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Kurohyō 1 walkthrough: Chapter 1, Branded to Kill

· Games/Kurohyo: Ryu ga Gotoku Shinsho

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Kurohyō 1 walkthrough: Chapter 1, Branded to Kill Story spoilers for Chapter 1. This walkthrough is for the first PSP Kurohyō, not the sequel. English patch wording varies, so the chapter number, character and location are the useful reference points. The opening tutorials are worth doing properly. They explain a combat system that behaves differently from the main Yakuza games. 1. Fight the first delinquent. Complete the prompts for ten punches/kicks, three charged attacks, three grab attacks, a Heat Action and three weapon hits. Square punches, Triangle kicks, Circle grabs, and Cross during a grab uses Heat when available. L + Circle picks up a nearby weapon. Haruo gives you a Toughness Z and an ice-cream coupon afterward. 2. Continue north for the second tutorial. Tap R to change targets, hold R for free movement, use Cross to step, hold Cross to run and use L to guard. Follow the catch prompt with L plus a direction. On the result screen, the extra EXP option needs Heat remaining. Haruo also gives you bandages. 3. Approach Choraku, the Chinese restaurant on Taihei Boulevard West. After the story scene, street substories open up. The compulsory Diablo fight, “Demon of Kamuro,” introduces Tsukahara and unlocks training in the lot behind Kotobuki Drugs. Your home is in the Hotel District. Going there advances the story. 4. In the underground arena, collect the Kuki Family phone and check the temporary accommodation. It is your save, storage and completion-checking base. Speak to the men in the corridor, locker room and by the elevator, then enter the infirmary. Return to the locker room and beat the family members to obtain the card key. Reinforcements arrive, so finish opponents rather than spreading damage across everyone. Completion tip: try the yellow-aura environmental Heat Action in this locker-room fight. This location is much less convenient to revisit for that animation than an ordinary street corner. 5. Leave by the elevator. Fight the Kuki men outside, then approach the Tenkaichi Street entrance. During the escape, head for the Millennium Tower forecourt and steer around pursuers. 6. Back underground, the story restores your health and injuries. Saki gives you a Staminan XX as you leave the infirmary. Speak to the man farther along the corridor for a Staminan X, then tell the locker-room attendant you are ready. Boss: TOMOKI, level 3, Karate. Grabbing is a useful alternative to repeatedly attacking his guard. When he enters Heat, let the long sequence finish before taking your turn. His combo can lead into an arm lock, so don't assume the first blocked hit is the end of it. Guard, keep your stamina available, and punish the recovery rather than trading blows through the whole string. Victory pays ¥30,000 and ends the chapter. If an optional street fight feels much harder than TOMOKI, leave it for later. The legendary fighter available this chapter is level 10, not an introductory enemy.

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