Walkthrough part 6 - Yakuza 4 Guide - IGN (2024)

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Yakuza 4 Walkthrough

  • Part 1: Akiyama
  • Part 2: Saejima
  • Part 3: Tanimura
  • Part 4: Kiryu
  • Finale: Requiem

Judging by his abilities, Saejima is a cleverly disguised silverback gorilla. His combos suck, he's relatively slow, and he tends to absorb a lot of stray hits, but Saejima compensates by having extremely damaging throws. He can also pick up objects that the other characters can't even budge, such as motorcycles, and use them as weapons.

In the early game, pour Souls into Body abilities as fast as you can until you can pick up Goriki Grab and Enhance Escapes. One of Saejima's most reliable sources of damage, which he desperately needs, is being able to pick up and body-slam an opponent. This is one of the easiest ways to survive the tough boss fights in Chapters 1 and 2, and Saejima enjoys a lengthy invulnerability window as long as he's got a guy suspended over his head.

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Chapter 1: Flight for the Truth

After a lengthy flashback, we catch up to Saejima in prison. Use the opening tutorial fight to get a feel for Saejima's style. There's a specific rhythm to his charge attacks that's initially difficult to grasp.

Your first job, once you're done with your brutal beating, is securing the tools for a jailbreak. Collect three pieces of Wormwood from the prison yard—under the chalkboard, in the northwest corner of the yard, and over by the basketball hoop—then talk to Kamiyama by the pay phone. Kataoka, one of the guys over by the exercise equipment, has the Chain you need, but you must take him out in under a minute to get it.

Take that to Kamiyama, then speak to the two farm workers over by Hamazaki. You need to speak to the guy on the left, Morinaga, as his buddy Kawana's sort of antisocial. Kawana wants a cigarette in exchange for the hoe, so go bum one off the guy standing by the basketball hoop.

To get Kawana a light, talk to the guard over by the fence and ask to be let through the gate. There's a lighter at the end of the alley. Pick it up, go back to the yard, and bust Kawana's face to receive the Hoe.

Kamiyama can now give you the Grappling Hook. Take it to Hamazaki, then hide the hook under the manhole in the northeast corner of the yard. This begins a series of cutscenes.

Once the jailbreak begins, take out the small fry first before you deal with Saito. In this fight, he spends most of his time blocking, so you have to whittle him down gradually. Again, as you level, pour souls into Body techniques until you can get Goriki Grab, which lets you toss people around. This is the most reliable way to knock health off of Saito, and this is only the first time you have to fight him. Don't forget about the wormwood you found, as it's a weak healing item.

Take out the guards in the hallway and pick up the Tauriner from the corner. Use weapons and throws liberally to keep guards at bay, as every hit you take is valuable. Saejima can't just go eat somewhere or buy a ton of energy drinks to keep his health up, so every little bit counts.

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At the end of the hall, Saito is waiting in ambush. Beat him in a HEAT event to start off on equal footing with him, then bounce weapons off of his face to whittle his health down. You just need to stay alive until you get the chance to finish him off with a HEAT moment. Grab his Card Key and use it to escape outside.

Take out two more guards outside the warden's office, then pick up a Toughness ZZ from the hall and follow Hamazaki upstairs. You must now avoid the sniper on the distant tower by staying behind various objects while taking out the guards.

The first three guards you run into can be tough, but you need to knock them all out before you go any further along. The last guard in the area is carrying a pocketful of flash grenades, which stun both Saejima and any guards caught in the explosion's radius. This usually means the sniper gives you a third nostril, let alone any guards in the area, so don't run into that guard's area unless you've dealt with everyone else. You can also smash open a door on this part of the roof to find a hidden Staminan X.

In the next stretch of the roof, just run straight towards the south gate to trigger Hamazaki's appearance, which disables the sniper. The easiest way to deal with the small army of guards up here is by picking up oil drums and using them to sweep the enemies away two and three at a time, although you'll probably only get a swing or two before a flash grenade goes off in your face. Just the same, a hit from an oil drum does a lot of damage, which makes it your safest bet.

Continue maiming guards as you head back to the ground level, collecting a Staminan XX and a Toughness Z along the way. In the prison yard, retrieve the Grappling Hook from where you hid it to begin the last battle of the chapter.

Saito's back for a third and final encounter, and he's brought five of his closest friends. None of them are particularly dangerous by comparison, but Saito will be all over you like stink on a monkey the moment the fight starts, and while you're dealing with him, you're also absorbing gunfire from one of his buddies. Run from Saito and take out the gunman first, then use his pistol to either knock some health off of Saito or drop a couple of the guards.

Once Saito's the only one left standing, use repeated throws to drop him on his head repeatedly. Trying to slug it out with him ends very poorly.

Up Next: Walkthrough part 7

PreviousWalkthrough part 5NextWalkthrough part 7

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Walkthrough part 6 - Yakuza 4 Guide - IGN (1)

Yakuza 4

RGG Studio

ESRB: Mature
PlayStation 3

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Walkthrough part 6 - Yakuza 4 Guide - IGN (2024)
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