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The Majima Saga in Yakuza Kiwami 2 is short, but I wouldn't treat it like something to rush through just because it isn't Kiryu's main story.

· Yakuza Kiwami 2

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The Majima Saga in Yakuza Kiwami 2 is short, but I wouldn't treat it like something to rush through just because it isn't Kiryu's main story. If you're coming from Yakuza 0, there's a reason to spend some time here. It fills in part of Majima's life before the events of Kiwami 2, gives him his own playable section, and brings back a part of his story that deserves more than a quick mention on a completion checklist. I'm keeping the important story revelations out of this guide. There are boss names and locations below, but I'm not going to explain the ending before you've had a chance to see it. What I do want to cover is how the chapters unlock, how Majima actually fights, all 18 of his street bosses, and how to send the full ¥4.1 million worth of gifts over to Kiryu. There are a couple of details in that last part that can make it look like the game has stopped letting you donate when it hasn't. **Opening the three chapters** The Majima Saga is selected from the title menu. Its chapters open as you finish these chapters in Kiryu's story: - Finish Kiryu's Chapter 5 to unlock Majima's Chapter 1, Tojo Clan Reform. - Finish Kiryu's Chapter 8 to unlock Majima's Chapter 2, Prodigal Son. - Finish Kiryu's Chapter 11 to unlock Majima's Chapter 3, Mad Dog of Shimano. You still have to progress through Majima's chapters in order. Reaching Chapter 11 as Kiryu doesn't mean you can jump into Majima's finale without playing the first two. [Official chapter requirements](https://faq.sega.jp/hc/ja/articles/360018934153--PS4-%E9%BE%8D%E3%81%8C%E5%A6%82%E3%81%8F%E6%A5%B52-%E7%9C%9F%E5%B3%B6%E7%B7%A8%E3%81%AF%E5%85%A8%E4%BD%95%E7%AB%A0%E3%81%A7-%E5%90%84%E7%AB%A0%E3%81%AB%E8%A7%A3%E6%94%BE%E6%9D%A1%E4%BB%B6%E3%81%AF%E3%81%82%E3%82%8B%E3%81%AE%E3%81%8B%E6%95%99%E3%81%88%E3%81%A6%E3%81%BB%E3%81%97%E3%81%84) I'd play Yakuza 0 before this if you have the choice. The saga can explain its immediate plot, but knowing Majima's earlier story changes what some of these scenes mean. **Don't spend the first hour looking for a skill tree** Majima has separate saves, fixed abilities, and his own combat setup. You aren't building a second Kiryu. He doesn't gain experience through fighting or eating, unlock a long list of new skills, change equipment, or pick up the street furniture to use as weapons. There aren't substories to work through here either. Shops, recovery items, restaurants, taxis, pawn sales, and some side activities are still available. His street enemies also occupy fixed spots. You can walk around their markers before a fight starts. [What Majima can and cannot do](https://neoseeker.com/yakuza-kiwami-2/walkthrough/MajimaSagaBasics) That changes how I'd prepare. With Kiryu, a difficult fight can be a reason to go upgrade Attack or unlock another defensive skill. With Majima, you need to work with the moves you have. Eat between fights, carry medicine, and keep a save before pushing into a story destination. Don't spend all your money on the gift system while you're still short on healing. Kiryu can wait for his present until Majima can survive the next fight. **Getting comfortable with the knife** This is a simplified version of Majima's Mad Dog combat. It isn't Yakuza 0's full collection of fighting styles. His Grab input becomes a traveling spin attack with the knife. It can cut through guards, but it commits him to the movement. Use it when a group is lined up or an opponent is already recovering, rather than spinning past somebody who is free to dodge and punish you. Essence of Stabbing is the single-target Heat Action. With full Heat and three enemies close enough, Essence of the Mad Dog: Maul gives you the group attack. Majima also has a double quickstep, and being armed lets him guard against melee weapons. That does not mean an ordinary guard will stop gunfire. Once a street battle begins, you can't simply run out of it. [Majima's combat moves](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/combat-with-majima) The habit I'd work on first is ending a combo on purpose. You don't have to keep attacking until Majima finishes the longest possible animation. Land a short string, check what the enemy is doing, and move if the opening is gone. That is especially useful against enemies who start shrugging off your hits. If your next strike isn't interrupting them, standing there and insisting on another one usually isn't helping. **Chapter 1: Tojo Clan Reform** Leave Tojo HQ with Kawamura. Back in Kamurocho, the ambush on Nakamichi Street introduces the combat and opens the first part of your free exploration. When you're ready to advance, approach the Majima office on Park Boulevard from the west. After that event, the next story destination is Uematsu's office on Senryo Avenue, which closes out the chapter. [Chapter 1 route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/MajimaSagaChapter1) If you're collecting the street-boss rewards, do the first group before advancing to the office event, then deal with the next group before finishing the chapter. It keeps the route easy to follow. After the Nakamichi ambush, these three appear. Each gives a Silver Plate: - Knockout Fujiki: Children's Park. - Convenience Store Hunter Saito: behind Theater Square. - Genso the God: Suppon Street. After the Majima-office event, these three appear. Each gives a Gold Plate: - Muscleman Fujiki: Park Boulevard. - Samurai Mask: East Taihei Boulevard. - Stealthy Kurosawa: the empty lot in the Champion District. Follow their skull markers. Some names are familiar from Kiryu's encounters, but their locations and unlock conditions are different here. [Chapter 1 boss locations and rewards](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/majima-chapter1.html) **Chapter 2: Prodigal Son** Defeat Uematsu's men outside Tojo HQ and return to Kamurocho. To reach the Florist, enter Millennium Tower, go down to the lower level, and use the elevator. The story takes you to Sotenbori. Your route there runs through the Grand, its waiter, the assassins outside, the old Odyssey site near Four Shine, and the massage parlor in South Shofukucho. That final visit ends the chapter. [Chapter 2 route](https://neoseeker.com/yakuza-kiwami-2/walkthrough/MajimaSagaChapter2) There are three separate boss groups during this chapter. On returning to Kamurocho, these three give a Platinum Plate each: - Nutjob Natagiri: Park Boulevard. - Fire Karasawa: Senryo Avenue. - Fatal Fukishima: North Senryo Avenue. On your first arrival in Sotenbori, these three give a Silver Plate each: - Nagafuchi the Skanda: East Sotenbori Street. - Ukyo the Bridge Guard: the rear entrance of the building in West Shofukucho. - Slayer Nagasawa: near Aoi. After visiting the Grand and defeating the assassins, these three give a Gold Plate each: - Iron Fist Sakai: the northern riverside footpath. - Minegishi the Breaker: the parking lot. - Tsujimoto the Bloodletter: Yokobori Golf Center. You can still use a taxi to go back to Kamurocho after reaching Sotenbori. [Chapter 2 boss groups](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/majima-chapter2.html) These encounters are triggered by story progress. You don't need to grind five groups of a particular enemy type like you do for Kiryu's street-boss chains. **Chapter 3: Mad Dog of Shimano** After the opening scene and Ayumi's call, the Grand becomes your next story destination. This is the point where I'd stop and check the optional work before heading inside. The final three bosses give a Platinum Plate each: - Sakyo the Weapon Hunter: the southern riverside footpath. - Mysterious Assassin: near Four Shine. - Golden Kanamoto: the rooftop of the building in South Shofukucho. After defeating all 18, read the message and visit Smile Burger in Sotenbori. Collect the glowing reward upstairs at the second-floor counter/window area. It's ¥1,000,000, and you have to pick it up rather than expecting the money to appear automatically after the last fight. [Final bosses and million-yen reward](https://dswiipspwikips3.jp/yakuza-kiwami2/main-story/majima-chapter3.html) Before entering the Grand, sell the plates you intend to sell, finish any donations you want to make, buy medicine, and save separately. For Ryota Kawamura, watch the pistol and the close-range kicks. Close in after the shots, use a short combo, and take your Heat Action when you have it. Don't stand at range holding Guard and expect the bullets to disappear. Kei Ibuchi is the more demanding fight. He blocks more, mixes kicks with gunfire, and enters a red Heat phase around his last two health layers. His resistance to interruption and damage makes that phase dangerous if you're trying to trade blows. When he retreats, be ready for gunfire. Evade, close the gap, take a confirmed opening, then get clear. Use recovery items before your health is so low that one mistake ends the attempt. [Finale and boss behavior](https://neoseeker.com/yakuza-kiwami-2/walkthrough/MajimaSagaChapter3) There isn't a secret leveling trick you're supposed to discover here. The reliable improvement is arriving prepared and stopping your offense when Ibuchi has stopped respecting it. **Sending the full gift to Kiryu** Read the early Kazama-family message about a present for the Fourth Chairman, then use an ATM inside Poppo. There are three contributions: - ¥100,000 gives Kiryu a Gold Coin Prize worth ¥100,000 when sold. - A further ¥1,000,000 gives him a Prized Plate worth ¥1,000,000. - A further ¥3,000,000 gives him a Prize Gun worth ¥3,000,000. That's ¥4,100,000 altogether. It isn't ¥3 million total, and it isn't a normal bank-transfer system where any amount you enter instantly appears in Kiryu's wallet. Return to Kiryu's story and collect the physical gift packages at Serena or Aoi. The Prize Gun is valuable as something to sell. Selling it to Kamiyama also helps his cumulative shop-investment total. [Gift amounts and collection](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/overview) After each donation, read the new email before trying the ATM again. If the next contribution isn't appearing, check your messages first. [Donation-email requirement](https://darage.com/guide/ryukiwami2/story05.html) I would make the donations in stages. Sell the plates, keep enough for supplies, donate what you can, and continue. There's no advantage to leaving yourself broke just to make Kiryu richer a little sooner. **If you need extra money for the final contribution** The optional casino route uses Blackjack Amulets. One is behind Debolah's DJ booth in Kamurocho. Another is west of Shofukucho Poppo in Sotenbori, behind the taxi in a little doorway. The Sotenbori casino is in Yotsudera Kaikan's basement. [Amulet locations](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/hidden-items-for-majima) Save before using a limited charm. Buy enough chips to enter high-stakes blackjack, activate the item, and use the maximum available wager during its five-hand effect. As the table opens higher stakes, the maximum can rise through 1,000, 3,000, 5,000, and 10,000 chips. Exchange the winnings for plates and sell them at Ebisu Pawn. [Charm pickups and casino route](https://darage.com/guide/ryukiwami2/story05.html) A tie still matters, so I wouldn't promise a fixed payout from a fixed number of hands. The point is to fund the remaining gift, not gamble away the money you already earned trying to hit somebody else's screenshot total. **What counts for the achievements** The Majima Factor is for finishing the three-chapter story. It does not require every optional boss or all three donations. [The Majima Factor](https://trueachievements.com/a609599/the-majima-factor-achievement) Champion of the City belongs to Kiryu's street bosses. Majima's 18 do not substitute for them. [Champion of the City](https://trueachievements.com/a304930/champion-of-the-city-achievement) So decide what you're here for. If you only want the story achievement, finish the story. If you want the extra combat and a useful gift for Kiryu, clean up the bosses and the donations before the finale. And when you do reach that finale, give it your attention. The money is useful and the checklist is useful, but neither is the reason this little side story belongs in Kiwami 2.

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