Chapter 13: The Unforgiven is the finale to Yakuza 6. Upon its completion and after the credits, you can still explore the world at your leisure, so there is no pressure to attempt to complete everything here. For the plot and crux of the game however, it all comes to a head here!
The opening cutscenes reveal the final pieces of the puzzle; Kiryu is left with a clear goal to pursue. After the opening cutscene, you'll have control of him in front of the Hirose Family office. Even though your supplies are likely running low after the boss fight of Chapter 12, you won't need to restock quite yet unless you're completely out of everything. Instead, just pursue the story by going to the pink dot at the docks.
After the cutscene there, return to the Hirose Family office for one more cutscene. This transitions to a fight in the alley against about a dozen minions, including a mini-boss named Mimura. Despite the way Mimura introduces himself, he is no more difficult or unusual than a standard mini-boss. Plus, you'll have a few allies here and nearby weapons, so this fight should be simple. A second wave will arrive afterward, but they're even easier because they won't have a mini-boss with them.
A third wave will strike after the second. Another mini-boss named Horiguchi will join them, but you'll still have allies and you'll still be surrounded by weapons. It's likely you'll take some hits here just by the sheer number of enemies the gauntlet throws at you, but your standard tactics will win the day. Extreme Heat is useful if you start to get overwhelmed, but throwing minions around may work more efficiently.
Once the third wave is defeated, everyone will teleport into the Hirose Family office for one final cutscene in Onomichi. This is now your final chance to wrap up any business in Onomichi until the Epilogue. Buy 10 of everything you can, and grind with the Clan Creator or other Mini-Games if you're short on cash. Consider looking at gear in the Pawn Shop, and buy any skills that you deem useful. You can change the time of day by interacting with your bed in your apartment; this is useful given that some Sub Stories are locked to particular times of the day, such as Baseball games being only unlocked during the day.
You have unlimited real-world time and can change the time as much as you want. However, use caution when interacting with the bed. If you select the option "Go to Kamurocho," you will commit to advancing and you'll not return to Onomichi until after the credits. You're not quite in the end-game yet, but you're close. When you're ready to proceed, interact with that option at the bed.
Kiryu and his allies will be teleported to Kamurocho, and you'll be placed on the main street just south of the New Serena bar. The Pink Dots of Plot leads you to the taxis at the corners of the city. You don't need to restock yet; like before, ignore distractions and just advance the plot by interacting with a taxi and traveling to the police hospital.
After the cutscenes, you'll be back in Kamurocho, and the pink dot will point to New Serena. When you approach the front door, Kiryu will mention that he needs to be ready for the next fight, and you'll get a confirmation screen.
This is NOT YET the point of no return, but you will be entering a long gauntlet of fights after this. You will absolutely need to be restocked. Hit up all the shops around town and stock up on everything. That includes the RIZAP Gym; if you have been playing Mini-Games regularly, you should have enough money to buy 10 each of MUSCLE, FIBAX, and LIMIT+. Preferably you'll have enough money to buy 10 BURN+ and QUICK BURNER as well, as all those items will restore your health. If you can't buy all those items, consider playing some Clan Creator or other Mini-Games to get the yen to do so. You're going to need everything you can get for what's about to happen.
When you're ready to proceed, return to New Serena and confirm at the door you're ready. You'll have a cutscene, then be teleported to the next destination across the city.
Your first fight will be against two dozen minions without a mini-boss, and you'll have a whopping five allies helping you out. Despite the raw numbers, it's likely you'll find this to be the easiest battle you've had in a while. Decimate them, then head inside the Millennium Tower.
Kiryu will remain in "battle mode" even after the first wave, so he'll be auto-sprinting for this whole excursion. There's no reason to waste time: run inside and beat on the second wave of minions who stand between you and the escalators. Only six men will try to stop you, and they still don't have any mini-bosses helping out, so destroy them without a second thought.
The pink dot will lead you to the escalations leading down. You may have to run into some construction signs that are in your way, but just run through them. At the bottom of the lobby, a few more minions will try to stop you. Still no mini-bosses, so annihilate them and the secondary wave that attacks.
Your next location will be to the north by the elevators. When you approach, a cutscene will show more guys arriving, but three of your allies will stay behind to deal with them. Kiryu and two others will head up the elevators through a cutscene.
As soon as you have control, run forward to the minion named Sakai. Yakuza 6 introduces him as a new enemy type, one that flings grenades at you. The explosions hit hard and will knock you off your feet, making you vulnerable to additional attacks. Take him down (he only needs a few hits), and then you can even steal his grenade and use it yourself!
After Sakai and his small group is down, continue forward. The path is linear and the pink dot will show you the way. In the next room, two guys will be armed with rocket launchers but will have poor aim. Keep moving until they fire and miss, then sprint to them and take them down. Leave the other minions to Yuta and Akiyama until the rockets are no longer a threat.
The next room will feature a few more guys who won't pose much of a threat, but after that an ally will be taken out of the fight and you'll engage a mini-boss named Matsubara. He's backed up by two other minions, so take them out first. Matsubara himself wields a knife and cannot be disarmed, but fight him just as you did Hirose to take him down. He doesn't need any particular special strategy, but keep in mind that you cannot block his attacks. He can't disrupt you in Extreme Heat, so a single Heat Rush combo will likely finish him off.
After that, Kiryu will be going through the rest of the tower alone. Heal up before advancing, but head up the stairs when you're ready. The pink dot will lead you to a long open observation area on an outside wall, and Kiryu will express his annoyance as he's attacked by a helicopter. The cutscene demonstrates that Kiryu is safe during these attacks as long as he stays behind one of the stone pillars.
The helicopter will make passes, so you need to move when it's gone. As soon as the cutscene ends, move forward and take out the minions in your way, but attack the farthest one first. He's got a submachine gun and will do some serious and unblockable damage if you let him stay up. After he goes down, take out the other minions as you normally would.
The helicopter kindly waits until all the minions are down before strafing you again, but you won't have much time to get behind a pillar after the last minion goes down. Once the helicopter makes its pass, it will fly away and the pink dot will lead you forward to a couple guys guarding a kitchen. Fight them, then fight the guys inside the kitchen, all with standard tactics.
The next room is against an external wall and features about seven minions. No mini-bosses here, so take them down as normal. The helicopter will come back after they're down and will strafe from the north, so you'll want to be at the south side of a pillar.
After the helicopter makes its pass, another wave of minions will arrive. The minion who stands farthest east (the direction Kiryu faces when you get control again) has a grenade launcher. It's likely he'll get at least one shot off on you, but shake it off (and heal if necessary) and run after him. Take him down first to minimize damage, then focus on the other minions. One of them has grenades, so take him down second, then deal with the others. They won't need any special tactics beyond which guys to take out first.
The helicopter returns after the minions go down, so settle in to the south of a pillar. After it passes, a third wave of minions will arrive. One has a submachine gun and one has grenades; these two are the farthest east and west respectively of the group. Target the SMG minion first, then the grenadier. The others will fall quickly; they seem to have smaller health bars than minions in the previous waves.
Kiryu will spot the rocket launcher on the ground as the helicopter returns again. A Quick-Time Event triggers and if you succeed, Kiryu will take it down with a single shot and without a scratch. Two mini-bosses will then attack, Nishi and Oikawa, and these guys are fairly strong.
Don't fret too much; they're still simply heavy minions who hit hard, block often, and are difficult to throw. However, they won't require too many special tactics. If weapons remain on the floor, put them to use to get around their constant blocking. Extreme Heat will help you here as well. They'll try to surround you, so stay mobile to keep them both to your front. They're not armed and a successful Heat Rush combo will likely take at least one down.
Once both mini-bosses are down, a second helicopter will arrive and strafe from the north, but it will be positioned ahead of you. Hiding behind the pillar will not be necessary. After its initial attack, it will descend out of view. At this point, walk forward. It will ascend again, but if you stay out of its light range, it won't hit you. However, look ahead and you should spot a rocket launcher on the ground with a teal highlight around it.
Run to that spot and grab it with Triangle (not Circle, as it's considered a Heat action). If you don't do this correctly, the helicopter will rise again and shoot you, and you won't have anywhere to go for cover. This will inflict serious but nonlethal damage (assuming you're healed up), and you can try again. You won't need to succeed in any QTEs here, and the helicopter will go down.
Continue forward as you follow the pink dot. A phone call will lead to a cutscene, and you'll face the first of the final bosses of Yakuza 6.
yakuza6-114.jpg
Someya starts things off with a katana and he cannot be disarmed, thus also negating your ability to block his attacks. Pause the game immediately and heal up, including drinking some booze. Unlike your fights with Ed in Chapter 7 and Chapter 11, there are no chairs here to offset Someya's advantage over you. He also has a longer range than usual due to the weapon, so you'll to be a few steps farther away from him than usual.
Someya's chief disadvantage is that he is single-minded in the opening parts of this fight. He's aggressive and doesn't auto-correct well when he misses an attack. He'll still block or dodge you and counter if you get too aggressive, so the best strategy is to fight him as you did Hirose in Chapter 12. Dance in front of his blade just at the edge of his range, quick-step laterally when he attacks, then hit him with a quick combo. Aside from Square-Square-Triangle-Triangle, don't be too aggressive with heavy attacks. Even with a fully upgraded attack speed, he tends to be able to block or dodge your heavy attacks.
yakuza6-115.jpg
It's also likely you have the blade counter skill by this point, and that will give you an additional option. A quick-step followed by immediately hitting Triangle will execute a surefire attack if he missed with a slash, and it will do heavy damage too. This will expend one Heat Orb, but you shouldn't be activating Extreme Heat yet anyway.
When Someya falls to 75%, he'll activate Extreme Heat but not change his tactics. He may dodge a bit more, but even his damage output remains comparable. If anything, he may get more aggressive, and that gives you more opportunities to use blade counters if your timing on your quick steps is good. Conserve those Heat Orbs; don't activate Extreme Heat yet. Don't hesitate to heal though; never have below half your health.
When he falls to 50%, you'll enter a dramatic Quick-Time Event that, if done successfully, will disarm Someya and put his katana out of play. At that point, it becomes a fistfight and then is the time to activate Extreme Heat. As before, Someya's kicks will disrupt your combos, so you can't rely on a Heat Rush unless you can take advantage of dodging the first punch of a missed combo. If you do get that opening, take advantage of it, but realize that Someya gets a special defense against it, and it likely won't end the fight.
yakuza6-116.jpg
Instead, whether you're in Extreme Heat or not, fight smart and with finesse. Block with caution; he'll normally try to combo you twice, then try a throw. If you try to always block, he'll take advantage and do frequent grabs. They don't hurt too badly, but they're annoying and will break your rhythm. Strike quickly, time your dodges well, and you should be able to take him down.
After Someya is finished, you'll have a cutscene, and then you'll be teleported back to the New Serena bar for a second cutscene. When it concludes, you'll have control, but exit out the back door of the bar and head to the roof for a third cutscene.
You'll have freedom of movement, and you have reached the point of no return. This is your last chance to do anything in Kamurocho before the Epilogue. Restock all your supplies, including all booze and all items at the RIZAP Gym. Play any Mini-Games that you want to do, whether you're grinding for yen or pleasure. Wrap up any Sub Stories you want to do, and take advantage of the Clan Creator to get enough money to fund your purchases. Consider also grinding for XP for any last-second skills or stats that you want. Remember that DARTSLIVE is the best place for Technical XP, and Live Chatting and the Cabaret Club are the best places for Charm XP.
When you are finally ready to reach the end of the game, head to New Serena and speak to Nagumo there. You'll have a few cutscenes, but you'll teleport to the final area of the game. All pretense is gone; there are no more minion fights. You have only two bosses left in Kiryu's story!
yakuza6-117.jpg
Koshimizu returns for one final scrap, but he's got a dozen minions helping him out. Avoid booze for now; you'll need that in a bit. Open the fight by running around Koshimizu, and instead target his groups of minions. They start off relatively spread out in two groups, and it doesn't matter which group you target first. Grab the closest minion, whip him around, and hit anyone you can with running soccer kicks.
Both groups, and likely Koshimizu himself, will group up on you when you throw your first minion. Try to avoid getting too close to Koshimizu: even if you grab another minion intending to throw him around, Koshimizu will likely attack and disrupt you. Instead, run away in a wide circle and approach the group from a different angle. While Koshimizu tries to follow your movement, quickly grab another minion and fling him around. You need to thin their numbers as quickly as possible. While it's not advised to bother with Extreme Heat during this, it will make it easier, and you should have enough items (including your booze) to restore your Heat Orbs when you'll need them in a bit. Either way, for now you must focus on eliminating the minions.
It's likely that, in the course of whipping the minions around, Koshimizu himself took significant damage. Nagumo is on your side for this fight and helps out too, as he tends to ignore the minions and just take potshots at Koshimizu from the rear or side. Koshimizu tends to ignore Nagumo as well to focus on you, meaning he takes the shots without much defense. By the time it settles down to just you two against Koshimizu, he's likely hurting pretty badly. Even better, he has no weapon, so you can generally block his attacks safely.
yakuza6-118.jpg
Because Nagumo helps out and intelligently circles Koshimizu, it's likely that your enemy will continually be disrupted, leaving him open to your combos or throws. You can safely be aggressive with him as long you don't entirely discard your defense, and remember to stay healthy with items as necessary.
After his health bar depletes, he'll pull a knife and take Nagumo out of the picture. He'll fully heal himself and activate Extreme Heat. Now's the time to drink your booze, activate your own Extreme Heat, and patiently wait for him to make a mistake. As with his fight in Chapter 9, his knife renders your blocks irrelevant, and his added aggression means you'll need to double or triple your quick steps to avoid his slashes. Still, he tends to attack forward rather than auto-correcting, so if you can make his first attack miss, you can generally counter however you wish. Execute a good Heat Rush to make him suffer. Observe the screenshot below to see how much health you can shave off him with a single combo.
yakuza6-119.jpg
You won't be able to fully rely on Heat Rush because if you go toe-to-toe, you'll take some serious damage. Granted you can heal it up as necessary, but if you don't keep an eye on your health bar, he might surprise you with how hard he hits.
It's unlikely you'll be able to finish him off with a single Extreme Heat. When it dissipates, stay mobile and keep dancing around him. As always, ignore heavy combos: either use Square-Square, or a single Triangle attack from a dodge. Don't forget your blade counter ability as well, and if you used it earlier on Someya, you should remember the timing.
A cutscene will end the threat of Koshimizu, and a follow-up cutscene unveils the final moves the villains have at their disposal. But your allies have some tricks of their own, and you will have your chance to put an end to the threats to Kiryu's family.
yakuza6-120.jpg
Your health and other status carries over from the Koshimizu fight, so immediately pause and heal up. This is it: there's no need to hold anything back now! Drink whatever you have to restore your Heat Orbs and activate Extreme Heat.
As Someya had, Iwami has a special defense against a Heat Rush combo, so you can't rely on it. However, your added speed and added damage in Extreme Heat is not to be ignored. That said, Iwami's kicks will do massive damage to you, especially when done in succession, so standing toe-to-toe and exchange blows with no defense usually will hurt you far worse than him. Instead, use Extreme Heat as a way to inflict solid damage early, but don't rely on it.
In the first phase of the fight, Iwami's general strategy is to hit hard but not often. He'll dodge you frequently if you attack, but he's also aggressive. Stay patient and wait for him to try something, then laterally quick-step and counter with a Triangle attack. Even if you don't execute a Heat action doing this, it will disrupt him and usually make him fall. If it does, don't hesitate to run up and blast him with a soccer kick.
yakuza6-121.jpg
At about 75% of his health, you'll see a short set piece with a one-button Quick-Time Event. After that, he'll go into Extreme Heat of his own. His aggression becomes wicked at this point, and he introduces a grab where he'll launch himself at you regardless of your distance. If he grabs you, it'll cause massive damage, but it works both ways: if you dodge, he'll be vulnerable enough for a full combo, even with heavy attacks included. Generally he won't try the grab, and due to his extra animation of rearing back to charge, you might have a better shot of dodging it anyway.
He raises the aggression quite a bit and will attack frequently, so let him do so as long as you stay mobile. If he lands a single quick attack, immediately hold down L1 to block. His combos come incredibly fast and will do a lot of damage if you take it all, but if you can block the strikes after the first one and break his combo, you'll negate the rest of his damage. Just be quick to quick-step immediately after in case he tries a follow-up grab.
Due to his aggression, your best chance against him is to quick-step and dance around him and, after he commits to a heavy attack, lay into him with quick combos. Strangely he falls for the Square-Square-Triangle-Triangle combo often, even despite that he tended to dodge or block it in the first phase of the fight. But if that doesn't seem to be working, you can at least get in a few quick punches or a standard Triangle kick after he misses and chip away at his health bar.
yakuza6-122.jpg
As he falls under 10%, you'll notice he starts to respond a little faster to dodging. Don't disrupt your strategy too heavily, but this is a way of giving you a false sense of security. That is, as his health almost runs out, he knows you'll want to be a little more aggressive, and he'll punish that by countering you more often. Don't fall for it: continue to use quick attacks and stick with short combos. It may be less flashy than going all-in with an Extreme Heat combo and Heat Rush, but it's far less risky.
Stay mobile, stay healthy, dodge often, and attack when you see and opening. And if he starts to combo you, drop everything and cover up with L1 rather than trying to quick-step out of it.
After Iwami goes down, there are no more hidden bosses or controllable moments. Enjoy the final cutscenes of the ending, and be sure to save after all the credits roll. Congratulations on beating Yakuza 6: The Song of Life!
Up Next: Epilogue
Top Guide Sections
- Cheats and Secrets
- Tips and Tricks
- Walkthrough
- Mini-Games
Was this guide helpful?
In This Guide
Yakuza 6: The Song of Life
RGG Studio