All right, Haruka’s Trust is the point where a relaxed walk around Kamurocho gradually turns into Kiryu being asked to become very good at almost everything.
Before getting into the requests, this is completely optional. Yakuza 4 Remastered does not require Haruka’s Trust for the platinum, all achievements, or its in-game 100% completion percentage. I’d approach this because I want the extra challenges and rewards, rather than because I think an unfinished meter is blocking a trophy.
It is also Premium Adventure only. Finish the story, start Premium Adventure using your clear data, switch to Kiryu, and speak to Haruka in New Serena. Do not start a fresh Premium Adventure without clear data by accident if you intend to retain your existing progress.
HOW REQUESTS ACTUALLY START
Walk to the relevant business and pause outside. Let Haruka catch up and look for her speech bubble, then speak to her before going in. For food and shopping requests, the merchant provides the requested purchase. For a minigame, confirm exactly what she wants before starting.
A general high score you achieved earlier does not mean you have already completed her active request. The activity, location, difficulty, and current request all matter. Take particular care with the two Club SEGA branches: her UFO Catcher requests use Theater Square, while her Boxcelios 2 requests use Nakamichi.
The ranks below indicate when requests first become available. Advancing a rank does not erase unfinished requests from lower ranks. Completed requests drop out, so this is not a system where buying the same cheap snack repeatedly replaces the harder challenges.
For Fukuma Casino, enter Purgatory through West Park. Haruka will not follow Kiryu through the sewer route.
I’d save before a difficult activity or before spending a rare gambling item, then save again after the successful request and rank-up. Keep a separate pre-request save until you are sure the result registered.
THE FULL REQUEST CHECKLIST
All gambling amounts below are the amount you must finish ahead in that session, not simply the number of chips or tags in your wallet. A request for +1,000 means starting with 5,000 and ending with at least 6,000, for example. Buying another 1,000 is not the challenge.
F rank opens the following:
• Café Alps: Strawberry Parfait.
• M Store: Tuna Onigiri.
• Don Quijote: C.C. Lemon.
• Matsuya Tenkaichi: Pork Rice.
• Poppo Tenkaichi: Tauriner.
• Poppo Nakamichi: Salmon Onigiri.
• Smile Burger: Smile Fries.
• Poppo Showa: Steamed Bun.
• Batting: at least 10 hits on Normal.
• Karaoke: at least 750 while cheering Haruka.
• Bantam darts: more than 250 in Count-Up.
• Bowling: beat Haruka over three frames.
• Dragon Palace: Koi-koi, +500 tags.
• Fukuma Casino: Roulette, +1,000 chips.
• Fishing: catch a Giant Crab.
• Cuez Bar: Beginner Four-Ball, score two consecutive points twice.
E rank adds:
• Theater Square UFO Catcher: win an AiAi.
• Nakamichi Boxcelios 2: reach level 20.
• Gelateria Kamuro: Strawberry Gelato.
• Kotobuki Drugs: Tauriner.
• Kyushu No. 1 Star: Kyushu Tonkotsu Ramen.
• Dragon Palace: Koi-koi, +1,000 tags.
• Golf tournament: +2 or better.
• Fukuma Casino: Roulette, +2,000 chips.
D rank adds:
• Don Quijote: Goma-Mugi Tea.
• Matsuya Tenkaichi: Demitama Hamburger Meal.
• Pronto at night: Burdock Stick.
• Sushi Gin: Tamago.
• Dragon Palace: Cee-lo, +500 tags.
• Bowling: another three-frame win against Haruka.
• Karaoke: at least 850 while cheering Haruka.
• Fukuma Casino: Poker, +2,000 chips.
C rank adds:
• Smile Burger: Smile Cheeseburger Set.
• Gelateria Kamuro: Double Scoop.
• Nakamichi Boxcelios 2: reach level 50.
• Kanrai: Rib Meat.
• Kyushu No. 1 Star: Egg Tonkotsu Ramen.
• Dragon Palace: Cee-lo, +1,000 tags.
• Pronto at night: Margherita Roman Pizza.
• Fukuma Casino: Poker, +5,000 chips.
B rank adds:
• Bantam darts: finish 701 within six rounds.
• Theater Square UFO Catcher: win any Hito-nyan.
• Batting: at least 2,600 on Hard.
• Dragon Palace: Oicho-kabu, +300 tags.
• Kanrai: Stone-roasted Bibimbap.
• Fukuma Casino: Blackjack, +1,000 chips.
• Cuez Bar: clear Nine-Ball without committing a foul.
A rank adds:
• Sushi Gin: Amaebi.
• Café Alps: Cake Set.
• Kotobuki Drugs: Toughness Z.
• Dragon Palace: Oicho-kabu, +600 tags.
• Fukuma Casino: Blackjack, +2,000 chips.
S rank adds:
• Closest to the Pin: at least 500 points.
• Fukuma Casino: Baccarat, +1,000 chips.
SS rank adds:
• Fishing: catch a Marlin.
• Fukuma Casino: Baccarat, +1,500 chips.
SSS rank adds:
• Bantam darts: finish 901 within six rounds.
• Karaoke: at least 950 while cheering Haruka.
• Bowling: a final three-frame win against Haruka.
• Batting: at least 4,000 on Extra Hard.
THE REQUESTS I WOULD PREPARE FOR
The shopping requests are useful early progress, but do not overlook the timing restrictions. Pronto’s two food requests need its evening/night menu, while golf needs daytime access. Finish nearby shopping requests together and change time for a clear purpose instead of repeatedly walking across the map to a closed activity.
For gambling, write down the starting balance. Haruka’s target is a net gain at the end of the visit, unlike several ordinary completion counters that track winnings without subtracting losses. If you win 2,000, lose 1,500, and leave, that is only +500 for her request.
That distinction also changes when I would stop. Once the required profit is secured, leave normally and get the request acknowledged. An unnecessary extra bet can turn a completed challenge back into an unfinished one.
Roulette is a good place for the appropriate jewels, Blackjack for a Blackjack Amulet, and Baccarat for Banker’s Piece or Player’s Piece on the matching side. Use Cee-lo items on a worthwhile banker turn. Koi-koi and Oicho-kabu do not have a corresponding shortcut item here, so take those as actual card-game sessions rather than hunting for a nonexistent consumable.
Save the item before you use it, not after a loss has already consumed it. And do not confuse a guaranteed color on roulette with a guaranteed number, or a Bust Amulet with a promise that the blackjack dealer cannot begin with a strong hand.
DARTS: 701 AND 901 NEED AN ACTUAL FINISH
Six rounds means 18 darts. You must reduce the score exactly to zero, so a high-scoring run can still fail if the final throw busts.
For 701, fourteen 50-point bulls leave one point. That gives a simple theoretical route of 15 darts, with a little room for errors. The useful habit is checking the remaining number before the last turn rather than throwing at the bull automatically.
901 is tighter. Eighteen 50-point bulls total only 900, so a bull-only approach cannot finish the challenge within six rounds. You need scoring above that average. Triple 20 is worth 60, which is why practicing that smaller target matters here even if bulls carried you through the earlier requests.
A perfect arithmetic route is fifteen triple 20s, leaving one for a single 1. That is a reference for what the board allows, not a realistic guarantee of fifteen flawless throws. After each miss, recalculate the remaining score and darts. Preserve an achievable finishing number instead of making the same throw out of habit.
If darts keep landing consistently low or sideways, fix the throw motion before changing your aiming target every turn. You want a repeatable stick pull and release, not a different compensation for each individual dart.
BATTING: HARUKA GOES BEYOND THE REGULAR CHECKLIST
The opening request only needs ten contacts on Normal. Concentrate on timing. You do not need a complicated scoring route for that one.
The Hard request is 2,600, below that course’s 3,000-point S rank. The final Extra Hard request is 4,000, above its ordinary 3,500-point S rank. Clearing the general minigame checklist does not automatically mean you have practiced enough for that last request.
Use repeated pitch sequences to learn the swing timing. On Hard, save multi-panel clears for moments when they finish several lines. On Extra Hard, think about how the remaining grid will score before clearing easy isolated panels. The combination of panel count and completed lines is what makes a strong run, and the bonus bullseyes provide valuable margin.
If you miss a key multi-panel shot, keep your aim under control. One miss does not require hammering the next swing early. Decide from the remaining pitches and score whether the run is recoverable.
KARAOKE AND BOXCELIOS
For 750, 850, and especially 950, use Lively support and pick a Haruka song whose pattern you can learn consistently. Watch the timing lane, hold sustained inputs for their full length, and do not turn a rapid-press segment into a single tap.
The 950 request leaves little room for repeated mistakes. If one section causes most of the damage, identify whether you are entering it early, missing a hold, or losing the sequence after a lane transition. Repeating a full song without changing the actual problem is slow practice.
Boxcelios 2 level 50 benefits from the same discipline. Fast early kills build spare time. Move into a clear position before firing, because firing slows the ship. When a late enemy costs several seconds, note where the core was and what blocked your line so the next attempt is better than the last.
FISHING AND GOLF
Giant Crab can appear at any time, 100–150 metres out. Marlin is a sunset/night target, 120–150 metres out. Buy bait with enough reach and refresh the target layout if nothing appears in the useful range. Other catches share these ranges, so a correctly placed cast does not guarantee the required fish.
While reeling, keep the rod following the fish and manage tension. An aggressive pull that breaks the line near shore is not faster than taking a little longer and landing it.
The first golf request allows +2, so safe pars and a controlled recovery after a bad hole are enough. You do not need to chase the ordinary completion target of −5 here.
Closest to the Pin is a separate ten-shot contest. Haruka asks for 500, so an average of 50 per shot reaches the target. You do not need ten hole-in-ones or a perfect center hit every time. Prioritize landing in a scoring ring consistently, allow for wind and rollout, and adjust after seeing where the first shot finishes. One unusually bad wind does not justify changing every element of a previously good swing.
BOWLING AND POOL
All three bowling requests are wins over three frames. Haruka’s later performances improve, so do not assume a score that beat her early will always be enough. One reliable strike followed by spare conversions is more useful than three frames of experiments. Play the actual score in front of you rather than treating approximate opponent totals as fixed guarantees.
The Four-Ball request is about consecutive scoring, not merely scoring enough points somewhere in the game. After the first carom, inspect the new ball positions and plan the second. The Nine-Ball request is about a clean clear: make first contact with the lowest-numbered ball and avoid scratching. A legal combination into the nine is valid play, but a reckless combination that pots the cue ball defeats the purpose.
THE REWARDS
The rank-up rewards are Haruka’s Candy at E, Chocolate at D, Amulet at C, a Red Jewel at B, First-Aid Kit at A, Lunch at S, occasional Cho-han predictions at SS, Necklace at SSS, and the Morning Glory Scarf at EX.
I’d collect the easy requests first, work on one difficult skill at a time, and save whenever a stubborn request finally clears. The whole point of this route is choosing to spend more time with the game. If the last darts or batting challenge stops being enjoyable, it is fine to leave it for another session without treating the rest of the playthrough as unfinished.
All right, Haruka’s Trust is the point where a relaxed walk around Kamurocho gradually turns into Kiryu being asked to become very good at almost everything.
· Yakuza 4