Two larger-than-life heroes, Ichiban Kasuga and Kazuma Kiryu are brought together by the hand of fate, or perhaps something more sinister… Live it up in Japan and explore all that Hawaii has to offer in an RPG adventure so big it spans the Pacific.
52 substories total. All unlock between Chapter 1 and 9 and none are strictly missable, but several gate on time of day, manager rank, or personality stats (Kindness/Courage/etc. 7+), so run them alongside the main story. The bulk happen in Honolulu City; Chapter 9 adds Kiryu's 'Ending Note' threads. Clearing 10/20/40 unlocks the Touching Lives / Saving Lives / Living Your Best Life trophy line.
#01Radio Time
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Isezaki Ijincho — Sakuragawa St. south
Trigger: Auto-triggers during Chapter 1 main story.
Auto-completes during the Chapter 1 story. Unlocks the 'Playlist' phone app for free BGM swapping.
RewardPlaylist app
#02Once More, Sujimon Master!
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Isezaki Ijincho — Roman St.
Trigger: Auto-triggers during Chapter 2 main story.
Brings back the Sujimon dex app. Sets up the Sujimon battle chain (36~42) in Honolulu.
RewardSujimon Dex app
#03Crazy Delivery
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Honolulu City — Aloha St.
Trigger: Auto-triggers during Chapter 3.
Unlocks the Delivery Help (assist call) system. Adds first helper Charlie and lets you summon assists mid-fight.
RewardDelivery Helper Charlie + $30
#04The Truth About Chitose
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Honolulu City — Waikiki St.
Trigger: Auto-triggers during Chapter 3.
Kicks off Chitose's bond line that leads to Substory 50.
RewardDelivery Help feature upgrade
#05Nice to Meet You, My Friend
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Honolulu City — Fuji St.
Trigger: Auto-triggers during Chapter 3.
Adds the Aloha Links app, which gates most of the rest of the Chapter 3 sidequests.
RewardAloha Links app
#06OKA Surfer on the Road
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Honolulu City — Seaside Ave.
Trigger: Available after unlocking Aloha Links.
Grants the OKA Surfer board, a key fast-traversal tool across Honolulu.
RewardOKA Surfer + battery pack
#07Ms. Machiko
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Honolulu City — Seaside Ave.
Trigger: Available after unlocking Aloha Links.
Unlocks the Miss Match dating-app minigame, which feeds into Substory 49.
RewardMiss Match app unlocked
#08Snap That Creep
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Honolulu City — Aloha St.
Trigger: Talk to the client on Aloha St. after Aloha Links is live.
Photo-tag suspicious loiterers on Aloha St. as instructed by the client.
RewardSuper Recovery Pill
#09First Love Tastes Like Lemonade
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Honolulu City — Ayame St.
Trigger: Daytime: talk to the girl on Ayame St. after Aloha Links unlocks.
Help the girl set up Tony's Lemonade Stand and unlock it as a recurring drink shop.
RewardTony's Lemonade Stand unlocked
#10Beach Etcetera
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Honolulu City — Aloha Beach
Trigger: Daytime on Aloha Beach after Delivery Help is live.
Shell-hunting beach mini-event; adds Nancy Olivia as a Delivery Helper.
RewardShell treasure + Helper Nancy Olivia
#11Welcome to the Tropical Restaurant
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Honolulu City — Momo St.
Trigger: Daytime: talk to the staffer on Momo St.
Help greet and take orders at the tropical restaurant. Match greeting tone and dish to each customer for the full reward.
Choices
Q. First customer greetingA. Friendly greeting
Q. Second customer greetingA. Refined greeting
Q. Third customer greetingA. Friendly greeting
Q.
#12Saved by Kindness
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Honolulu City — Makani Ave. (across from the taxi stop)
Trigger: After Aloha Links unlocks, speak to the man on the ground on Makani Ave.
Revisit the fallen man twice, then break up a confrontation on Ayame St. The 'Who was kind to you?' prompt must be answered correctly for the full personality reward.
Choices
Q. 'Who was kind to you?'A. The lei girl
RewardKindness personality boost + item
#13Rock and Roil
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Honolulu City — Aloha Beach (south of the Juicery)
Trigger: Daytime on Aloha Beach after Delivery Help is live.
Help a self-styled storm-summoner. Travel to the marker and pick 'Ask the spirits for a storm' for the full personality reward.
Choices
Q. 'How do we summon the storm?'A. Ask the spirits for a storm
RewardDefrag cassette + Helper Kazami Evolution
#14The Aloha Beach Charm
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Honolulu City — Aloha Beach
Trigger: Daytime on Aloha Beach after Aloha Links is live.
Help a nervous beachgoer cast a 'courage charm'. Rewards a pendant that boosts Courage.
RewardCourage pendant
#15Samurai, May We Walk Together?
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Honolulu City — Aloha Beach (south of Ocean Boys)
Trigger: Available after clearing Substory 11.
Guide a foreigner who admires samurai. Pick the Japanese-style answer at both prompts for the full personality reward.
Choices
Q. Breakfast choiceA. Rice and millet
Q. What to put on his headA. …The hat.
RewardDelivery Helper Nathan
#16A Lifeguard's Duty
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Honolulu City — Aloha St.
Trigger: Available after unlocking Aloha Links.
Tag along with a rookie lifeguard. Leads into Substories 17 and 18.
RewardGreat Recovery Pill
#17Protecting the Beach
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Honolulu City — Aloha Beach
Trigger: Available after clearing Substory 16.
Lifeguard chain part 2.
RewardHeartful Golem
#18Guardian of the Beach
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Honolulu City — Aloha Beach
Trigger: Available after clearing Substory 17.
Final lifeguard chain entry; clears a boss-tier nuisance for a special water goggle.
RewardSpecial water goggles
#19My Sweet Home
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Honolulu City — Aloha Beach
Trigger: Speak to the homeless man Joseph on Aloha Beach after Delivery Help is live.
Bond with Joseph, who'll then drop items for you periodically.
RewardRecurring item drops from Joseph
#20The Secret Garage
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Honolulu City — Hula Ave.
Trigger: Auto-triggers during Chapter 4.
Unlocks weapon crafting/upgrade.
RewardWeapon crafting unlocked
#21Let's Dive Into the Open Sea
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Honolulu City — Harbor St.
Trigger: Available in Chapter 4.
Unlocks the license certification exams (prereq for Substory 47).
RewardLicense exams unlocked
#22Cafe Soramame (Rise and Grind)
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Honolulu City — Anaconda Blvd.
Trigger: Talk to the cafe owner on Anaconda Blvd. in Chapter 4.
Help out at Cafe Soramame. When asked the owner's first name, answer 'Sorata' for the personality bonus.
Choices
Q. 'The owner's name?'A. Sorata
RewardDelivery Helper Mameoka
#23Plumeria for You
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Honolulu City — Waikiki St.
Trigger: Witness flower scenes at two spots, then catch the youths' quarrel on Waikiki St.
Mediate between two young men over a plumeria flower.
RewardLucky pareo
#24Snow Smile
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Honolulu City — Aloha St.
Trigger: Talk to the client on Aloha St. in Chapter 4.
Help a Japanese visitor see 'snow' in midsummer Hawaii.
RewardDelivery Helper Boss Gondabara
#25You (don't) Listen to Rock
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Honolulu City — Anaconda Shopping Center
Trigger: Available in Chapter 4.
Spar with a rock-snob youth at the mall over taste in music.
RewardSigned t-shirt
#26Anaconda Escape
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Honolulu City — Anaconda Shopping Center
Trigger: Available in Chapter 4.
Solve a petty-theft incident inside the Anaconda mall.
RewardSafe key
#27An Authentic Production
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Honolulu City — Riverside Walk
Trigger: Available in Chapter 4.
Help a realism-obsessed director shoot an action scene. Sets up Substory 28.
RewardWallet + Speed Upper + Helper Bony Kashiwa
#28An Authentic Blockbuster
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Honolulu City — Sunset Park (next to Makani Coffee)
Trigger: Available after clearing Substory 15 and 27.
Shoot the director's climax scene. Pick 'Bony Kashiwa' in the casting prompt for the full personality bonus.
Choices
Q. Casting choiceA. Bony Kashiwa
RewardRocket launcher upgrade + personality boost
#29Mr. Cleanup Returns
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Honolulu City — Anaconda Shopping Center
Trigger: Available in Chapter 4.
Mr. Cleanup (Osoujimaru) returns; sets up Substory 30.
RewardBone Hook charm + Sujimon intel
#30Close Encounter of the UFO Kind
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Honolulu City — Kirk Ave.
Trigger: Available after clearing Substory 29.
Help a girl whose chicken was abducted by a UFO by deploying a flight-mod Cleanup.
RewardAntique coin + hair piece + Helper Cleanup FLY-β MAX
#31Magic Word: Alohappy
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Honolulu City — Worldwide Market Village
Trigger: Auto-triggers in Chapter 5.
Unlocks job-change and adds the Marine Master job.
RewardJob change + Marine Master unlocked
#32Tropical Photo Rally
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Honolulu City — Worldwide Market Village
Trigger: Available after clearing Substory 31.
Adds the 'Photo Rally' app for landmark photo collection.
RewardPhoto Rally app
#33Open Up! Rock Bottom Island
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Dondoko Island
Trigger: Auto-triggers in Chapter 6.
Unlocks Dondoko Island.
RewardDondoko Island unlocked
#34The Hawaii Labyrinth
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Honolulu City — Riverside Walk (Anaconda area)
Trigger: Auto-triggers in Chapter 5.
Pay the homeless gatekeeper, descend to B3, and beat the boss Allen. Tipping $10 nets the full +30 Mental personality bonus.
Choices
Q. TollA. Pay $10$1 = +20 Mental; refusing pays nothing
Trigger: Available after clearing Substories 47~51.
After all five bond lines wrap, the women converge at the Revolver bar. Survive the showdown to permanently raise Ichiban's Defense.
RewardPermanent Defense up for Ichiban
Collectibles
2 categories
Region-by-region collectibles and side-mission rewards grouped by category.
Sujidex — All 150 Sujimon
150 numbered Sujimon exist in the Sujidex (plus 1 unnumbered fodder-only enemy, the Committee Agent, used only for Awakening material). 'Sujimaniac' needs 100 registered, 'Sujimon Sensei' needs 200 registrations — the latter counts cumulative registrations (duplicates included), not unique species, so catching extra common ones closes the gap even after registering all 150.
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Recruit 10 for 'Sujimon Snag 'Em', clear all Sujimon-related substories for 'Suji League Champion', and max one Sujimon's level + friendship for 'Prize Fighter'.
Examples: Sodachi (#1) is a guaranteed pick from substory 37 'Choosing Your Starter'. Extermination-kun (#044) drops from a Street King battle at the Waikīkī St. corner. Kiwami Red (#130) comes from a Legendary Fire Element Raid (Lv.60). Kazuma Kiryu (#135/#136) is either a game-clear reward or DLC-exclusive.
All 110 Alo-Happy Tours photo rally spots. The game only gives a hint like "a certain shop window", so each entry carries a picture that is the in-game map on top and the thing you actually photograph underneath. Four areas in Hawaii, four in Isezaki Ijincho.
110▼
Click a card to mark it collected. Progress is saved in your browser.
Collected
0 / 15
No.01
Coconut Turtle on Housing Complex Wall
No.02
Streetside Window Display
No.03
Golden Food Truck
No.04
Shave Ice Shop Painting
No.05
Popular Bar and Hangout Spot
No.06
Equipment Store Near Revolve
No.07
On a Residential Mailbox
No.08
This One Takes Confidence
No.09
On a Housing Wall
No.10
The Ninja Up Where Ninja Sup
No.11
Inside the Shrine Building
No.12
Samurai Window Display
No.13
Inside the Weapons Shop
No.14
Garden in a Shipping Container
No.15
Street Corner Restaurant Sign
Infinite Wealth spreads its play spots across Honolulu, Yokohama and Kamurocho — fifteen in all by PINION's count — and playing ten different ones unlocks the "Having Fun Yet?" trophy. The big chapter- or substory-gated modes (Dondoko Island, Crazy Delivery, Sujimon battles, Sicko Snap) anchor completion, while the staples — mahjong, darts, shogi, the gambling den and the casino — appear on both sides of the Pacific. The batting centre, golf and can collecting are tied to Kiryu's Bucket List missions from Chapter 8.
Management / sim
Dondoko Island
Difficulty
Dondoko Island — after clearing substory No.33
Ichiban rebuilds a trashed island into a resort: clear land, craft DIY furniture and host guests to raise Satisfaction and Popularity toward Resort Rank 5. The final bar is 43,000 Satisfaction and 13,000 Popularity plus the security cleanup and beating the Clean Pirates; clearing it pays 1,000,000 zeni, $300,000 and the Dondoko Laser move alongside the trophy.
Rank 1 needs 1,000 Satisfaction / 700 Popularity plus clearing the Entrance area (Development Lv.5, 30,000 zeni) and the Great Tree area (Development Lv.10, 50,000 zeni). Development Level only rises by crafting, so build whenever you have spare materials.
The most Satisfaction-dense builds are the Cabaret Club building (9,121 Satisfaction / 50 Popularity) and the Traditional Japanese Building (6,999 / 40). Diamond and platinum ore go into these, so never sell them.
The Majima Construction Helmet (1 tile) is widely misread: indoors it raises House Fullness, not island Satisfaction. The cap is 5,000, so 250 helmets max it, and higher House Fullness makes a good next-day condition more likely — in 絶好調 you gather +3 wood/stone and +4 iron, glass and semiconductors per node. Placed outdoors it is worth +5 Popularity.
Blueprints come from three places: development-level ups, bottles washed up on the beach, and specific NPCs back in Hawaii. Walk the shoreline every day.
Reaching 2 stars opens Dondoko Farm via the raft at Muck Beach. The workshop's longest course pays 300,000 zeni per 60 minutes and becomes your money engine; when assigning Sujimon, trust level and matching the course's element matter more than level.
Three stars unlocks Subaru's TV ads and the campfire. A local-station ad costs 100,000 zeni for +200 Popularity; the national-network ad unlocked at 4 stars costs 200,000 for +500, and each brings a fixed roster of new guests. The campfire costs 100,000 zeni to raise every guest's satisfaction, but needs four guests and can only be held once per three-day tour.
From 1 star Subaru lets you develop and craft souvenirs. Guests stay three days and accept one gift a day; souvenirs beat raw specialties for satisfaction, and giving a guest the one they asked for is worth much more again.
The 5-star finale is a fight against President Hook and twelve Pirates staff. Saya hands you three Ichiban's Hell Stew items on the way — use them when your health dips. Clearing it adds the night-time Umibozu and Dondoko Hermit events.
Aloha Street, Honolulu — Charlie, after substory No.3 in Chapter 3
A Crazy Taxi-style courier run: pedal around town, scoop up burgers, pizza and sushi and drop them at waiting customers. Substory No.3 in Chapter 3 forces one run, after which Charlie runs it on demand. Earnings become Delivery Points to trade with Charlie, and clearing every difficulty gives the Mr. Crazy trophy.
Landing tricks (front/back flips, side spins) walks the rating up Cool → Genius → Extreme, and delivering at a higher rating pays more. Crashing costs you some food and resets the rating, and it also decays on a timer — trick again while still in Extreme to hold it.
Side spins never botch the landing but drift you off the line; flips track straighter but wipe out if you land badly. Practise balancing the landing with the left stick before chasing score.
A wheelie — land on the back wheel after a trick, or hold left stick down while riding — adds speed and knocks cars aside. A drift (left stick + cross while riding) corners without losing speed, vacuums food and raises the rating while held. These two are where the time is.
Collect / battle
Sujimon Battle / Sujigami Colosseum
Difficulty
Suji Spots across Honolulu; PC Shop Sujigami, 2F of the Anaconda Shopping Center
Collect the city's oddballs as Sujimon and fight six-a-side (three starters, three reserves) command battles. Suji Spots handle strengthening, awakening, evolution, sparring and the shop; clearing substory No.38 opens the Sujigami Colosseum and its three leagues.
SP (Sujimon Power) is the combined speed of your on-field trio; the team that fills ten pips first acts. Each move costs different SP — a 10-cost move hits hard but delays your next turn. Moves costing 7–8 are the sweet spot, and when a big move won't finish the target, take the weaker one and win on tempo.
Speed never rises — not from levels, strengthening or awakening; it stays at the base value. Build the team around naturally fast Sujimon from the start.
Five elements — Hot, Cool, Natural, Positive, Negative. Hitting a weakness raises both damage and MP gain, so the core loop is using your one swap per turn to keep a favourable matchup on the field.
Photography
Sicko Snap
Difficulty
Easy: Aloha Street (east Waikiki) / Normal: Anaconda Street / Hard: Harbor Street
Shoot the perverts loitering along the trolley-bus route, starting from substory No.8. Running the film to zero ends the run on the spot; beating the clear score at the end is the win condition. Snap Points trade with the bus driver.
Centre a sicko and the frame turns orange — press cross then. Each sicko scores once. A plain shot is GOOD; shooting while zoomed with R2 is EXCELLENT.
Golden sickos give a Timing Bonus if photographed mid-pose — don't fire the instant you see one, wait a beat for the pose.
The more exposed the outfit (white, then blue, then red), the more points — and the harder the shot. Learning spawn positions by repetition is the real technique.
Dating / dialogue
Miss Match
Difficulty
Pancake House Cream & Berry, west Waikiki — via the substory in Chapter 3
Edit Ichiban's profile and icon, match with women, then raise the mood gauge over chat until she agrees to meet. Partners are split across Normal, Gold and Premium membership tiers — ten in all — and meeting five earns a trophy.
The profile is built from five keyword slots — job, personality, hobby, hobby, closing line — plus one of six tones set with L1/R1 (plain, polite, high-energy, aspirational, tough-guy, connoisseur). Changing the icon changes who you match with at all.
Per Game8, the decisive profile field is the job: if it isn't one the target likes, the gauge simply won't move far.
A match costs 1,000 points on Normal, 3,000 on Gold and 5,000 on Premium; points are bought with cash at 1,000 per $10. Switching plans itself is free.
Misc
Alo-Happy Tours (activities / job unlocks)
Difficulty
Alo-Happy Tours, Honolulu
Buying an activity from the Alo-Happy Tours travel agency — each gated by money and a personality stat — unlocks the matching job, and experiencing eight of them gives the Alo-Happy as Can Be trophy. The bond level required differs per party member for the same job, so raise bonds with the member you actually want first.
Marine Master — Marine Activity Pack, Kindness Lv.1, $0. Nanba and Han Jun-gi start unlocked; Adachi and Zhao need bond 30.
Desperado — Water Gun Battle, Style Lv.5, $1,600. Han starts unlocked; Adachi, Nanba and Zhao need bond 10.
Wild Dancer — Fire Dance Show, Passion Lv.3, $200. Nanba starts unlocked; Adachi bond 20, Zhao and Han bond 40.
Action Star — Parasailing, Charisma Lv.4, $200. Zhao starts unlocked; Han bond 10, Nanba bond 40.
Pay an entry fee and answer multiple-choice questions; passing raises the matching personality stat (on the first pass). Ten certificates give the License to Skill trophy, and passing all twenty opens the final Ounabara Exam.
Each exam draws five questions at random from a pool of ten. Failing means paying again, so save before attempting one; a certificate you have already passed can be replayed free.
Igari beside the reception sells two aids: Hyperfocus ($1,000, triangle, +30 seconds) and the Pencil of Providence ($5,000, square, removes two of the three wrong answers). Each is once per exam, but buying them is a one-time cost.
Fees run $300–500 for the regular exams and $1,000 for the Ounabara Exam, which only unlocks after all twenty certificates and requires all five random questions correct — worth +100 Passion, Confidence and Style.
Gambling
Casino (blackjack & poker)
Difficulty
Black Orchid, Hawaii (Chapter 6); the back stall of the public toilet south of Chinatown in Ijincho, and m HOLD'EM Jinnai
Blackjack and Texas Hold'em for chips — $1 a chip in Hawaii, ¥1 in Ijincho, ¥100 per point at m HOLD'EM Jinnai. Playing raises Style and Kiryu's Awakening, and the "play with a friend" option raises bond levels.
Blackjack basics: number cards face value, J/Q/K count 10, and an ace is 1 — or 11 while the total stays at or under 11. Going over 21 busts you immediately.
Commands are Hit, Stand, Split (only when the opening two cards match) and Double Down. L2 sets the minimum bet and R2 the maximum, which speeds the betting up a lot.
Poker is Texas Hold'em: two hole cards plus community cards, with a bet/check/call/fold decision each round as the board opens to three, then four, then five cards.
Gambling
Gambling den (koi-koi & oicho-kabu)
Difficulty
The back alley east of Tsubaki Street, Hawaii (needs Confidence Lv.3); down the ladder on Yokohama Boulevard into the sewers
An underground den running koi-koi and oicho-kabu on hanafuda. Buy wooden tokens from the changer at the entrance at one point per dollar (¥100), and note the tokens are shared between Hawaii and Yokohama, so either den can cash them. The "play with a friend" option raises bonds.
Koi-koi is one on one: pair cards of the same month from your hand and the field to build yaku. When one completes you either call koi-koi to keep pushing for a bigger hand or stop and bank it — that call is the whole game.
The dealer is whoever picks the earlier month, and thereafter the winner deals. Payment is the score difference times the stake.
Koi-koi needs at least 200 points in tokens. Pick a class in the settings first; stakes are 10/30 (beginner), 40/60 (intermediate), 70/90 (advanced) and 100/200 (expert).
Music / rhythm
Karaoke
Difficulty
Revolver, Little Japan, Honolulu ($5 a song)
The series rhythm game — square, triangle, circle and cross scroll down a line, with held and mashed sections mixed in. Singing raises the bond rank of whoever joined you, and scoring 90+ raises the Revolver master's affection.
Inputs grade as GREAT, GOOD or MISS. GREAT and GOOD both extend the combo; a single miss resets it to zero.
Past twenty combo you enter Super Passion Mode and the score climbs fast — keeping the combo alive is the whole technique.
On duet songs with call-and-response you choose between a safe and a passionate backing. The safe one is easier but caps you below 90 points — for a 100 you must take the passionate option.
There is also a Reminisce mode that just plays the performance with no inputs, plus per-song play counts, high scores and a recently-sung list.
Infinite Wealth uses a DARTSLIVE3 cabinet, which adds Center Count-Up to the usual 01, Cricket and Count-Up. Bringing a party member along raises bonds.
A power gauge slides up and down on the left as you throw; hit the best zone. Even a perfect aim wobbles depending on the dart you're using. Singles score face value, doubles double, triples triple, and both the bull and double bull count 50.
There's a dart shop beside the cabinet; higher-spec darts reduce the wobble noticeably, so upgrade the arrows before blaming your aim.
01 is about reducing your score to exactly zero — of 301/501/701/901, 301 is quickest. On 301, two rounds of three bulls plus a final 1 finishes it, which carries you through the intermediate opponents.
Gambling
Mahjong
Difficulty
Underground Parlour Fantasia (Chinatown, Hawaii); Mahjong Citron and Kachofugetsu in Ijincho; Mahjong Lullaby in Kamurocho
Standard four-player mahjong. There are no exchange items or trophies attached in Infinite Wealth, so the reasons to play are Confidence, party bonds and the Rainbow Cup / Shochu Cup prize money.
Tables run weak, medium, strong and royal. Placement bonuses on the weak and medium tables are +10,000 / +5,000 / −5,000 / −10,000, and double that on the strong table.
Choose hanchan (each player deals twice) or tonpuusen (once each), and toggle kuitan and the two-han minimum rule (which applies while the dealer is on a five-hand streak) before starting.
Entry is $125 / ¥5,000 on easy, $250 / ¥25,000 on normal, and the same to play with three party members. Playing every table type unlocks the Rainbow Cup ($1,000) and Shochu Cup (¥50,000), which pay $5,000 / ¥200,000 plus a prize item for the win.
Board game
Street shogi
Difficulty
Sakura Street park, Hawaii; south Sakuragawa Street, Isezaki Ijincho
Talk to the old man in the park to start. Three modes — ranking matches, Trial Run and tsume-shogi problems — pay Shogi Points for prizes and raise Intellect.
Standard shogi: take the opposing king to win, captured pieces return to your hand, and resigning loses. Square takes a move back, L1 takes back further and triangle uses an item.
The ranking matches and Trial Run are genuinely hard to win unaided — the guide itself recommends feeding the position into a free shogi engine such as Bonanza and playing its suggestion.
Tsume-shogi sets a fixed position you must mate within a set number of moves, failing the instant a move isn't check. There are ten problems, all one or two moves deep, which makes them the easy point source.
Arcade
Arcade (cabinets & UFO catcher)
Difficulty
Anaconda Shopping Center, Hawaii; GiGO Chinatown and Game Center Sasaki in Ijincho; the Theater Square branch in Kamurocho
Three real SEGA cabinets plus the UFO catcher and a Sujimon gacha. Playing raises Charisma, and in Hawaii the UFO catcher prizes can be handed to specific people to befriend them — which feeds straight into Aloha Links.
The line-up is Spikeout (1998 3D action, $1 on Easy or Normal), Get Bass (1997 bass fishing, $1) and Virtua Fighter 3tb (1997, 3-on-3 team battles, $1 on Easy or Normal).
In Spikeout, wiping out an area's enemies opens the gate, and the run ends when you beat the stage boss; gate choices branch the route.
Get Bass clears when you land the specified total weight, across three stages plus a final one.
Bar / hostess
Nightclub & cabaret club
Difficulty
Dolls & Devils, Hawaii; ROSE BLOSSOM and Rinrin in Ijincho
Pick a cast member and order drinks and food. It costs money, but it raises party bonds faster than anything else — which makes it the quickest way to hit the bond thresholds the Alo-Happy job unlocks demand.
Ordering two of the expensive bottles maxes the special-move trigger rate — $4,400 in Hawaii, ¥440,000 in Japan.
Nightclub cast members have better stats than the cabaret ones, so prefer the nightclub, and pick from the top-left three.
Who is working varies by visit. In Hawaii, Alice raises everyone's bond rank sharply; in Japan, Airi is the pick for raising female party members and Rinrin for the men.
Isezaki Ijincho; Yoshida Batting Center, Kamurocho — from Chapter 8
Opens with Kiryu's side of the story in Chapter 8. The Challenge and Home Run courses each run beginner, intermediate, advanced and superhuman; clearing them all at A rank or better adds the Home Run Contest. Points trade for prizes.
Both the pitch type and its location are fixed per throw. Park the cursor there in advance with the mark centred, and the swing becomes pure timing.
If home runs won't come, trade 50 points for the Easy Bat: it earns fewer points but widens the bat's hitbox.
For farming points, the Home Run Contest is best: it reuses the Challenge courses you already know, and pays out per set cleared even if you fail partway.
Fees are ¥300 beginner, ¥400 intermediate, ¥500 advanced and ¥1,000 superhuman.
Sports
Golf (driving range)
Difficulty
HEAVENS GOLF, Ijincho — there's a taxi stop right outside
Two modes at ¥1,000 a go — the Near Pin Challenge and the Bingo Challenge. Both complete Bucket List missions, and points trade for prizes.
R1 switches to the overhead view, which makes the ball's arc and landing point far easier to read — use it by default.
Wind direction and strength sit in the top right in metres; the ball curves with it, so offset your aim accordingly.
The Bingo Challenge is the efficient one: 8 BINGO pays 2,000 points, there are no obstacles unlike Near Pin, so it's consistent once the timing is learned, and nine shots finishes it.
The top prize is the Wild Excitement Anklet at 10,000 points, alongside Level/Attack/Speed Uppers at 3,200 each, various job mastery books at 2,400 and the Tech secret manual at 2,000.
Misc
Survival can collecting
Difficulty
South Sakuragawa Street, Isezaki Ijincho — Kan-san in the homeless village
The bicycle can hunt returns from Yakuza 7. In Infinite Wealth it doubles as one of Kiryu's Bucket List missions, so the first clear and the can-count milestones raise his Soul/Tech/Body and their resistances. Three difficulties.
Boost-ramming a rival spills twenty-plus cans and respawns them far away, so hit every rival you can reach.
The rubbish-bag girl who periodically appears scatters cans as she runs the stage — just tail her and collect.
A pile of rubbish on the ground is worth thirty cans in one grab — the single best pickup, so prioritise them.
Dodge the obstacles — the refuse truck and the red drums — and pick up the energy drinks to fuel the boost.
Order for the man in black
A. Acai bowl and lau lau
Q. Order for the cheery customerA. Ahi poke and 3x haupia
Q. Order for the elegant customerA. Mahi mahi
Q. Family table — first dishA. Lau lau (left)
Q. Family table — second dishA. Kalua pig (center)
A filled Crazy gauge stocks up to three flame icons; square triggers Crazy Mode for extra speed, a wider pickup radius, car-smashing, a locked Extreme rating and invincibility. Pop it on straights, and trick immediately as it ends to keep the Extreme rating alive.
Pickups: coins (score), Crazy Drink (one gauge charge), Bonus Ticket (1.5x delivery fees for a while), Metallic Bag (30 seconds of no food loss on crashes) and Party Box (five each of burgers, pizza and sushi). Red circles on the ground hold Special Jump ramps with a circle-mash QTE bonus.
Customers are colour-coded on the minimap: yellow wants a burger, orange pizza, blue sushi. Each takes one delivery only, so raise the rating before handing over; brake (L2) inside their circle to deliver.
S-rank thresholds are $18,000 (Easy), $27,000 (Normal), $45,000 (Hard) and $55,000 (Professional). Hard unlocks by clearing Normal at C or better, Professional by clearing Hard at C or better.
Payout multiplies the grade bonus (1.0x for D–C, 1.3x B, 1.5x A, 2.0x S) by the Delivery Rank bonus (Green 1.0, Gold 1.1, Platinum 1.2, Diamond 1.5), so push your rank up before farming points.
The course layout barely changes between difficulties — mostly just more traffic. Deliveries often spin you to face back the way you came, so check the minimap after each one; once comfortable, brake-drift (L2 + cross) so you finish the delivery already pointing where you want to go.
Position matters too: a red arrow means advantage, white neutral, purple disadvantage. Straight-ahead attacks hit hardest, diagonals do less, and a diagonal that is too far — left end to right end — always misses.
MP builds from weakness hits, multi-target attacks and high fighter trust. Triangle fires a special, always spending 10 SP and triggering the Special Roulette stop-timing. A strong pattern is holding your full-heal special until right after the enemy fires theirs.
Just walking up to a Suji Spot drops a random item; examining it opens strengthening (spend Sujitein), awakening (fuse same-species Sujimon or Awakening Committee members), evolution (for a fully awakened Sujimon), sparring and the PC Shop Sujigami.
Three leagues: Challenge is a 30-Sujimon gauntlet, Survival is back-to-back fights with no healing between (a full-heal special is essential), and Grand is an elite run that does heal between matches. Colosseum Points from them trade at the reception desk.
After picking a reply you must enter its circle/cross/triangle/square string in order against a timer. Longer replies mean longer strings but bigger gains: EXCELLENT +15–25, GREAT +10–12, NORMAL +8, BAD 0, MISS −8 to −10. A correct choice you fumble still costs you, so landing the input comes first.
Stamp replies slide past and are locked with cross; sending early pays more (x1.25, x1.10, x1.00, x0.80). Some stamps lower the gauge, so read them, don't just mash.
Passing the camera icon on the gauge earns a photo, passing the heart unlocks the in-person date. Memories replays past chats and photos at no point cost.
Partner preferences per the guide: Kanapoyo likes high-energy and dangerous types; Kaworu wants an outlaw edge; Kano likes games and shonen manga; Sahori is a sports type who hates complicated talk; ETSU is into mahjong and pachinko and admires band-guy passion; Sophie wants dignity and romance (music, no sports); Naomi wants serious intent and reading (no gambling); Marie wants an aspirational lifestyle and cafes (no gambling); Linshan is a model who welcomes fellow models and cooking (no crude jokes); Kinako is a cosplayer into drink, bright personalities and RPGs (no music).
Ties break on the stronger cards making the hand, then the best unrelated card (the kicker); if everything matches, the pot is split. Card order is 2 up to 10, then J, Q, K, A.
The Hawaii casino only opens once Chapter 6's storming-the-casino sequence is done. Chips trade for items.
Oicho-kabu uses the 40 cards from months one to ten; you want the last digit of your two- or three-card total as close to 9 as possible. Only dealer versus player matters, ties go to the dealer, and the player stake is 100 (beginner), 500 (intermediate) or 1,000 (advanced) points.
Oicho-kabu's settings toggle the Dosshipin and Shiroku-no-nige house rules and let you switch the deck art between kabufuda and hanafuda.
Cricket only counts 15 through 20 and the bull: singles are one mark, doubles two, triples three, and three marks closes a number. Aim triple 20 by default; if your throw isn't steady, bull-only will still beat the intermediate opponents. Once a number is closed, keep hammering that same triple for points.
Center Count-Up scores three rounds by proximity to the middle: 600 dead centre, then 500, 480, 400, 350, 200, 100, 80, 70, 60 and 50 outward.
The completion-list entry for five hat-tricks — all three darts in the bull in one round — can be done in single player.
The top prize is the Desperado's Revolver at 21,000 points (5 star, +107 attack, +100 magic); the shop also sells weapon-upgrade steel at 850 and 1,700 points.