Yakuza Kiwami: Majima Everywhere
All right, this one needs its own guide because Majima Everywhere is doing several different things at once. You're raising a rank, restoring the Dragon of Dojima style, answering Nishida's messages, finding different encounters, and working toward trophies that sound more alike than they actually are.
You can beat Majima plenty of times and still be missing the particular fight the game wants. I want to go through where to find those fights, what stops him from appearing, and what you need before that last showdown.
There are spoilers for Majima's disguises and encounters below.
Before you start looking for him
Majima Everywhere starts in Chapter 2. Fighting him fills the rank gauge. When it's full, Nishida contacts you about a special encounter. Complete that encounter to move up a rank.
That rank-up encounter takes priority over ordinary appearances. If there's a green marker waiting for you, deal with it before spending half an hour entering and leaving shops looking for a different version of him.
The story also limits how far you can go:
• In Chapter 2, you can fill G rank, but the promotion to F waits until Chapter 4.
• In Chapter 4, you can get as far as a full C-rank gauge. The promotion to B waits until Chapter 8.
• In Chapter 8, you can fill B rank. The promotion to A waits until Chapter 10.
• From Chapter 10, the remaining ranks can open, although particular story sequences can still make Majima temporarily unavailable.
If Nishida has told you the boss is taking a break, continue the story. Reloading a save or running another lap around Kamurocho doesn't remove a chapter restriction.
Keep healing items on you when you're working on this. Some of the rank events are longer than a normal street fight, and having the right location doesn't help much if you arrive nearly dead.
The rank-up encounters
G to F: Officer Majima
Go to Millennium Tower after the call and approach the officer near the phone booth. Bring a weapon in your inventory. Nishida's warning about weapons is the joke here: Majima needs something to find during his search before the fight happens.
F to E: The giant cone
Investigate the huge shaking traffic cone near Smile Burger on Nakamichi Street. Win the fight. This is also where the Majima Sensor becomes available, which makes searching for him much more manageable.
E to D: Asia
Go to Asia on Pink Street, speak to the man outside, and go in for the event. Be ready for Breaker Majima. This is separate from the invitation to meet Goromi at Shine.
D to C: Zombie Majima
Follow the marker on Senryo Avenue. You'll fight through the zombie setup rather than having one quick conversation and leaving. Bring enough recovery items for several rounds and clear the ordinary enemies so they don't keep interrupting you while you're dealing with Majima.
C to B: The batting center
Go to Yoshida Batting Center and complete a batting session. Majima confronts you afterward in Slugger style. You need the Chapter 8 story gate open for this promotion.
B to A: Everyone's Idol Goro
Head to Debolah and go down to the dance floor. This is the Breaker-style fight that introduces the idol appearance. The promotion is gated until Chapter 10.
A to S: The taxi
Take a taxi after Nishida's call. The destination you select isn't the important part. The trip leads to the pier and a fight with Mad Dog Majima. Once this is done, his knife-wielding style can appear in the regular encounters.
S to SS: West Park
Follow the invitation to West Park and defeat Mad Dog Majima. The reward includes the Mad Dog Gloves.
SS to SSS: Hannya-man
Go to the surface section of Purgatory, around the southern part of the shantytown. Find Hannya-man and win the fight. This promotion gives you the Pummelling Bat.
SSS is the highest rank. It is not the end of the Dragon ability tree.
Finding Majima when the marker isn't there
The Majima Sensor only works while Kiryu is out of Heat Mode. If you're carrying a full Heat gauge and wondering why you can't hear him, that matters. Use up the Heat or let it drain before relying on the sensor.
A roaming Majima can appear as a purple marker. Hearing the alert without seeing him walking around doesn't automatically mean something is broken. He may be waiting in a hiding place or preparing a different kind of encounter.
Entering and leaving a building can refresh the encounter. An ordinary street fight can also help move things along. I would use a nearby doorway, check the map and the immediate street, and repeat rather than sprinting across the whole city every time.
That only helps when Majima is available. Check the rank-up marker, Nishida's messages, and your chapter first.
There are three kinds of encounters that are particularly easy to mix up:
• He surprises you while you're walking.
• You investigate the place he's hiding.
• He joins a fight you already started with someone else.
They have different requirements. A manhole fight doesn't necessarily satisfy every manhole-related objective, and beating Slugger Majima on the street doesn't satisfy the trophy for Slugger Majima interrupting another fight.
The interruption fights
For these, look for the particular street thug who speaks to Kiryu before the battle starts. Fight him, and Majima joins the encounter shortly afterward.
These are useful places to check:
• Thug Majima: the area outside Poppo on Tenkaichi Street, or north of the Todo Building on Shichifuku Street.
• Slugger Majima: the southern entrance to the Champion District, or outside Children's Park near Pocket Circuit Stadium.
• Breaker Majima: Shichifuku Street East, or the southeast side of Theater Square near the theater.
• Mad Dog Majima: Taihei Boulevard near the Akaushimaru opposite Millennium Tower, or east of Mach Bowl.
At the Taihei location, look for the man in a black jacket and sunglasses. If the appropriate encounter isn't active, simply arriving at the spot won't force Majima to join. Refresh the area and check again.
You need all four interruption styles for Let's Fight!, Swing For the Fences!, Break it Down!, and Are Ya Havin' Fun Yet? The Mad Dog interruption is also needed for Dragon's Slow Burn 1.
For that last ability, a Thug, Slugger, or Breaker interruption isn't a substitute. Check the style before deciding the requirement failed to register.
The surprise attacks
These happen as you walk into an ambush. You aren't selecting a shaking object and asking to investigate it.
For Majima From Above, check around Beam on Pink Street North and the stretch of Pink Street between the southern entrance and Shine.
For Majima From Below, check the manholes around the Kazama Family office on Tenkaichi Street, the Champion District, and near the Hotel District taxi. You want the automatic ambush where he jumps out at you.
He can also attack from the side, from behind, or from a rubbish bin. Useful places to check include the streets around the Nakamichi Street Club SEGA, the area between Debolah and the Theater Square arcade, MEB, and the bin near Pronto.
The completion counter asks for ten surprise attacks altogether. You don't need ten different versions of the same surprise.
The hiding places
Once these encounters have opened, listen and look for movement before interacting.
• Car trunks: check the black car outside Serena, the area north of Theater Square between Debolah and Club SEGA, and south of M Store.
• Giant cones: check around Nakamichi Street and the Hotel District taxi area.
• Manholes: check east of Mach Bowl, west of Theater Square, and near Millennium Tower.
Not every shaking object guarantees Majima. Sometimes you get an item instead. That doesn't mean the location is wrong.
The trophy called Majima From Below concerns his surprise attack from a manhole. Walking up to a rattling manhole and choosing to investigate is a different encounter. That distinction is worth checking before you spend an evening repeatedly opening the wrong kind.
Nishida's email challenges
These are separate from the rank-up calls. They unlock particular Dragon abilities, and several need progress in another activity before Majima will appear.
“Please help!”: Goromi at Shine
Go to Shine. If you haven't done the normal introductory hostess visit, do that first, leave, and come back. If the door is still blocked by the story's introduction to the clubs, visit MEB and progress that introduction first.
For Goromi's conversation, choose "I know the feeling." and "Want me to fight you?", extend the session, then choose "I'd rather be a hostess." and "Sounds good." Follow the encounter through to the fight. Winning unlocks Kick Combo Reborn. This is not the Asia rank-up event, and it doesn't replace Rina's own hostess progression.
“I think it's a riddle?”: Bowling
Go to Mach Bowl and approach the counter. Beat Majima at bowling to earn Essence of Overhead Throw.
Keep your line consistent and concentrate on the first ball of each frame. If you leave pins standing, aim for the spare rather than treating every second throw as another attempt at a strike. This challenge is about winning the match.
“Looking for the boss”: Pocket Circuit
Go to Pocket Circuit Stadium. You need to have started the Pocket Circuit substory and progressed the racing events. If he isn't appearing, do more of the normal tournaments rather than repeatedly checking the doorway without changing anything.
This starts the early Majima races. The first win earns Flash Step Reborn. Keep going through his races because the later challenge builds on these.
“Did you know, sir?”: The first MesuKing match
Go to the Nakamichi Street Club SEGA and speak to the Professor. You need the MesuKing introduction and enough of that substory chain completed for the challenge to appear.
Beat Majima to earn Essence of Escape. Make sure your insect and skill cards are actually set before starting. Having a better card in your collection doesn't help if you're still using the old deck.
“A photo from the boss”: The final Pocket Circuit race
This is the third Majima race. Beat the earlier two and progress the normal racing events until the rematch is available. Winning earns Dragon's Speed Reborn.
The three Majima races use different builds. Here are reference setups, with the parts listed in the same order: tires, frame, motor, gears, battery, then extras.
Guard Dog: Slim Plus Tires, Speed Plus Frame, Speed Plus Motor, Balanced Plus Gears, Regular Battery. No extra attachments.
Vicious Dog: Ultra Spiked Tires, Ultra Metal Frame, Ultra Godspeed Motor, Ultra Boost Gears, High Capacity Battery, Heavy Suspension.
Mad Dog: Ultra Spiked Tires, Ultra Metal Frame, Ultra Godspeed Motor, Ultra Boost Gears, Regular Battery, Heavy Suspension, Bumper Plate.
Notice the battery change for the last race. Don't leave the Vicious Dog setup on and assume the only difference is adding the bumper. Parts unlock through the racing shop and other sellers, so keep progressing the normal tournaments if you don't have the equipment yet.
These are reference builds, not a promise that every run is identical. Watch the stability meter and avoid throwing in a boost simply because the button is available.
“Please be careful!”: The Mad Dog interruption
Find the street-fight interruption described earlier and defeat Majima when he joins in Mad Dog style. This earns Dragon's Slow Burn 1. A normal roaming knife fight won't complete the same requirement.
“Watch out, Kiryu-san!”: The second MesuKing match
Return to the Nakamichi Street Club SEGA after further MesuKing progress. Beat Majima again to earn Finishing Hold Reborn.
Don't confuse beating Majima here with finishing the Professor's entire substory chain. They are connected activities with separate completion conditions.
“Check this out”: Hannya-man in the Coliseum
Progress Komaki's training through Clear-Minded Mystery, using the Image of a Snake, first. Then fight Hannya-man in the regular Coliseum tournaments for Yellow Dragon Spirit.
Breakout GP is useful because you can win by sending an opponent through a broken barrier. Maximum GP is another place to look for him. If he isn't appearing, check the Komaki lesson and email instead of assuming reaching SSS rank alone was enough.
The separate minigame encounters
Majima also has encounters involving darts and pool at Vincent. Start either activity while he's available and accept the challenge. You can choose the game type, so pick the rules you're already comfortable with.
At the batting center, finish your session and see whether he challenges you. Complete the C-to-B promotion first. For shogi, go to Shoten and choose a Challenge. Majima's setup changes if you've already cleared all the normal challenges, so it is worth doing his appearance before finishing that whole list.
For the ordinary shop appearances, try ordering at Smile Burger, buying a bento at the Tenkaichi Street Poppo, and reading a magazine at M Store before leaving. There's also the purple-suited barker near Bantam who leads you into the Lord of the Night encounter. Follow the conversation through and challenge the inflated bill when it comes up.
There are extra appearances beyond the ones needed for a particular trophy. The special Beam encounter begins by listening to the men near the southeast side of Theater Square and using the password they give you. This is not the password for opening Beam's ordinary weapons shop.
Use a photo booth for the appearance where Majima sneaks into the picture. There is no fight attached to that one.
Late in the game, also check the surface of West Park beside the toilet entrance for A Crack of the Bat, and the small Park Alley alcove southwest of the park for Majima Trash. Speak to him and follow the event through. These are one-off scenes, not normal patrols.
I would keep the Play Log and the Completion List separate here. Seeing every unusual Majima scene is a different target from filling the required completion counters.
Actually beating him
You don't have to fight him in Dragon style to restore Dragon abilities. Early Dragon is missing too much of its moveset to make that a sensible restriction to put on yourself.
Against Thug, watch the end of his combination. Get clear of the sequence, move back in for a short punish, and stop before he starts another one. Constantly trading punches is an expensive way to learn the timing.
Against Slugger, respect the bat's reach. Stand just outside it, bait a swing, and punish the recovery. Rush is useful for getting around him. Don't mistake a missed first swing for the end of the whole attack.
Against Breaker, give the spinning ground attacks room. Running into the spin because you want one more hit usually hands him the opening. Wait for the recovery and attack when he is finishing the sequence.
Against Mad Dog, use movement and short attacks rather than relying on ordinary barehanded blocking against a knife. Keep enough room to react to the forward attacks, move around him, and avoid getting greedy once you get behind him.
Komaki Tiger Drop is excellent once you learn it, but it isn't a requirement for winning these fights. In Dragon style, hold your fighting stance and press the heavy attack just before the incoming strike connects. Practice against an attack you recognize. Mashing the button isn't the same thing as timing the counter.
When Majima kneels to recover, match the recovery aura:
• Blue: Brawler.
• Pink: Rush.
• Yellow: Beast.
• Red: Dragon.
You need the corresponding Essence of Extreme ability and enough Heat. The Brawler, Rush, and Beast versions come from the Soul tree. Dragon's version comes much later in Majima progression and requires Climax Heat.
The color to watch is the recovery aura. Don't use the ordinary appearance of a style as a substitute for checking what's happening during the healing animation.
If you don't have the Dragon finisher yet, an available ordinary Heat Action can interrupt the recovery. Carrying a usable weapon gives you another option. You don't have to stand there watching him heal just because the special Dragon prompt isn't unlocked.
Getting the last Dragon ability
The Dragon tree has 48 abilities. Eleven come from Komaki's training, and the rest are tied to Majima.
The rank alone doesn't fill the wheel. Some nodes need a particular disguise, a particular style, another victory after reaching the required rank, or one of those email challenges.
Read the condition on the actual locked node. If it asks for a fight after reaching a rank, a victory from earlier in the game isn't a reason to assume it should already be unlocked.
There are still ordinary fights to do after reaching SSS. Essence of Extreme Dragon requires three further victories, and Time of Yinglong requires four. This is another reason not to treat the SSS promotion screen as the finish.
Once 47 of the 48 Dragon abilities are unlocked, Majima calls Kiryu directly for the final showdown at the batting center. Finish Komaki's lessons as well as the Majima requirements if that call isn't coming.
Heal, stock up, and go to the batting center. Winning earns Essence of Mad Dog: Demon, completes the Dragon tree, and gives you the Demonfire Dagger.
What to check before calling this finished
For the Majima section of the Completion List, the final targets are:
• Defeat Majima 50 times.
• Learn 30 Dragon abilities.
• Beat Thug Majima five times.
• Beat Slugger, Breaker, and Mad Dog Majima ten times each.
• Be attacked by surprise ten times.
• Have him force his way into ten fights.
• Play five minigame battles against him.
Those are completion counters. Fully restoring Dragon still means all 48 abilities, and the interruption trophies still need all four styles.
My advice is to work on Majima while you're already doing other things in Kamurocho. Answer the messages, take the rank-up fights when they open, and check the locked abilities before deliberately farming a version of him. There is plenty to do here without making yourself repeat the wrong encounter.
The main references are [CyricZ's Majima guide](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/majima-everywhere-system), the [email encounter guide](https://steamcommunity.com/sharedfiles/filedetails/?id=2686795116), the [Dragon ability list](https://neoseeker.com/yakuza-kiwami/walkthrough/Abilities4), and the [Completion List](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/completion-list).
Yakuza Kiwami: Majima Everywhere
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