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All right, let's get through golf in Yakuza Kiwami 2, because this one connects to more than just the minigame checklist.

· Yakuza Kiwami 2

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All right, let's get through golf in Yakuza Kiwami 2, because this one connects to more than just the minigame checklist. There's Albatross Akagi's substory, two combat books, and Haruka's request to clear the entire bingo board. If you're going for everything, you're going to spend some time at Yokobori Golf Center in Sotenbori. The useful thing to understand is that these aren't randomly generated courses. Once you have a shot that works, you can come back and use it again. The difficult part is keeping your aim, power, and impact consistent, especially when a guide is describing the old power meter and you're looking at a newer one. **What you actually need** For the golf section of the Completion List, clear the 300-point targets on Beginner, Intermediate, and Advanced Closest to the Pin, sink a ball in the cup, and get at least three bingo lines. Check the entries after each run rather than assuming a prize means you've finished the whole category. [Golf completion requirements](https://neoseeker.com/yakuza-kiwami-2/walkthrough/CompletionList) For the extra rewards, go further: - Beginner Closest to the Pin: 400 points earns The Guide to Golf Swings. - Bingo: eight lines earns the Essence of Golf Primer. - Akagi: accept his own challenge and score at least 300 points. - Haruka: with her request active, knock out all nine panels for all eight lines. The books matter for combat completion. Receiving a book isn't the same as learning its skill, so open the inventory and read it, then handle any remaining ability purchase shown in the upgrade menu. [Golf Club Mastery](https://trueachievements.com/a304898/battle-skills-master-achievement) I'd do the ordinary courses and Akagi first. Then learn the full bingo clear, and repeat it with Haruka when she asks. You're practicing something you'll use again rather than chasing a score that has no other purpose. **Power and impact are two different inputs** Aim before starting the swing. Start the meter, stop it at the distance you want, then time the returning marker for impact. A centered impact in the red sends the ball along your intended line. Stopping to the left or right in the yellow bends the shot. That can help around an obstacle, but an accidental bend can also ruin an otherwise good power setting. [Golf controls](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Golf) Don't change all three things after a miss. If the ball went the right direction but stopped short, keep the aim and adjust the power. If the power looked right but the ball curved away, work on the impact timing before deciding the aiming reference is wrong. You can cancel after setting power and try again before committing the impact. Use that. There's no reason to knowingly take a bad power setting because the meter has already started moving back. [Retrying the power setting](https://darage.com/guide/ryukiwami2/mini02.html) **A note for the newer release** The 2025 release uses 20-yard meter divisions rather than the older 25-yard divisions. The following references are distances, not instructions to hit a particular printed tick mark. [Meter difference and course references](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/golf-center) For example, 75 yards on the newer meter is three-quarters of the way from 60 to 80. It isn't the third large marker just because an older video uses the third marker. Likewise, 87.5 is between 80 and 100, closer to 80. That sounds obvious written down, but it can explain an entire evening of copying a video and wondering why every ball is wrong. The decimal numbers below are reference points, not a promise that the game lets you enter an exact number. Use them to understand where on the meter you want to stop. **Closest to the Pin: how the scoring works** You get ten shots. Where the ball finishes determines the score: - Green: 30 points. - Blue: 50 points. - Yellow: 70 points. - Red: 100 points. - In the cup: 200 points. You don't have to hit a hole-in-one ten times. One cup and two blue finishes already make 300. Four red finishes make 400. Ten ordinary green finishes make 300, although that leaves you no room for a complete miss. [Scoring](https://maestrosdelmando.com/yakuza-kiwami-2-guia-de-lista-de-completados/) That's why I'd take a safe scoring landing over a difficult trick shot when you're close to the target. A shot can be useful without being perfect. **Beginner: all ten shot references** Use centered impact for these. Each line gives the aiming landmark, then the approximate distance. - Shot 1: Pin; 50 yards. - Shot 2: Right edge of red; 56.25. - Shot 3: Between left yellow/red edges; just over 75. - Shot 4: Pin; 66.67. - Shot 5: Pin; just under 50. - Shot 6: Slightly right of pin; just under 75. - Shot 7: Just right of pin; 43.75. - Shot 8: Right vertical green back-wall bar; 62.5. - Shot 9: Pin; 83.33. - Shot 10: Left vertical green back-wall bar; 50. **Intermediate: all ten shot references** Again, use centered impact. - Shot 1: Right green edge; 87.5. - Shot 2: Left yellow edge; 37.5. - Shot 3: Middle chicken; just over 50. - Shot 4: Saturn’s left edge; just over 75. - Shot 5: Pin; just over 25. - Shot 6: Pin; just over 50. - Shot 7: Saturn’s left-middle; just under 75. - Shot 8: Sheep's rump; 93.75. - Shot 9: Sheep's head; 37.5. - Shot 10: UFO center; 62.5. [Beginner and Intermediate aiming references](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/golf-center) The decorations are landmarks for lining up the shot. You're not trying to hit the animal or planet itself. If a reference looks unclear, this [all-course gameplay video](https://youtube.com/watch?v=vFJh9ynyL4M) shows the Beginner run from 0:13 and Intermediate from 4:15. Take a screenshot of a successful setup if you need to. Your own image of the correct position is more useful than repeatedly trying to remember whether you moved a little left or a little right. **Advanced: the ten-shot route** These references use both aim and impact adjustments. When a line says a fraction left or right for impact, measure outward from the centered impact position toward that side of the impact bar. It does not mean moving the aiming cursor by that amount. Treat these as starting positions to tune, especially shots 5 and 8. They aren't ten guaranteed holes-in-one. - Shot 1: Aim slightly right. Power 88–93. Centered impact. - Shot 2: Default aim. Power 53–55. Impact slightly right. - Shot 3: Default aim. Power 33. Impact about one-third right. - Shot 4: Default aim. Power 100. Impact halfway left; bank off the wall. - Shot 5: Aim between the far-left corner and Saturn's edge. Power 95. Impact beyond halfway right. - Shot 6: Aim at Saturn's middle. Power 53. Centered impact. - Shot 7: Default aim. Power 65. Centered impact. - Shot 8: Aim left of Saturn. Power 76–79. Impact one-third right. - Shot 9: Aim at Saturn's middle. Power 60. Impact halfway left. - Shot 10: Aim fully left. Power 58–61. Impact about five-eighths right. [Advanced route with individual-shot explanations](https://steamcommunity.com/sharedfiles/filedetails/?id=1747501253) If an early shot gives you 100 or 200, don't throw that away mentally because the next one misses. Count what you still need. At 200 with several shots left, you can finish with two blue landings instead of forcing another cup. I would also avoid resetting every time the first shot isn't perfect. You need practice on the later shots too. Otherwise you become very good at restarting and still haven't learned the part of the course that keeps costing you the run. **Albatross Akagi's challenge** The substory becomes available from Chapter 3 after you unlock Advanced by working through Beginner and Intermediate. Speak to Akagi and accept his challenge. The entry is ¥1,000, and 300 points or more wins Albatross Akagi's Club. [Substory trigger and score](https://dswiipspwikips3.jp/yakuza-kiwami2/substories/substories06.html) This needs to be his challenge. Starting an ordinary Advanced run through the receptionist and scoring 300 isn't the same thing. [Starting the correct challenge](https://neoseeker.com/yakuza-kiwami-2/walkthrough/Substories46-60) Use the Advanced references above. The score you need is manageable even with misses, so don't turn it into a requirement to master all ten shots before you're allowed to win. And remember what the reward is: a weapon. It isn't a new set of minigame clubs that suddenly makes the aiming meter forgiving. [Akagi's reward](https://gamersheroes.com/game-guides/yakuza-kiwami-2-substories-guide/) **Bingo: all nine panels, all eight lines** The board is a three-by-three grid. Read it left to right: 1, 2, 3 across the far row; 4, 5, 6 across the middle; 7, 8, 9 across the near row. [Official board image](https://ryu-ga-gotoku.com/kiwami2-ps4/assets/img/ss/adv_play07ss.jpg) You have ten shots for nine panels. Breaking all nine makes three horizontal lines, three vertical lines, and the two diagonals. That's eight bingos, not nine. There is more than one workable order. For this route, clear the near row first, then the far row, then the middle: 7 → 8 → 9 → 2 → 3 → 1 → 6 → 5 → 4. Use centered impact throughout. - Panel 7: Aim at 7; 50 yards. - Panel 8: Aim at 8; 50. - Panel 9: Aim at 9; 50. - Panel 2: Aim a little right; 100. - Panel 3: Aim a little right; 100. - Panel 1: Aim a little left; 100. - Panel 6: Aim straight at 6; 87.5. - Panel 5: Aim toward 4; 87.5. - Panel 4: Aim left until the meter's tip aligns with the left edge of the distant pink sign beyond the net; 75. [Full-clear route with screenshots](https://darage.com/guide/ryukiwami2/mini02.html) The state changes when a panel breaks, not just because you used a ball. After one miss, retry the same step with the same target. Don't move to the next line in the route while the previous panel is still there. The wind rises through 0, 1, 2, 4, 5, 6, 8, 9, and 10 as you break panels. The board moves back after the third success, then begins tilting in the later stages. That is why the same panel can need a different shot in a different route. [Bingo wind and board changes](https://dswiipspwikips3.jp/yakuza-kiwami2/play-spot/golf-center.html) Do not combine the first four shots of one guide with the last five of another. If they break panels in a different order, the remaining layout and wind are no longer the setup that second guide expects. After two misses, you can't clear all nine with the balls remaining. You can still use the rest of the attempt to practice, but don't keep expecting a full-board result from it. **Doing it for Haruka** Make sure her request is active before starting. She wants all eight lines, which means clearing all nine panels. An ordinary three-bingo Completion List success doesn't satisfy her. [Haruka's golf request](https://gamefaqs.gamespot.com/ps4/218734-yakuza-kiwami-2/faqs/76366/harukas-requests) If you've already earned the primer, that doesn't replace doing the request while she's with you. Talk to her, confirm what she wants, and use the route you practiced. This is the part where I'd take a break if you're missing the same easy impact because you're frustrated. You don't need a new theory for the shot every time. Sometimes you need to stop rushing the final button press. **The prizes worth knowing about** At 400 points or more in Closest to the Pin: - Beginner gives The Guide to Golf Swings first, then a Technique Tome on repeats. - Intermediate gives a Black Shaft Club. - Advanced gives a Golden Shaft Club first, then Staminan Royale on repeats. Bingo rewards are: - One line: AppStim Half. - Two: Golf Club. - Three: Staminan XX. - Four: Silver Plate. - Five: Toughness Infinity. - Six: Spirit Tome. - Eight: Essence of Golf Primer first, then Staminan Royale. [Prize list](https://dswiipspwikips3.jp/yakuza-kiwami2/play-spot/golf-center.html) For completion, I'd leave with the three course targets checked, a cup sunk, both books read, Akagi finished, and the bingo route understood. Come back with Haruka when her request is active. Golf doesn't need to become your favorite thing in Kiwami 2. But once you separate the meter timing from the aiming, and stop treating every imperfect shot like a failed run, it becomes a lot easier to work out what actually needs fixing.

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