Embark on an over-the-top, modern-day pirate adventure with an ex-yakuza, now pirate captain & his crew. Engage in exhilarating combat on land and sea in the hunt for lost memories and treasure.
31 substories total. Honolulu town intros (minigame unlocks) + Madlantis/open-sea ship missions split roughly half-and-half. Most unlock in Chapter 2; Chapter 3 adds the Minato Girls arc capped by 'The One'. Tied to fleet reputation, Coliseum, and Goromaru lines — push the main story to Chapter 3, then sweep them.
#01Kamulop, Fortunes Unfolded
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Bullseye area
Trigger: Auto-triggers during Chapter 2 story flow.
Unlocks Fortune Exchange and spawns fortune slips across Hawaii — a prerequisite for several collection rewards.
'Making a Menagerie' needs 7 pets. 3 (Goro, Phoenix, Onigiri) join automatically via the story, so only 4 more of the remaining 8 are needed.
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Click a card to mark it collected. Progress is saved in your browser.
Collected
0 / 11
No.01
Goro
No.02
Phoenix
No.03
Onigiri
No.04
Barkley
No.05
Zoomies
No.06
Coco
No.07
Allure
⚠ Requires the Goromi outfit from a Silver Container at Liber Tea
No.08
The Gourmand
No.09
Alarm Cluck
No.10
Turtle
No.11
Sanzen
Island Exploration — 10 Islands (Island Adventurer)
Clear 10 dungeon-style islands for 'Island Adventurer'. Confirmed dungeon islands include Dyna & Jumbo (Rich Island waters), Ahle, Eleahna & Eamoth (Nele Island waters), Baja, Varnack & Goalega (Madlantis waters), Huaka'i, Nahanaha & Makau Nui (Hawaii waters), Yanagi, Sasanqua & Emma (Atali Island waters) — 20+ exist in total, and any 10 cleared count toward the achievement.
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Each island is a small sail-to-and-clear dungeon. The island names in the Treasure list above double as your exploration targets — collecting treasures naturally routes you through several of them.
Of 107 total crew, recruit 30 for 'Welcome to the Goro Pirates!', 50 for 'The Goro Pirates Set Sail!', 80 for 'Goro Pirates, Go Go Go!'. Recruitment splits into three methods: scouting, substories, and minigame-point exchanges.
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Scoutable crew show as map icons — hover to see the exact condition (item hand-off, reputation rank, Aloha Links friend count, fight win, etc.).
Examples: Bartender (Revolve Bar, Hawaii — 100 Aloha Links friends), Julie (Julie's Gearworks — talk to her after crafting any 3 cannons), Ikari (Ounabara Vocational School — pass any 10 exams).
Some crew are substory-locked only (Dread Pirate Hook — 'The Captain's Return', Stephanie Chan — 'The Miracle Aquarium', Ena — final part of 'The One').
Madlantis-side crew mostly require rougher methods — winning a melee/duel or paying them off.
100 photo spots exist across Hawaii, Rich Island, and Madlantis; only 30 are needed for the achievement. First unlocked via Chapter 2 Substory #3. Completing a full regional set grants a cosmetic item exclusive to that set.
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Examples: 'Coconut Turtle on Housing Complex Wall' (west Makani Ave., between two yellow stairs), 'Tropical Window Display' (Seaworthy Treasures shop), 'East Aloha Beach' dolphin (post at the east end of Aloha Beach).
Since any 30 count, prioritize the easily-reached Hawaii mainland spots first.
Achievement unlocks after catching 30 fish/bugs with the chain hook. No guide catalogs every species by location, so this isn't presented as a per-item checklist — just the tips below.
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Bugs like dragonflies spawn as shimmering shapes near parks/foliage (e.g. Golden Dragonfly — Anaconda Harbor Park, under Aloha Bridge, Makani Ave./Sakura Street corner).
Fish can be hooked directly at shorelines/piers — any 30 catches count, no species requirement.
The 2025 spin-off where Goro Majima turns pirate across Hawaii. Its backbone is Nautical Combat and Madlantis' Pirates' Coliseum, rounded out by series staples like Dragon Kart, Crazy Delivery, and the Goro Goro Kitchen, plus new acts like The Ocean Hunter and Sicko Snap. Many unlock via Chapter 2 substories, so mind the order.
Naval combat
Nautical Combat (ship battles)
Difficulty
The open sea (Majima's ship, the Goromaru)
The game's signature system: pilot the Goromaru and sink enemy ships with port/starboard cannons and a forward machine gun. Switch to deck view to soften targets with an RPG from range. Ship and crew upgrades are the prerequisite for the late-game Coliseum.
Cannons only fire when that broadside faces the target — wait for the lock-on marker to light up on the enemy ship for a near-guaranteed hit.
Boost to build speed, then brake to drift — it dodges incoming fire and swings your other broadside into firing position.
Ride with the waves rather than fighting them for sharper turns, and ignore small ships to concentrate fire on the boss vessel.
For broadsides, the top build is a (Super) Laser Cannon on both sides — bought and upgraded at Julie's GearWorks. Their long range and concentrated beams carry you through the Devil Flags and the higher Coliseum fights; max either the Coconut machine gun (sustained DPS) or the Frost one (freeze-lock) for the forward slot.
Whirlpools drag you to their center and deal damage — boost straight out. Equipping a first mate's stern-destruction (ramming) skill pushes ram hits to around 500 damage, an efficient way to sink ships and grind crew levels.
Naval Combat Overview (official PlayStation)
Arena
Pirates' Coliseum (Madlantis arena)
Difficulty
The Coliseum, Madlantis
Madlantis' main arena, offering modes like Quick Clash (brawls), Madlantis Mania (deck battles), and the Tournament of Captains, with 16 enemy crews. Available fights gate behind your Pirate Rank (reputation), and S-Rank clears pay out huge money and rep.
Madlantis Mania is deck-to-deck brawling — gear up Majima and his crew before attempting the higher tiers.
The Tournament of Captains mixes ship and deck combat — pin enemies with machine guns, drag them into cannon range for big hits, and repair between exchanges.
Higher fights unlock with reputation — grind Mania to bank rep and work up to the top brackets and the Amon Pirates.
In deck battles, cut down the enemy Captain and First Mates first — they buff their crew with skills. Clear groups with Majima's Sea Dog Style (cutlass boomerang and chain hook), and take Perfect Guard early to open parry-into-counter windows.
Racing
Dragon Kart
Difficulty
Harbor Park (Anaconda Harbor Park), Honolulu
A Mario Kart-style racer through Hawaii's streets. There are three Grand Prix cups plus a Duel mode where items knock out rivals, capped by a 1-on-1 elimination duel against the rival Ran. Unlocks via Substory 7 after clearing Substory 2.
Drift through corners to charge boost, then unload it on straights to make up time.
Items decide Duel and GP races — save offensive items for catching the leader and defensive ones for holding first.
Upgrading the kart makes the late cups and the final duel with Ran much easier — reinvest cup winnings first.
In the final duel with Ran, any crash is an instant loss — don't try to brawl her; focus on speed and evasion, take the lead, then keep distance to dodge her shots and ramming.
Racing
Crazy Delivery
Difficulty
Sunset St. & Anaconda Blvd. fountain (Substory 'Stay Crazy')
A Crazy Taxi-style minigame: grab food on a bike and deliver it to NPCs, racking up bonuses and tips with tricks. Its exclusive shop sells items (like a coveted Silver Treasure Chest) bought only with its own points, so it's worth completing. Unlocks via the 'Stay Crazy' substory from Chapter 2.
Trigger tricks with the stick + jump button — chaining tricks (up to three) sharply boosts your delivery tips.
Read order icons by color on the minimap: yellow = burger, orange = pizza, blue = sushi — sushi pays the most.
The timer is tight — plan short routes, keep speed up with tricks, and batch several deliveries per run.
A delivery requires ten of the food the customer wants — chain tricks to fill the Crazy Gauge, then trigger Crazy Mode to ride faster, shrug off obstacles, and magnet-pull distant food so you hit ten quickly.
Cooking
Goro Goro Kitchen (cooking)
Difficulty
Goro Goro Kitchen (available from Chapter 1)
A cooking minigame that turns ingredients into HP/Heat recovery items and special crew consumables. It's built from three timing/input games — Starting a Fire, Slicing and Dicing, and Skimming the Scum — and better results raise dish quality and effects. Unlocks in Chapter 1, 'Shipwrecked.'
In Starting a Fire, hold and release when the gauge hits the zone — orange is good, red is a great result.
Slicing and Dicing is all about clean inputs — prioritize accuracy over speed to fill the circles.
You can batch up to three of the same dish, but the minigames get harder — make one at a time until you're comfortable.
Arcade
The Ocean Hunter (underwater shooter)
Difficulty
Game Center arcade
A port of the SEGA classic The Ocean Hunter — an on-rails underwater shooter where you dive to fight sharks and sea snakes while grabbing treasure, with co-op support. It runs through Baroque Sea (Stage 1), Luna Sea (Stage 2), and more, with bosses like the Kraken and Hammerheads.
Use rapid fire over single shots, and lead moving targets a bit since bullets travel slowly underwater.
Shoot a chest once to open it, then keep shooting to pile up treasure points — scan each stage for chests.
Against the Kraken, shoot its attacking tentacles to negate damage — learn each boss pattern for a clean run.
Misc
Sicko Snap (photo rally)
Difficulty
Aloha Beach Trolley Stop (Kuroki)
Ride the trolley around Honolulu and photograph eccentric masked weirdos (the Papillon Boys). Snap Points earned are traded at Kuroki's exchange for rewards. Unlocks after the Chapter 2 substory 'Snap Those Sickos! Again!'
Zoom in and center the subject before shooting — taking a photo briefly slows time, making framing easier.
White and Gold Sickos stand still — snap the Gold one the instant his arms form the 'N' pose for bonus points.
After your first run you can pick among three trolley routes — each spawns different Sickos, so farm points efficiently.
Arcade
SEGA arcade (Virtua Fighter 3, etc.)
Difficulty
Game Center arcade
A collection of SEGA Model 3 ports: Virtua Fighter 3 and 3tb, Fighting Vipers 2, Spikeout: Final Edition, Sega Racing Classic 2, The Ocean Hunter, and more — seven arcade titles in all.
For fighters like Virtua Fighter 3 and Fighting Vipers, beating the CPU once usually ticks the completion check.
Spikeout is a beat-'em-up — avoid getting surrounded and use area attacks to clear groups.
For stubborn titles, a full-playthrough video speeds up learning the patterns.
Arcade
SEGA Master System (retro console)
Difficulty
Rich Island shed, Revolve Bar, Madlantis pirate room
The game adds an entire Master System with 15 collectible, playable titles, including new additions like Poseidon Wars 3D and Space Harrier 3D. The hook is hunting down ROM cartridges scattered across your bases.
ROMs are scattered across the Rich Island shed, Revolve Bar, and the Madlantis pirate room — sweep your bases to collect cartridges.
Completion usually wants the collection itself rather than clearing each game — secure every ROM first.
Misc
Goro Kingdom (animal farm/zoo)
Difficulty
Goro Kingdom (Majima's pirate base)
A farm/zoo minigame where Majima keeps animals rescued and captured on his travels. Animals supply cooking ingredients and some join the crew. The collection — tracking down animals across Hawaii — ties into completion.
Animals turn up across Hawaii and on sea expeditions — some have progress or gear requirements, so collect them as clues unlock.
Collected animals feed Goro Goro Kitchen recipes, so progressing cooking and the kingdom together is efficient.
At sea, press the dive button near fish to submerge and add species to your collection, and you'll also meet seafaring merchants. Islands show a chest icon (Treasure Islands) or an anchor (Peaceful Islands) — route chest islands and dive spots together for an efficient sweep.
Music / rhythm
Karaoke
Difficulty
Karaoke spots, Honolulu
The series' staple timing rhythm game — input as notes overlap the judgment ring; completion wants a target score on every track.
Trust the on-screen cue over the music's beat — input exactly as the note overlaps the ring for a steady high score.
For stubborn songs, memorize the pattern from a full-combo video to clear the target score.
Bar games
Darts
Difficulty
Bars, Honolulu
Darts in 301 and Count-Up modes — time your throw as the swaying reticle crosses the target, a series staple.
Release the instant the reticle crosses your target (bullseye or triple-20).
In 301, don't force triples — steady 20s and bulls that bring you to exactly zero win it.
To farm money, levels, and rep at once, replay the second Pirate Duel Showdown bracket after it opens in Chapter 3 — roughly $5,000 per run in about two minutes including loading, which quickly bankrolls ship and crew upgrades.
Dragon Rings on the track restore HP and double as currency for post-race prizes; let HP hit zero and you crash and lose big time, so grab rings as you go. In Duels, never drive into enemy crossfire and watch the minimap constantly.
All Dragon Kart races & battlesAll Dragon Kart substories & duels
For maximum points, aim for an S grade on the hardest difficulty and push your Deliverist Rank to the top (Green > Gold > Platinum > Diamond) — higher rank means more payout per run.
Super Crazy Delivery, all levels S RankCrazy Delivery S Rank