Yakuza Kiwami 3: arcade cleanup and the clears that actually count
Kiwami 3’s arcade Training List goes much further than simply trying the cabinets. If you are clearing the list, check the full-game objective and the cumulative count separately.
The Theater Square Club SEGA in Kamurocho has the complete selection, with most cabinets upstairs. Nakamichi Street has Magical Truck Adventure and Emergency Call Ambulance. The second floor of Ryukyu’s Public Market has those two plus SlashOut.
These six entries each need a full clear and cumulative counts of 10 and 20 stages or victories:
- SlashOut.
- Magical Truck Adventure.
- Emergency Call Ambulance.
- Fighting Vipers.
- Virtua Fighter 2.
- Virtua Fighter 2.1.
Each full clear awards 200 Training Points. The 10-count objective awards 50 and the 20-count objective awards 150. Fighting-game victories mean defeated opponents, not individual rounds. Replaying stages counts, so you do not need 20 different stages.
Motor Raid has two different objectives: finish every Practice course and clear SEGAL in Championship. Each awards 150 Training Points.
Use Extra Easy for cleanup. Open the cabinet’s own settings and check the controls before starting. These games do not all use the same buttons, and the cabinet difficulty is separate from the main story difficulty.
SlashOut
You can continue with more credits and use unlocked stage selection. On Extra Easy, ordinary attack chains and charged attacks are enough to make progress without learning a complex combo system.
One short route is: clear Ciliegio Cathedral within four minutes and take blue, clear Valley of Miniera and take red, clear Forest of Nano and take red, then finish Dragon’s Den and Diabolo’s Shell.
At the final boss, destroy the three orbiting spheres before attacking the main body. If a boss appears to ignore your attacks, check its vulnerable part instead of repeating hits against the same protected surface.
Magical Truck Adventure
This is the handcar game, despite the title. Work the two levers to move, use the individual pedal inputs to lean, and use both together to jump. Establish a rhythm and then watch for the obstacle prompts.
A manageable three-stage route is to catch the thieves in the first stage, let the pursuer catch you in Safari, then clear Fantasy. The middle failure is a route choice, not the end of the run. Finish the final stage properly rather than assuming that reaching it is enough for the clear.
Emergency Call Ambulance
Complete all four cases: Traffic Accident, Street Battle, Fire and Plane Crash. Reached-case selection lets you return to later cases instead of treating every failed attempt as a complete restart.
Crashes reduce the time available to save the patient. Brake for a difficult turn instead of keeping the accelerator down and bouncing off the barriers. Plane Crash is wet and slippery, so make smaller steering corrections and ease off before bends. A slightly slower clean corner is better than losing time and control in a collision.
Fighting Vipers
Pick a character you can repeat a simple attack pattern with; Jane is a straightforward starting choice. Learn a short punch sequence and a throw rather than changing characters every time you lose. Continue through the ladder and defeat the final opponent, B.M., for the full clear. Afterward, replay early matches if you still need cumulative victories.
Virtua Fighter 2 and 2.1
These are separate Training List entries. Clearing one does not finish the other.
The important catch is Dural: the bonus match counts toward the full clear, and losing it does not give you the usual continue. Do not stop after Akira and assume the cabinet is done.
Jeffry is a useful beginner choice. His combined Punch + Kick + Guard attack can repeatedly knock opponents down and push them toward a ring-out. Check the control mapping for that combined input rather than guessing the shoulder button. It is a useful tactic, not a guaranteed script, so keep an eye on spacing and your own position near the edge.
Motor Raid
Practice only requires finishing its courses within the time limit, not winning every race.
Championship is different. Finish first in all three regular races to reach the extra SEGAL course. The successful route is Yendas, Junos, Bowel, then SEGAL. On SEGAL itself, finishing is enough for the objective.
Gunz is a useful speed-focused choice. Spend turbo where the road gives you room to use it, and avoid turning every nearby opponent into a fight. Winning the first three races matters more than landing attacks. If you miss first place in one of them, you will not reach SEGAL on that run.
After any apparent clear, return to Kiryu’s Training List and inspect the entry before grinding more attempts. A full clear and a 20-stage count are different tasks, and Virtua Fighter’s Dural requirement is particularly easy to miss.
This is Training List cleanup, not a claim that the platinum requires every arcade cabinet. Kiwami 3 does not require total completion of every minigame for its platinum.
Yakuza Kiwami 3: arcade cleanup and the clears that actually count
· Games/Yakuza Kiwami 3