Welcome to Kamurocho, a district you thought you knew, now overrun by the undead! Yakuza: Dead Souls throws you into a zombie apocalypse set in the familiar streets of Tokyo's most notorious entertainment district. You'll step back into the shoes of Kazuma Kiryu and his allies, armed with a mix of brawling skills and firearms, as they fight to survive the quarantine zone and unravel the mystery behind the bizarre outbreak. It's a wild ride through familiar territory, now crawling with the infected.
This guide is your essential companion for navigating the chaos of Dead Souls. We'll cover everything you need to conquer this unique entry in the Yakuza series, from mastering the dual combat systems of melee and shooting to ensuring you don't miss a single collectible or unlock every challenging substory. Prepare to face the zombie hordes and uncover the truth behind the outbreak, one mission at a time.
Useful Beginner Gameplay Tips
Master Yakuza: Dead Souls with essential beginner tips on DLC, movement, abilities, upgrades, and more. Learn how to get started and survive the zombie apocalypse.
- 1Download Free DLC: Access the PlayStation Store for the free Densetsu Pack (8 new weapons, 14 new firearms) and Patriot Pack (casino cheat items, weapon upgrade materials). Talk to Bob Utsunomiya B at Naomi's Place for the Densetsu Pack and Igita at the back of Kamiyama's van for the Patriot Pack. The Patriot Pack's casino items can be used to earn significant money at the Rune Casino in the Ryugujo during Akiyama's chapter 3. Note: These DLC are pre-installed or available via updates in European and Japanese versions, respectively.
- 2Understand Movement: Recognize that movement and aiming are directly based on your character's positioning, not the camera. All directional actions (dodges, kicks, grenade throws, strafes) are relative to where your character is facing.
- 3Prioritize Early Abilities: Focus on upgrading Weapon Skill: Intermediate, Armor Skill: Intermediate, Head Lock-On, and alternating between Inventory Slots and Accessory Slots. The Leg Sweep ability is invaluable, especially on higher difficulties. On higher difficulties like Dead Souls mode, abilities that push zombies away are do-or-die; Unarmed Expertise can be more useful than the default kick.
- 4Upgrade Kamiyama's Services: Prioritize upgrading Kamiyama's services as soon as possible. Earn money by playing Roulette at the Ryugujo casino in Akiyama's Chapter 3, using the Zero Jewel to bet on 0 or 00 for chips. Exchange these chips for money and use it to meet the ¥100,000, ¥300,000, and ¥1,000,000 total upgrade requirements for Kamiyama. This unlocks more items and reduces upgrade costs.
- 5Upgrade Weapons: After upgrading Kamiyama's van and acquiring weapon/armor skills, upgrade your weapons. Blocks of Steel and Scrap Iron can be obtained from mutants and zombies in free roam (the open-world mode where you move and play without an active mission). High Density Polymer can be purchased cheaply from vendors in Akiyama's subterranea. Be mindful that these materials stack only up to 10.
- 6Gary's Training Camp: At Gary's Training Camp, complete training to at least get the Wide Area Fire ability, which improves auto-aiming. Continue training, especially Field Combat courses, once partners are available to get accustomed to the game's aiming.
- 7Complete Substories: Finish all substories for each character during their respective chapters. This grants a Design Source completion reward, allowing for the full upgrade of their unique weapon, which is a significant improvement.
- 8Early Game Weapon Recommendations: The Hunting Shotgun and its upgrades (like the Flesh Shredder) are powerful early on, capable of knocking back large zombie groups. The New Balalaika is also effective for clearing groups with its rapid fire. A Grenade Launcher is recommended for panic situations with large enemy crowds.
- 9Evening Event: The game features a single evening segment exclusively during Majima's chapter 2. If pursuing minigame completion, catch the evening-exclusive fish during this time, otherwise, you must wait until Premium Adventure.
- 10Kiryu's Late-Game Weapons: Kiryu does not get his unique weapon until the Finale. Rely heavily on the assault rifle and Flesh Shredder shotgun, which share ammo. The assault rifle is good for groups, and the shotgun for mutants. All materials for assault rifle upgrades are available by Ryuji's part. In Premium New Game (NG+), Kiryu can use the Anti-Materiel Rifle from the start of his chapter 2.
- The Densetsu Pack and Patriot Pack DLC are do-or-die for early game advantages, especially for acquiring money and powerful weapons.
- Getting a handle on the character-based movement system is key to overcoming the initial control frustrations.
- Focusing on core combat and inventory abilities early on will provide the most benefit.
- The casino in Akiyama's chapter 3 is the fastest way to earn the large sums of money needed for Kamiyama's service upgrades.
- Materials for weapon upgrades are readily available through combat and specific vendors.
- Gary's training is essential for improving aiming and combat effectiveness.
- Completing substories is vital for unlocking powerful unique weapon upgrades.
- The Hunting Shotgun and New Balalaika are excellent early-game firearms.
- Do not miss the single evening segment in Majima's chapter 2 for exclusive content.
- Kiryu's early game relies on powerful, shared-ammo weapons until his unique weapon is unlocked.
Abilities
Unlock and upgrade abilities in Yakuza: Dead Souls using Soul Orbs. Learn about Combat and Basic Abilities, their costs, and best uses.
As you level up in Yakuza: Dead Souls, you gain Soul Orbs, similar to Yakuza 4. These Soul Orbs are used to select ability upgrades. Abilities are consistent between characters, so you don't need to unlock them again for each protagonist.
The number of Soul Orbs gained per level is as follows:
- Levels 1-10: 1 Soul Orb
- Levels 11-50: 2 Soul Orbs
- Levels 51-100: 3 Soul Orbs
There are two types of abilities: Combat Abilities and Basic Abilities.
Combat Abilities improve your effectiveness in combat, split into aiming/gun improvements and melee/zombie repelling skills.
- Head Tracking (x1 Soul Orb): Automatically aims at an enemy's head when you press the aim button. If close enough, you can repeatedly press the aim button to continue tracking the head.
- Head Lock-On (x5 Soul Orbs): Requires Head Tracking. Extends the duration Head Tracking stays active. Highly recommended to get early. Synergizes well with Head Hunter and Focus Recovery.
- Shoulder Charge (x3 Soul Orbs): Unleash a shoulder charge while running. Useful if crowded, but less effective on enraged zombies. Primarily a stepping stone to Throw off and Leg Sweep in Dead Souls Mode.
- Throw Off (x4 Soul Orbs): Requires Shoulder Charge. Quickly throws an enemy off you when grabbed, acting like a less dedicated kick.
- Roundhouse Kick (x5 Soul Orbs): Requires Throw Off. Unleashes a wide-angle kick around you. Not very useful as melee attacks are less potent than guns.
- Leg Sweep (x5 Soul Orbs): Requires Throw Off. Sweeps in a wide angle around you while getting up after being knocked down. Highly recommended for higher difficulties as it conveniently moves hordes of zombies away if you are knocked over.
- Break-Away Kick (x5 Soul Orbs): Requires Throw Off. Kicks in a wide angle after an enemy grabs you. Better than Throw Off as it can hit multiple zombies, but points can be better placed elsewhere.
- Rapid Evasion (x5 Soul Orbs): Dodges repeatedly to evade attacks. Recommended for higher difficulties due to invulnerability frames that help avoid being knocked down by bulkier zombies and mutants.
- Super Grip (x3 Soul Orbs): Allows you to lift heavy objects like oil drums and motorcycles. Helps with the Old School trophy, but focusing on guns is generally better.
- Iron Arm (x3 Soul Orbs): Requires Super Grip. Extends throwing distance. Highly recommended to avoid, as it can make grenades miss targets.
- Unarmed Expertise (x5 Soul Orbs): Requires Super Grip. Increases the knockback of all physical attacks. Useful on higher difficulties for saving you from death, but better options exist.
- Demolition Man (x15 Soul Orbs): Boosts damage of all explosive attacks. Useful with the Grenade Launcher, especially for bosses, but the point investment is hefty.
- Rapid Reload (x20 Soul Orbs): Improves reload speed universally. Well worth the cost as you will reload frequently. Not worth getting in Dead Souls Mode due to the high point investment.
- Head Hunter (x20 Soul Orbs): Dramatically recharges the Snipe Gauge when hitting headshots. Pairs well with Head Lock-On and increasing Max Focus for more frequent Heat Snipes.
- Unarmed Mastery (x20 Soul Orbs): Requires Unarmed Expertise, Demolition Man, Rapid Reload, and Head Hunter. Allows killing with physical attacks. Entertaining but not particularly useful.
Basic Abilities are passive improvements to inventory, focus, and crafting skills.
- Focus Recovery (x2, x3, x5 Soul Orbs): Increases the speed at which the Snipe Gauge refills automatically over time. Synergizes well with Head Lock-On and Head Hunter for Heat Snipes.
- Max Focus (x3, x5 Soul Orbs): Increases the Snipe Gauge maximum up to 3 and unlocks new Heat Snipes.
- Inventory Slots (x1, x2, x5, x5, x7, x7 Soul Orbs): Increases total inventory space for items, gear, and accessories. Costs are 14, 16, 18, 20, 22, and 24 items respectively.
- Weapon Slots (x1, x5, x7 Soul Orbs): Increases the total number of weapons able to be held. Costs are 4, 5, and 6 weapons respectively. Not extremely useful as you can only equip 4 at a time.
- Accessory Slots (x3, x5, x7, x10 Soul Orbs): Increases the total number of accessories able to be equipped. Costs are 2, 3, 4, and 5 accessories respectively. It's worth increasing inventory slots before upgrading these.
- Weapon Skill (Intermediate, Advanced, Expert): Improves weapon crafting skill and allows crafting more at Kamiyama's van. Highly recommended to get ASAP, as some powerful weapons are easy to craft early.
Part 1: Shun Akiyama
Follow our guide to navigate Part 1 of Yakuza: Dead Souls, focusing on Shun Akiyama's initial encounters with zombies and learning game mechanics in Kamurocho.
- 1Chapter 1 - Outbreak: Begin in Kamurocho with Akiyama. You'll be introduced to Hana, Akiyama's secretary, and the concept of Memos from NPCs like Sotaro Komaki. After an encounter with a mysterious pale man and a zombie outbreak, you'll be guided into the Theater Underground entrance for a combat tutorial. Follow on-screen prompts to defeat zombies and obtain the 'Combat Survival Tips 1' Memo. Return to Sky Finance with Hana, where the chapter concludes after a brief conversation and Akiyama's lighter fails to work.
- 2Chapter 2 - Cut Off: Start in Akiyama's office. After zombies break down the door, you'll receive another tutorial covering dodging, kicking, and weapon grabbing, earning the 'Combat Survival Tip 2' Memo. Akiyama decides to take Hana to New Serena for safety.
- 3Quarantine Zone Introduction: You'll be dropped into the Quarantine Zone. Collect the 'Using the Map', 'Combat Survival Tip 3', and 'Combat Survival Tip 4' Memos. Head north and west from the lot's exit to find an 'SR Love Shine Figure'. Clear zombies ahead and enter the slot building south of Sky Finance to find a 'Toughness ZZ'.
- 4Third Floor Exploration: Proceed to the third floor of a building where zombies break through a door. Enter that door to find a 'Toughness Z', a 'Cutie Girl Figure', and the 'Recovering Health' Memo. Return to the room, go to the window with barrels, and collect the 'Combat Survival Tip 5' Memo. Shoot the barrels to proceed.
- 5Barricade Encounters: Continue forward, collecting a 'Toughness Z'. Upon reaching a barricade, you'll receive the 'Combat Survival Tip 6' Memo (destructible objects) after defeating zombies. After breaking the barricade and falling, you'll get the 'Combat Survival Tip 7' Memo (checkpoints).
- 6Heat Snipe Mechanic: Keep moving forward, finding another 'Toughness Z'. Near a van surrounded by zombies, you'll get 'Combat Survival Tip 8', explaining the Heat Snipe mechanic. A non-essential interaction is available with a guy in the nearby Poppo.
- 7Millennium Tower Basement Approach: Reach a large barricade. Nagahama explains a way through the Millennium Tower basement and mentions a weapon pickup. Detour east of Theater Square for a 'Toughness ZZ'. The building east of Theater Square is accessible but currently empty.
- 8Underground Exploration and Missions: Follow the linear path to the underground. Meet Hasegawa, who provides the 'Directives and Spec Ops' Memo and unlocks these Mission Types. Go through the door opposite your goal to find another 'Cutie Girl Figure'. Passing through the next door triggers your first 'RESULTS' screen and combat experience.
- 9DVD Shop and New Weapons: Enter the DVD shop to acquire new weapons: 'Macedonian Twins', 'New Balalaika', and 'Large Automatic Pistol'. Equip these. Upon exiting, Nagahama joins you, and you receive the 'Combat Survival Tip 9' Memo (partners).
- Pay attention to Memos received from NPCs with blue arrows, as they provide useful gameplay advice.
- Explore buildings and areas off the main path to find useful items like Toughness drinks and collectible figures.
- Experiment with the two different control schemes available in the options menu to find what suits you best.
- Take advantage of the Heat Snipe mechanic when it becomes available for effective combat against groups of zombies.
- Combat Survival Tips 1 Memo
- Combat Survival Tip 2 Memo
- Using the Map Memo
- Combat Survival Tip 3 Memo
- Combat Survival Tip 4 Memo
- SR Love Shine Figure
- Toughness ZZ
- Toughness Z
- Cutie Girl Figure
- Recovering Health Memo
- Combat Survival Tip 5 Memo
- Combat Survival Tip 6 Memo
- Combat Survival Tip 7 Memo
- Combat Survival Tip 8 Memo
- Toughness ZZ
- Toughness Z
- Millennium Tower Basement access
- Directives and Spec Ops Memo
- Cutie Girl Figure
- Macedonian Twins (Weapon)
- New Balalaika (Weapon)
- Large Automatic Pistol (Weapon)
- Combat Survival Tip 9 Memo
Part 2: Goro Majima
Follow this guide for Part 2 of Yakuza: Dead Souls, focusing on Goro Majima's campaign, including Chapter 1: The Hunter and Chapter 2: Super Hero.
It's time for the funny eyepatch man! Majima is sitting on his couch watching a zombie movie, but the story seems more interested in talking about a picture showing a member of the Omi alliance named Nikaido who's been seen with... the ex-chairman of the Go-Ryu clan Ryuji Goda? With the opening of Kamurocho Hills that day and all leaders of the Tojo having to be present there, Daigo Dojima, the leader of the Tojo Clan, leaves the security for the event up to Majima. We then return to the movie but we're rudely interrupted by one of Majima's lackies busting in with some zombies, with one of them jumping straight at the man himself. He manages to take it down with his custom shotgun as his lackey gets torn to shreds and it's time to take the undead hordes on. Majima starts with his custom Mark IV EXP shotgun and a 9mm Automatic pistol, both of which should be good enough to take on the group of zombies in your room. Take 'em out and head to your elevator.
Chapter 1 - The Hunter
Since he obviously wasn't ready for a zombie apocalypse, Majima says he needs to head up to the 58th floor to stock up on some ammo. If you're extremely quick, there's a rich zombie that shoots by right in front of Majima's office that you can kill for something good. Clear up the zombies and follow the linear path until you reach the room with the ammo, and when you reach the back of the room you'll find a member of Majima's Yakuza family hiding in the closet. He gives Majima a note from Hasegawa and after you restock, you can head back out to reach floor 56's elevator. More zombies spawn on floor 57 as the back door opens so head through there and you'll find a new type of Mutant: the Fattie. These zombies have a chance to explode at any time and can make surrounding zombies to become enraged. They aren't much of an issue, especially with your shotgun. Continue forward and through the hallway and in the next room, you'll have a Meathead to take care of, which might be a challenge with your non-upgraded weapons. Continue on to the elevators and a Cry Baby will rudely interrupt you. Take her and her entourage out and you'll be able to take the elevator down to the lobby, where more undead wait below. Clear out the lobby and head outside to finish this combat encounter. As you leave the Millennium Tower, you'll see people fleeing and another rich zombie you can kill. Head to the mission objective and you'll see MONKEY AHHHH MONKEY!
The MONKE- I mean Onraki Prototype is completely immune to any and all of your attacks until you shoot it with the nearby tank. Waste all the ammo on it to take it down a bit and potentially knock it out for a moment and once that's done, its weak spot will be out in the open for you to shoot. Be careful though since it has a ground slam attack that can hit you from long range and deal a ton of damage. After a moment, it'll shed all of its armor and start to attack more rapidly. It has a dash attack where it can land on you, a rock/barrel throw, and a charge attack. If it gets close to a car it'll pick it up and start swinging it around or throw it at you. If you deal enough damage to it it'll explode, or you can use a Heat Snipe to deal some big damage to it and knock it to the floor. Focus on its weak spot and it'll be down real quick.
After the fight, Majima gets a call from Azumi, the Tojo member from the first cutscene, to tell him about the opening and the zombies arriving. During that phone call, you can walk around and pick up the Staminan X s on the ground in case you need them. After that, head west to the military truck and resupply, then continue west and north through the area that was once safe and you'll meet a new type of Mutant: the Aggro. These things are passive until you attack or touch them, in which case they'll get extremely aggressive and dodge a ton. The best way to take them out is to blast them repeatedly with your shotgun, which essentially stunlocks them. Going forward into Theater Square, if you head past the entrance to the underground you'll find a Bulldozer. You can use this to run over zombies and take out Mutants pretty quickly, but it doesn't have a ton of durability so be careful with it. Continue on the linear path until you reach the gate to finish the combat encounter.
Chapter 2 - Super Hero
On the other side of the gate Majima meets with Nikaido, the Omi leader mentioned before, as well as a silent, mysterious person behind him. He tells Majima to hurry over to Kamurocho Hills since its under attack and he heads off. Now you've got a bit of free time to free-roam. You'll get a text from Hasegawa telling you about two places to liberate in the Quarantine Zone, plus she should have some Spec-Ops for Majima to do at this moment. You should also head over to Kamiyama's van, now located behind the Millennium Tower, to upgrade your dinky pistol and shotgun with the parts you hopefully acquired as Akiyama. You also have nine substories at this point to knock out as well, with two chains and a two-parter, and you can also meet Majima's hostess Saaya if you walk in front of the old entrance to the underground, who you can then date at Jewel .
Something EXTREMELY important to note, Majima's chapter 2 is the only time in the game where the time is set to evening. This is your only chance to catch the Eel and Flatfish at the docks if you're going for completion, so make sure you do that.
When you're done with everything you want to do, head up Senryo Avenue to see people and military fleeing from the incoming zombies. Majima will run into the fray to take them out. On your way to Kamurocho Hills, head into the little alcove in Park Alley to pick up a Toughness Z, just be ready for a new group of zombies to spawn behind you. When you head toward Park Blvd, you'll see a rich zombie run across the screen so kill him for something good. If you head west toward Kanrai, you can pick up a Cutie Girl Figure. Head to the gate of Kam
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