ERASE YOUR PAST TO PROTECT YOUR FUTURE Once a legendary yakuza, Kazuma Kiryu faked his own death and abandoned his name for the sake of protecting his family. Now, he is thrust into conflict by a mysterious figure attempting to drive him out of hiding.
Gaiden's substories are folded into the Akame Network request system. Once Chapter 2's 'Emergency Request!' unlocks the Network, you can accept the ~22 numbered request missions from the Akame HQ basement or any street terminal — all share the same trigger ('Accept request from the Akame Network'). Each mission grants Akame Points plus a sizeable yen reward, and several gate Coliseum team recruits (Kato, Azuma, Yamanaka, etc.). This list covers the formal request missions only, not the smaller patrol (Akame Junkai) errands.
#01Emergency Request!
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Kamurocho — Cabaret 'Heavenly'
Trigger: Auto-triggered by Akame during Chapter 2 — the mission that unlocks the Akame Network.
Save a hostess hiding in Club Heavenly. Storm the venue, clear the thugs, calm the manager — the Akame Network and its full request board unlock on completion.
Reward¥100,000 + 1,000 Akame Points
#02Surveillance Request
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Kamurocho — Showa St. area
Trigger: Akame HQ — 'Accept request from the Akame Network.'
Tail a target and photograph him with the Spider Camera. He walks café → alley → park — line up a clean zoom shot at the final stop to clear.
Reward¥300,000 + 3,000 Akame Points
#03Photography Assistant Wanted
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Kamurocho — Smile Burger 2F
Trigger: Speak to the client on Smile Burger's 2F (Network request).
Help a photographer accused of stalking by snapping three staged 'innocent' street shots matching the guide frame.
Reward¥300,000 + 3,000 Akame Points
#04Crush the Crimson Peacock Gang
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Kamurocho — Tenkaichi St. and 3 other spots
Trigger: Accept from the Akame Network request board.
Hunt four roaming Crimson Peacock cells around Kamurocho. They are mid-tier street goons — Yakuza style chews through them. The mission ends when the last cell falls.
Reward¥300,000 + 3,000 Akame Points
#05Just a Bit of Heavy Lifting
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Kamurocho — Champion District
Trigger: After Team Battle unlocks, accept from the Network board.
Escort a courier through three checkpoints, clearing each ambush of street toughs that jumps him along the way.
Reward¥500,000 + 8,000 Akame Points
#06Ghost of Soutenbori
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Kamurocho — Abandoned alley
Trigger: After Team Battle unlocks, accept from the Network board.
A drifter from Soutenbori is shaking down locals. Head to the marked alley and beat the boss-tier brawler in a 1v1.
Reward¥500,000 + 8,000 Akame Points
#07I Need Someone to Talk To
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Kamurocho — Tenkaichi café
Trigger: After Team Battle unlocks, accept from the Network board.
A young man wants advice. A choice prompt appears mid-conversation — pick the supportive option to advance.
Choices
Q. 'Will you hear me out?'A. Lend a hand
Reward¥500,000 + 8,000 Akame Points
#08The Golden Warrior
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Kamurocho — Pink St.
Trigger: After Team Battle unlocks, accept from the Network board.
A man in golden armor is harassing pedestrians on Pink St. Engage him directly — his strong guard yields cleanly to Yakuza-style grapples.
Reward¥500,000 + 8,000 Akame Points
#09Recruit Yamanaka the Homeless
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Kamurocho — Riverside park
Trigger: After Team Battle unlocks, accept from the Network board.
To bring Yamanaka into the Coliseum stable, wipe out the gang of toughs hassling him. He joins your team automatically after the fight.
RewardRecruit 'Yamanaka' + 4,000 Akame Points
#10The Strongest Convenience Clerk
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Kamurocho — POPPO convenience store
Trigger: After Team Battle unlocks, accept from the Network board.
A POPPO clerk is hit by two consecutive holdup crews. Win both back-to-back fights and the clerk volunteers for the Coliseum.
RewardNew Coliseum teammate + 4,000 Akame Points
#11Free the Hammer Man
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Kamurocho — Underground parking
Trigger: After Team Battle unlocks, accept from the Network board.
Bust the hulking 'Hammer Man' out of an underground lockup. Beat the two guard squads in order to recruit him to your Coliseum team.
RewardNew Coliseum teammate + 4,000 Akame Points
#12Win the Final Battle vs. the Crimson Peacock
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Kamurocho — Rooftop helipad
Trigger: Accept the follow-up after completing Request #4 (Crimson Peacock).
Square off solo with Guren Akiyoshi, the Crimson Peacock boss. He joins your team after defeat.
Trigger: Reach Coliseum Platinum Rank, then accept the Network request.
The last of the Golden challengers arrives. It is a solo rooftop duel — his counters are brutal, so lean on Essence of Match Actions over long combos.
Reward¥2,000,000 + 30,000 Akame Points
#21Operation: Destroy the Gokuso-gumi
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Kamurocho — Gokuso-gumi HQ
Trigger: After defeating Four Kings member Kiyoshi Ukagami, accept from the Network.
The de-facto endgame request — clear out the remnants. Three sequential interior arenas followed by a boss rush; bring a fully-leveled Coliseum roster.
Reward¥2,000,000 + 30,000 Akame Points
Collectibles
3 categories
Region-by-region collectibles and side-mission rewards grouped by category.
Coin Lockers — 50 Keys & Rewards
50 coin-locker keys (A1-J5) scattered across Sotenbori and The Castle. The 'Locked Up' achievement only needs 30 of the 50 opened.
50▼
Keys sit on the ground in streets/buildings; the actual lockers are opened at each district's coin-locker booth.
Click a red dot on the map for details. Collected dots show a green check.
Collect 15 outfit pieces for 'Fashion Scrub', 30 for 'Fashionista', 50 for 'Trendsetter'. No guide tracks every single piece's fixed source individually — items come from three acquisition paths instead.
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The Boutique in The Castle (accessible from Chapter 2) unlocks a batch of default items the moment you first visit.
Akame's Shop sells items for Network Points; the Boutique sells for yen.
Reaching Gold Rank in the Coliseum unlocks additional purchasable items at the Boutique.
Gaiden's play spots are split across Sotenbori, Ijincho and the Castle, and most open once the main story reaches Chapter 2. The Coliseum (ZIGOKU ARENA), the live-action cabaret clubs and Pocket Circuit anchor completion, and from Chapter 3 the Daidoji hideout's SEGA Master System adds retro games. Playing ten minigames gives "The Man Who Had Too Many Hobbies".
Battle
Coliseum (ZIGOKU ARENA)
Difficulty
The Castle — unlocks in Chapter 2
The Castle's headline attraction: a brutal fighting show running four formats, from one-on-one tournaments up to team-versus-team brawls. You can put a Joryu Clan member in as leader and play them instead of Kiryu, so recruiting and arranging the roster is itself the strategy. Clearing every match at Silver, Gold and Platinum rank are the three trophies.
Four formats: Tournament (one on one), Zigoku Rumble (one against many), Special Event Match (irregular special rules, entry earned by track record) and Zigoku Team Rumble (team versus team).
Only Team Rumble has the Order gauge, bottom left. Filling it and pressing left on the d-pad issues an order that temporarily buffs your allies and makes them use heat skills more freely.
Put high-defence members in the front row and support or healing roles behind. Members level up by fighting, and the Fighter Lounge restores the tired ones.
Recruit members through substories and the Fighter Lounge. Stages split into an upper area (a tighter fighting space) and a lower one — check which before setting your team.
Wins pay a base reward plus Time and Rank bonuses, so finishing fast and cleanly is worth real money.
The Legendary Fighter Pack (pre-order bonus / paid DLC) adds Daigo Dojima, Goro Majima and Taiga Saejima as playable fighters, automatically joining the moment the Coliseum unlocks.
Gaiden's hostesses are live-action video, not 3D models — five women cast through the Yakuza Studio hostess audition, of whom kson and Ayu work at Club Heavenly. Talk, order and give gifts to raise affection to Romance Level 3 to finish a hostess.
Entry is a flat ¥10,000 and orders cost more on top. Raising affection is expensive, so build up some money before committing to a hostess.
You get two conversations per visit; which ones come up is fixed by the current Romance Level, and each visit ends with a gift.
At roughly 80% of the gauge a rank-up conversation triggers; pick the right option and the level rises. Once raised, it never drops again even if you answer badly later.
Bar / hostess
Cabaret Club — Club Castle (live action)
Difficulty
Club Castle, the Castle — once Chapter 2 opens the Castle
The Castle's club, with Kaname, Kokoro Nakayama and Ai Sayama. The rules match Club Heavenly, and every hostess in the game can be completed as soon as Chapter 2 opens.
The loop is identical to Heavenly: ¥10,000 entry plus orders, two conversations, a gift on the way out, and a rank-up conversation at about 80% of the gauge.
Three of the five hostesses work here and both clubs open in Chapter 2, so all five can be finished inside that chapter.
The developers noted the live-action club ate 77% of the game's movie data — no gameplay bearing, but it explains the scale of the mode.
Race mini four-wheel-drive cars around a track, in the same lineage as Yakuza 0's Pocket Circuit but with new tournaments, courses, bodies and parts. The shop is closed until Chapter 2.
Machine stats are speed, balance, acceleration, downforce, grip, cornering, weight and cost. Faster is the default direction, but too fast flies off the bends and flips on the jump sections — and a stalled machine loses on the spot, so balance wins.
Your build must fit inside the cost cap or you can't enter. Parts come from the shop for Pocket Circuit Points (PP) or as enemy drops.
In-race you only have triangle to boost and mashing circle to psych the car on; mashing circle as it wobbles makes a recovery much more likely.
Retro games
SEGA Master System
Difficulty
The Daidoji hideout, Sotenbori — from the start of Chapter 3
SEGA's 8-bit console sitting in the hideout — the 1986 North American Mark III — with region switching and two-player support. Playing five different titles earns the Retro Gamer trophy.
The trophy counts playing, not clearing — booting five different titles and quitting straight away is enough.
Four titles are built in — Ashura, Maze Walker, Doki Doki Penguin Land and Fantasy Zone — so you only need to find one more.
Where the rest come from: Fantasy Zone II in coin locker F4, Galaxy Force sold at Ebisuya Sotenbori, Flicky as Sotenbori pickup No.24, Alex Kidd in Miracle World as Castle pickup No.7, Alien Syndrome in locker F1, Enduro Racer in locker I4, Double Target from the Castle casino exchange and SDI from the Castle gambling den.
Arcade
Arcade cabinets
Difficulty
CLUB SEGA on north Sotenbori Street; Game Center Sasaki near west Tsurukame Road, Ijincho
Both arcades have the same line-up, and playing six different machines — the UFO catcher counts — gives the Arcade Dweller trophy.
The machines are Sonic the Fighters (1996), Fighting Vipers 2 (1998), Virtua Fighter 2.1 (the 1995 rebalanced revision), Motor Raid (1997), SEGA RACING CLASSIC 2 and the UFO catcher.
SEGA RACING CLASSIC 2 is the Daytona USA (PE) port, renamed because the Daytona licence couldn't be used.
Sonic the Fighters plays close to Virtua Fighter 2.1, while Fighting Vipers 2 adds separate upper- and lower-body armour on top of the health bar.
Club SEGA Sotenbori and Game Center Sasaki, Ijincho (three plays for ¥500)
Crane game. The controls are just two presses of cross, but the prize pool is spread across the two arcades, so completing it means visiting both.
Hold cross to set the horizontal line, then hold it again to set the depth. After that the arm grabs and, if it holds, carries the prize to the chute.
Most prizes are weighted at the centre, so line the claw up on the middle of the item and lift without tipping it.
Talking to the attendant swaps the prize out — and resets the layout, so if a bad grab has shoved a prize somewhere unreachable, reset it that way.
Circle quits even with plays left, though not while the arm is in motion.
Sports
Golf (Yokobori Golf Center)
Difficulty
Yokobori Golf Center, Sotenbori (¥1,000 a play)
A driving range running the Near Pin and Bingo challenges. Gaiden unifies every prize under golf points (gp), which you earn by meeting the conditions and spend at the counter.
Cross starts the shot, cross again on the power gauge, and cross a third time inside the impact window. Missing that last press counts as a whiff.
Stopping in the red Just Impact zone at the centre sends the ball straight; the yellow zones either side hook it left or slice it right. Even after locking the power you can cancel the shot with cross.
Near Pin scores the total of ten shots. Only the beginner course is open at first; breaking 100 unlocks the next tier, and from intermediate up obstacles start blocking the line.
Sports
Billiards
Difficulty
Kiss Shot Billiards & Bar, Sotenbori
Four standard modes — nine-ball, rotation, eight-ball and four-ball carom — plus the separate One-Shot Challenge, which is what the trophy asks for on normal difficulty.
For a straight shot you can literally hold something straight against the screen to check the line; angled shots miss on tiny errors, so it's worth knowing the trick shots.
A cannon deflects the cue ball off one object ball into another; a kiss sends the struck ball into a third; a combination has ball one drive ball two in without the cue ball touching it; and a bank rebounds the object ball off a cushion — which kills its speed, so hit it harder.
Nine-ball uses balls 1–9 and ends when the 9 drops. You must contact the lowest ball on the table first, though anything that falls after counts. Missing that contact is a foul and hands ball-in-hand to the opponent.
Arcade
Darts (DARTSLIVE3)
Difficulty
Bar Steil, Sotenbori; in front of the Coliseum reception in the Castle
Gaiden also uses the DARTSLIVE3 cabinet, so Center Count-Up joins 01, Cricket and Count-Up, and special darts are available.
Singles score face value, doubles double, triples triple, and both bulls count 50. A power gauge slides up and down as you throw — press in the best zone — and the dart you're using still adds wobble.
Higher-spec darts wobble less. You start with the C-rank Beginner Darts; Normal Darts (B) cost ¥3,000 at Ebisuya Sotenbori, Rose (B) is 100 chips at the Castle casino exchange, and Pencil (A) sits on the bookshop roof on Bunzaemon Street — grab it with the Spider gadget.
The five-hat-trick completion entry — all three darts in the bull in one round — is doable in single player.
Source
Music / rhythm
Karaoke
Difficulty
Snack New Momoko, Sotenbori
The standard rhythm game. The song list is Baka Mitai, hands, TONIGHT, Sayonara Silent Night, Shin Ichizu Samurai and Like A Butterfly.
Inputs grade GREAT, GOOD or MISS; GREAT and GOOD both extend the combo and any miss resets it.
Twenty combo puts you in Super Passion Mode and the score jumps — keeping the combo is effectively the whole technique.
Gaiden restricts the passionate call-and-response option to a few songs — of the six, only Like A Butterfly has it.
Advancing Akame's drama lets you invite him to karaoke for a duet — that's the Rising Superstar trophy.
The Ijincho den (beginner), the Yotsudera Hall den in Sotenbori (beginner) and the Castle den (beginner through top class)
One-on-one hanafuda. Completing a yaku lets you call koi-koi to push for a bigger one, so knowing when to stop is the game. Only the Castle den runs the higher classes.
The earlier month deals first and thereafter the winner deals; payment is the score difference times the stake.
Match a month between your hand and the field to take the pair — the field card gets a coloured border when you can — otherwise you place a card. Then you draw one from the stock and take that pair if it matches.
You need at least 200 points in wooden tokens to sit down. Pick a class in the settings first; stakes are 10/30 (beginner), 40/60 (intermediate), 70/90 (advanced) and 100/200 (top).
Gambling
Oicho-kabu
Difficulty
The Ijincho den (beginner), the Yotsudera Hall den in Sotenbori (beginner) and the Castle den (beginner through top class)
Played with the 40 cards from months one to ten; get the last digit of your two or three cards as close to 9 as you can. It's largely luck, so short sessions are the sane way to play it.
January counts as 1, May as 5, October as 0. Totals nearer zero are weak and nearer nine are strong.
Only dealer versus player matters — players never compete with each other — and a tie goes to the dealer.
Player stakes are 100 points on beginner, 500 on intermediate and 1,000 on advanced.
Blackjack and Texas Hold'em at the Castle. Chips trade at the exchange — the Double Target Master System cartridge and the Rose darts both come from here.
Blackjack: number cards face value, J/Q/K count ten, and an ace is 1 or 11 while the total stays at or under 11. Over 21 busts, and the payout multiplier depends on how you won.
Hit, Stand, Split (only on a matching opening pair) and Double Down; L2 is the minimum bet and R2 the maximum.
Poker is Texas Hold'em: two hole cards with the board opening three, four then five, betting or folding each round, winner takes the pot.
Ties break on the hand's own cards, then the best unrelated card, and split the pot if everything matches.
Romance Level caps at 3, unlocking more of her profile at each step. Level 3 ends in an after-hours invitation, but that is a video only — there's no date sequence like the older games.
After clearing her you can replay at Romance Level 0–2 to pick up dialogue you missed; the Reminisce list shows which conversations you still haven't seen.
Tournaments unlock in a chain from the Entry Course (cost 20, 88.2 m, 8 laps); the first three are one-star at cost 20, the Standard tier raises the cap to 25 and the Veteran tier to 30.
The linked guide lists, per tournament, a parts set (tyre / fin / motor / gear / battery) that wins it plus the clear time achieved without using boost or the circle-mash — copying the listed build is the fastest way past a wall.
Special zones differ per course — jump sections, dynamic curves, grass, loop changes, short and ultra slopes. Read which ones a tournament has and tune for them.
Hitting the pin or flag triggers the cup-in animation and the maximum 200 points, and stringing near misses together builds a combo bonus.
Near Pin payouts scale with the course: beginner gives 100/200/300/500 gp for C/B/A/S, intermediate 100/300/600/1,000 and advanced 100/500/1,000/2,000, with S needing 1,000 points.
Bingo has you punch through nine panels for lines: 100 gp for one bingo up to 1,000 for six, and 2,000 for eight — far and away the best gp per minute.
In eight-ball the first ball you pot after the break assigns you low (1–7) or high (9–15). Potting the 8 before clearing your group loses, and the final 8 must be called into a nominated pocket.
Four-ball is played on a pocketless table with one white, one yellow and two reds; hitting two or more balls scores a point, and 15 points wins. Turn on the post-contact trajectory line and it becomes pure power control — a one-sided win.
One-Shot Challenge asks you to sink the red ball into a named pocket in a single stroke; touching a black ball fails. Each difficulty (Easy, Normal, Hard, ExHard) has three stages, you get nine failures, and running out restarts from stage 1.
One-Shot payouts drop on repeats: Easy pays 50/75/100 points per stage plus a 450-point completion bonus, falling to 10/15/20 on replays, and Normal starts at 125/150.