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Yakuza Kiwami 2: Majima Construction and Clan Creator

· Yakuza Kiwami 2

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Yakuza Kiwami 2: Majima Construction and Clan Creator All right, this is the other big business in Kiwami 2, and Majima's idea of construction involves a lot more fighting than you'd probably expect from the job description. Clan Creator can look messy at first. Nine people are running around, enemies are coming from different directions, and something expensive is getting smashed while you're looking at the wrong corner. The way I would approach it is to get a dependable formation first, then learn when to move people and spend your skills. Trying to personally steer all nine workers every second makes this harder than it needs to be. This covers the full story campaign, building a useful team without paid characters, recruitment, upgrades, the 200,000-point achievement and the optional missions. Business-story spoilers below. When it opens and what you're defending Majima Construction becomes available during Chapter 5, after the story brings you through the Coliseum and the construction site. Finish the introductory defense, then speak to Majima at Kamurocho Hills to continue. [Clan Creator unlock](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Chapter5) The seventeen main missions include that tutorial. They're the gold entries. The silver missions are extra challenges, not additional mandatory chapters of the business story. You are defending equipment while eliminating every wave. Check the mission's victory and defeat conditions before starting. Don't treat an individual worker's survival as more important than the equipment being attacked behind him, but don't casually sacrifice workers either. Losing somebody removes him and his skill for the rest of that mission. [Mission rules](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/basics-of-clan-battles) Your first four slots matter You can deploy nine employees and save three different teams. Only the first four positions provide usable active skills. The other five still fight, but putting a repair specialist in the ninth slot does not give you his repair command. Build those first four around jobs: an offensive buff, healing, equipment repair and another useful support skill. Then fill the remaining positions with fighters who can actually hold their ground. Spend President's Awards through Train to raise permanent employee levels. Winning missions gives you the awards; merely placing somebody on the team doesn't automatically level him. Put early awards into the team you're using rather than spreading them across every recruit. Reaching level 10 takes 680 awards for one employee. [Organization and training costs](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/building-a-business) Kiryu's Employee of the Month life skills improve construction employees' stats. Buy them if you're planning to spend time on the mode. [Employee upgrades](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/stats-and-abilities) A usable team before the expensive characters You don't need paid SSR cards to finish this. Namikawa's attack buff and Naoya's healing are available from the starting roster. Gotetsu provides equipment repair after Exhausted on the Job. Those are useful functions even though their cards aren't the rarest color. As recruitment opens up, look for these: - Hiroyoshi Tenzan: scouting; a short, very strong team attack boost. - Hiroshi Tanahashi: scouting; restores 40% of the team's health. - Ukyo the Bridge Guard: Sotenbori Street Boss; repairs 30% of equipment durability. - Sotaro Komaki: complete his training substories, defeat him in the Coliseum, then recruit him at the construction site; a team speed boost. - Doctor: scouting; ranged rocket support. - Masahiro Chono: late business-story reward; an attack boost with temporary invincibility. Ukyo appears after fifteen Sotenbori thug-group victories and the earlier bosses in that chain. Revisit him on Iwao Bridge after winning to recruit him. [Useful team skills and Ukyo's route](https://trueachievements.com/a304922/lets-build-some-hills-achievement), [Komaki recruitment](https://gamersheroes.com/game-guides/yakuza-kiwami-2-clan-creator-recruitment-guide/) My suggested late-story setup is Tenzan, Tanahashi, Ukyo and Komaki in the skill positions, with Majima and your strongest trained fighters behind them. If somebody is missing, replace the function instead of treating the exact nine names as mandatory. Gotetsu can handle repair, Naoya can heal, and Namikawa can buff damage. Chono is useful once you've earned him, but he can't solve the missions that unlock him before you've actually won them. The same goes for Amon recruits. Don't build an early-game recommendation around endgame rewards. Set up a defense you can manage Position guards at approaches to the equipment, with attackers ahead of them and a ranged worker covering a lane. Keep one strong mobile fighter available to deal with leaks. Majima is an obvious choice. Don't put every worker at the entrance where the first wave appears. Later waves can come from another street, and barriers can disappear. A formation that works beautifully for three waves may leave the equipment exposed on the fourth. Use the shoulder-button cycling to select workers quickly. When repositioning, send them to an interception point, not to where a moving enemy used to be. They prioritize reaching the location you selected, so a badly placed order can make them run past the problem. [Movement and placement](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/clan-tips) I would keep the bulk of the formation in place and move one or two people first. If one side needs more help, shift a small group. Sending everyone across the map to finish a single enemy is how the other side suddenly becomes undefended. Treat rocket-launcher enemies and bat-wielding equipment attackers as urgent. Gunners and grenade throwers can also sit outside your workers' immediate reach, so don't leave them firing freely. A big boss deserves attention, but a small enemy quietly dismantling a truck still counts. [Enemy behavior](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/basics-of-clan-battles) Spirits are also emergency healing Battle cash is separate from Kiryu's wallet. You spend it on skills and raising Spirits. Raising an employee's Spirits restores his health, improves his performance and helps his skills recharge faster. The successive Spirit boosts cost 1,000, 2,000, 5,000 and 20,000 battle cash. Don't burn every cheap boost immediately if nobody is hurt. Keeping one available gives you an instant recovery when a boss suddenly starts taking chunks out of that worker. A worker at zero health is already gone for the mission. Heal before that happens. For several injured people, a team-healing skill is more convenient than individually selecting everybody. [Battle cash and Spirits](https://dswiipspwikips3.jp/yakuza-kiwami2/clan-creator/) Fortify the equipment Fortify HQ spends ordinary yen to improve equipment durability. Upgrades also require enough total employees on the payroll, so recruitment helps even when you don't intend to field those workers. Put money into the equipment used in the mission that's stopping you. There is no point emptying your wallet into a different object while the same weak container keeps getting destroyed. The level-10 employee requirements are twenty for the Container, twenty-five for the Truck, thirty for the Van, forty for Steel Framework and thirty-five for the Power Shovel. You aren't sending that many people into battle; those are roster requirements for the upgrades. [Equipment upgrade requirements](https://dswiipspwikips3.jp/yakuza-kiwami2/clan-creator/facilities.html) A recruitment route that clears fifty The trophy wants a much larger payroll than your active nine. You can reach it without DLC and without beating Amon. The starting five are Majima, Nishida, Baku, Namikawa and Naoya. Main-story victories add Tatsumi Fujinami, Genichiro Tenryu, Riki Choshu, Keiji Mutoh and Masahiro Chono. That gives you ten from the business itself. [Story employees](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/construction-employees) Scouting has twenty-six recruits: Hiroyoshi Tenzan, Satoshi Kojima, Hiroshi Tanahashi, Tetsuya Naito, Toru Yano, Kazuchika Okada, Akahoshi, Fudo, Eric, Yasuo Sodachi, Doctor, Takumi, Kazehaya, Shogun, Goh, Elder Higuchi, Goriki, Takei, Mamoru, Kai, Misugi, Taira, Old Man Hide, Younger Higuchi, Jinya and Enya. Results are random, and a search can fail. Save before spending if you want to avoid paying for an unsuccessful attempt. The fee increases after successful recruitment, eventually reaching ¥3 million for the last recruit. You don't need to buy out that entire pool if you've been picking up free recruits elsewhere. [Scouting pool and fees](https://dswiipspwikips3.jp/yakuza-kiwami2/clan-creator/employees.html) These fourteen substory recruits bring ten story employees plus twenty-six scouts to fifty. The locations below are where to recruit them after their stories, not necessarily where their stories began: - Patriarch Gondawara, substory 1: upper landing on the east side of Theater Square. - Mr. Try and Hit Me, substory 8: eastern construction site. - Masa, substory 9: corner south of Theater Square's Smile Burger. - Dandy Johnson, substory 20: batting-center roof, reached by the eastern stairs. - Ako, substory 33: Earth Angel. - Gotetsu, substory 35: Park Boulevard, outside the construction site. [Early recruits and their follow-up locations](https://gamersheroes.com/game-guides/yakuza-kiwami-2-clan-creator-recruitment-guide/) - Councilor Saeki, substory 45: upstairs outside Karaoke Snack Bar. - Kitagawa, substory 46: recessed building area west of Kukuru. - Minamizawa, substory 46: under Bishamon Bridge's northern end. - Poison Mitsuo and Mizuno, substory 56: alley opposite Four Shine. - Sawatari, substory 59: southwest of Iwao Bridge, near SFT Village. - Gensho Kawauchi, substory 61: Kamurocho's Senryo Avenue, east of Kyushu No.1 Star. - Michael Naoya, substory 13: passage north of Kamurocho's lockers, available from Chapter 6. [Substory recruitment locations](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/construction-employees) For cheaper alternatives, defeat recruitable Coliseum opponents and speak to them in the lobby afterward. Gary Buster Holmes, Kiyoshi Muroi, Cyclops Oba and Sho Imaizumi are examples. Street Bosses also supply recruits. Every one you collect can replace another expensive scouting result in the fifty-worker route. [Coliseum and other recruitment methods](https://neoseeker.com/yakuza-kiwami-2/walkthrough/ClanCreator2) Make sure you actually speak to eligible recruits. Completing their fight or substory and walking away doesn't always add them automatically. The complete main campaign These are in campaign order. The wave counts include the whole mission, not just its final boss. The useful thing to watch is how each map changes, rather than memorizing an exact number of ordinary enemies. Majima Construction in Danger: five waves. This is the tutorial. Hold the barricade openings and use Majima to catch anybody who gets through. [Tutorial and mission order](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/clan-missions) Fujinami's Foray: six waves. Keep defenders near the equipment and attackers at the gaps. Don't pull the back line forward just because the opening is easy. Fujinami Advances: seven waves. Intercept rocket-launcher units before they reach the equipment. Keep a mobile attacker available for them. Showdown with the Dragon: eight waves. Some waves have multiple batches. The fourth brings two bosses; deal with the equipment attacker first. Winning recruits Fujinami. [Fujinami mission tactics](https://gamerbase.net/guias/creador-de-clan-construcciones-majima-guia-completa-paso-a-paso-yakuza-kiwami-2-701) A Taste of Tenryu: eight waves. Theater Square has separated objectives. Keep coverage on both sides instead of following the heaviest-looking group with everybody. Tenryu Advances: ten waves. Grenade throwers need deliberate attention, and Kurenai arrives as a mid-mission boss. Use buffs to remove him before he wears down the team. An Honorable Retirement: twelve waves. Watch the southern approach near the van and the disappearing central barrier. Keep enough defense behind the main fight. Winning recruits Tenryu. Choshu Steps In: eight waves. The first two waves arrive from the top, followed by pressure from below. Set up both ends before starting rather than shuttling the entire crew back and forth. Choshu's Reinforcements: ten waves. The container is exposed at a junction. Keep a guard close and move your spare attacker toward whichever side is being overwhelmed. Revolution Warrior: Riki Choshu: ten waves. Choshu appears before the final round. The last wave comes from the northern end, so that is the moment to concentrate your attack there. Winning recruits Choshu. [Early and middle mission layouts](https://dswiipspwikips3.jp/yakuza-kiwami2/clan-creator/missions01.html) Mutoh's Might: ten waves. The narrow street makes it easy for workers to chase enemies across the formation. Watch for a lane being abandoned while the large waves keep arriving. The True Strength of Mutoh Realty: twelve waves. Protect both separated objectives and watch all four approaches. Northern barriers collapse for the late waves, so reposition instead of defending gaps that no longer exist. A Charismatic Showdown: fourteen waves. Mutoh and Chono appear more than once. Keep enough recovery and offensive power for their shared finale. Winning recruits Mutoh. A Clash with Chono: ten waves. Theater Square offers little protection from barricades. Use small groups and keep a worker close enough to intercept enemies reaching the machinery. The Colors Offensive: twelve waves. You're back at the construction site. Maintain the approach guards and prioritize the equipment-focused boss in the sixth wave. Black Charisma, Masahiro Chono: fourteen waves. Watch the southern rocket-launcher group early and the barricades breaking during the mission. There are bosses in wave thirteen and Chono afterward, so don't leave yourself completely empty for the finish. Winning recruits Chono. [Late mission layouts](https://dswiipspwikips3.jp/yakuza-kiwami2/clan-creator/missions02.html) Majima Construction's Final Battle: sixteen waves. Bring an active repair skill. The construction-site layout is reversed, with the equipment below the approach. Barriers start disappearing in wave three; another opening appears by the crane in wave five. Pull defenders back to cover the new lanes. The later waves expose the equipment to ranged attackers. Repair while there is still something left to repair, keep workers alive with Spirits and healing, and save room in the budget for the final group of bosses. Winning completes the business story and awards ¥3 million on the first clear. [Final battle](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/clan-missions) If you lose, check the cause before retrying. An exhausted fighter calls for better healing or training. Repeated equipment damage calls for positioning, upgrades or repair. A slow boss kill calls for stronger offensive support. Those are different problems, and buying another random employee isn't always the answer. The 200,000-point achievement Majima Construction Foreman means a score above 200,000 in one mission. It isn't your lifetime total, Kiryu's wallet or a requirement to hoard that amount of battle cash. A useful attempt is The True Strength of Mutoh Realty. Bring a well-trained team, repair and healing, and use Kazuchika Okada's Rainmaker before collecting cash pickups. That skill multiplies pickup income, and retained cash contributes to scoring. Keep equipment healthy and finish waves efficiently. The achievement guide recommends level-five-or-better employees and fortified Truck and Van for a comfortable attempt. [Single-mission score method](https://trueachievements.com/a304923/majima-construction-foreman-achievement) Don't protect your score so aggressively that you lose the mission. Spending on a repair, a heal or a boss-killing buff is better than finishing with a dead team and an impressive cash balance. The optional missions There are five Protect Majima Construction Sotenbori missions, followed by Trials and Tribulations and Pushing the Limits. They aren't required to finish the story or its Completion List, but they're useful if you want more awards or another challenge. [Optional mission list](https://dswiipspwikips3.jp/yakuza-kiwami2/clan-creator/missions.html) Sotenbori Parts 1 and 4 use Iwao Bridge: guard both ends. Part 2 compresses the fight into a small four-way intersection. Part 3 separates two objectives, with enemies able to appear between them. Part 5 brings Amon bosses, so don't let the ordinary enemies on the opposite side pull everybody away. Trials and Tribulations has bosses throughout. Pushing the Limits is the long seventeen-wave challenge. Bring a trained endgame team and reliable repair rather than expecting the tutorial roster to survive it. [Optional maps and tactics](https://gamerbase.net/guias/creador-de-clan-construcciones-majima-guia-completa-paso-a-paso-yakuza-kiwami-2-701) For award farming, pick a mission you can clear quickly and reliably, not simply the longest one you have unlocked. A failed attempt earns you much less than a clean win. Don't miss the conversations Choshu's meal becomes available after his part of the campaign; Chono's outing comes after finishing the business story. Correct timed responses award President's Awards. They are worthwhile character scenes, not mandatory perfect-answer tests for the platinum. Choshu's event offers up to thirty awards and Chono's up to fifty. The normal conversation setting is fine. [Conversation events](https://dswiipspwikips3.jp/yakuza-kiwami2/clan-creator/events.html) For the timed choices, follow these meanings in order rather than memorizing controller buttons: Choshu's meal: agree about the smell; approve the specials; question what was said; repeat the marinated-salmon dish; repeat the wish about memories with loved ones; suggest the speaker is the problem; agree to continue; tentatively acknowledge understanding; admit the other man has a point; demonstrate it yourself. Chono's outing: ask why; ask whether the accusation is right; compliment his technique; agree that teaching is needed; promise happiness together; question the claim; cautiously agree; agree it sounds convincing; promise protection against the world; sympathize about the difficulty; invite Mutoh to continue; ask what he said; finish by expressing belief. The final demonstration/closing prompts are included so you can follow the scene to the end. [English conversation reference](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/intermission-chats) The final checklist For Clan Creator's Completion List, finish all seventeen main missions, recruit twenty employees, raise Spirits thirty times, use thirty skills, scout twenty times, defeat 1,000 enemies and train employees ten times. The separate recruitment trophy still asks for fifty workers, and Foreman still needs that single-mission score. [Completion counters](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/completion-list) You don't have to make every employee level 10, perfect every mission or clear Pushing the Limits to finish this part of the platinum. The biggest thing is to remember what you're protecting. Let your formation handle the ordinary fighting, watch the equipment, and use your mobile workers and skills to solve the problems the formation can't handle on its own. Once that clicks, Majima Construction becomes a lot easier to manage.

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