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Yakuza Kiwami: 100 Weapons, 70 Gear Items, and How to Pay for All of It

· Yakuza Kiwami

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Yakuza Kiwami: 100 Weapons, 70 Gear Items, and How to Pay for All of It All right, let's deal with the collection requirement that can turn the end of Kiwami into a shopping trip you cannot afford. The Completion List wants 100 different weapons and 70 different pieces of gear. That second number combines armor and accessories. It does not mean 70 of each, and it does not require every item in the game. That gives us room to choose what to skip. You do not have to climb the entire ranked mahjong ladder, grind 100,000 shogi points, or buy every ridiculously expensive weapon at Ebisu to finish these two entries. What follows is a complete route to exactly 100 weapons and exactly 70 gear items. It uses ordinary shops, gambling prizes, the Coliseum, locker rewards, substories, Majima Everywhere, and the CP exchange. No DLC or save-data bonus is needed. The gear route also leaves out Amon's reward, every Climax Battle reward, and Haruka's late-rank rewards. This is a collection route, not a claim that every item here is worth equipping. Some of this stuff is going straight into storage after it counts. Some of it can actively make your fights harder if you put it on without reading the description. WHAT ACTUALLY COUNTS You need different items. Buying ten copies of the same knife adds one weapon to the collection, not ten. Getting something from a locker and then buying that same thing from a shop does not give you another entry either. An item counts when you obtain it. You do not need to carry all 100 weapons at once, wear every piece of armor, or kill somebody with each weapon. You can store equipment or sell unwanted pieces after they register. Check the Completion List and the Weapons/Gear section of the Play Log before buying. There is one wrinkle: certain rewards, including the CP weapons, are not displayed as ordinary Play Log entries even though they count toward the completion totals. Keep your own note of those instead of assuming an empty-looking log means they did not count. CyricZ explains that distinction in the [weapons](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/weapons), [gear](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/gear), and [accessories](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/accessories) lists. For each name below, obtain it once by whichever available method costs you the least. I have assigned every item to one place so the totals do not quietly count the same weapon twice. OPEN THE SHOPS BEFORE YOU EMPTY THEM Beam is the video shop with the hidden weapons dealer. Pay the man on East Taihei Boulevard ¥30,000 for the information, then ask at Beam for “Housewives in a Bind.” That opens the weapon shop. The [equipment-shop guide](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/equipment-shops) covers the password and stock. The other main weapon seller is in West Park, the surface area associated with Purgatory. Ebisu Pawn also sells weapons and equipment. Don Quijote and Kotobuki Drugs have a few easy entries people overlook because they are thinking only about weapon dealers. Do not try to buy this entire list the first time those shops open. Inventory expands as the story progresses, and some weapon types also depend on Majima Everywhere progression. Reach the Finale or Premium Adventure and develop the Dragon tree before treating missing stock as a problem. In particular, get the Kali Sticks Mastery and Tonfa and Nunchaku Mastery abilities. Wooden Tonfa and Steel Tonfa become available at Ebisu after Majima reaches S rank. The [shop unlock conditions](https://darage.com/guide/ryukiwami1/k06.html) are useful if a listed item is not on the shelf yet. A COMPLETE 100-WEAPON ROUTE Beam: 35 weapons • Superalloy Pipe, Police Baton, Modified Police Baton, Blackjack, and Ballbuster. • Dagger, Goemon, Butterfly Knife, Super Spicy Knife, and Chinese Broadsword. • Hyper Stun Gun, Spiked Bat, Superalloy Bat, Collapsible Steel Staff, and Assassin's Spear. • Smoke Gun, Broken M1985, EXPULSION S-12, Modified Lighter, and Modified Deluxe Lighter. • Double Slats, Wooden Kali Sticks, Twin Dragon Sticks, Wooden Nunchaku, and SPARK 15000V. • Dynamite Nunchaku, Sickle Nunchaku, Baiken, 9mm Automatic Pistol, and Double Action Revolver. • Drow-Z 55, Tiger's Bane, Mr. Random, Destroyer of Lands, and Photon Blade Prototype. Goemon is also a Chapter 6 story reward, so check before spending another million yen on it. Blackjack and Dagger also have locker sources. The important thing is the name registering, not purchasing the version assigned to this shop. West Park/Purgatory weapon dealer: 12 weapons • Lumber, Iron Pipe, Old Stun Gun, and Warning Sign. • Long Lumber, Slime Spray, Table Salt, and Spiked Taiko Sticks. • Daikon Nunchaku, Frozen Sardines, Master Ball, and Steel Crowbar. Several of these are cheap, which is exactly why they are worth checking before buying another expensive gun. Table Salt is a collection entry. It does not become less useful to the checklist because it is sitting next to an actual weapon. Ebisu Pawn: 10 weapons • Wooden Driver, Metal Iron, Wooden Katana, Nameless Katana, and Yoshiyuki. • Thunder God Staff, Antique Gun, Golden Rifle, Wooden Tonfa, and Steel Tonfa. This route deliberately skips General Guan's Broadsword at ¥5,000,000 and Antique Oilpaper Umbrella at ¥5,500,000. If you already own either one, it can replace another weapon you have not obtained. There is no prize for buying it again just because a checklist says you should. Coliseum prize exchange: 18 weapons • Legendary Shintogo, Colorful Parasol, Patriarch's Bat, Legendary Kinryu Bat, and Patriarch's Driver. • Frozen Tuna, Great Marlin, Slime Gun, and Zap Gun. • Konpeito, Dragon Grudge Fists, Bagh Naka, and Tiger Bagh Naka. • Cannon, Carbon Tonfa, Slashing Tonfa, Carbon Nunchaku, and Dragon Nunchaku. You can also get Wooden Katana here, but it is already counted under Ebisu. Do not add it again. Colorful Parasol is a reward from substory 19, Bump and Scam: Three Strikes. Check whether you already earned it before using Coliseum points. The same rule applies to any prize you picked up elsewhere. These are 18 distinct names to have registered, not an order to waste points on 18 fresh purchases. Casino prize exchange: four weapons • Six-fluted Pole: 800 chips. • Sunburst: 10,000 chips. • Morning Tempest: 10,000 chips. • Dragon Horn: 10,000 chips. These four require 30,800 chips altogether if you need all of them. Make your gambling completion winnings do something useful before cashing everything out as plates. Gambling Hall prize exchange: seven weapons • Iron Hammer: 30 tags. • Sacred Wooden Katana: 440 tags. • Musashi's Wooden Katana: 10,000 tags. • Mighty Dragon Spear: 10,000 tags. • Raging Dragon Hammer: 12,000 tags. • Sacred Wooden Staff: 15,000 tags. • Dragon God Short Sword: 50,000 tags. That is 97,470 tags for the whole group. Dragon God Short Sword is the expensive one here. This is another reason to collect the weapons while you are already working through the Gambling Hall games, rather than sell all your winnings and come back broke. The [gambling prize lists](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/gambling-games) let you check the two currencies separately. Chips and tags are not interchangeable. Don Quijote: one weapon • Gentleman's Umbrella, ¥5,200. Locker E1 also contains this umbrella. If you have opened it, this entry is already done. Lockers: five weapons • B2: Brass Knuckles. • F1: Golden Blackjack. • H1: Stun Gun. • I3: Modified Model Gun. • J1: Metal Bat. That is I3, the letter I. There is no locker row L. You can also earn Metal Bat from batting, so check your existing collection before wondering why opening J1 did not move the number. Substories: four weapons • Substory 16, Collection Call: Sakura Storm. • Substory 32, The Yakuza's Apprentice III: Steel Knuckles. • Substory 33, The Yakuza's Apprentice IV: Masterwork Dagger. • Substory 47, Crisis on the Crapper: Double Feathered Fans. CP exchange and Majima Everywhere: four weapons • Yinglong Tonfa from the Battle CP rewards. • Golden Pistol from the final Battle CP reward. • Pummeling Bat for reaching SSS in Majima Everywhere. • Demonfire Dagger for finishing Majima Everywhere's final progression. Those last two are not there for their attack numbers. They have unlimited durability. Golden Pistol has unlimited ammunition. Keep them rather than selling a useful permanent reward for a tiny amount of money. The arithmetic is 35 + 12 + 10 + 18 + 4 + 7 + 1 + 5 + 4 + 4 = 100 different weapons. WHAT THIS WEAPON ROUTE SKIPS Besides the two expensive Ebisu weapons, it skips Beam's MJM56-55 Exorcist, the DLC Marlin Cannon, Dragon Slayer from shogi, and the three ranked-mahjong weapons: Double Chinese Broadswords, Lotus Clan Broadsword, and Dragon Driver. That is your flexibility. If ranked mahjong is already finished, use its rewards. If you have the DLC cannon, count it. If you would rather spend yen on the Exorcist than grind another prize, that works too. Replace one missing name with one different name you actually have. The game cares about reaching 100, not following my shopping route in precisely this order. A COMPLETE 70-GEAR ROUTE Armor and accessories count together for this requirement. The following groups total 70 distinct items. Beam: 11 items • Binding, Fighter's Binding, Fur Belly Warmer, and Steel Mail. • Fireproof Shirt, Insulated Shirt, Metal Jacket, and Military Jacket. • Makoto Surcoat, Headgear, and High-Tech Shin Guards. West Park/Purgatory weapon dealer: five items • Manga Magazine. • Comfy Soles. • High-Tech Arm Guards. • Bulletproof Glass Amulet. • Tourmaline Bracelet. Ebisu Pawn: nine items • Elder's Belly Warmer, Chain Mail, and Antique Chain Mail. • Chain Shirt, Tour T-Shirt, and Steel Shin Guards. • Berserker Charm, Leather Belt, and Sprite Belt. Don Quijote: two items • Baseball Shirt. • Protective Amulet. Kotobuki Drugs: one item • Contact Lenses, ¥2,000. That is 28 items from the shops. Binding, Comfy Soles, and Leather Belt have other shop sources too, but they appear only once in this count. Coliseum prize exchange: 10 items • Charismatic Autobiography: 600 points. • Goddess of Children Amulet: 1,000 points. • Black Belt: 5,200 points. • Gauntlets: 5,600 points. • Mew Shoes: 5,656 points. • Stone of Enduring: 30,000 points. • Rush Amulet: 30,000 points. • Champion's Ring: 54,000 points. • Wild Shirt: 60,000 points. • Training Gear: 200,000 points. The whole group costs 392,056 points. It leaves out the 250,000-point Payback Ring. If you already have the ring, it can replace something else. Casino prize exchange: five items • Rage Ring: 260 chips. • Silent Shoes: 1,800 chips. • Immovable Belt: 1,800 chips. • Jet Black Jacket: 2,000 chips. • Celestial Garb: 20,000 chips. That is 25,860 chips for the gear. Combined with the four weapons above, the full casino portion is 56,660 chips. Gambling Hall prize exchange: five items • Boozer Belt: 800 tags. • Fearless Binding: 3,000 tags. • Battle Mail: 3,000 tags. • Collateral Damage Belt: 5,000 tags. • Hercules Gloves: 6,000 tags. These cost 17,800 tags. Add the seven weapons and the full Gambling Hall portion comes to 115,270 tags. This route skips Hawker's Belly Warmer and its 99,999-tag price. The [Coliseum exchange](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/coliseum) and [Japanese equipment catalog](https://dswiipspwikips3.jp/yakuza-kiwami/cheats-data/armor-accessories.html) are useful for checking reward sources and equipment effects before you spend. Lockers: three items • B1: Sacrifice Stone. • D2: Bloody Binding. • D5: Springy Arm Guards. Sacrifice Stone is a revival item when equipped. It still counts as gear; it is not just a healing drink with a different picture. Substories: six items • Substory 12, The Toll Collector: Leech Gloves. • Substory 22, The Little Match Girl: Celebrity Perfume. • Substory 26, The Drunkard: Alertness Hood. • Substory 39, Kyoka and Takashi: Gambler's Binding. • Substory 41, The B-King's Misfortune: Brawler Amulet. • Substory 43, Yakuza on the Run: Charismatic Photo. For Yakuza on the Run, the reward involves opening locker J5 and dealing with the encounter there. It is assigned to the substory here so nobody adds that same photo again as a separate locker item. CP exchange: 11 items • Locker Key Watcher, Trouble Finder, Card Watcher, and Ebisu Socks from the Adventure rewards. • Yakuza Training Gear, Beast Amulet, Lucky Binding, Dragon Shirt, Dragon's Binding, Dragon Mail, and Beads of Good Fortune from the Battle rewards. These are equipment rewards, not merely upgrades on a menu. They count. The [CP exchange list](https://dswiipspwikips3.jp/yakuza-kiwami/cheats-data/cp-exchange.html) shows their order and individual costs. Majima and Haruka: two items • Mad Dog Gloves for reaching SS in Majima Everywhere. • Haruka's Amulet for reaching C in Haruka's Trust. The arithmetic is 28 shop items + 10 Coliseum prizes + 5 casino prizes + 5 Gambling Hall prizes + 3 locker items + 6 substory rewards + 11 CP rewards + 2 Majima/Haruka rewards = 70. You can finish that list without Amon Sunglasses, Haruka's Necklace, Morning Glory Scarf, Dragon God Amulet, Sarong, Head Honcho Scarf, Magnetic Necklace, Calming Towel, Dojima Family Amulet, or War God Talisman. Those are alternatives if you already earned them, not extra requirements this route forgot. HOW TO PAY FOR THIS WITHOUT BUYING EVERYTHING TWICE Start with the free sources. Open lockers, finish substories, collect your Majima rewards, and claim the CP equipment. Then check the log and shop for what is actually missing. Do the casino and Gambling Hall completion requirements before buying large amounts of currency purely for prizes. Use your winnings for the unique equipment first. Selling plates for cash and immediately buying back the chips you needed is an unnecessary detour. The Coliseum can fund both its own prizes and the cash purchases. Once you have developed Dragon and learned Tiger Drop, repeat a tournament you can finish reliably. Maximum GP is a strong late-game option after you unlock it. Three controlled fights are better than repeatedly losing a higher-paying tournament you cannot clear consistently. Legendary Shintogo costs 400,000 Coliseum points and sells for ¥1,000,000 at a weapon dealer. Buy the first one for your collection, then additional copies can turn more Coliseum runs into shop money. The [weapon price catalog](https://kouryakutsushin.com/ryu-kiwami/%E6%AD%A6%E5%99%A8) lists its sale value. Duplicates make money; they do not advance your weapon count. You can also sell ordinary weapons you bought only for completion to recover part of their price. Check the counter first, keep anything you actually use, and use a weapon dealer such as Beam for weapon sales and repairs. Do not confuse earning back part of a purchase with making a profit. Ebisu Socks are useful while you are already running around finishing other tasks. They generate money from your steps. Put them on during city cleanup if you have them, but do not expect them to instantly pay for an entire weapon shop. Be careful with CP spending too. The exchange works in order. Golden Pistol is at the bottom of the Battle branch, so its displayed 30-CP price does not bypass everything above it. If you are planning to use the pistol as one of your 100 weapons, work toward it before spending your last CP on the final Adventure upgrade. You can buy the remaining convenience upgrade afterward. COLLECTION EQUIPMENT IS NOT ALWAYS COMBAT EQUIPMENT Read what an item does before wearing it into a boss fight. Charismatic Autobiography, Charismatic Photo, and Champion's Ring are not harmless collection trophies when equipped. Their effects can make enemy behavior more aggressive. If ordinary fights suddenly feel miserable, check your accessories before blaming the difficulty setting. Beads of Good Fortune stop ordinary street encounters. That is useful when you want to reach a shop, but take them off when you are trying to find enemies or finish Nouveau Riche requirements. They do not remove Majima Everywhere. Golden Pistol's unlimited ammunition is convenient. It does not mean every enemy will politely stand still and let you shoot, and it does not make the rest of Kiryu's upgrades unnecessary. Likewise, you do not need to equip every expensive piece of gear just because it helped the collection counter. Keep a useful combat setup separate from the stuff you acquired to finish the list. IF YOU ARE STUCK AT 99 OR 69 Check the actual completion counter, then compare distinct names rather than the number of objects in storage. Look for these mistakes first: • You counted Wooden Katana at Ebisu and again at the Coliseum. • You counted a locker weapon and its shop copy separately. • You bought several copies of one prize instead of several different prizes. • A shop item is still locked behind story progress or Majima mastery. • You overlooked Contact Lenses, Table Salt, a cheap belt, or another ordinary-looking item. • You counted a CP reward you have not actually claimed. • You finished a substory but did not collect the associated locker reward. If you already have one of the alternatives this route skips, use it. There is no reason to force yourself through an expensive purchase when a different weapon already registered. The collection looks worse when it is just two large numbers on a menu. Break it into sources, keep duplicates out of the count, and let the other completion tasks pay for part of it. By the time you are buying the last few pieces, you should know exactly what is missing and exactly where it comes from.

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