Sunday, January 4, 2026

🎭 Yakuza 6 Chapter 5: Masked Walkthrough

This chapter introduces the Clan Creator mini-game and involves significant story progression in Onomichi.

📝 Step-by-Step Walkthrough: The Main Story

Phase 1: The Initial Investigation

  1. Meet at the Intersection: Follow the pink dot to the intersection in the southern part of Onomichi. Approaching it triggers a cutscene and a brief, easy fight against a couple of minions.

  2. Clan Creator Tutorial: After a few cutscenes, you'll be taken to the La Pente restaurant in the north end of the city. Here, you'll be introduced to Joe and Shunta and the Clan Creator mini-game begins.

    • Tutorial Battle: You must complete the first mandatory Clan Creator battle. Follow the on-screen instructions to deploy and use your leaders' special skills to win.

  3. Ambush Fight: After the Clan Creator tutorial, you'll be ambushed by five men, two of whom have pistols.

    • Strategy: Prioritize the gunners first. Throw a nearby enemy or an object at them to disarm them. This fight is manageable as you'll have an ally helping you.

Phase 2: The Truth and the Takedown

  1. Meeting Kiyomi: Follow the pink dot to the Ropeway Station and take the Ropeway up to the observation area. You'll meet with Kiyomi for a crucial cutscene that reveals more of the truth.

  2. Hirose Family Office: Return to the Hirose Family office for a quick meeting where you'll see a blueprint of a large cruise ship.

  3. Infiltrating the Ship: Go to the next pink dot, which leads to the dock. You'll automatically board the cruise ship and meet up with your allies for a major action sequence.

  4. Ship Interior Brawl (Kikuchi): You and your allies need to systematically clear rooms on multiple floors to find your target.

    • Room Clearing: The path is largely linear. In the long hall, stick to the left side and kick in all five doors (by pressing $\triangle$ or $Y$) to check the rooms. You'll fight small groups of minions in some of the rooms.

    • Mid-Boss: You'll encounter a large group of enemies, including a mini-boss named Kikuchi (he has a health bar, but isn't a true boss).

    • Strategy: Grab one of the beer kegs from the cart you pass before the fight to give yourself an edge. Focus on crowd control and use your Extreme Heat mode to take out the minions quickly before focusing on Kikuchi.

  5. Boss Fight: Kyohei Someya: The path leads you to a large penthouse for the chapter's boss fight.

    • Fight: Kyohei Someya - This is a one-on-one fight. The room is littered with weapons (chairs, tables, etc.).

    • Strategy: Use the weapons! Someya is quick to dodge and block standard attacks, but weapons are highly effective. Once the weapons are gone, focus on a cautious counter-attack strategy: wait for him to finish a combo, quickly dodge/quickstep, and unleash your own combo before retreating. Be prepared for his Extreme Heat activation around 55% health.

The chapter ends after the final cutscenes following the fight with Someya.


🏗️ Clan Creator Mini-Game Guide

The Clan Creator mini-game is a real-time strategy (RTS) battle where you deploy units to fight an opposing force, typically to destroy their base or their leaders. It is unlocked as part of the main story in Chapter 5.

📌 Starting Location

  • Onomichi: You can play Clan Creator at La Pente (the bar where you first unlock it).

  • Kamurocho: You can play at M Side Cafe.

  • Access: Talk to Joe, the man in the red jacket. The man in the yellow jacket, Shunta, is for inputting Clan Codes.

⚔️ Gameplay Basics

  • Objective: The primary goal is usually to defeat the enemy Boss and all Leaders within the time limit.

  • Deployment Points (DP): You use DP to deploy units. DP regenerates over time and by dealing damage.

  • Units: You have two main types of units:

Unit TypeRole & CostKey Action
Leaders (e.g., Nagumo, Yuta)High Health, Strong Attacks, Unique Special Skills. Can be re-summoned if defeated.Use $\triangle$ (or $Y$) to activate their special skill when charged (e.g., healing, area attack).
Standard Units (Brawlers, Heavies, etc.)Low Health, Low Cost, cannot be re-summoned once defeated.Provides DPS and forms the frontline.

💡 Core Strategy Tips

  1. Prioritize Leaders: Leaders are your most valuable asset. Keep them alive and use their special skills strategically.

  2. Focus on DPS: Use Standard Units like Gunners and Brawlers to deal heavy damage to the enemy Boss and Leaders.

  3. The Tank & Shield:

    • Heavy Units are slow but have high defense; use them as a slow-moving shield to protect your more fragile Leaders and Gunner units.

    • Deploy Heavies first, then your Leaders, and finally your ranged units (Gunners).

  4. Offensive Skills: Many missions require you to quickly take out enemy Leaders. Use Leaders with offensive special skills (like Kiryu, G.O. Tojo, or Date) to damage multiple enemies at once.

  5. Use Clan Codes: To get an immediate advantage, enter Clan Codes by talking to Shunta (yellow jacket) to unlock powerful Leaders from New Japan Pro Wrestling and the Yakuza series (like Majima, Daigo, and Date).


👧 Substory 32: The Girl Who Leapt Through Time?

This substory is available in Onomichi starting in Chapter 4.

StepLocation / ActionDetails / Dialogue ChoicesReward
1Hilltop PathWalk along the path north of the cemetery, near the top of the hill. A young girl named Miku will approach Kiryu, claiming to be a time traveler.
2First DialogueAgree to hear her story. You can select any question you want when prompted.
3Change LocationsLeave the area and do another activity (a fight, another substory, etc.). Look for the blue substory marker to reappear.
4Pedestrian FootbridgeHead to the Pedestrian Footbridge. You'll find Miku again, and she will tell you the real reason for her distress. Agree to listen to her story.Eye of the Dragon and EXP
5Final FightA group of punks will show up to harass Miku and her father. Defeat the punks to save them and complete the substory.

Sunday, December 28, 2025

🎭 Yakuza 6 Chapter 4: Deception

 

📝 Step-by-Step Walkthrough: The Main Story

Prerequisite: Complete Chapter 3.

Phase 1: Nagumo's Trouble

  1. Meet the Patriarch: The chapter begins immediately after the fight with Masuzoe in Chapter 3. Follow the pink dot back to the Hirose Family office. Kiryu will ask the family about Haruka. Nagumo, Matsunaga, and Yuta all deny knowing anything, but their behavior is clearly suspicious.

  2. Matsunaga's Misbehavior: Kiryu is sent on an errand. A pink dot will appear leading to a building near the river. Go to the second floor and enter the door.

  3. The Bar Brawl: You'll encounter Matsunaga getting into a fight with a group of local drunks.

    • Fight: A mandatory fight against about a dozen unarmed civilians. Use grab attacks and Heat Actions to quickly clear the area.

  4. Back to the Bar: After the fight, the pink dot leads you back to Kiyomi's Bar (Snack New Gaudi) for a conversation about the Hirose family's secrets.

  5. Advance to Morning: Return to your apartment (pink dot). Interact with your bed and select the option to sleep and advance the plot to the next morning.

Phase 2: Confronting the Deception

  1. Hirose Family Office: The pink dot takes you back to the office, where Kiryu confronts the Hirose family about their lies.

  2. Street Fight (Nagumo & Yuta): The confrontation moves outside. You will have a forced fight against Tsuyoshi Nagumo and Yuta Usami.

    • Fight: Nagumo and Yuta - This is a difficult fight, as you're facing two fast-moving opponents in a narrow space.

      • Strategy: Prioritize separating them and keeping both opponents in your line of sight. They are very aggressive and will break out of throws quickly. Use quick lateral dodges (quick steps) to get behind them and land a short combo. Don't be greedy with long combos, as the second fighter will often interrupt you. Use Extreme Heat Mode when it's charged for a damage boost.

  3. Interrogation and Revelation: After the fight, you'll have a cutscene where Nagumo and Yuta finally confess their involvement, which leads to a new lead.

  4. Second Boss Fight: The pink dot will lead you to a narrow alleyway where you'll encounter a group of Masuzoe Family members.

    • Fight: Koji Masuzoe (Round 2) and Minions - Masuzoe returns with more goons.

      • Strategy: Grab the nearby bicycles and traffic cones immediately. The narrow alley is perfect for using the bicycle's wide attack range to clear out the minions quickly. Once only Masuzoe remains, stick to the same strategy as before: dodge his heavy attacks and hit him with fast, controlled combos.

  5. Chapter End: After the final cutscenes, you'll return to your apartment. Approaching the door triggers the closing cutscene, and the chapter is complete.


🌟 Substory Walkthroughs (Chapter 4)

The following substories are typically unlocked or available in Onomichi starting in Chapter 4.

🐧 Substory 29: Oh No! It's Ono Michio!

This is one of the most famous (and hilarious) substories in the game.

StepLocation / ActionDetails / Dialogue ChoicesReward
1Central Shopping District (Outside Nagi Pharmacy)Interact with the large Ono Michio mascot head lying on the ground. A producer will approach you.
2DialogueAgree to take the job as the mascot actor. Kiryu will be asked to perform a short show.
3The PerformanceThe producer will prompt you for specific phrases. Choose the following options in order:Fighter's Binding and EXP
Question 1:"Introduce yourself passionately." (Option 2)
Question 2:"Nice to michi!" (Option 2)
Question 3:"Oh no...!" (Option 2)
Question 4:"Onomichi ramen-michi!" (Option 3)
Question 5:"Oh no!" (Option 1)
4The BrawlAfter the show, a group of belligerent thugs will challenge you. Defeat them to complete the substory.

💫 Substory 32: The Girl Who Leapt Through Time?

This substory involves a girl who believes she is a time traveler.

StepLocation / ActionDetails / Dialogue ChoicesReward
1Hilltop Path (North of the graveyard)Speak to the girl, Miku, who will approach you.
2DialogueMiku will tell you her strange story. Agree to hear her out and ask her a question.
3Pedestrian FootbridgeLeave the area and then find Miku again on the Pedestrian Footbridge. She will tell you more of her story. Agree to listen.
4The FightA group of punks will appear, attempting to jump Miku's father. Fight and defeat the punks to save him.Eye of the Dragon and EXP

💥 Substory 33: A Freaky Situation

This is a very short, humorous substory.

StepLocation / ActionDetails / Dialogue ChoicesReward
1Ryunan Shrine StepsWalk up the steps leading to the Ryunan Shrine (the westernmost part of the city). You will witness a strange event: two people tumble down the stairs.
2The FightYou'll automatically be pulled into a fight with two men. Defeat the two opponents to resolve the situation.Experience

Sunday, December 21, 2025

🛳️ Yakuza 6 Chapter 3: Foreign Influence

 This chapter introduces you to the new seaside town of Onomichi Jingaicho, a quieter, more traditional location compared to Kamurocho, but one with its own deeply rooted yakuza conflicts. The main goal is to find out why Haruka was in Onomichi.

👥 Key Characters Introduced

  • Takaaki Matsunaga: A young member of the Hirose Family.

  • Tsuyoshi Nagumo: The Hirose Family Captain and main antagonist of the chapter (initially).

  • Toru Hirose: Patriarch of the Hirose Family.

  • Kiyomi Kasuga: Owner of Snack New Gaudi, a local bar.

  • Koji Masuzoe (Boss): The powerful Patriarch of the Masuzoe Family.

📝 Step-by-Step Walkthrough: Onomichi

Phase 1: Settling In and Local Scuffles

  1. Arrival and Housing: The chapter begins with Kiryu, Haruto, and Yuta arriving in Onomichi. Follow the pink dot to your new lodgings, a small apartment on the main street.

  2. First Fight (Nagumo): After the initial cutscenes, you'll immediately be confronted by Tsuyoshi Nagumo (the new local hothead) outside your apartment.

    • Fight 1: Nagumo - This is a simple brawl. Nagumo is more aggressive than previous non-boss enemies, but the small street is full of environmental weapons (signs, bikes). Use them and your Heat Actions.

Phase 2: Meeting the Hirose Family

  1. Hirose Family Office: Nagumo will give you your first lead. Follow the pink dot to the Hirose Family office, tucked away in Shops Alley. You'll meet the Hirose Family Patriarch, Toru Hirose, and other members. Kiryu decides to stay in Onomichi to investigate Haruka's time there.

  2. Kiyomi's Bar: A key figure, Kiyomi Kasuga, is mentioned. Head to her bar, Snack New Gaudi (pink dot), for a cutscene. Kiyomi suggests you play some baseball with the locals to integrate.

    • Note: This unlocks the Baseball Mini-Game, a key activity in Onomichi.

Phase 3: Haruto and Investigation

  1. Haruto's Needs (Motion Control Tutorial): Kiryu heads out to buy milk. This segment is an important tutorial: you must keep Haruto calm using motion controls.

    • When Kiryu holds Haruto, watch his tells (movements) and respond with the correct controller motion/action:

      • Arms out, head nodding/shaking: Swing (move the controller horizontally).

      • Hands up (90-degree angle to shoulders): Lift (move the controller vertically).

      • Slightly spread arms, looking up: Upsy-Daisy (push both thumbsticks up).

      • Arms low, subtle head movement: Head Rub (slide your thumb on the touchpad).

  2. Searching for Milk: Multiple pink dots will appear on the map, pointing to potential places to buy milk. You must visit all of them.

  3. The Barbershop: After checking the stores, a pink dot will point you to a local barbershop. Enter, calm Haruto, and speak to the owner for a cutscene, which ends in a minor fight with a drunk patron.

  4. Back to the Apartment: Return to your apartment to trigger the next set of cutscenes, advancing the time to morning.

Phase 4: The Baseball Battle

  1. Baseball Field: A pink dot appears, leading you to an area where you will be teleported to the baseball field for a mandatory story game. This is where you meet the captain of the local team.

  2. Baseball Game (Mandatory): You must play the game. You are intended to lose this match (it's a scripted defeat), but focus on getting the timing down for the Yakuza Baseball Mini-Game.

  3. The Ambush: After the game, the group is ambushed by members of the Masuzoe Family.

    • Boss Fight: Koji Masuzoe & Minions - This is your first proper boss fight in Onomichi. Masuzoe is a large, powerful opponent who hits very hard.

      • Strategy: First, eliminate the two accompanying minions. Use your Extreme Heat Mode here for massive damage, or focus on throwing objects (if any are nearby) and using Heat Actions against Masuzoe to conserve health. Dodge laterally to avoid his powerful swings and strike him with quick combos.

  4. Chapter End: After defeating Masuzoe and his thugs, you have an important cutscene with a key revelation about the local yakuza's involvement in a much larger plot. Kiryu and his new allies resolve to delve deeper into the mystery.


⭐ Side Activities Unlocked in Chapter 3

With your arrival in Onomichi, you'll gain access to the unique side content of the city:

  • Baseball Mini-Game: Unlocked after meeting Kiyomi at the bar. You can now recruit players and manage a team to play full games.

  • Substories: Several new substories open up in Onomichi, including:

    • The Munan Chohept Onast Cult

    • Tora-san's Advice (Drunkard in the cemetery)

    • The Troublr Missions mechanic introduced in Chapter 2 continues here, offering quick experience and money.

Sunday, December 14, 2025

Back on the Streets: Yakuza 6 Chapters 1 & 2 Walkthrough

 The dramatic Prologue has set the stage: Kazuma Kiryu is a free man, but his peace is shattered by Haruka's tragic accident and the mystery of baby Haruto. Now, the Dragon of Dojima must return to the concrete jungle of Kamurocho to seek answers!

This detailed guide will walk you through Chapter 1: The Price of Freedom and Chapter 2: Life Blooms Anew, marking your true beginning in Yakuza 6: The Song of Life.


🐲 Chapter 1: The Price of Freedom

This chapter reintroduces Kiryu to the open-world mechanics, combat, and the familiar, yet changed, streets of Kamurocho. The focus is simple: Find the truth about Haruka and Haruto.

👥 Key Characters Involved

  • Kazuma Kiryu: The sole playable protagonist.

  • Makoto Date: His connection to the police and the first source of information.

  • Shun Akiyama: The charismatic moneylender; Kiryu's key ally in Kamurocho.

  • Ed (Boss): A Triad thug who serves as the chapter's final boss.

📝 Step-by-Step Walkthrough

Phase 1: Return to Kamurocho

  1. Search Morning Glory: The chapter starts in Okinawa. Speak to all the children at the Morning Glory Orphanage (indicated by blue dots on the mini-map) to learn that Haruka left without a trace.

  2. Call Akiyama: Use the phone in the dining room to try and call Shun Akiyama (no luck). Kiryu resolves to head to Kamurocho.

  3. Meet Date: Once in Kamurocho, Kiryu is confined to a small area of Tenkaichi Street. Head toward the New Serena building (marked by a pink dot). Date calls out to you, bringing you up to speed on the situation.

  4. Sky Finance Check: Date suggests checking Akiyama's office. Head to the rear of the building and climb the fire escape to Sky Finance. Kiryu finds it locked, confirming Akiyama is not there.

Phase 2: The Kamurocho Investigation

  1. Freedom & Combat: The barrier on Tenkaichi Alley is now removed. Head east to Nakamichi Street, where you'll encounter a group of street thugs. This serves as your combat tutorial. Use this time to get comfortable with the new Dragon Engine fighting mechanics.

    • Tip: Experiment with the new seamless battle transitions and using environmental objects!

  2. New Serena Bar: Kiryu decides to check the New Serena Bar for info. The mama-san has no useful leads.

  3. Search for Akiyama:

    • Head to the bar Bantam (east of Millennium Tower) and talk to the man outside.

    • Approach the southern entrance of Little Asia (now a burned-out area). You’ll be confronted by Triad punks and must defeat them.

  4. Homeless Network: As you approach the New Serena alley, you'll be ambushed by more Triad Thugs. Defeat them to rescue a man who reveals Akiyama has been hanging out with the homeless near Children's Park.

  5. Bento Quest: Go to Children's Park (northwest Kamurocho) and speak to the seated homeless man. He knows where Akiyama is but wants a Bento Lunch Set.

    • Head to the nearest Poppo convenience store (marked by a pink dot, likely nearby on the same block), buy the Bento Lunch Set, and return it to the man.

Phase 3: The Confrontation

  1. Meet Akiyama: The homeless man reveals Akiyama is right beneath your feet. Head down the manhole to find Akiyama in a secret underground area. After an emotional reunion, Akiyama confirms he has no information on Haruka.

  2. Boss Fight: Ed: Immediately following the cutscene, you are attacked by the large Triad Member, Ed, and his thugs.

    • Strategy: Focus on taking out the smaller thugs first to avoid being surrounded. Use your Extreme Heat Mode (unlocked in this fight) to deal massive damage to Ed. Be prepared for his charge attack when his health is low—dodge out of the way, then counterattack!

  3. Chapter End: After defeating Ed, Kiryu gets a call from Date: Haruka has been moved to Touto Hospital. Take a nearby taxi to the hospital to end the chapter.


👶 Chapter 2: Life Blooms Anew

The investigation continues, shifting focus to the larger conspiracy surrounding the Tojo Clan and foreign powers in Kamurocho.

👥 Key Characters Involved

  • Kazuma Kiryu: The relentless investigator.

  • Shun Akiyama: Joins Kiryu in the fight for truth.

  • The Baby Broker: A man who Kiryu chases down for information.

  • Daigo Dojima (Mentioned/Cutscene): The Sixth Chairman of the Tojo Clan.

  • Shintaro Kazama (Mentioned): Kiryu's adoptive father.

  • Boss Fight: Shun Akiyama (a misunderstanding, not an actual antagonist).

📝 Step-by-Step Walkthrough

Phase 1: Tracing the Baby Broker

  1. Hospital News: The chapter begins with a cutscene at the hospital. Kiryu learns more about the circumstances of Haruto's discovery.

  2. The Chase: You regain control and must immediately chase a man in a grey jacket and hat (the Baby Broker).

    • Action: Follow the man through the streets. He is marked by a blue dot. The chase is scripted to allow you to keep up, but losing sight of him will fail the mission.

  3. Interrogation: Catching the man triggers a cutscene where he reveals he was acting on behalf of someone else to get Haruto.

Phase 2: Factions and Trouble

  1. Tojo Clan Headquarters: The plot thickens. You'll need to visit the Tojo Clan HQ. Use any taxi (marked by four pink dots) to travel there.

    • Event: The entire visit is a cutscene. Kiryu learns the state of the Tojo Clan is in turmoil, largely due to the power vacuum created by the absence of Chairman Daigo Dojima.

  2. New Serena Bar (Part 2): After the Tojo HQ scene, head back to the New Serena bar. Another cutscene plays out.

  3. Street Fight: Immediately after leaving the bar, you'll be attacked by random thugs. Defeat them to trigger a brief cutscene introducing the "Rainmaker" (Kazuchika Okada from NJPW).

  4. Troublr Missions Unlocked: The next pink dot objective (located north of New Serena) triggers a cutscene that unlocks Troublr Missions (small, quick missions on your in-game phone).

During the main story timeline, we've encountered two substory missions. 

“Haruka’s Biggest Fan” and “I, Hiji”—stand out for their charm and humor. Here’s a quick walkthrough for both.


Haruka’s Biggest Fan (Substory #3)

Location: Children’s Park, Kamurocho
When: Chapter 1

Talk to Ayaka, a young girl who adores Haruka. She asks for Haruka merchandise. Visit Don Quijote, then Club SEGA (answer “So Much More!” during the quiz), and finally Ebisu Pawn to buy a Haruka photo for ¥50,000. If it’s sold out, defeat the muggers who stole it to get it free.

Return to Ayaka with the photo, then leave and revisit the park once the icon reappears. You’ll receive a sweet drawing from her as thanks. This touching quest connects Kiryu’s story to Haruka’s idol fame and rewards players with XP and a sentimental moment.


I, Hiji (Substory #5)

Location: Near Café Alps, Kamurocho
When: Chapter 1

A man offers to install a strange app called Hiji. Accept it and head to Children’s Park, where using the app triggers an event leading to a fight with a drunk harasser. Defeat him, then return to the man to finish the substory.

Quick, funny, and slightly absurd, “I, Hiji” is classic Yakuza weirdness at its best.


Tips

  • Both substories can be completed early for easy XP and progress toward the “Story of My Life” trophy.

  • If an NPC doesn’t appear, leave Kamurocho or progress the story slightly before returning.

Now, onto the final phase, 

Phase 3: Final Confrontation and Departure

  1. The Clue: Wander Kamurocho for a minute or so until Kiryu receives a phone call directing him back to the hospital.

    • Warning: Once you proceed past this point, you will be leaving Kamurocho for a significant portion of the game. Be sure to complete any available Substories, Stock up on items, and level up your stats!

  2. Return to the Hospital: Use a taxi to return to Touto Hospital. You'll be watching a couple of cutscenes that lead to a dramatic misunderstanding.

  3. Boss Fight: Shun Akiyama (Unarmed): Akiyama is led to believe Kiryu has done something to Haruto and you must fight him.

    • Strategy: The fight is in a small nursery. Akiyama is fast and hits hard. Focus on quick combos, dodging, and utilizing Heat Actions (Grab > Throwing him into the wall/crib) to keep him off balance. Don't hold back; he's surprisingly tough!

  4. Chapter End: After the fight, the misunderstanding is resolved. Kiryu and Akiyama realize they must work together. The chapter concludes with Kiryu's new resolve to take Haruto to Onomichi Jingaicho, Hiroshima, to uncover the truth of Haruka’s past three years.


Sunday, December 7, 2025

The Dragon's Return: A Yakuza 6: Song of Life Prologue Walkthrough

 Welcome back, Dragon of Dojima! Yakuza 6: The Song of Life kicks off the dramatic conclusion to Kazuma Kiryu's saga, and it all starts with a powerful, emotional, and largely cinematic Prologue. This guide provides a step-by-step breakdown of this essential opening sequence, detailing the characters, key events, and the minimal-but-important gameplay moments.

If you're looking to dive into Kiryu's final stand or just need a refresher, read on!


🎬 Prologue: A New Beginning (and a Tragic Turn)

The Prologue in Yakuza 6 is more of an extended cinematic introduction than a typical chapter, setting the stage for the game's core mystery. Be prepared for a heavy focus on the narrative and less on open-world exploration.

🔑 Key Characters Introduced

The Prologue masterfully brings back the characters central to Kiryu's life and introduces the tragedy that sets him on his new journey:

  • Kazuma Kiryu: The legendary protagonist. He willingly returns to prison for his past crimes, hoping for a clean break to live with his family at the Morning Glory Orphanage.

  • Haruka Sawamura: Kiryu's adopted daughter. She makes the life-altering decision to leave the idol world to protect Kiryu's reputation.

  • Haruto Sawamura: Haruka's infant son, whose existence is the central mystery that propels Kiryu's quest.

  • Makoto Date: Kiryu's longtime detective friend from the Tokyo Metropolitan Police, who delivers the devastating news about Haruka.

📝 Step-by-Step Walkthrough

Follow these steps to navigate the emotional rollercoaster of the Prologue:

Step 1: The Sacrifice and Imprisonment (Cutscene)

  • Event: The prologue begins with a recap of the events following Yakuza 5, where Kiryu chooses to turn himself in to the police to face his past crimes, seeking to sever all ties to the yakuza life for the sake of his family.

  • Action: No gameplay here. Simply sit back and watch the emotional opening. Kiryu is sentenced to three years in prison.

Step 2: A Vision of the Past (Brief Gameplay)

  • Event: Upon his release, Kiryu is granted a few moments of reflection, visualizing the people and events that defined his journey. This serves as a quick lore recap for new and returning players.

  • Action: You regain control of Kiryu in a surreal, dream-like state on a beach.

    • Objective: Walk around and approach the blue-glowing characters (Haruka, Date, Daigo Dojima, etc.). Speaking to them triggers a quick text summary of their relationship with Kiryu.

    • Completion: Once you've spoken to everyone, approach the bright glowing light to trigger the next long cutscene sequence.

Step 3: The Search and the Tragedy (Cutscene)

  • Event: Kiryu returns to the Morning Glory Orphanage in Okinawa, only to discover Haruka has vanished. He quickly travels to Kamurocho, where he meets Makoto Date. Date delivers the shocking news: Haruka has been the victim of a hit-and-run and is in a coma.

  • Action: Again, this section is a prolonged, crucial cutscene. Pay close attention to the details of Haruka’s disappearance.

Step 4: A New Mystery (Cutscene)

  • Event: Date reveals the biggest twist: Haruka was protecting a baby during the accident—her son, Haruto Sawamura. Kiryu is now tasked with caring for the baby and uncovering the identity of the child's father and the truth behind Haruka's attack.

  • Action: The focus shifts entirely to the narrative and the setup for the main campaign, leading directly into Chapter 1: The Price of Freedom, where the true gameplay begins in Kamurocho.

Monday, December 1, 2025

Master the Mid-Air Puzzle: Your Marvel’s Spider-Man 2 Rubik’s Cube Trick Tutorial 🕸️🎮

 Get ready to elevate your web-swinging game! Marvel’s Spider-Man 2 on PS5 is packed with thrilling combat, an engaging story, and spectacular traversal options. But for the true Spider-Fans, the little details are what count—like the iconic Rubik’s Cube trick. This fun, gravity-defying maneuver is an Easter egg reference to Spider-Man: Into the Spider-Verse and a fantastic way to earn bonus XP while stylishly dropping from the city's highest points.

This guide will break down exactly how to perform the Rubik's Cube trick as Peter Parker and offer a peek at Miles Morales' unique aerial stunt. Let's solve this puzzle mid-air!


Who Can Do the Rubik's Cube Trick? (Peter Parker Exclusive!)

First things first: the famous Rubik's Cube trick is exclusive to Peter Parker. If you attempt the same button combination with Miles Morales, he'll pull out his cell phone to text, a nod to his younger, more modern persona. While the cell phone trick is cool, the cube is the classic reference players are chasing!

Make sure you've selected Peter as your active Spider-Man before attempting this impressive feat.


Step-by-Step Tutorial: The Rubik’s Cube Trick

The key to this trick is performing it during a Dive or Free Fall from a great height.

1. Gain Altitude and Initiate a Dive

To give yourself enough time to complete the animation (Peter will actually solve the cube if the fall is long enough!), you’ll want to start high up. The top of the Empire State Building or any skyscraper is perfect.

  • Jump or Fall: Begin to fall from a tall structure.

  • Activate Dive (L3): While in free fall, press down on the Left Analog Stick () (click it like a button) to initiate the aggressive, head-first dive. You should see Peter accelerate towards the ground. Crucially, you only need to press  once; do not hold it down.

2. Input the Trick Combination

Once Peter is in the dive state, you need to execute the trick input immediately. Precision and timing are key here!

  • Hold Square (): Press and hold the Square () button. This is the universal "Air Trick" button.

  • Pull Down on the Left Stick: While holding , immediately pull the Left Analog Stick (L-Stick) down (towards you) and hold it there.

The Final Combination:

If done correctly, Peter will stop his head-first dive, pull out a Rubik’s Cube, and begin to swiftly solve it! Keep holding  and the L-Stick down to maintain the trick.

Pro-Tip: Slow Motion

If you are struggling with the timing or want to capture an epic screenshot, you can use the game's Accessibility Optionsto slow down time.

  1. Go to the Settings menu.

  2. Select Accessibility.

  3. Set a Game Speed Shortcut to one of your D-pad buttons.

  4. Activate the shortcut (e.g., set speed to 30%) right after initiating your dive. This gives you all the time you need to input the combination and enjoy the animation!


Miles Morales' Equivalent: The Cell Phone Trick

While Miles doesn't get the Rubik's Cube, his unique dive trick is equally stylish and relevant to his character: he pulls out his cell phone.

Miles’ Cell Phone Trick Steps:

  • Activate Dive (L3): Jump from a high place and press the Left Analog Stick () (click it) to dive.

  • Hold Square (): Press and hold the Square () button.

  • Pull Down on the Left Stick: Pull the Left Analog Stick (L-Stick) down (towards you) and hold it there.

You'll see Miles pull out his phone and start scrolling or typing, proving that even superheroes need to check their feeds!


Why Bother with Air Tricks? (XP Bonus!)

The Rubik's Cube trick isn't just for show! Performing any air trick, especially extended ones like the Cube solve, grants you bonus Experience Points (XP). The longer you hold the trick, the more XP you earn. Use the momentum of your fall to chain tricks, perform spins with the L-Stick (while holding ), and maximize your XP gain before pulling up with R2to swing away safely.

Mastering this trick is a perfect way to casually level up Peter and celebrate a beloved Spider-Man reference as you patrol the stunning New York cityscape in Marvel’s Spider-Man 2. Get out there and start puzzling!


Find out exactly how to do this maneuver in the city's atmosphere with this quick guide: How to do the Spider-Man 2 Rubik's Cube trick! This video short provides a visual demonstration of the steps needed to perform the Rubik's Cube trick in Marvel's Spider-Man 2.

Sunday, November 23, 2025

Swing into Action: Mastering Charge Jumps in Marvel's Spider-Man 2

 Marvel's Spider-Man 2 on PS5 throws you headfirst into a breathtaking New York City, even bigger and more dynamic than before. While web-swinging is still the iconic way to traverse, mastering the advanced movement techniques is key to truly feeling like your friendly neighborhood Spider-Man. Among these, the Charge Jump stands out as a fundamental skill that every aspiring web-slinger needs to conquer.

But what exactly is a Charge Jump, and why is it so important?

Understanding the Charge Jump: More Than Just a Hop

At its core, a Charge Jump in Spider-Man 2 is an enhanced leap, allowing you to cover significantly more horizontal distance and gain greater verticality compared to a standard jump. Think of it as a super-powered spring that propels you further and faster. It’s not just for getting from point A to point B; it’s an integral part of combat, exploration, and achieving that fluid, acrobatic Spider-Man feel.

Why Charge Jumps are a Game-Changer:

  • Faster Traversal: Zip across rooftops, clear wide gaps, and generally cut down on travel time.

  • Combat Advantage: Quickly close distances on enemies, escape perilous situations, or gain a height advantage for aerial attacks.

  • Enhanced Exploration: Reach hidden collectibles, secret areas, and vantage points that would be inaccessible with a regular jump.

  • Seamless Flow: When integrated with web-swinging and other parkour moves, Charge Jumps contribute to that incredibly satisfying, unbroken flow of movement that defines the Spider-Man experience.

Now that you understand its importance, let’s dive into how to execute this crucial move.

Your Step-by-Step Tutorial: How to Perform a Charge Jump

Performing a Charge Jump in Marvel's Spider-Man 2 is surprisingly intuitive, but requires a slight adjustment from your typical button mashing.

Step 1: The Wind-Up (Hold the Jump Button)

Instead of a quick tap, the key to a Charge Jump is holding down the X button (the standard jump button) on your PS5 controller. You’ll notice a subtle visual cue around your character – a glowing aura or slight crouch, indicating that Spider-Man is preparing for the jump.

Step 2: The Release (Let Go of X)

Once you've held the X button for a brief moment (usually about half a second to a full second, depending on how much "charge" you want), release the X button. Spider-Man will then launch himself into a powerful leap.

Pro-Tip for Timing: The longer you hold the X button, the further and higher Spider-Man will jump. Experiment with different hold times to get a feel for the distance and height you can achieve.

Visual Confirmation: You'll know you've successfully performed a Charge Jump by the increased distance and height, often accompanied by a distinct animation and sound effect.

Integrating Charge Jumps into Your Flow

Charge Jumps truly shine when woven into your broader movement repertoire. Here's how to make them second nature:

  • From a Standstill: Need a quick burst of speed from a rooftop? A Charge Jump is your go-to.

  • Mid-Sprint: While running, hold X to seamlessly transition into a powerful leap without losing momentum. This is excellent for clearing obstacles or getting to a higher platform.

  • After a Web Zip: Press R2 + X for a quick web zip, and then immediately hold X as you land or even mid-air to chain into a Charge Jump, maintaining incredible speed.

  • Combat Initiation: Charge Jump towards a group of enemies to initiate combat with a powerful dive or aerial attack, knocking them off balance.

  • Emergency Evasion: If you're caught in a tight spot in combat, a well-timed Charge Jump can quickly get you out of danger.

Advanced Charge Jump Techniques & Synergies:

Once you've mastered the basics, consider these ways to elevate your Charge Jump game:

  • Directional Control: While charging, you can still influence your direction with the left analog stick. This allows for precise landings or steering around obstacles.

  • Perimeter and Corner Jumps: Sometimes, a regular wall run isn't enough. Use a Charge Jump off the edge of a building or a small ledge to gain extra height and clear tricky gaps.

  • Combining with Gliding (Web Wings): After a powerful Charge Jump, deploy your Web Wings (by pressing the L3 button) to glide even further, extending your airtime and covering massive distances. This combination is crucial for traversing the wider gaps in the new open world.

  • Focus on the "Flow State": The beauty of Spider-Man 2's movement system is its fluidity. Practice chaining together Charge Jumps with web-swings, wall-runs, and web zips. The goal is to move without interruption, feeling like a true master of parkour and acrobatics.

Common Mistakes to Avoid:

  • Tapping X instead of Holding: This will result in a standard, less powerful jump. Remember to hold!

  • Releasing Too Soon: If you release X too quickly, you won't get the full benefit of the charge. Give it that half-second to a second wind-up.

  • Not Looking Ahead: While in the air, always be scanning for your next web-swing point or landing zone to maintain momentum.

Practice Makes Perfect!

The best way to master Charge Jumps is to simply get out there and practice. Swing around New York City, experiment with different scenarios, and try to incorporate them into every aspect of your traversal and combat. You'll quickly find that this seemingly simple technique becomes an indispensable part of your Spider-Man arsenal.