Get ready for a Yakuza experience of unprecedented scale! Follow five characters across five Japanese cities, each trying to achieve their dream. The connections between them bring them together, but the conflict that unfolds is nothing any of them could have predicted.
Chapter-aligned list of substories, trophies, and choices to pick up while progressing.
CH 2Part 2 — Saejima: Hunter
MISSABLE
'Hunter and Killer' — defeat Yama-oroshi
Before Saejima's part wraps
Run the Hunter sideline to completion and bring down Yama-oroshi during Saejima's chapters. Once the story shifts off Saejima, the main-run window is gone.
CH 3Part 3 — Haruka: Road to Fame
MISSABLE
'You're the Princess' — win the Princess League
Haruka's part — before Finale Ch.4
Run 'The Road to Fame' to completion and take the Princess League finals. Quit being an idol in Finale Ch.4 and both the trophy and the 100% counter lock together.
MISSABLE
'Trendy Idol' — sample every job type
Haruka's part
Accept every job type that appears in 'The Road to Fame' (photoshoot, radio, interview, etc.) at least once. Close out Haruka's chapter and the menu won't surface them again on the main save.
CH 4Part 4 — Shinada: Baseball Shadow
MISSABLE
'Big Hitter' — clear 10 of Shinada's baseball sub-missions
Before Shinada's part ends
Clear 10+ of the baseball-cage sub-missions that only show up in Shinada's chapters. A few are one-shot with no retry, so take them as they appear.
CH 5Finale — Hall of Famer
MISSABLE
'Hall of Famer' — full 100% (gated on Haruka)
Before Finale Ch.4
Big chunks of the 100% list run through Haruka's idol/dance/jobs track, so finish them before Finale Ch.4. Several Kamiyama Works crafting mats are one-per-run too — don't sell or burn them casually.
Substories
78 entries
~79 substories across 5 protagonists (Kiryu/Saejima/Haruka/Akiyama/Shinada) and 5 cities (Nagasugai=Fukuoka, Tsukimino=Sapporo, Sotenbori=Osaka, Kamurocho=Tokyo, Kineicho=Nagoya). Kiryu/Saejima/Akiyama/Shinada substories use standard combat; Haruka's chapter uses dance/idol minigame mechanics with no combat. Chapter-gated — some are missable.
Kiryu18
#01From a Distant Land
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Nagasugai — Fukuhaku St. north
Trigger: Chapter 2 — appears on the street after the Aizawa/Morinaga fight.
A young man from Okinawa is lost on his way to Kamurocho. Kiryu hears him out and helps.
RewardEXP
#02Taxi S.O.S.
▼
Nagasugai — Gion St.
Trigger: Talk to the troubled taxi driver on Gion St.
Kiryu takes the wheel as a taxi driver — introduces the Taxi Driver minigame line.
RewardUnlocks Taxi Driver missions
#03King of the Group Date
▼
Nagasugai — Oosebashi St. east
Trigger: Progress the Taxi Another Drama first, then talk to the man.
Prereq: Taxi Another Drama in progress
A man asks Kiryu to liven up his group date. Pick smooth lines to carry the table.
RewardEXP
#04Chase the Kidnappers
▼
Nagasugai — Chikuzen River St.
Trigger: Chapter 2 — hear screams on Chikuzen River St. after the boss fight.
Witness a kidnapping in progress. Chase down and beat the abductors. Missable.
RewardEXP + recovery item
#05Reminded of Haruka
▼
Nagasugai — Chikuzen River St. south
Trigger: Talk to the crying girl on Chikuzen River St. south.
Help a little girl find her mother — the encounter reminds Kiryu of Haruka.
RewardEXP
#06Cyber Terror
▼
Nagasugai — Oosebashi St. east
Trigger: After the Chapter 2 boss fight, talk to the man with a laptop.
A self-proclaimed hacker tries to threaten Kiryu. Refuse and beat his crew. Missable.
Choices
Q. 'Hand over the money.'A. Refuse
RewardEXP + cash
#07Kiryu the Method Actor
▼
Nagasugai — Hakuchikuzen St.
Trigger: Talk to the film director on the street.
A director needs someone to play a yakuza role. Kiryu plays the part on the spot.
RewardEXP
#08Aren't You Kiryu-san?
▼
Nagasugai — Fukuhaku St. west
Trigger: A young man recognizes Kiryu on Fukuhaku St. west.
A man from Tokyo bumps into Kiryu in Fukuoka. Play it cool to keep your cover.
Choices
Q. 'Aren't you Kiryu-san?'A. You've got the wrong guy
RewardEXP
#09A Knock at the Door
▼
Kiryu's apartment — bedroom
Trigger: Try to sleep in Kiryu's apartment after Chapter 3.
Someone knocks in the middle of the night. Kiryu answers in person.
RewardEXP
#10The Dragon's Seafood Bowl
▼
Nagasugai — Chikuzen St. north
Trigger: Talk to the seafood-bowl shopkeeper.
Help the seafood-bowl owner pick out fresh ingredients to revive his shop's flavor.
RewardEXP + recovery item
#11Glittering Meteor
▼
Nagasugai — Fukuhaku St. east
Trigger: After the Chapter 2 boss fight.
A masked figure appears. Kiryu sorts it out with fists. Missable.
RewardEXP + mask accessory
#12Dragon Mask Returns
▼
Nagasugai — Nagasugai Ave. south
Trigger: After the prior mask substory.
The 'Dragon Mask' returns and challenges Kiryu — finish what was started.
RewardEXP + accessory
#13Tenjin-sama, Please!
▼
Nagasugai — Nagasugai St. north
Trigger: Talk to the exam-prep student on the street.
A student prays for exam luck. Kiryu accompanies him to the shrine.
RewardEXP
#14Runaway Food Stall
▼
Nagasugai — Myoe St. east food stall
Trigger: After the Chapter 2 boss fight, near the food stall.
A runaway food cart drags everyone in — short missable brawl event.
RewardEXP + recovery item
#15Springiness Is Everything
▼
Nagasugai — Ramen stall 'Tamasa'
Trigger: Enter the Tamasa ramen stall.
Settle a customer complaint at the ramen stall — turns into a lecture on noodle 'koshi'.
RewardEXP + ramen recovery item
#16Reunion with Mack
▼
Nagasugai — Kiryu's apartment
Trigger: Return to the apartment after Chapter 3.
An old acquaintance, Mack, drops by Kiryu's place.
RewardEXP
#17Amon
▼
Kamurocho — New Serena
Trigger: Clear all substories for every protagonist, then pick up the letter at New Serena.
Prereq: All substories cleared for all 5 protagonists
The Amon assassin family challenges all five protagonists — series-trademark superboss rush. Missable (requires full completion).
RewardAmon Clan defeat trophy + top-tier gear
#18The Finest Seasoning
▼
Kamurocho — Kissaten Alps
Trigger: Clear every Tatsuya taxi mission, then visit Kissaten Alps.
Prereq: All Tatsuya Another Drama missions cleared
A final conversation with Tatsuya — an epilogue-style closer for Kiryu's chapter.
RewardEXP + completion credit
Saejima15
#19Lies and Truth
▼
Tsukimino — Nakatsu St.
Trigger: Trigger on the street after the casino fight.
Someone tries to leak Saejima's whereabouts — sort out who's telling the truth.
RewardEXP
#20Snow Festival Street Performer
▼
Haruka15
#34The Letter
▼
Sotenbori — Shoufuku-cho west
Trigger: Talk to a fan on the street — no combat, idol-life event.
Accept a letter from a young fan and reply in person — no combat, dance/idol style.
RewardFan affection + EXP
#35Source of Strength
▼
Akiyama15
#49Resolve to Abandon the Dream
▼
Sotenbori — Shoufuku-cho
Trigger: Trigger on the street after the Saigo fight.
A young man wants to give up his dream to repay a loan — Akiyama questions his use of money. Missable.
Choices
Q. 'I'm giving up the dream.'A. Don't give up
RewardEXP + recovered cash
Shinada15
#64Tainted Heart
▼
Kineicho — M Store
Trigger: Talk to the clerk in front of M Store.
Witness a shoplifter at the M Store — Shinada nabs the thief.
RewardEXP + drink item
#65Daddy / Papa
▼
Collectibles
4 categories
Region-by-region collectibles and side-mission rewards grouped by category.
Local Framer — All 6 Regional Print Club Frames
Print Club costs ¥400 a go and you pick three frames, one of which is that city's regional frame. Shooting all six unlocks 'Local Framer'. There are only five cities, but Kamurocho has two Club SEGA branches — Theater Ave. and Nakamichi St. — each with its own regional frame, so shoot there twice.
6▼
You strike a pose by pressing circle, cross, square or triangle mid-shot, but nailing the timing does not matter for the achievement — only that each regional frame gets used once.
#01Nagasugai frame
Club SEGA, Nagasugai (Fukuoka)
#02Tsukimino frame
The bowling alley, Tsukimino (Sapporo) — there is no Club SEGA here
Talk to the tourism rep in each city to get the Borrowed SLR, then photograph the five sightseeing spots that show a "Shoot" prompt in the top-right corner. All 25 across the five cities unlocks 'Sightseeing Dragon'. Returning to the rep with a city's five pays ¥20,000 each time, and finishing every city lets you pick up the Penguin Spear weapon at a convenience store.
25▼
The completion mail arrives the moment you take the shot, whether or not you report to the rep — you only miss the cash reward.
Fukuoka — Nagasugai (Tourism rep: S Nagasugawa St.)
#01Nagasugai Center
S Nagasu Blvd.
#02Nagasu Food Stall Street
Eyes on the Ground — 100 Pickups
Pick up 100 ground items — trash, map fragments, raffle tickets, locker keys — to unlock 'Eyes on the Ground'. They glow on the pavement, and pickups from any city all count toward the same total, so there is no per-item location list: both the placement and the amount are randomised.
▼
Ground items respawn whenever you enter a building and come back out. In Nagasugai the fastest loop is: duck into the M Store to respawn them, run one circuit of the surrounding blocks, then step back into the M Store.
Trash pickup opens after the Morinaga/Aizawa fight in Part 1, Chapter 2, and the running total is shown on the information-center noticeboard.
Coin Lockers — All 100 Keys & Rewards (Both Cities)
All 100 coin-locker keys (50 Kamurocho + 50 Sotenbori) with locations and contents. 'Look at ~' spots need the right camera angle to reveal the shine. Map numbers match the card numbers.
100▼
Keys come from shining ground spots; some only appear at the right camera angle.
Click a red dot on the map for details. Collected dots show a green check.
Collected
0 / 50
No.01
A1
No.02
A2
No.03
A3
No.04
A4
No.05
A5
No.06
B1
No.07
B2
No.08
B3
No.09
B4
No.10
B5
No.11
C1
No.12
C2
No.13
C3
No.14
C4
No.15
C5
No.16
D1
No.17
D2
No.18not on map
D3
No.19
D4
No.20
D5
No.21
E1
No.22
E2
No.23
E3
No.24
E4
No.25
E5
No.26not on map
F1
No.27
F2
No.28
F3
No.29
F4
No.30
F5
No.31
G1
No.32
G2
No.33
G3
No.34
G4
No.35
G5
No.36
H1
No.37
H2
No.38
H3
No.39
H4
No.40
H5
No.41
I1
No.42
I2
No.43
I3
No.44
I4
No.45
I5
No.46
J1
No.47
J2
No.48
J3
No.49
J4
No.50
J5
Yakuza 5 gives each of its five protagonists a full side story, which makes it the biggest minigame lineup in the series. Taxi driving, hunting, the idol content and Shinada's batting are modes in their own right, and air hockey, chicken racing, the comedy duo and Gunrhein exist only here. Conditions and numbers below come from the linked guide.
Misc
Taxi Driver (Kiryu)
Difficulty
Nagasu Taxi, Nagasugai
Kiryu's side story, split between fare missions and races, with car customisation to raise performance.
Fare missions grade you against what the passenger asks for — speed, quiet, a smooth ride — and penalise hard acceleration, braking and contact, so smoothness beats speed.
Races are the opposite — pure pace — and without engine and tyre upgrades the later rivals are simply faster than you.
Drifting out of corners banks boost, and saving it for the entry to a straight is what actually cuts lap time.
Haruka's entire part is this: lessons, job requests and dance battles, climbing the Princess League.
Lessons raise stats and job requests raise popularity — pushing only one leaves you short of what the next league opponent demands, so alternate.
Each job lists the stats it needs; taking one you cannot meet fails it and costs popularity, so only accept what you can clear.
Dance battles reward knowing the song more than raw execution — you meet the same tracks repeatedly, so memorising the hard sections pays off late in the league.
Shinada's side story runs the batting center as a mission list — up to twenty of them, and you do not need all to pass.
Missions mix home runs, dodging beanballs, hitting fouls, hitting high-speed pitches and batting drunk, plus named pitches: Panty Flash #12 (a sinking fastball that vanishes halfway), Super Bender #6 (a big curve outside) and Tomafork #9 (high, then dropping over the plate).
The awkward one is "hit a foul" — it gets harder as you get better. Swing only while the pitch circle is still pink; once it turns brown or yellow you will connect properly and fail the mission.
The Sawada Course only opens after Part 4 ends — go back to Kineicho once you control Shinada again in the Finale. It is 800 points from twenty pitches, scored, so it wants home runs.
Sports
Air Hockey
Difficulty
Hot Spring Heaven
Completion is beating your opponent on all three difficulties, first to nine points. It replaces the table tennis of earlier games.
Heat builds as you strike the puck, and far faster while you hold the Stare button — but that takes your eyes off the game, so only do it when you have room.
The Slow button gives you time to line a shot up but spends Heat, so save it if you are building toward a smash.
With the gauge full, hit Smash as the puck comes to you — it usually scores, but if the opponent counters you get very little time to hit the return prompt.
Raise a chicken up the classes; winning the Champion Class clears it, and that means breeding through generations.
The jump from Challenger Class to Contender Class is the steep one — you generally need a third-generation bird to clear it.
Beating the Newcomer Cup brings out two men offering chickens. The one near Ukai gives his away free, but it is barely better than your starter.
The good bird belongs to the masked man outside Kamiyama Works. He asks ¥100,000, but say no twice and he drops to ¥10,000 — great Leg Power, poor Stamina, so train that.
Conditions, personalities, titles and skills all exist, but a strong enough bird wins the Champion races with patience — five generations is a realistic figure.
Misc
Comedy Team
Difficulty
The comedy theater, Sotenbori
Answer the straight-man line to each set-up with the right button. Three auditions, and the Laugh-o-matic wants 80 or better.
Each line has a fixed answer, grouped by the kind of reaction — "enough already" lines take circle, agreement takes triangle, bafflement takes square — so read the set-up and match the tone.
Once the rhythm clicks in the first audition, the second and third are much easier — the patter follows the same shape.
Hit targets for points across four courses, each with its own target layout, wind and ball count.
Beginner: six targets, the 100 top-centre, no wind, ten balls — full power, dead straight, ten times.
Intermediate puts the 100 bottom-centre with a slight wind: about 60% power and a 0.5-degree adjustment either way.
From Advanced the targets flip when struck and only flip back if you clear the wall — hit the 10s first to gauge where the ball lands before going for the back wall.
The Pro course is fifteen 100-point targets in heavy wind with fifteen balls — using the ground holes to hit one repeatable spot is more practical than working the wall.
Music / rhythm
Taiko no Tatsujin
Difficulty
Any Club SEGA
Completion is passing all three songs on both difficulties. Each play lets you choose two of the three.
Red markers are the drum head, blue markers the rim, with separate buttons for the left and right side of each.
Long markers mean keep drumming until they end, and large markers mean hit both sides at once — missing these is what stalls the progress bar.
You pass by pushing the progress bar past the marked point rather than by score, so a steady first half matters more than a clean finish.
A base-defence shooter where you place cannons to receive the incoming robot flocks.
Cannons and beams expire if they go too long without hitting anything, but lose no energy while they are hitting — so place them where they always have a target.
Crossing two beams deflects them into a new direction at double strength, but it narrows your coverage — a fan spread defends better than pointing everything inward.
Standing in front of your own cannon builds energy behind you, which releases as a stronger shot the moment you move aside.
Prioritise any line of robots heading for the centre of the base — losing a few hexagons on the flanks is survivable, the centre is not.
Sports
Batting Center (Kamurocho)
Difficulty
Yoshida Batting Center, Kamurocho
Separate from Shinada's course in Kineicho, Kamurocho keeps a standard batting cage.
Line the cursor up, then swing as the shrinking cursor matches the ball's size.
Pitch scripts are fixed per course, and not rushing the slow curves is what protects the score.