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Chapter 3: Foreign Influence
In Chapter 3: Foreign Influence Kiryu comes to Onomichi, a tiny town in the Hiroshima prefecture. Because Kiryu is carrying Haruto, there are no fights at first. Similar to Chapter 1, although you could wander a bit, it's best to just advance the story for now so you can get to a point where you can operate normally.
From the start, press the touch pad to open the map. You can see your destination slightly northeast of your starting point, and a small alley behind you will lead you there quicker than going the long way around along the main roads.
At the pink dot, you'll trigger a cutscene as Kiryu settles in. At its conclusion, you'll head outside and fight Nagumo, your tutorial punching bag from the Prologue. He's a bit tougher this time around and certainly more aggressive, but there are plenty of nearby objects to beat him with. As with the fight against Akiyama at the end of Chapter 2, it's best to save your Heat Orbs for Heat actions rather than bothering with Extreme Heat Mode. Nagumo himself never activates his, so it's not worth expending yours.
After defeating him, you'll have another short cutscene. You'll be granted freedom of movement as well, and it's advised to hit up the convenience stores to stock up. Onimichi sells different products than Kamurocho, so you'll be able to even more healing items on you.
Once you return to the bar, you'll trigger several cutscenes as Kiryu shares his story. After that, you'll be escorted outside and are tasked to follow a man to some rundown apartments where Kiryu will be staying. The journey will be peaceful.
After a few more cutscenes, Kiryu decides to buy some milk for Haruto, taking you back out on the town. Five pink dots will appear throughout Onomichi, and you'll need to visit each one.
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During this entire sequence, Haruto will get upset and demand your attention every minute or so. You'll have four different actions you can use to get Haruto to calm down, and a limited amount of time to do them in before he gets incredibly upset. If you succeed in calming him down, you'll earn some XP.
There are two ways to tell what Haruto wants. First, Haruto has four specific tells that will indicate what exactly he wants you to do. If you can't figure out his tell and just wait for a few seconds, Kiryu we verbalize what he needs. This is always accurate but takes a bit longer, and if you rely on Kiryu verbalizing the answer you may find yourself out of time. Haruto will randomly choose what he wants, sometimes the same command twice in succession. If you do the wrong move, he'll be unhappy and may change what he wants.
Haruto's tells are as follows. First, he may shake his head left and right. If he does this, he wants to be swung. Do this by physically moving your PlayStation 4 controller laterally.
Second, Haruto will put his hands up in the air with his arms at 90-degree angles relative to his shoulders while nodding his head. This indicates he wanted lifted. Do this by physically moving your PlayStation 4 controller vertically.
Third, Haruto will slight spread his arms and look up. This tell will look very similar to his second tell, but the main difference is that he will generally look up the whole time; the second tell has him nodding. If he simply looks up, he wants an Upsy-Daisy, executed by pressing up both sticks at the same time.
His final tell will be the most difficult to detect. He will keep his arms a bit lower compared to the second and third tells. He'll move his head, but in several directions, not just up and down nor left and right. When he does this, he's indicating he wants his head rubbed. Do this by sliding your thumb along the touch pad several times.
Note that Haruto's disruptions are based on your movement. If you need a break from him, you can simply have Kiryu stand in place and Haruto will remain calm even if you haven't paused the game.
After visiting all the pink dots, another will point you to the pharmacy. This leads to a dead end but you'll get another lead, one pointing you toward Kiyomi's bar. Head back and approach the door to trigger the next cutscene.
Next you'll be sent to a nearby barbershop. Head there and calm Haruto as necessary, then speak to the owner for a cutscene. You'll need to beat up a drunk man in the process, but you won't have any problems with him.
Finally you'll be sent back to the apartments. Enter the door on the ground floor to trigger the next cutscene, which will lead to the morning.
You'll wander the street again as you chase pink dots to gather more information. Haruto remains in your arms, but he won't fuss this time. You'll have a minor fight as you head toward the pink dot, but it won't be anything you can't handle by this point. The next pink dot leads back to Kiyomi's bar, where she'll want you to attend a baseball game as a player.
The pink dot is placed north of the small city across the main road. Head there and the cutscene will trigger automatically, teleporting you to the baseball field. Here you'll have a cutscene, then a mini-boss fight.
Boss Fight: Nagumo et al
Nagumo is joined by his yakuza friends Yuta and Matsunaga. This is likely the last fight in the game you can button-mash your way to victory on Normal difficulty, and it may be difficult to do so. If you have been button-mashing to this point, it's advised to fight with finesse starting with this battle to avoid taking too many shots. Check out the tips in the Tips and Tricks for Combat page for specific examples.
Kiryu fights at a disadvantage here. Not only is he outnumbered 3-to-1 against strong enemies, but there aren't too many weapons immediately around him to help out. The fight starts with his back to home plate, and it's advised to turn around and run straight to the batter's box. An aluminum bat sits there and can be grabbed, and you land a few solid hits immediately to soften up his buddies.
Each of your enemies represents a different general type. Nagumo is aggressive; it's advised to always be facing him. Matsunaga hits hard but is a bit slow. Yuta is the opposite and its evasive, but has the lowest health of the three. Kiryu needs to even the odds as fast as possible, so concentrate your attacks on Yuta to start. Grabbing him and throwing him into his friends is a useful strategy.
Try to keep the fight near home plate or either coach's boxes near first and third. The coach's boxes especially have several weapons near them, both baseballs and bats, and can help turn the tide in your favor. Your enemies tend to ignore the weapons here, but later boss fights won't be so easy.
When any of them drop to 50% health, all three will activate Extreme Heat Mode. They are exceptionally dangerous here as they will swarm you, and you can only block attacks from immediately in front. Eat up if you're low on health, activate Extreme Heat Mode, then rapidly tap Square against any of them to trigger the Heat Rush combo. They won't be able to disrupt you during this, but later bosses can, so learn to time it well starting with these three. You'll want to ensure that you're only attacking after they commit to a combo, or if you can attack them from the rear.
You won't be able to finish off all three by the time your Extreme Heat Mode wears off, but if you focus your Heat Rush combo against their weakest member, you can probably eliminate him from the fight. When you're out of Heat Orbs, retreat to the coach's boxes to grab another weapon.
When only one enemy remains, you won't need to worry about Extreme Heat Mode anymore. Stick with weapons and Heat actions at that point, and you'll be able to finish them off in short order.After the fight, you'll get another cutscene that gives you a lead on the story. You'll be teleported back to your apartment in the evening, and a pink dot will lead you back to Kiyomi's bar. After a cutscene, you'll automatically engage Nagumo one more time outside the bar. You won't have to actually fight him; for storyline purposes, this was the tutorial battle from the Prologue, so it will resolve itself in a cutscene.
Kiryu will leave the alley in a cutscene and return to the bar. The cutscene continues, and at its conclusion Kiryu will be outside again. Follow the pink dots to hold the trail of Nagumo, and you'll reach the same spot that you had gone to when you were teleported to the baseball field earlier. Continue north up the path, which will terminate at a blue arrow hovering over the cobblestone. (Note that as you approach this area, you'll automatically activate a cutscene that unlocks Troublr missions in the Onomichi area.) Interact with the blue arrow to move up the hill to a new area. There, you'll have another boss fight.
Boss Fight: Masuzoe
Masuzoe will be a good test of your fighting skills at this point, and the bosses will only get harder from here. He's flanked by four minions who won't cause much grief.
To your advantage, Masuzoe starts practically in Kiryu's face. Be fast: attempt to grab him immediately and, if you've got him, whip him around and throw him into his minions. If you do it right, you'll drop their health down to half or less immediately. Focus on taking out the minions; run around them if you have to so you're always facing Masuzoe, and be ready to block if he starts a combo.
The minions should fall after just a few punches each even if you didn't whip Masuzoe around into them. Once the fight settles into one-on-one, use lateral quick steps and try to lead Masuzoe to the walls. There are no weapons around, but your opening attacks should have charged at least a couple of your Heat Orbs. Take advantage of that by grabbing Masuzoe near a wall and executing a Heat action to inflict massive damage.
Stay mobile. Masuzoe will want to fight like you, and he'll frequently grab you. Unless you hit the X button immediately, he'll flip you or punch to inflict unblockable damage. Wait until he overcommits to a punch or a missed grab, then quickly grab him back and smash his face against the wall. If he's moving too quickly for grabs, stay mobile anyway and start striking him the instant he commits to an attack that you dodge.
When Masuzoe's health falls to about 60%, he'll yell at his minions to get up, and they'll respawn. Prioritize taking them out again exactly how you did before; they're no tougher. Masuzoe himself will activate his Extreme Heat Mode, at which point you'll have a couple options.
If you're feeling aggressive and have put some XP in your defense or health, you can activate Extreme Heat Mode as well and start rapidly tapping Square. You'll take some shots during your Heat Rush combo, but you will inflict much more damage against Masuzoe than he will against you. (Plus you have the ability to pause and heal up with food items, something he can't do.)
Conversely, if you've been focused on Kiryu's attack stat and have been neglecting your defense, this might cause more damage than it's worth. In this case, even in Extreme Heat, you can stick to the same strategy: use lateral quick steps until he overcommits to an attack and misses, then combo him with quick strikes. The Square-Square-Triangle-Triangle combo is a particular vulnerability for him, especially if you've bought the skill to increase your attack speed.
After Masuzoe goes down, you'll have a cutscene with Nagumo and finish the chapter.