized crime and dismantle the Tojo, leaving the Ueno Seiwa in charge.
The next day, as they're getting ready to leave, Haruka isn't having it and runs off to the beach. You'll take control of Kiryu here. Head down to the beach to talk to her. Hamazaki shows up, saying he'll go off on his own since Kiryu has a life here now. Kiryu insists on seeing him off to the police station. Speak to Hamazaki again to head downtown. You'll automatically arrive at the station and run into Yasuko. It's a small world, right? The police claim they don't know any 'Saejima,' but Kiryu and Hamazaki overhear this. The three of you head to an abandoned yakuza office to catch up on the plot. Yasuko learns that Saejima has already left for Kamurocho, so she decides she needs to go too.
Just as they're talking, some cars pull up. It's Saito and his prison guards, making sure Hamazaki doesn't escape alive. They even recognize Yasuko! Now it's Kiryu's turn to deal with these guys. You'll gain several levels as you fight your way through, and you'll find plenty of health items clearly visible along the path, so don't worry too much about finding them.
You'll face Saito at the beginning and end of this section. He's a tough one, so try not to get too fancy with your attacks. Once all the bad guys are down, Hamazaki tells Kiryu and Yasuko to leave him behind. Since he's an escaped fugitive, he can't exactly travel with them. They take off, leaving him to collapse.
Chapter 2 - To Kamurocho
We then cut to Tanimura, who's paying his respects to Sugiuchi and Hisai. With them gone, it's up to Tanimura to take down Deputy Commissioner Munakata, the real mastermind. While he's talking with Zhao, Akiyama walks in, and they start planning their next move.
Kiryu arrives with Yasuko. Your immediate destination is New Serena, and you can't explore just yet. You'll find New Serena by entering the front of the Sky Finance building, right next to that truck. Inside, you'll meet Date, Kiryu's old detective friend who's now looking after New Serena. After you sit down, Kiryu learns about Yasuko's connection to her brother. It's a touching story, but not super relevant to the current plot. Kiryu then heads out alone to find Saejima, leaving Yasuko at the bar.
Now you've got full freedom with Kiryu in Kamurocho! You'll get a couple of texts: one from a substory guy and another from your old master, Komaki. It's a good idea to make visiting Komaki in the Dragon Palace a priority. Once you do, you can learn Kiryu's Revelations. You can also tackle up to ten Substories right now. Kiryu can also date his Hostesses and find the final Locker Key, which is conveniently located in Serena. And if you head to Theater Square, you can kick off Kiryu's Gang Encounters side mission.
Your main story objective is Millennium Tower. Kiryu needs to talk to Majima to find out what he knows about the plot from five years ago and how it connects to what's happening now. Upon arriving at the tower, you'll find Majima getting apprehended by the cops. He sticks around just long enough to tell Kiryu that everything they've done so far is connected, and the person who sold him out is Daigo Dojima.
Chapter 3 - Encounter
It turns out Daigo is working with Munakata, who aims to gain complete control over both the police and the yakuza. If Daigo agrees to appoint Arai as his captain and successor, Munakata will use the police to eliminate the Ueno Seiwa. Daigo considers this. Meanwhile, Saejima has apparently been causing trouble all this time and has finally been caught by Katsuragi. Katsuragi reveals the truth about the Ueno Seiwa hit and also lets slip that Arai has sided with Munakata. Katsuragi then decides to betray Munakata and instead use Saejima, his sister, and all the money stolen from Sky Finance – a heist that Kido himself helped with.
Kiryu needs to hurry back to New Serena. There are no Substories available right now, so just head straight there. When you arrive, you'll find Date passed out on the floor. Yasuko drugged him and took off. Leave the bar and head north; you'll spot her running that way. Keep tailing her all the way to Children's Park. Enter the manhole and guess who you find? Are you a tough enough dude to take on the two previous player characters?
Akiyama and Tanimura are indeed skilled fighters, but you're the Dragon of Dojima! Try to slide behind them and interrupt their combos. Also, be careful not to let either of them get behind you, as that can be a real problem. Keep your combos simple and use Heat Actions whenever you can. They might not take a ton of damage, but they hit hard. Once you defeat them, continue forward down the sewer. The homeless guy here will give you a Manhole Opener, which grants Kiryu (and later, all characters) access to the sewers through manholes. Keep going into Purgatory and head over to the Florist's mansion. You'll find the residents of Pur
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