Kurohyō 2: the main story, Chapters 1–5
Story-route and boss spoilers follow. This covers the required progression through the first half of the game, with the preparation that matters before each arena bout. Side stories have their own walkthrough so their longer chains do not get buried between the main objectives.
Chapter 1: the return to Dragon Heat
Chapter 1, 凱旋, introduces the systems that will matter for the entire run. Follow the attack, grab, movement and defense tutorials instead of rushing through them. Leveling restores health and injuries, and awards battle points you can allocate.
Follow Shinji, resolve the Nakamichi Street encounter and visit the Kuki office. After watching his Dragon Heat bout, follow the Theater Square message. Yuya's Stardust introduction opens the title-reward loop, so remember him when your title count grows.
The chapter's main test is TOMOKI outside Tatsuya's home. His Karate attacks reward patience more than frantic trading. Guard the Heat sequence, watch for fatigue and take the opening after it ends. Back away and heal if necessary instead of trying to win the next exchange with a damaged body.
Do not judge every later opponent from this first fight. The game will soon ask you to distinguish strikes you can block from throws and attacks you must evade.
Chapter 2: open the systems before the next bout
Chapter 2, 阿修羅, gives you several reasons to slow down between story markers.
Visit Tsukahara near Millennium Tower and follow his dojo sequence. Win the training-dummy exercise to open special-move training. Goken's gym introduces throws, Wall Heat and ring-outs. Tenma's outing supplies the partner-attack lesson: throw an opponent toward your ally to create the follow-up.
Your house becomes a useful base. Check storage, completion information and partner options there. The ranking invitation, Sasaki's defector assignments beside the Kuki office and the Taihei East job campaign girl open different progression tracks. Starting a track does not mean you must grind it to completion immediately.
At Dragon Heat, use the locker-room preparation and medical facilities before facing Shinobu Okita. His Kickboxing pressure can break a passive defense. Sidestep, let the extended Heat sequence finish and punish the tired recovery. Keep the exchange short enough to leave yourself an exit.
Chapter 3: learn Sotenbori's route
Chapter 3, 敵地, takes you to Sotenbori by taxi. Use the hotel as your base, meet the trading-card campaign girl and check the city's tag ranking.
The investigation leads through Ashura's building, the schoolgirl near Tsuruhashi Fugetsu, Kani Doraku and Zuboraya. Follow the thug chase, the nightlife-dojo lead, the riverside and club Spade. Yuri Clinic and the fleeing gunman are the next main steps. If the chase fails, retry rather than treating the route as a permanent failure.
The chapter also opens the second dojo and the gambling hall after helping the homeless man near Sennari Park. Giganto Osaka's encounter gives you Pro Wrestling before the Ashura bout.
Meteor Suzuki uses Lucha and spends a lot of movement avoiding you. Chasing every dodge with another attack wastes your own stamina. Let him commit, guard his ordinary aerial attacks and sidestep his unblockable tackle. Attack when the movement finally leaves him tired.
Chapter 4: the chapter with the fake Kiryu
Chapter 4, ファイティングポーズ, gives you free travel between the two cities and access to style awakening. A level-5 eligible style can now be extended to level 10 at the dojo, if you can pay.
Back in Kamurocho, Ginji's request leads to an impostor. This is a fake Kiryu encounter, not a surprise playable Kiryu chapter. Follow the Tenkaichi and Theater Avenue witnesses to Theater Square.
The main route then runs through Makoto and Saori's meetings, Yoshida Batting Center, the Kuki office and Children's Park. Follow the talent-scout lead to Kamurocho Hills. The Florist's debt errand involves a Theater Square chase; return the collected money before continuing toward Tamotsu's Dragon Heat appearance.
Your bout is against Shosuke Oba and his Sumo. His slower actions give you room to punish recovery, but standing close and holding guard invites a throw. Use quick, controlled attacks, move away from the grab and let his stamina problem become your opening.
Chapter 5: keep track of the investigation
Chapter 5, 死の運命, opens with an attack and escape. Follow Takamasa through the route without colliding with the obstacles.
For Yuta's trail, work through the Taihei East/Pachinko Queen leads and the witnesses around Nakamichi Street. Tamotsu's park and ramen-shop sequence leads into further visits to the batting center, Kubo Real Estate, Theater Square Club Sega and Nioka's office. Finish the Florist's part before returning to Sotenbori.
At Ashura, speak to Akita. The street setup leads to a pursuit of Ichiro Tanaka and a confrontation near Ashitaba Park before the arena bout.
Tanaka's Military Martial Arts includes catches and throws. Long ordinary strings can become his opportunity to reverse you. A grab-escape skill and a special he cannot catch are useful preparation. Watch his stance, move out of grab range and attack his recovery rather than trying to force uninterrupted pressure.
Keep the separate substory warning about the food association in mind before doing a large restaurant sweep during this chapter.
Sources: [Chapter 1](https://dswiipspwikips3.jp/kurohyo2/yakuza01.html), [Chapter 2](https://dswiipspwikips3.jp/kurohyo2/yakuza02.html), [Chapter 3](https://dswiipspwikips3.jp/kurohyo2/yakuza03.html), [Chapter 4](https://dswiipspwikips3.jp/kurohyo2/yakuza04.html), [Chapter 5](https://dswiipspwikips3.jp/kurohyo2/yakuza05.html).
Kurohyō 2: the main story, Chapters 1–5
· Games/Kurohyo 2: Ryu ga Gotoku Ashura-hen