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Yakuza Kiwami 2: Bouncer Missions, Every Clear and the Amon Fights

· Yakuza Kiwami 2

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Yakuza Kiwami 2: Bouncer Missions, Every Clear and the Amon Fights All right, Bouncer Missions are worth giving their own guide because the first few don't really prepare you for how much tougher the last three get. You can go from throwing people around the street to being shot while somebody else is trying to cut you in half. There are twenty-six missions with three versions each: Normal, Hard and Legend. For You're Not Welcome, you need all seventy-eight clears. The Completion List only asks for twenty, so finishing that entry does not mean you've finished the mode. [Achievement requirement](https://trueachievements.com/a304913/youre-not-welcome-achievement) You unlock this in Chapter 5 through Kiryu the Bouncer, substory 42. Speak to the young man on the east side of Theater Square, then go downstairs into Club Debolah at the square's northwest corner and speak to the bartender. [Bouncer introduction](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories31-45) How the difficulty unlocks work For most missions, a Normal clear opens the next mission and that mission's Hard version. Hard then opens Legend. The final three have an additional condition: all preceding missions must be cleared at the difficulty you want. For Hard or Legend, that means the first twenty-three before Between a Rock and a Hard Place, the first twenty-four before Eternal Twilight, and the first twenty-five before Pandemonium. If those options are still locked, inspect the earlier rows. [Final-three unlock gates](https://darage.com/guide/ryukiwami2/k08.html), [Player confirmation](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/answers/585003-why-cant-i-get-hard-difficulty-for-the-last-three-bouncer-missions) Bouncer Legend is a mission setting. It doesn't award Dragon of Legend, which requires a full Legend story playthrough. Prepare before talking to the bartender Recovery items are disabled inside missions, including drinks that restore Heat. There are no health pickups to rely on. Your equipped gear and carried weapons are usable, but weapons picked up within a mission can't be pocketed as free souvenirs. Enter with full health, Heat and repaired weapons. You receive only partial recovery afterward, so inspect Kiryu before immediately starting another mission. A failed attempt is a reason to heal and check your equipment, not to assume the next run has reset everything for you. [Mission rules](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BouncerMissions) My suggested order is to push through Normal until you have the useful defensive rewards, build Kiryu up, then revisit Hard and Legend. There's no benefit to repeatedly losing the same late fight with weak stats and a weapon that's nearly broken. Buy Extreme Heat after Komaki's Chapter 5 training. The training unlocks the purchase; check the ability menu. Take his firearm lesson too, and buy weapon-damage and Heat Action upgrades as you can afford them. [Komaki training](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories16-30) Extreme Heat can keep you alive through otherwise lethal damage while the mode remains active. You are still taking damage. It can end with Kiryu at almost no health, so use the window to make progress and get somewhere safer before it runs out. [Extreme Heat survival](https://dswiipspwikips3.jp/yakuza-kiwami2/contents/battle-system.html) Useful rewards to get along the way - Towering Giants Hard: Wrist Training Gear. - Scattered Weapons Hard: Ankle Training Gear. - The Tonfa Threat Hard: Suzaku Bracelet for burn protection. - The Kali Stick Festival Hard: Seiryu Bracelet for paralysis protection. - A Shady Investigation Hard: Genbu Bracelet for blindness protection. - An Explosive Plot Normal: Sacred Wood Armor (Replica). - The Sex-starved Samurai Normal: Sacred Wood Armor. - A Shady Investigation, Part 2 Legend: Yakuza Training Gear. Use training gear when building experience, then take it off for difficult fights because it penalizes combat stats. Choose resistance gear for the actual hazard in front of you. [Equipment effects and early rewards](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-Equipment) Sacred Wood Armor helps block bullets. It doesn't make you immune to every attack, and attacking or exposing your back can still get you shot. Rockets and explosions still need space and cover. Weapons that make the later clears easier Kamiyama's shop opens through A Pervy Peddler, substory 24. His expanded stock depends on the cumulative value of what you SELL TO HIM. Spending money at a different shop isn't the same requirement. - Dragon Sticks: sell ¥900,000 cumulatively, then buy for ¥700,000. Infinite durability; requires Kali Stick Mastery. - Illegal Poison Kodachi: sell ¥2,000,000 cumulatively, then buy for ¥5,000,000. Infinite durability. - Photon Blade W: sell ¥3,000,000 cumulatively, then buy for ¥6,000,000. Infinite-durability kali sticks. - DRAGON-SP: ¥5,000,000 in Premium Adventure. Infinite ammunition. - Photon Blade RG: ¥5,000,000 in Premium Adventure. Infinite-durability katana. - Yinglong Tonfa: ¥5,000,000 in Premium Adventure. Infinite durability; requires Tonfa Mastery. You don't need to buy all of these. I would take one dependable infinite melee weapon and, in Premium Adventure, the DRAGON-SP, then bring other weapon classes for different Heat Actions. Three swords can still give you the same animation. [Prices and availability](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/weapons), [Kamiyama sales thresholds](https://dswiipspwikips3.jp/yakuza-kiwami2/cheats-data/weapons.html) The War God Talisman is a reward for Pandemonium Normal. You can use it to help with later difficulties, but you won't have it for your first Normal clear unless you've carried it over from a previous playthrough. The Magic Katana is the Legend reward at the very end. Neither belongs in a shopping list that pretends they're available before earning them. Every mission, in order Rewards below are first-clear rewards in NORMAL / HARD / LEGEND order. Repeat clears can give different rewards. I would mark all three clears as you go, especially if you're moving between missions to pick up specific equipment. [Mission reward list](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/bouncer-missions) Towering Giants Tranquil Tenugui / Wrist Training Gear / Tauriner Maximum. Use heavy objects against the large enemies. Approach the three roadblock enemies from one side so they can't all hit you together. At the final group, stay away from barrels that can be kicked into you and spend Heat on the boss. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-ToweringGiants) Scattered Weapons Special Police Baton / Ankle Training Gear / ¥25,000. Open the weapon crates before crossing each barrier because you can't freely backtrack. Stay away from piles of objects the enemies can kick at you. Work around the final crowd's outside and take replacement weapons from the wall-side crates when it's safe. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-ScatteredWeapons) The Hotel District Maniac Rough Bracelet / Charm Tome / Toughness Infinity. Redman returns several times along the route. Save Heat for him and replenish weapons between encounters. His final appearance has more health and grenade-throwing support. Remove those throwers before settling into a long exchange with him. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-HotelManiac) Inconvenienced Store Long Dagger / Nameless Katana / ¥35,000. The microwave beside the cashier gives you an environmental Heat Action. Use dropped bats and the final crate's knife. Avoid being trapped in an aisle with enemies at both ends; move toward an opening before committing to another combo. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-InconveniencedStore) Light Up the Black Market Dark Wood Sword / Spirit Tome / ¥35,000. Remove the opening gunman first. Bring a fresh weapon into the final room because entering locks you away from earlier pickups. Two bosses share that cramped space, so focus one and use Heat Actions to interrupt their pressure. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-BlackMarket) The Wandering Swordsmen Military-grade Insoles / Tauriner++ / Tauriner Maximum. The crate's long pipe helps in the corridor. Collect the butcher knife before the final barrier, then use a Heat Action on the boss. Defeat a weaker swordsman for another blade and use it to rebuild Heat instead of fighting the whole group empty-handed. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-WanderingSwordsmen) Sotenbori Purification Fluted Pole / Agility Tome / ¥35,000. Take the katana after the opening stairs. River-edge finishers can remove ordinary enemies quickly, but don't keep trying to use that trick on the boss. Deal with stun-gun enemies promptly and save your reliable boss-damaging Heat Actions for the ending. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-SotenboriPurification) The Tonfa Threat Nameless Katana / Suzaku Bracelet / ¥35,000. Enemy tonfas don't become pickups. Use your own weapons, crates and scenery. Collect the long pipe before entering the final park section, remove the gunman and keep the boss where you can see him. Hard's burn-resistant bracelet is useful later. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-TonfaThreat) Questionable Crates Sengoku Fundoshi / Toughness ZZ / Toughness Infinity. Five-minute limit. Destroy every marked crate. Killing every enemy isn't the objective. Follow the light-blue minimap markers through Champion District, use weapons to break targets quickly and only stop for enemies obstructing your progress. Heat Action animations pause the countdown. [Route and objective](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-QuestionableCrates) Midnight Shootout Iron Club (Cudgel) / Strength Tome / ¥30,000. Treat gunmen as the immediate problem. Collect the Western Shield before the three shooters on the tower approach and use its bash rather than throwing it away. At the end, keep working on the boss because supporting enemies keep arriving. Bullet-blocking armor helps on return visits. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-MidnightShootout) The Kali Stick Festival Iron Spear / Seiryu Bracelet / ¥35,000. The opponents' kali sticks can't be looted. Bring weapons, use the crates and spend Heat on the tougher enemies at the intersection. Take the katana before the final group. Paralysis protection helps, but the final boss also has a burn hazard. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-KaliFestival) The Unleashed Titans Chain Mail / Hand Grenade / Staminan Royale. Use the heavy enemies' dropped hammers. Di Sciuva's axe is the danger at the end: don't attack into the swing because he looks slow. Thin his support, wait for his recovery and use short attacks or weapon Heat Actions. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-UnleashedTitans) Champion District Charlatans Sengoku Tenugui / Technique Tome / ¥35,000. Use the opening area's fire barrel for a grabbing Heat Action. The ending pits you against two large bosses in very little space. Arrive armed, focus one opponent and avoid the corners rather than trying to circle as though this were an open plaza. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-Charlatans) A Shady Investigation Military-grade Belt / Genbu Bracelet / ¥35,000. Six-minute limit. Keep replacing weapons as you move through the Amano Building. Enter the last room with Heat ready, hit the boss with a Heat Action and avoid being surrounded by the bulky support enemies. Hard's Genbu Bracelet prevents blindness in later flashbang stages. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-ShadyInvestigation) An Explosive Plot Sacred Wood Armor (Replica) / Incendiary Hand Grenade / Staminan Royale. Six-minute limit. After the opening stairs, take the upper-left branch to avoid the couch-wielding blockers. At the next choice, take the lower route and use riverside finishers on ordinary enemies. Watch the final group's electrified sword user; his weapon isn't a pickup. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-ExplosivePlot) Millennium Tower Showdown Titanium Bracelet / Crushing Hammer / Staminan Royale. Find the ranged enemies on each floor before fighting whoever is closest. The lower level has SMGs and grenades; the last level adds a rocket launcher. Use cover and rail-side finishers, and re-arm before heading upstairs. Running through the middle gives every shooter a target. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-TowerShowdown) Hidden from the World Determined Fundoshi / Byakko Bracelet / Staminan Royale. Ninjas move well but don't need long exchanges to defeat. Use broad weapon swings rather than chasing them with a full unarmed combo. On the batting-center roof, the benches beside the air-conditioning units provide crowd weapons and boss-targeted Heat Actions. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-HiddenWorld) Sotenbori Ablaze Superpower Ring / Modded Iron / Staminan Royale. Equip burn protection. In the final parking lot, remove the grenade throwers before committing to the boss. Don't let the crowd pin you against a vehicle. Catching or picking up explosives is much less dependable than stopping the man throwing them. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-SotenboriAblaze) A Noxious Smell Velocity Insoles / Modded Stove / Kiwami Demon Blade. Five-minute limit. Barrels explode after being struck or thrown, with a delay that lets you move away. Nearby barrels can chain together. Trigger them from a safe position, let the blast resolve and finish the survivors. Don't rush into the last crowd while enemies can kick barrels toward you. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-NoxiousSmell) The Sex-starved Samurai Sacred Wood Armor / Stun Grenade / Staminan Spark. Use the available blades against the armored samurai instead of insisting on weak punches or grabs. In the last group, remove musketeers and avoid being surrounded by heavy mace users. The riot shield isn't much help against that melee crowd. Normal's armor reward is worth getting before the later gun fights. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-SexStarvedSamurai) Redman Returns Double Stun / Double Stun / Staminan Spark. Bring a quick blade. Before entering Bantam's small final room, take the grenade from the crate and use it against the crowd. Clear the fragile enemies, then focus Redman and the tougher support. Furniture provides backup, but don't enter relying entirely on reaching it. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-RedmanReturns) Sotenbori Street Match Double Fire / Double Fire / Staminan Spark. Max Yonamine, Kiyoshi Muroi, Masao Yanagi and Gary Buster Holmes lead the successive encounters. Weapons are allowed, so use them. Build Heat against supporting enemies and spend it on the named fighters. Pull Gary away from his slower companions before attacking him. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-StreetMatch) A Shady Investigation, Part 2 Parry Talisman / Staminan Spark / Yakuza Training Gear. Use Shangri-La's crates and dropped weapons to avoid exhausting your own supply early. Genbu Bracelet prevents the blindness effect, although flashbangs still flash on screen. Remove the rear-positioned thrower in the last encounter before settling into the boss fight. [Route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-ShadyInvestigation2) Between a Rock and a Hard Place Dragon's Binding / Staminan Spark / Dragon Iron Fist. The first two sections lead through large enemies and multiple bosses before Kazuya Amon appears with support. Preserve health on the approach using a reliable weapon or ranged damage. His paired blades have reach, so stop swinging when he slips out of your attack. Use different weapon Heat Actions when they're effective. When the visible circular shield appears, create distance and wait for it to expire rather than spending your gauge into it. Keep Kazuya visible while removing dangerous support, then punish his openings. [Kazuya route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-RockHardPlace) Eternal Twilight Dragon God Amulet / Staminan Spark / Silhouette Katana. Four sections lead through ninjas, samurai and skilled fighters before Jiro Amon and two assistants. Arrive with as much health as possible, with Sacred Wood Armor equipped for the gunfire. Use the stairs and lower path on Iwao Bridge's west side as cover. Remove the assistants when you can do it safely, then work on Jiro. Don't continuously attack under fire or expose your back because you're wearing the armor. Move away from flashbangs and use the bridge barrier while his shield is active. [Jiro route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-Eternal_Twilight) Pandemonium War God Talisman / Morning Tempest Katana / Magic Katana. This is a long wave fight with Kazuya, Jiro and Sango Amon. Start at the outside of the crowd, clear gunmen and avoid letting enemies close around you. When an Amon arrives, focus on him instead of continuing to mow down every weak enemy. More crowd kills can bring the later brothers into the fight before you've dealt with the first one. You don't want all three freely attacking you in the middle of Theater Square. Use the square's tall divider to break their line of sight. Kazuya needs spacing, Jiro needs bullet cover, and Sango's rockets make standing in one place dangerous. If they overlap, move around the divider and try to separate one from the others. Wait out a visible shield, then attack with a different weapon-class Heat Action or punish a safe opening. [Pandemonium route and spawn management](https://neoseeker.com/yakuza-kiwami-2/walkthrough/BM-Pandemonium) A few things that matter in all three Amon missions The circular shield, their red Heat state and reduced damage from repeating the same Heat Action are separate problems. Watch what's actually happening rather than treating every low-damage hit as the same mechanic. Rotate weapon classes for Heat Actions. A pistol, blade, kali sticks and a blunt weapon give you more options than repeatedly selecting a different sword. Keep the required mastery skills in mind too. An inventory full of equipment you can't use isn't much of a plan. [Amon weapon rotation](https://trueachievements.com/a304913/youre-not-welcome-achievement) After Pandemonium Normal, the War God Talisman's gradual Heat generation helps with the remaining clears. It doesn't mean Extreme Heat stays active forever. Payback Ring adds attack when health is low but doesn't heal you. An equipped Sacrifice Stone can provide a consumed revival safety net; one is available from Sotenbori locker D2. [Gear behavior](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/gear), [Locker D2](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/locker-keys-sotenbori) Only three gear pieces can be worn at once. If you use the Dragon's Binding, Eye of the Dragon and Dragon God Amulet combination, all three slots are occupied. Swap to bullet protection for Jiro rather than planning a four-piece loadout the game doesn't allow. [Dragon gear combination](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/gear-combinations) Finish every tier, then check the rewards All seventy-eight clears earn You're Not Welcome and unlock Essence of the Brawling God for purchase. That skill lets taunting fill Heat. It is a completion reward, not something you need before starting. The Magic Katana from Pandemonium Legend has infinite durability but drains health while held. Read that effect before deciding it's automatically the safest weapon for everything afterward. [Final rewards](https://dswiipspwikips3.jp/yakuza-kiwami2/bodyguard-missions/), [Magic Katana effect](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/weapons) If the achievement doesn't appear, check for a missing difficulty clear, especially among the earlier missions. If one fight keeps stopping you, look at what is causing the damage: bullets, burns, paralysis, a crowded corner or an Amon arriving too early. Changing that one part of the setup is usually more useful than charging straight back into exactly the same attempt.

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