Yakuza 4 Remastered: allies, police calls, gangs and the Coliseum
The four protagonists don't share every activity. Akiyama builds allies, Tanimura responds to police calls, Kiryu clears gangs, and Saejima's trained fighters feed into the Coliseum. Some of these also unlock things you need somewhere else, which is why it's worth doing them in a sensible order.
Akiyama's twelve allies
Allies can throw useful items into nearby street fights. Watch for the catch prompt. They also provide a few permanent unlocks, most notably the original Boxcelios machine.
• Kyushu No. 1 Star: eat there twice.
• Café Alps: order twice.
• Kotobuki Drugs: make repeat purchases and complete the clerk's conversation.
• Theater Square Club SEGA: play Boxcelios 2 three times, then speak to the manager. This unlocks Boxcelios 1.
• Earth Angel: buy three drinks.
• Cuez Bar: buy three drinks.
• Club Asia: watch two performances.
• Hotel District taxi driver: use the taxis repeatedly and speak to the northern driver when the relationship advances.
• M Store clerk: make repeat purchases and speak to the clerk.
• Tenkaichi Poppo clerk: make repeat purchases and finish the relevant conversation.
• Homeless man near West Park: give him alcohol.
• Homeless man beside the Theater Square TOWER BATTLE sign: give him a drink; it doesn't have to be alcohol.
Don't make a large basket of purchases and assume it counts as several separate visits. The relationship conversations are the confirmation that an ally has actually been added. Either homeless contact can also point you toward Dragon Palace.
Police Scanner: Tanimura
Respond to the radio location, resolve the incident and collect the reward. If you ignore a call long enough, another officer handles it and a new call eventually replaces it. Missing one bulletin doesn't permanently ruin completion.
Akaishi, in the red outfit at Theater Square, tracks your progress. Speak to him regularly for the five-incident reward milestones. The deeper completion route needs 22 incidents and the special follow-up cases, not just 22 quick street fights with the final text left unread.
At twelve incidents, answer Akaishi's message and meet him in Theater Square. He explains the fake Guard members selling weapons. Follow the subsequent dispatch to the lot behind Kotobuki Drugs and defeat the dealer.
At twenty-two, return to Akaishi again. Follow the West Shichifuku report to the Guard member west of M Store, then the Millennium Tower report. Defeat that group and continue to Kondo's base in the Hotel District. Finish the final fight and conversation for the activity completion and High-grade Platinum.
The parking-lot robbery call is the one most likely to waste your time. After the suspects scatter, check the northwest restroom, the northwest booth and behind the black car in the southeast. Defeat all three separately. They're still in the parking lot; you don't need to search every street exit.
Nair's training also uses particular scanner incidents. If you're doing her investigation, return and report the relevant event before expecting the next training stage. Ordinary police calls and Nair's required case progression overlap, but aren't interchangeable.
Gang Encounters: Kiryu
Start by rescuing Akaishi in Theater Square once Kiryu can freely explore Kamurocho. There isn't a big automatic invitation telling you to begin. Defeat the current gang's street groups until its leader is revealed, then clear the leader encounter. Afterward, fight a normal street encounter to help trigger the next gang's message.
The route is:
1. Aqua Devils: light-blue hoodies. After three gang encounters, find Onitake in the northeast Underground Parking Lot near the Pink Alley exit. Reward: SSS Gunpowder.
2. Kamuro Phoenix: long biker coats, often with bats. After four encounters, go to West Park off East Park Boulevard and defeat the white-coated leader. Reward: ¥100,000.
3. Kanto Gangsters: yellow or tiger-patterned clothes and knives. After three encounters, the watching-from-above clue points to the eastern rooftops at the weapon-shop area. Defeat the group for ¥100,000 and a Locker Key Radar.
4. Slumdogs: the foreign gang members. After three encounters, follow Akaishi's message to the lot behind Kotobuki Drugs. Defeat Reign for an Eye of the Dragon.
5. Black Nightmare: black clothing and a mix of blades and heavy weapons. After four encounters, find Rank Zero in the southern Champion District lot. Reward: ¥100,000.
6. Purple Killers: purple jackets. After three encounters, answer the leader's invitation and go to Mach Bowl. Reward: Seal of the Dragon.
7. Dark Clan: follow the messages through the sequence rather than looking for random purple-clothed enemies. Start at Nakamichi's crossroads, then fight Noir southeast of the Underground Parking Lot taxi. Blue is in the southern Champion District lot, Blanc is on New Serena's roof, and Rouge waits in the Theater Transformer Room. Finish all four for ¥200,000.
Gang emblems come afterward
Once you've beaten a gang, its surviving members can appear in random encounters and drop emblems. That's different from the groups you fought while their leader was still active. For Emblem Collector, hold onto ten until the trophy registers. Afterward, Akaishi exchanges groups of five for High-grade Platinum, Eye of the Dragon or Super High-voltage Battery.
Those exchanges give you renewable crafting materials. If you're trying to build a particular weapon, choose the material you need instead of spending emblems on whichever reward is first in the menu.
The Coliseum: Saejima and Kiryu
The Coliseum opens for Saejima in Part 2 Chapter 4. Kiryu can participate later; Akiyama and Tanimura can't. Enter with good health and Heat. Your personal healing items and equipped gear aren't usable inside, and you recover only part of your health between the first rounds.
Star of the Coliseum is Saejima's third fame title. It doesn't require winning the championship or finishing every tournament. Full Coliseum completion is a larger job: win the applicable tournaments with both men, plus Saejima's exclusive title sequence.
The tournament types and what to watch:
• Exhibition: the basic opening tournament.
• Street Fight: use the scattered objects and register any environmental Heat Actions you still need.
• Breakout: broken barriers create ring-outs. Don't retreat over the edge while focusing only on the opponent's health.
• Heat: the floor heats up and punishes knockdowns.
• Bounding: the ropes bounce fighters, and the special gloves restrict grabbing. Use strikes and positioning.
• Bomber: keep an eye on falling explosives and move enemies toward them when practical.
• Weapon Master: select from the supplied weapons. Knuckles preserve useful close-range options, including some counters and Heat Actions.
• Tag Match: requires a partner earned through Fighter Maker.
• Twin Dragon: the tougher tag competition.
• Hyper: the first of the higher-level standard tournaments.
• Magnum Force and Maximum: later high-level tournaments, available with sufficient progress in Kiryu's part.
• Title Match: Saejima's exclusive sequence after clearing his other tournaments.
Fighter Maker graduates can partner with either eligible protagonist. If you're staring at an unavailable tag tournament, the solution may be training a student rather than grinding more single matches.
Against stronger opponents, learn a safe repeatable punish. Kiryu's counters are useful when you can read the strike. Saejima's charging finishers are powerful when you start them during a real opening. Neither strategy means ignoring an enemy's armored attack and hoping your damage wins the trade.
Hannya Kurokawa's open-handed stance is a warning to stop attacking into his counter. Akira Yamaoka's speed and stun attacks demand more care than the early opponents. Keep the health you can during the easier rounds because you can't open the inventory and heal through the final match.
The order I'd use is to develop Akiyama's allies during his ordinary travel, answer Tanimura's calls alongside Nair's training, finish a Fighter Maker student before tag events, and clear Kiryu's gangs while doing his substories. That lets the unlocks support the rest of your completion work instead of leaving four isolated grinds for the very end.
Yakuza 4 Remastered: allies, police calls, gangs and the Coliseum
· Yakuza 4