Yakuza Kiwami 3: every Reaper and all nine Coliseum tournaments
If you’re clearing Kiryu’s optional fights, keep three numbers straight: 20 Reapers for Reaper Reaper, five different tournaments for Coliseum Regular, and 36 Reapers plus nine tournaments for the full sweep. S ranks are extra. You don’t need them just to win every tournament.
This is for the 2026 remake. The original Yakuza 3 Hitman and Coliseum lists won’t match.
REAPERS: HOW THE UNLOCKS WORK
Kashiwagi introduces the system in Chapter 1. Check the Reapers phone app, then use the red broken-crest markers to find available targets. The defeat requirements below are your total across both cities, not a separate count for each city.
Clear the early targets as you pass them. The next groups depend on both your count and story progress. Chapter 4 opens the five-defeat Kamurocho group; Chapter 7 opens the later groups. For Ryukyu targets, you also need the story to let you return to Okinawa.
Use Dragon of Dojima for evasive counters and Ryukyu for weapon defense. Against guns, a timed Ryukyu Perfect Guard can return the shot. Against a group, remove the extra enemies before settling into a duel. Bring recovery items for the harder street fights.
KAMUROCHO: 20 STREET TARGETS
Available from the introduction:
1. Tsuchiyama. Theater Avenue, near Akaushimaru’s Tenkaichi branch. A heavy-handed grappler. Dodge his big swings rather than inviting throws by holding guard.
2. Zen. Taihei Boulevard, in front of Millennium Tower. Knife user. Get around his attacks; don’t trade from directly in front.
After two Reapers:
3. Hasutani. New Serena Alley. Let his big attack miss, then punish the opening.
4. Aoyama. West Shichifuku Street, opposite Children’s Park. Bat swings cover a wide area. Wait out the string before moving in.
5. Tetsuo. Hotel District. Hammer user. His recovery is the opening; his windup isn’t an invitation to trade hits.
Chapter 4 onward, after five:
6. Shu. Shichifuku Street. Gunman. Ryukyu bullet reflection is the clean answer.
7. Tetsuji. Nakamichi Street, just south of Café Alps. Boxer. Move around his punches and attack from the side.
8. Yuto. Taihei Boulevard. Another knife fight. Keep your combos short enough to escape the retaliation.
9. Negishi. Tenkaichi Alley, across from Public Park 3. Powerful swings and grabs. Evade first, counter second.
10. Kotaro. West Park. Martial artist. Watch his flying kick and punish the landing.
Chapter 7 onward, after eight:
11. Kitano. West Shichifuku Street. Tight openings between punches. Take a safe counter rather than forcing a full string.
12. Kondo. Hotel District. Sword user. Ryukyu defense helps; stay ready for the quick thrust.
13. Yokota. North Senryo Avenue. Three enemies. Drop the two helpers before concentrating on his guard-breaking attacks.
14. Hattori. East Shichifuku Street. Ninja tricks and caltrops. Watch your footing instead of chasing blindly.
15. Samejima. The empty lot in Nakamichi Alley. Gunfire plus a hammer-wielding helper. Break up the group and remove ranged pressure first.
Chapter 7 onward, after 12:
16. Haruyoshi. Senryo Avenue. Bat user. Counter the committed swings instead of repeatedly hitting his guard.
17. Okubo. Suppon Street. Big grappling attacks. Stay mobile and punish missed tackles.
18. Rai. Hotel District. Stun baton. Avoid getting caught in repeated shocks; attack after dodging behind him.
19. Kengo. Pink Street entrance. Grabs and heavy rushes. Use short punishes, then reset your position.
20. Kurenai. Senryo Avenue’s western end. Gunman with two helpers in a cramped space. Clear the helpers, then reflect his shots.
RYUKYU: 15 STREET TARGETS
Available on your early Okinawa visit:
21. Yoshihiko. Ryukyu Central Highway. Straightforward fistfight. His charged attack can break your guard, so step around it.
22. Sakamine. East Ryukyu Boulevard. Katana user. Ryukyu can defend against the blade; nearby objects give you another way in.
After two Reapers:
23. Nakasone. Ryukyu Boulevard. Fast martial artist. Don’t spend the fight winding up attacks he can dodge.
24. Saburo. Public Market entrance. Sumo-style palms and charges. Move sideways, then hit his back.
25. Masashige. South Kubochi Road. Baton user. Avoid the stun loop and work around his flank.
Chapter 7 onward, after eight, when Ryukyu is accessible:
26. Ginji. Yushibin Street, outside the Ryudo Family Office. Hammer user. Let the entire spinning attack finish before closing in.
27. Sentetsu. Kariyushi Arcade. Brass-knuckle brawler. Bait the punch string and counter the recovery.
28. Batsu. Parking lot off South Kubochi Road. Kicks and grabs. Don’t remain in front after your punish.
29. Nakahara. Kubochi Bridge. His combination ends with a strong kick. Wait for that finish.
30. Hiroshi. Inari Street, Hatsumachi, in front of Aqua Sky. Three swordsmen. Remove the helpers before the leader.
Chapter 7 onward, after 12, when Ryukyu is accessible:
31. Otake. Arcade Rear Alley. Hard-hitting kicks. Keep your return attacks brief.
32. Tomiyasu. Ryukyu Central Highway. Martial artist. Respect the long-reaching kick and use the opening afterward.
33. Gomi. Inari Street, Hatsumachi. Fast knife attacks and dangerous follow-ups. Spend Heat and Boost to shorten this fight instead of giving him repeated chances.
34. Kaneyama. East Ryukyu Boulevard, upstairs by the coin lockers. Take the stairs beside Poppo. Deal with the gunmen before the hammer-wielding boss. Reward: ¥250,000.
35. Rikuto. South Kubochi Road. A heavily supported group fight. Use crowd Heat Actions and clear the weapon users before isolating him. Reward: ¥250,000.
36. THE FINAL REAPER: ARASE
After the other 35, check the message from the unknown sender. In the final chapter or later, go to Millennium Tower at night. Use the elevator on B1 to reach the roof.
Arase’s dual pistols are the main threat, but they also give Ryukyu a reliable answer: face him and Perfect Guard the shots back. Don’t get greedy at close range, where his kicks can break your defense. Dodge those, make space and return to the gun-counter rhythm. Keep recovery available until the fight is over. Winning pays ¥500,000 and finishes the Reaper list.
COLISEUM: THE COMPLETE LADDER
The Purgatory Coliseum opens in Chapter 8. Speak to the receptionist to enter.
The route is simple:
• Win all three Bronze tournaments to open Silver.
• Win all three Silver tournaments to open Gold Street Fight and Gold Weapon Master.
• Win both of those to open Gold Championship.
• Win the Championship for all nine clears.
Bronze and Silver are three-round tournaments with five minutes on the clock. Gold is a single round with three minutes. Street Fight locks you to Dragon of Dojima; Weapon Master locks you to Ryukyu. Exhibition and Championship allow both styles.
Your phone equipment still matters. Recovery items aren’t available during a tournament, so prepare before entering. Raise attack and health if you’re struggling to clear the timer. Going back to a tournament you can reliably win is more useful than repeatedly losing to Gold with underpowered stats.
Heat Actions and Dragon Finishers pause the timer during their animations. Enter with Heat ready, use it for damage, and save Boost for a round that otherwise stalls you. If you’re only after completion, take the win first and worry about S ranks later.
1. BRONZE EXHIBITION
Unlock: Coliseum introduction. Either style. Base payout: ¥70,000. First-clear reward: Amulet Strap (Green).
You face a wrestler, a hammer user and a fast knife fighter. Counter the wrestler’s slow attack to get through the opening round cheaply. Against the hammer, avoid extending a combo into his stun attack. Keep Heat or Boost for the knife fighter, whose movement makes ordinary strings less reliable.
2. BRONZE STREET FIGHT
Unlock: Coliseum introduction. Dragon only. Base payout: ¥80,000. Reward: Magatama Strap (Yellow).
The first round is a two-on-one. Target Kosugi first because he has less health and can knock you down while you’re busy with his partner. Use the weapons on the floor. The shotgun helps burn through round two; the submachine gun or Dragon Boost helps finish the tougher final opponent. Being locked to Dragon doesn’t mean you have to ignore the arena weapons.
3. BRONZE WEAPON MASTER
Unlock: Coliseum introduction. Ryukyu only. Base payout: ¥80,000. Reward: Kitty Kat Strap (Calico).
The second opponent’s string can break your guard, so don’t stand there blocking the whole combination. The last opponent is quick and uses claws. Perfect Guard into a Heat Action is more dependable than chasing him with a long combo. If Boost is ready, use it to close the final round rather than finishing with an unused meter.
4. SILVER EXHIBITION
Unlock: clear all Bronze. Either style. Base payout: ¥120,000. Reward: Kumami Strap (Brown).
The opening grappler is a good counter-Heat target. Switch to Ryukyu for the next opponent’s blade-and-gun attacks, keeping offense controlled so you don’t get interrupted into bleeding. The final round includes a ninja who spreads caltrops. Save Boost for that round, deal with the ninja quickly and avoid wasting the clock stumbling through the hazards.
5. SILVER STREET FIGHT
Unlock: clear all Bronze. Dragon only. Base payout: ¥120,000. Reward: Silver Urinal Strap.
Counter the opening swordsman, then use a weapon Heat Action on the fast knife user in round two. Ordinary attacks are less reliable against that movement. The final opponent’s knockdowns can eat the remaining time, so open the round with Boost and push for the finish. Pick up the arena weapons rather than treating this as a bare-knuckle challenge.
6. SILVER WEAPON MASTER
Unlock: clear all Bronze. Ryukyu only. Base payout: ¥120,000. Reward: Silver Fukupi-chan Antenna.
The opener puts a swordsman and shotgun user together. Remove the gunner first if the shots keep interrupting you. The second opponent grabs, so don’t overstay after a punish. The last uses both blade and gun: use Ryukyu’s guarded offense and timed defense rather than racing him with unprotected strings.
7. GOLD STREET FIGHT
Unlock: clear all Silver. Dragon only. Base payout: ¥160,000. Reward: Gold Toilet Strap.
One opponent, Kyojiro, but a much tougher damage check. Use a floor weapon for an early Heat Action, then convert your Boost into damage instead of saving it for an imaginary second round. Counter his attacks rather than trading health. If he survives your available meters with a large chunk of health left, improve attack and equipment before chasing the S rank.
8. GOLD WEAPON MASTER
Unlock: clear all Silver. Ryukyu only. Base payout: ¥160,000. Reward: Brilliant Gold Antenna.
Two tough opponents at once: a grappler and a swordsman. Concentrate your opening Heat damage on one, then keep attacking that same target with Boost. Splitting damage evenly leaves both enemies active for longer. Once it becomes a duel, use guarded attacks and counters to finish safely.
9. GOLD CHAMPIONSHIP
Unlock: win both other Gold tournaments. Either style. Base payout: ¥180,000. First-clear reward: Nishida for Bad Boy Dragon.
Fire Dragon, Water Dragon and Wind Dragon attack together. Bring the learned Heat Action that hits three enemies after a taunt. Use it while all three are still standing, then focus Water Dragon, whose knockdowns waste time. Spend Boost to remove him and finish the lower-health survivor next. Once someone falls, switch to Heat Actions that work on fewer targets.
The Gold Toilet Strap and Brilliant Gold Antenna you just earned form a strong attack-boosting pair. Their Heat drain is the trade-off, so use available Heat promptly if you equip them.
S-RANK TARGETS
These are time remaining, not the amount of time you’re allowed to spend:
• Bronze, all three: at least 2:30 left.
• Silver, all three: at least 3:30 left.
• Gold Street Fight: at least 2:00 left.
• Gold Weapon Master and Championship: at least 1:30 left.
That means a Silver S rank needs the whole three-round tournament finished within 90 seconds. Gold Street Fight needs its single opponent beaten within a minute. That’s why damage upgrades, prepared meters and time-stopping Heat Actions matter so much.
WHAT TO DO AFTERWARD
For the two activity trophies alone, stop at 20 Reapers and five tournament wins if that’s your goal. For the complete lists, finish Arase and all nine tournaments. The Coliseum Training List also tracks 50 total opponents defeated, so check that counter after clearing the ladder.
For Jo Amon, finish all nine tournaments, complete the main story and enter Premium Adventure. Leave Purgatory and check for his message. Don’t assume you have to finish every Reaper just to make that challenge appear.
Yakuza Kiwami 3: every Reaper and all nine Coliseum tournaments
· Games/Yakuza Kiwami 3