Kurohyō 2: the main story, Chapters 6–10
This continues through the end of the main story. Boss identities and progression unlocks are included. Keep health recovery and injury treatment available before the longer sequences, and preserve a separate save before the final chapter.
Chapter 6: prepare for the clinic's attackers
Chapter 6, 洗脳, begins with the clinic lead behind Nakamichi's Club Sega and a group of hunters. Yuta's route then takes you through Pink Street, Pachinko Queen, the nursery and the Tenkaichi entrance.
Question the Taihei East woman and Pink Alley scout. At M Store, talk to the clerk and inspect the magazine display. At Love in Heart, the clerk and seated journalist supply separate information. Visit the Kuki office before the building encounter behind Pink Street, then return to Dragon Heat.
Kazu Kakizaki uses MMA. Guarding his ordinary punches can give you a chance to throw; a style with quick grabs can help convert that opening. When he spreads his arms for his Heat sequence, respect the full string. Do not counter after the first pair of punches and walk into the rest. The fatigue afterward is the safer time to commit.
Chapter 7: guard will not solve a grappler
Chapter 7, 罠, sends you to the Rokuranso regular and Volcano clerk for information about the police changes. Return to the Kuki office, visit Saeko in Champion District and meet Makoto on Pink Street before heading back to Ashura.
Masaru Shinahara's Jujutsu is built around grabbing and catching you. A block that would protect you from a punch does not stop a throw.
Prepare grab-escape support and consider an uncatchable special such as Drill Kick or the rolling body kick. Give the move enough room to start. Sidestepping his approach and answering with a step attack is safer than planting your feet for a long normal combo.
His later pressure does not provide the same easy exhaustion pattern as every earlier boss. If your plan is simply to block until he gets tired, change the plan. Keep distance, identify the actual opening and take a short turn.
Chapter 8: stock up before Makoto's sequence
Chapter 8, 別れ, temporarily puts you in control of Makoto. Follow the call toward Yoshida Batting Center, clear the vacant-office encounter, collect the ransom at the Kuki office and head to Kaiji Kogyo.
Prepare recovery supplies before entering. After the group battle, Makoto faces Futa Kinjo with a 120-second limit. Weapons and Heat attacks help keep the damage moving.
Once Tatsuya returns, follow the clinic and Kataoka trail. Takamasa's Millennium Tower sparring encounter unlocks Custom style and the Heaven Scroll before the Dragon Heat rematch.
Kinjo's Ryukyu Karate has dangerous charged reach. A light jab is not a dependable way to stop him charging. His close Heat starter is unblockable, while the jumping kick used at range can be guarded. Create distance, bait the latter and punish the recovery. After a knockdown, avoid rushing straight back into another charged attack.
Chapter 9: the arena win is not the end
Chapter 9, 咆哮, starts with security forces around Kamurocho. Investigate Ryugujo, JeweL, Love in Heart, Asia and SHINE, then Bar Shizuku and Saeko's shop. After the confrontation, use the taxi route behind New Serena to return to Ashura.
Yasuto Akita fights with Pankration in a hazardous ring. Stay away from the burning boundary, prepare grab escapes and use openings rather than trading at the edge. His jumping shockwave cannot simply be guarded. Move out of its area; a properly timed interruption before the jump is another option, but not during his invulnerable taunt.
Do not spend your final healing item assuming this victory ends the chapter. The escape includes a truck-deck battle, reinforcements and gate guards. Tamotsu supplies three Staminan XX, but you still need to manage the remaining encounters.
Continue the Mirai search and Iwao Bridge sequence, return to Kamurocho, then follow Takamasa from Theater Square Club Sega toward the batting center.
Chapter 10: use the elevator before committing
Chapter 10, 許されざる者, runs from Tenma's Café Alps meeting to Millennium Tower. Expect security encounters and ambush prompts during the climb. Collect the recovery supplies along the way.
The roof elevator lets you leave before the bosses and between the two final bouts. Entering the tower is not automatically the irreversible point of no return. Save separately and restock when you need to.
Jun Saeki begins with a sword. Do not rely on ordinary blocking, easy staggers or a grab loop during that phase. Reduce his health to reach the disarming clash, then handle the unarmed phase. When his Heat flurry threatens your guard, movement is safer than absorbing the entire sequence.
Ryo Nozaki's Chinese Martial Arts punishes close-range impatience. His flying knee and ground shockwaves need evasion. Run clear of the stomps, wait through repeated waves and strike when he tires. A wake-up attack into an active Heat sequence can waste the recovery you just bought.
Make the clear save after the ending. Keep it before choosing your postgame route.
Sources: [Chapter 6](https://dswiipspwikips3.jp/kurohyo2/yakuza06.html), [Chapter 7](https://dswiipspwikips3.jp/kurohyo2/yakuza07.html), [Chapter 8](https://dswiipspwikips3.jp/kurohyo2/yakuza08.html), [Chapter 9](https://dswiipspwikips3.jp/kurohyo2/yakuza09.html), [Chapter 10](https://dswiipspwikips3.jp/kurohyo2/yakuza10.html).
Kurohyō 2: the main story, Chapters 6–10
· Games/Kurohyo 2: Ryu ga Gotoku Ashura-hen