Yakuza Kiwami 2 will let you go from a serious crime story to fighting giant robots, singing karaoke, and playing a game controlled by how badly Kiryu needs to use the bathroom.
I wouldn't have it any other way, but I do want to separate what you actually need for completion from what the games will let you keep doing forever. You don't need to beat every arcade game with every character. You do need to clear every Toylets difficulty, and those two Toylets games want very different things from you.
Here's the arcade, UFO Catcher, Toylets, and karaoke guide, including the requests and substories that overlap with them.
**Virtua Fighter 2: use all ten characters**
The completion requirement is to play as each of the ten normal characters:
Akira, Pai, Lau, Wolf, Jeffry, Kage, Sarah, Jacky, Shun, and Lion.
Choose one, let the match begin, then quit and move to the next. Check the Completion List afterward. You aren't being asked to finish the entire arcade ladder ten times, and Dural isn't an extra required character for this entry. [Virtua Fighter completion](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/arcade-virtua-fighter-2)
If you want to play through it, start on an Easy machine while learning. Remember that you can win by knocking the opponent out of the ring, and they can do the same to you. Don't back yourself to the edge and then wonder why a fight ended with plenty of health left.
Jeffry's hip-check is a useful pressure option. Look up the mapped Punch + Kick + Guard combination in the minigame controls rather than copying a controller button from a different platform.
There's a separate Virtua Fighter challenge in Overwhelming Affluence. At the Sotenbori arcade, Kanematsu wants you to beat his three-win streak. Win four fights for the better payout, then continue his street encounters. Losing doesn't permanently fail that substory. Selecting four characters for the Completion List isn't the same thing as winning his challenge. [Kanematsu's challenge](https://yakuza.fandom.com/wiki/Overwhelming_Affluence)
**Virtual-On: use all eight machines**
The roster checklist is:
Temjin, Dorkas, Fei-Yen, Belgdor, Viper II, Bal-Bas-Bow, Apharmd, and Raiden.
Load a match with each one and check it off. Again, a full arcade clear with every machine isn't required. Theater Square has an Easy cabinet if you want a more forgiving place to learn. [Roster and cabinets](https://dswiipspwikips3.jp/yakuza-kiwami2/virtual-on/)
The controls are the part I'd spend a minute learning before trying to win. If the enemy gets off-screen, jump to turn back toward them instead of slowly rotating while they shoot you. Strafe and dash to evade, then fire when you have an opening.
You have left and right weapons, with a center weapon triggered by both weapon inputs together. Watch their recharge gauges. Attacks can change while airborne, moving, or close to the opponent, so standing still and repeatedly pressing the same button isn't showing you everything the machine can do. [Virtual-On controls](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/arcade-virtual-on)
I'd pick one machine and learn what its shots do before swapping every time I lose. Constantly changing machines makes it harder to tell whether the problem is the weapon, your positioning, or firing during an unsafe recovery.
**Haruka's Virtual-On request**
Do this at the Sotenbori arcade while her request is active. You need the first three opponents, through Dorkas. Continues are allowed, so one lost match doesn't mean you have to abandon the attempt.
After beating Dorkas, you can let the next fight end and return to her. Don't move to an Easy cabinet in another city and assume it will count for the request she gave you in Sotenbori. [Request conditions](https://gamefaqs.gamespot.com/boards/218734-yakuza-kiwami-2/76128639)
Fei-Yen's airborne attacks are one option if you're struggling, but no machine removes the need to keep the enemy in view and move out of incoming fire. Learn when your attack leaves you exposed instead of launching it again immediately.
**UFO Catcher: ten prizes, not ten different toys**
You need ten captures in total, passing the one and five milestones. You can repeat a toy you find easy. The machines are at the Club SEGA locations and the batting center, and ¥500 buys three attempts.
The first movement sets the sideways position; the second sets the depth. Line up both. A perfect view from the front can still leave the claw too far forward or backward. [UFO Catcher controls](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/arcade-ufo-catcher)
Choose a cabinet where you can get a useful side view. If a nearby wall blocks that camera angle, try a different machine rather than making every depth adjustment a guess.
Watch what a failed grab actually did. If it tilted the toy toward the chute, the next attempt might only need a nudge. If the layout is a mess, ask the employee to reset it. Large prizes like Jumbo Bun-chan can be better approached by moving them toward the opening than trying to lift the whole thing cleanly. [Prize positioning](https://dswiipspwikips3.jp/yakuza-kiwami2/play-spot/ufo-catcher.html)
I would find one manageable prize for the cumulative counter, then deal with the specific toys needed for requests. There is no reason to make all ten catches the hardest object in the cabinet.
**The toys you need for other tasks**
Haruka wants AiAi, the Super Monkey Ball character in the orange shirt, caught at Club SEGA Nakamichi Street during her request. Any random plushie won't do.
For Lend a Claw in Chapter 2, speak to Satonaka by the Sotenbori machines. Get him Robo Manager, leave, then find the discarded robot on Iwao Bridge. Return to the arcade, learn he needs Robo Chief, win that one, and come back after leaving the area again for the final scene and Gold Robo CEO reward. [Lend a Claw](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories31-45)
The Elusive Model 12 is different. Its figure comes from buying the Space Samurai blind boxes at Poppo after starting the substory. Don't waste crane-game attempts trying to find it in these machines. [Model 12](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories46-60)
**Toylets: finish all six clears**
Meet the representative outside Club SEGA in Sotenbori early in the game. Try the activity and speak to him again to get the Toylet Sensor, which lets you check Kiryu's bladder level in Valuables.
The six completion targets are:
- The North Wind and the Sun... and Me: Easy, Normal, and Hard.
- Milky Nose: Easy, Normal, and Hard.
A Hard clear doesn't replace the lower difficulties. Check all six results. [Toylets requirements](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/arcade-toylet-games)
The meter runs up to 3,000, and you need at least 500 to start. Drinks refill it. Iyemon Tokucha adds 1,200, so three from empty will take you to the cap. Check the actual sensor instead of judging the refill from the size of the bottle. [Bladder meter](https://dswiipspwikips3.jp/yakuza-kiwami2/play-spot/toylets.html)
**North Wind: use full power**
Start with the meter full and hold the increase-power input. This is the straightforward one. If you only have enough in the meter to start, you're giving yourself less to work with than a full refill.
The Easy, Normal, and Hard rewards are Tauriner, Tauriner +, and Insecticide. [North Wind](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/arcade-toylet-games)
**Milky Nose: match first, push afterward**
This is where holding maximum power from the beginning works against you.
Use the increase and decrease inputs to match the opponent's force. Matching fills the Blast Gauge. Once that gauge is full, increase to maximum for the final push. Controller vibration and the gauge's movement help show when you're matching correctly. [Milky Nose mechanics](https://dswiipspwikips3.jp/yakuza-kiwami2/play-spot/toylets.html)
Try to follow the changing force rather than making big corrections in opposite directions. If you overshoot, adjust back toward the target instead of immediately slamming to the other extreme.
Some PC players find a bladder level around 1,200 to 1,700 easier to control in Milky Nose than starting completely full. That's a troubleshooting option, not a universal perfect value. North Wind still benefits from the simple full-meter approach. [Player-tested bladder adjustments](https://steamcommunity.com/app/927380/discussions/0/1652170487944493286/)
Save after refilling if you want to retry a difficult attempt without repeating the drinking routine.
**PC and newer-release Toylets warning**
Legacy PC has a documented frame-rate problem with Toylets. If Milky Nose feels unreasonable even when you're matching correctly, test a 30 FPS cap. The SilentPatch author explains the issue, but the current patch page explicitly says Legacy only. [Frame-rate explanation](https://silentsblog.com/2020/01/18/silentpatch-yakuza-kiwami-2/) | [Current patch compatibility](https://silentsblog.com/mods/yakuza-kiwami-2/)
Don't install that old patch into the 2025 release just because the title is also Kiwami 2. New-release players have reported that the in-game frame cap may not apply inside Toylets. I haven't found a verified universal fix for that edition. Keep the game updated, check the actual frame rate if you can, and use the matching and bladder adjustments above rather than assuming the Legacy fix is guaranteed to transfer. [New-release reports](https://steamcommunity.com/app/3717340/discussions/0/750542279460044277/)
That's one place where “just hold the button” can be bad advice even after somebody explains the controls.
**Karaoke: the complete eight-song route**
Karaokekan on Nakamichi Street costs ¥500 for two songs. The Karaoke Snack Bar in Sotenbori costs ¥1,000 and lets you keep singing until you leave, which makes it useful for practice.
You can attempt all eight songs solo. You don't have to recruit and invite every possible guest before the track itself becomes available. Kiryu can perform backup to the machine's vocals. [Venues and song access](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/karaoke)
Get at least 90 on each of these:
- TONIGHT.
- Pride From Despair.
- As Long as You're Happy.
- Like a Butterfly.
- ring.
- x3 Shine.
- Otometal MY LIFE.
- EURO de x3 SHINE.
Some English completion tables say five scores, while the dedicated karaoke guides and other completion guides list eight different songs. Doing all eight is the complete route. Don't rely on repeating one easy song five times and assume the whole list is finished. [Eight-song checklist](https://dswiipspwikips3.jp/yakuza-kiwami2/play-spot/karaoke.html) | [Independent completion guide](https://gamergirl.fr/yakuza-kiwami-2-guide-de-la-completion-list-a-100/)
**Getting the karaoke scores**
Choose Passionate Backup when you're playing support. It gives you the scoring room needed for the higher results. Tap normal prompts, hold sustained prompts to the end, and mash Rapid prompts. Letting go early can ruin a note that looked correct at the beginning.
Keep your eyes moving toward the next phrase. A song's inputs can follow the vocal phrasing rather than the beat you happen to be tapping along to, so listen to that part of the performance. [Karaoke controls](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/karaoke)
If you keep missing in the same place, pay attention to what kind of input it is. A hold ending early and a tap arriving late need different corrections. Doing the entire song again without noticing the difference doesn't give you much to improve on.
For Haruka's separate request, finish the visit and get 90 or higher on Kiryu's Pride From Despair. Don't rely on Otometal alone. Players have reported a high score on Haruka's song failing to clear the request, while the Kiryu score succeeded. [Haruka karaoke clarification](https://steamcommunity.com/app/927380/discussions/0/3801650156482719130/)
**Before leaving the arcade cleanup**
Check that all ten Virtua Fighter characters and all eight Virtual-On machines registered, the UFO counter reached ten, both Toylets games show all three difficulties, and your karaoke tracks have the scores you need.
Then check the separate substory or Haruka entry if that's why you came in. Playing every Virtual-On machine doesn't finish Haruka's three-opponent challenge, and catching your tenth plushie doesn't help if she asked for AiAi and you brought back something else.
Most of this is much less intimidating when the requirements are kept separate. Learn the controls, do the actual target, and don't spend another hour finishing an arcade ladder the checklist never asked you to clear.
Yakuza Kiwami 2 will let you go from a serious crime story to fighting giant robots, singing karaoke, and playing a game controlled by how badly Kiryu needs to use the bathroom.
· Yakuza Kiwami 2