The Kaito Files: combat, SP and every skill prerequisite
Kaito has 71 purchasable skill entries across Stats, Abilities, Bruiser, Tank and Special. Having enough SP does not bypass a memory, book, combat-count or story requirement. Open the locked entry and check its condition before grinding more fights.
This guide explains the combat techniques and every type of requirement that can stop you finishing the skill list.
Repel and Perfect Iron Guard
Bruiser's Repel uses Light Attack timed against an incoming hit. It is not performed by holding Guard. Buy it early and practise on one remaining ordinary enemy. The separate Knife Counter upgrade expands its use against knives. Do not expect the basic version to answer every weapon or a Mortal Attack.
For Tank's Perfect Iron Guard, press Guard just before the attack lands. Holding ordinary Iron Guard throughout the encounter does not repeatedly earn the Perfect Iron Guard condition. Tank's normal Light attacks also collect nearby objects automatically, which makes positioning beside furniture worthwhile.
For Mortal Reversal, respond to the actual Mortal Attack warning, evade at the appropriate moment and follow the displayed reversal prompt. A powerful-looking ordinary swing is not necessarily a Mortal Attack. Use your platform's tutorial and prompts rather than trying to force the reversal onto every heavy hit.
A useful starting order is Gifted Brawler Lv. 1, Repel, Perfect Iron Guard, useful health and attack upgrades, then the sense upgrades and chosen offensive moves. If a boss is killing you in one sequence, fix survival before spending everything on a move you cannot yet land reliably.
Seven combat requirements
Each condition below must be earned ten times. These are qualifying battle bonuses, not merely ten button presses.
Aerial Supremacy
What qualifies: Finish an enemy with an airborne attack. Bruiser's running Heavy dropkick is convenient.
Skill unlocked: EX Breaking Point: Lone Wolf
Property Damage
What qualifies: Finish an enemy with a weapon.
Skill unlocked: EX Breaking Point: Unstoppable
Who's Next?
What qualifies: Defeat a second enemy within three seconds of the first.
Skill unlocked: Punch-Drunk
Bruised and Bloody
What qualifies: Defeat an enemy in Bruiser.
Skill unlocked: Secret of the Bruiser
Go Back to School
What qualifies: Successfully Repel an attack.
Skill unlocked: Knife Counter
Hit By a Tank
What qualifies: Defeat an enemy in Tank.
Skill unlocked: Secret of the Tank
Stiffed
What qualifies: Perform Perfect Iron Guard.
Skill unlocked: Matsugane Mixer, also requiring its memory
Bruised and Bloody, Go Back to School, Hit By a Tank and Stiffed count once per battle. Repeating the same action on the same remaining thug will not finish those ten-battle requirements. Aerial Supremacy, Property Damage and rapid consecutive knockouts can be worked into larger fights.
An efficient ordinary encounter can include a Bruiser knockout, a Repel, a Tank knockout and Perfect Iron Guard before you finish the last enemy. Check the result screen and the relevant skill conditions to confirm progress.
Collectible and book requirements
- Gifted Brawler Lv. 2: ten Matsugane Family Crests and the previous level.
- Gifted Brawler Lv. 3: all twenty crests and the previous level.
- Iron Liver: all twenty cats.
- Eleven combat moves: the corresponding Primal Eye memory. A compact location key is included below.
- Indomitable Spirit: Do or Die requires A Swordsman's Teachings: Part One.
- Extra Firepower: Do or Die requires A Swordsman's Teachings: Part Two.
- Master of Disguise: Disguise Fundamentals.
Part One: in Chapter 2, use Primal Ear on the cabinet in the abandoned Bato office, then switch to Primal Eye and inspect the gift boxes inside it. If you miss the free copy, buy it later at Ebisu Pawn for ¥50,000.
Part Two: the cat above the dead-end passage on North Senryo Avenue, west of the Champion District entrance, gives the book. Use Ear, not Eye.
Disguise Fundamentals: buy it for ¥50,000 at Ebisu Pawn in Chapter 4's final free-roam window, after the hotel sequence and before the last taxi. Then spend 3,000 SP on Master of Disguise. The story allowing a temporary disguise earlier is not the same as owning this skill.
Other prerequisites
Sequential levels require their preceding level. Bruiser's and Tank's individual health boosts require Boost Health Lv. 3 plus at least three skills in the relevant style. EX Health Boost requires both style health boosts.
Bruiser's Hidden Arts follows Repel; Secret of the Bruiser follows the Hidden Arts and its ten-count condition. Tank's Hidden Arts follows Perfect Iron Guard; Secret of the Tank has the parallel requirement. Iron Break also requires Perfect Iron Guard.
EX Desperate Throw: Do or Die and EX Budding Bond are story-gated. Letter of Challenge costs 40,000 SP and becomes available after you buy the other 70 skills and defeat all three roaming masked warriors.
Earning SP
Gifted Brawler improves battle-bonus SP, so buying it before a long stretch of fighting is more useful than saving it until the end. The three levels give +100%, +200% and +300% bonus SP respectively, not three independently stacked multipliers.
Masked enemies are useful when your remaining problem really is SP. First check for a missing memory, book, cat, crest or battle condition.
Heavy Drinker and Alcohol Aficionado improve EX generation while drunk. Drunken Warrior extends EX Boost in that state. Iron Liver removes the awkward drunken movement after you have found every cat. Sake is a portable way to support that setup.
The Do or Die skills work at low health. Use them when needed, but heal before the next fight if you have supplies.
Memory-location key
Use Primal Eye on each target. Finding the memory unlocks the purchase; it does not pay its SP cost. Several memories appear only after story progression. If one is absent early, revisit during final Chapter 4 free roam before the last story taxi.
1. Gorigori Finisher: old Matsugane Family office doors, opposite East Shichifuku Poppo.
2. Shape Up: ground by the rubbish bins at Pink Alley's southern bend, behind Le Marche.
3. EX Headstrong: inside Bar Tender, far end of the bar/table.
4. Hammer of Will: Genda's desk/laptop inside Genda Law Office.
5. Gutsy Grab: Charles' entrance sign on Park Boulevard. Revisit late if absent early.
6. Steely Embrace: Kamuro Theater entrance logo near Gindaco Highball Tavern and Ringer Hut.
7. Kaito Rocket 2.0: Amour Kamuro sign at the western end of Suppon Street, beside the truck.
8. Human Helicopter: grated door on the south side of far eastern Taihei Boulevard, by the taxi.
9. Matsugane Mixer: projecting white sign with blue flower emblems on Senryo Avenue, near Pink Alley's passage.
10. Matsugane Bulldozer: pavement on Pink Street's east side, just north of its southern entrance and Information Station.
11. Bomb Punch: Bantam's small projecting sign on East Millennium Tower Street. The early documented opportunity is daytime in Chapter 3.
The Kaito Files: combat, SP and every skill prerequisite
· Games/Lost Judgment/The Kaito Files