RYUU GA GOTOKU 2 F.A.Q. / Walkthrough by Patrick Coffman (ryled@yahoo.com) Version 0.5--super inaccurate, unfinished...stick to the "quick story walk- through" as much of the story one was written purely from memory 2/09/07 NOTE: This FAQ is based upon the Japanese version of the game and the trans- lations are the author's. They will be different from any official local- izations. Japanese text needed to make correct choices by import gamers cannot be displayed at GameFAQs. This version will, therefore, not include any Japanese text. NOTE: Also, I'll call the Kansai leader "Gohda" so as not to confuse him with the cheese Gouda, although I will usually romanise long "o" sounds with an "o" + "u". I'll keep do the same for the Gohryuukai, his organization. As for the romanization of Korean, I don't use the "write the unaspirated sound" method; a "p" at the beginning will be written as a "b." This way, I don't have to write "p'" for every time an aspirated "p" is used, and I think it does avoid some confusion. SPOILER WARNING!!!! If you don't want spoilers, well...this is the wrong place to check. Probably, the most spoiler-free place will be the "quick story walkthrough" part of this F.A.Q., but don't count on it! I'm sorry in advance. BUG WARNING!!!!! THERE ARE FATAL BUGS!! SEE 6f. Bugs FOR DETAILS!! TABLE of CONTENTS: 1. INTRODUCTION 1a. How to Use This F.A.Q. 1b. A Word from the Author 1c. Mini-F.A.Q. 1d. How to Pronounce Japanese 1e. How to Pronounce Korean 2. The BASICS 2a. The Adventure 2a-I. Controls 2a-II. Display 2a-III. Pause Menu Options 2a-IV. Building Up 2a-V. Story Progression 2b. Fighting 2b-I. Commands 2b-II. General Battle Advice 2b-III. Strategies for Enemies by Type 3. STORY WALKTHROUGH 3a. Chapter 1 3b. Chapter 2 3c. Chapter 3 3d. Chapter 4 3e. Chapter 5 3f. Chapter 6 3g. Chapter 7 3h. Chapter 8 3i. Chapter 9 3j. Chapter 10 3k. Chapter 11 3l. Chapter 12 3m. Chapter 13 3n. Chapter 14 3o. Chapter 15 3p. Chapter 16 4. QUICK STORY WALKTHROUGH 5. APPENDICES 5a. Missions 5b. Romancing Cabaret Club Girls 5c. Running the Cabaret Club 5d. Being a Host 5e. Skill Games 5f. Coin Locker Keys 5g. Map 5h. Shops 5i. Items 5i-I. Weapons 5i-II. Equipment 5i-III. Healing Items 5i-IV. Miscellanies 5j. Main Characters List 5k. Completion Lists 6. EXTRAS 6a. Hidden Skills & Power-Ups 6b. Hidden Shops 6c. Underground Colisseum 6d. Secret Bosses 6e. Unlockables 6f. Bugs 6g. Trivia 7. GLOSSARY 8. "THANK-YOU"'S ---------------- 1. INTRODUCTION ---------------- --------------------------- 1a. How to Use This F.A.Q. --------------------------- Navigating the F.A.Q. should be simple. Even notepad has the "Find" feature. I'd suggest using "Find" and typing in the exact text as it appears in the Table of Contents. For instance, if it says "8a-1. The Abyss," then typing in "8a-1. The Abyss" would get you there. Typing in "8a-1." would probably work, too. I know F.A.Q.'s can get rather lengthy.... --------------------------- 1b. A Word from the Author --------------------------- One year later. There's been one year in-between the Ryuu ga Gotoku games--both in their release dates and in the games' storylines. Apparently, you can really do a lot in a year! For those who don't know these games, Ryuu ga Gotoku is like playing in a sort of yakuza / action film. It's kind of heavy on story and cinema, and the feel is really great. However, the action was a little sloppy and the game felt a bit half-baked. This sequel manages to accomplish just about everything you'd have wanted to improve from the first game. I was happy with the first game and all, but this game really does make you want to play it over and over and over. So, one year later, here I am, returned to write the FAQ. Right? Well, no; actually, I just finished writing the FAQ for the first game in September. So, I only got a three month break. I'm still not 100% sure what this weird compulsion is for us authors to pen these silly things, but I hope you find this one useful. Just know that, being a translator and someone who works for international companies, I am fairly ob- sessed with languages and cultures, so if it sometimes seems wordy or to be telling you all sorts of weird information, don't lose heart. Also, don't complain. Well, OK, you can--it'll probably just be ignored, though! ---------------- 1c. Mini-F.A.Q. ---------------- Here, I'll post some common questions about the game. Forgive smarmy answers. OK; maybe, don't forgive them. It's your choice, I suppose. Have fun with that high blood pressure, though. Q: What's "Roogi gatoogi??" Why don't you just say "Yakuza??" A: First of all, games like this were designed with the Japanese market in mind. So, if it offends you that you can't say the title, I'm sorry. It's just that way sometimes. Such is the life for video game addicts. Anyway, I use the Japanese titles and character names in these games because I play the Japanese games. I'm not 100% sure what the differences are or if it even plays differently for minor details in America. So, let me just say that I can only vouch for the Japanese version being a certain way. That having been said, I'm sure there's really not much difference but the dubbing and a few name changes. BTW, "Ryuu ga Gotoku" means "Like A Dragon" literally. "A Dragon Among Men" or something strange might evoke the image they were going for. This is old speech and sounds really manly and powerful. It's pretty poetic, too. Q: zOMG!! Y don't Kazuma change his clothes?1!!11111 A: This isn't GTA. It's an adventure game. Your character has a personality; you can't try and customize him to your liking. Seriously, this was the number one most vocal complaint about the first game. I thought for sure people would talk about the sluggish fighting or the ease at which opponents could just stroll around you while you attacked because of the almost non-present tracking system. But, no--apparently, the single-most worst thing about this serious in many gamers' minds is that you can't change Kiryuu's hair color, get tattoos, or change his clothes into jeans, or whatever. What I don't understand is that most people who made that complaint probably loved the newest Zelda game to death, and you can't customize Link's look. Q: Is Haruka present this time? A: Yes. She's there. Oh, and surprise--she gets captured. You also "get" to lead her around town again (joy). Don't despair, tho'; you only lead her around twice, and although you can buy both Sayama and Haruka food at restaurants, there's no "trust building" stuff this time around. Oh, and it's only one time she gets captured. So, she's there, but she's not the main focus at all! This time, they tried to just make it more about beating guys up--except for the attention paid to the mini-games. Q: What other characters have returned from the first game? A: Well, Kiryuu, obviously. Besides him, ther actually are a lot of characters who make their appearance in this game, too! Most of the kumichou are back, as well as the policemen from the first game (Date and Sudou), and the story character Hanaya (known as "Kage" in the American release of the first game). Even minor characters are back, such as Takashi (Hanaya's kid), Doujima Yayoi (the wife of the boss killed by Nishiki as the setup for the story in the first game), and Tamura (tho' no Aoki this time). In fact, it's kinda hard to think of characters who didn't make it back. Shimano Futoshi, Doujima Souhei, and Kazama Shintarou (a.k.a. "Fuma Shintaro" in the American release) are in the game, but only in cut scenes because they died in part one. You get to see more of "crazy, gun-fu action Kazama" again this time around. Speaking of which, I believe the only appearance of Nishikiyama this time is in a brief scene taken exactly from the first game. Oh, but his grave is in the game. Same for Yumi. Q: I hear there's a love interest this time. What's that about? A: You may remember that Kiryuu's main love interest died at the end of the first game. Well, in action movie world, we all know what that means! It's time for a new gal! They don't waste any time in action movie / game world, so, of course, Kiryuu has a love interest this time. In fact, she plays a much heavier role than Haruka. Her name's Sayama Kaoru (some spell it "Kaworu"), a cop working for the Osakan police, known for going after yakuza (especially Kiryuu's Toujou Association). She's pretty, and she's trying to find out some super-secret, dark past (oooh). It works out pretty well as a story dynamic, and you have team Heat Actions that look pretty nice. Q: What's "Kansai?" What's "Kantou?" A: Many years ago, in old Japan, there were two very large cities that were pretty much the two seperate seats of power. There was Kyoto (actually "Kyouto"), which was usually just called "Omiyako," meaning "The Capital," and Edo, which is now known as "Tokyo" (actually "Toukyou.") The "kyou" in those two words itself is the "Sino-Japanese" reading of a Chinese character for a large city or homeland, that is used in Japanese to simply mean "capital." While Kyoto literally means "Capital City," Tokyo literally means "Eastern Capital." In the old days, the emperor and his courtesans would all pretty much do their business in Kyoto and live there or in surrounding areas. The samurai, once they rose to power and became a much more powerful governing body, based their bakufu (also known as "shogunate") in Edo. So, there were two major cities that both could be seen as the capital. The old world was divided up into areas and there were imperial highways upon which stood great gates and checkpoints. "Kansai" means, pretty much, "West of the Gate" or "Western Area," and "Kantou" means "East of the Gate" or "Eastern Area." Although the Kantou region comprises Tokyo and its suburbs and is very easy to pin down, the Kansai area is a little more ambiguous. Generally, it refers to the area known as "Kinki," a word that means "the Vicinity of the Capital." This comprises three major cities: Kyoto, Osaka (actually "Oosaka"), and Nara. Generally, when people say "Kansai" these days, they think of Osaka. Since the two were very different and important cultural centers, they struggle between Kantou and Kansai is a major theme in many popular works. The main difference between the two seems to be that Kansai is warmer, more relaxed, and maybe more traditional at times. The people are said to be more like merchants (hence things like Kanematsu's obsession with money). Kantou, on the other hand, is more rigid, perfunctory, and modern. It's more of a straightforward, down-to-business sense. Of course, as you could imagine, the two sides definitely show their rivalry in this game, but the true villains are a third, mysterious, fanatic- ally evil group pulling the strings. Q: I played the first game, but the fighting really left me a little cold, to be honest. Did it get any better? A: Yes! Markedly so. The Heat Gauge can be elongated now, the moves are much more brutal, your defensive powers can be improved a lot more, the camera can be moved around during most fight scenes (finally).... But, the most important change to the fighting system was the addition of a "soft" targeting system that allows you to quickly switch directions and attack people around you. In the first game, the targeting would leave you most often facing one direction while the enemies circled around you at their own whim. Attacking behind you could be done, but only with certain moves you had to go out of your way to learn, and still, not very effectively. Now, you don't feel so much like you're trying to maneuver a battleship into position to attack foes all around you. Instead, you just let go of the targeting button (if you were pressing it at all) and just hit a directiona and make Kiryuu go there. I, personally, still really enjoyed the fighting in the first game, but I have to admit that this improvement was *very* necessary and that this game is certainly more accessible and should be able to reach a larger market. Q: Are there mini-games or skill games still? A: Well, yes. I still only find the "dating" one where you visit the different cabaret clubs and romance the hostesses to be enjoyable at all, though that's not saying much, but they've really expanded this aspect of the game, too. You can play shogi or mahjong, go bowling, play a weird game that's sort-of parodying Virtua Fighter called "YF6" (it's actually closer to a first-person Star Gladiator or something), go gambling, play the slots, romance cabaret club girls, "play" the UFO catcher game, practice your hitting at the batting cages, practice your golf swing at the driving range, and even play the part of a host at a host club or manage your own cabaret club. These mini-games can be a little bit frustrating at times, and they're not exactly the best versions of any of the games they mimic, but I suppose it's nice to have other things to do than just go around doing backdrops onto park benches or tearing teeth out with pliers all day. Well...then again, maybe not. That's just my opinion, though! Q: What's with the Korean connection? A: Well, the "pitch" for this game was "Kantou versus Kansai." The Kantou area is pretty much Tokyo; the Kansai is Osaka and Kyoto and Nara. The two sections have very different cultures and it's a common theme to have them competing, almost like a "you say to-may-to, I say tah-mah-to" kind of thing. As you may know, when a situation like this occurs when there are two popular things clashing, they usually don't end up meeting head-on; rather, they sort-of team up to defeat a third, mysterious party. This time is no exception, though, Kiryuu ends up fighting Gohda and their rivalry actually becomes the final fight. It's a little strange to show the Korean organization (the Jin'gweon Group) as some ridiculous people whose laws are set in stone and who have this "iron rule" thing where their orders are absolute. But, I suppose organizations like that probably do exist somewhere. I'm still not 100% sure whether to say it's racist or not. Q: In the last game, guns really didn't play a very big role at all--especially once you got the bulletproof vest! How is it this time? A: This is still a brawler, so guns aren't the main objective, but the damage a handgun inflicts has been upped a little. You'll notice that you don't get knocked off your feet so much by them, however. Also, shotguns don't deal out so much damage. Unfortunately, bulletproof items only lessen the damage of bullets now; they don't force an automatic, complete guard of the attack anymore. Q: Um, yeah, sure...you'd fight a bunch of huge guys wearing diapers in a room designed to look like a giant nursery. Give me a break. Why is there so much goofy stuff in here? A: Video game makers are a silly lot--especially in Japan. In fact, it's this silly flavor that makes the game so great, to me. I mean, who else would have thought of having a guy toss you a live octopus to ram into a guy's face and watch spray ink all over him than Nagoshi? If you're looking for very heavy, serious stuff, then video games aren't the place to look, I think. Q: What's up with the Sengoku level?? A: Yeah, speaking of over-the-top stuff.... That definitely takes the cake. A lot of the things that happen in Ryuu ga Gotoku are fantastical, like there were some powerful, secret world hiding just beneath the surface of this mundane one. But...for Osaka Castle to be built to split in half to cover another one that's built of gold that can be raised and lowered at will, be filled with spear-toting samurai and ninja, and to house two giant tigers (which Kiryuu defeats, of course), is really well beyond the scope of reality. Again, like the question above, this is the cool part of the game. Q: I played the last game through, and all I got was that Premium Box thing. Is there any replay value this time around? A: Well, I suppose so! There's certainly much more to unlock. I'll explain later in the F.A.Q., but now, you have lists in your options menu for things such as different restaurant items ordered, the number of missions completed, and the number of different heat actions you've performed. After you beat the game, if you get 100% in different categories, you'll get rewards such as a plasma sword that never runs out of uses or the Dragon Sarashi defensive item. This time, you can play sort-of a "new game +" (if anyon remembers Chrono Trigger) and play through the game with a built-up character. In Ryuu ga Gotoku 2, you keep almost everything you had before! This is good and bad, because you can fail certain side missions and they just are listed as "finished" as opposed to "completed," and you can't ever go back and do them the right way. You can't get the rewards for them or the coin lockers again, either. Q: The last game was rather easy. How's this one? A: Well.... The game certainly is more aggressive, and you can unlock two new difficulty levels this time around. That's good and all, but in my opinion, it's still a fairly easy game. It still does take some getting used to, but most bosses and fights aren't much of a challenge. Q: I'm trying to fill in my "completion lists"--it's so frustrating! Where's the "table salt?" Where's the "mysterious syringe?" A: There are a lot of Heat Actions involving only specific instances, that are a little rare. The Table Salt weapon is found in only one place that I know of, in the battles at the Champion District. You'll find it at the southern edge, near the middle (near the little alley that leads off to Komaki's area). A home- less man was cooking there, apparently; there's salt and a pot. It only has one attack, so unequip it if you aren't in Heat Mode, and then when you are, unleash the Triangle attack. The Mysterious Syringe is located in the parking lot on eastern Shichifuku street in Kamuro. Like the Table Salt, it only has 1 use. Hover, unlike the Table Salt, it's not a retainable weapon, so you'll have to charge up to use its Heat Action first, then grab it. It's located along the western edge of the parking lot, about halfway up. I hear that you can also find it in the area behind the pharmacy in Kamuro, but I haven't really tried looking around that battle scene. In the section of the FAQ under "extras," I'll list what you need to do to complete the Heat Actions list. Some of the environmental hazards are unique or rare, too, so be sure to check there. Q: Why does it still show some items to order at Matsuya? I've already ordered all of them.... A: Matsuya has a special, breakfast-only menu. There are only a few times in the story when it's breakfast time; I mean, it's a detective / crime story, so everything happens at night. In Chapter 5, after you come back from the Toujou Association's base, and in Chapter 8, when you're preparing to go to the Tougenkyou, it should be morning. Those are the only two times I know of. Q: OK...so, it says I got all these cool items when I cleared the game. That's all very well and good and all, but, so um.... Why don't I have them?? A: Did you ever notice that weird guy in a leisure suit with a clown face? .... Yeah, that's what I said! Anyway, standing at the northeast end of Soutenbori and at the southern edge of Tenkaichi (pretty much, the starting points of both main cities), is a ... clown guy. .... Yes, that's right--a clown guy! You act like that's weird! Anyway, this guy is Bob Utsunomiya. He usually just says "Hm" when you walk past him, but once you've unlocked extra items, a green triangle will appear and you can talk to him. "Oh--! It's you!" he says. "You're that guy who kicked some butt last time!" Then, he'll offer you one of the unlocked items. ------------------------------ 1d. How to Pronounce Japanese ------------------------------ I know many people take Japanese now, and are used to hearing it from their subtitled DVDs and such, but when I was growing up in America, there were many people who couldn't say anything right ever. "Ryuu" (the character from "Street Fighter") became "RYE-you," and his famous "Shouryuuken" move became all sorts of things--the "All You Can" is my favorite. Anyway, enough ranting. Japanese is a fairly monotone language filled with polysyllabic words. Here's how to pronounce the consonants: "k" = "k" as in "kite." The "k" sound is harshly aspirated in Japanese and sometimes sounds like a "t" to English speakers because of that. In other words, a strong puff of air comes from the lungs when saying this often. "g" = "g" as in "good." This is a voiced "k." Also, = "ng" as in "fang" when it comes in the middle of a word quite often, especially in the Tokyo area. "s" = "s" as in "lapse." The "s" in Japanese is a rather "hard" "s". It's actually with the tongue pressed up closer to the roof of the mouth than in English. = "sh" as in "shape." This occurs before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "sh" IN THESE INSTANCES. "z" = "dz" as in "gadzooks!" The "d" is slight, so often it will sound just like an English "z;" a voiced "s." = "j" as in "jam." This occurs before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "j" IN THESE INSTANCES. "t" = "t" as in "top." Actually, this "t" is not heavily aspirated, so it may sometimes sound like a "k" or a "d" to some English speakers. = "ch" as in "chopper." Again, not seriously aspirated, this appears only before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "ch" IN THESE INSTANCES. = "ts" as in "lets" before a "u." TO AVOID CONFUSION I SHALL WRITE IT AS "ts" IN THIS INSTANCE. "d" = "d" as in "don't." A voiced "t." "n" = ... This is difficult. There are two different sounds written "n" in Romanised Japanese. "n" at the beginning of a syllable = "n" as in "not." "n" by itself is its own syllable; no vowel is needed. This is a different "letter" in the Japanese writing system, and is similar to the French "n." In other words, the tongue doesn't touch the roof of the mouth and a nasal sound is produced. Before "p," "b," and "m," the lips close and this sound comes out like an "m." TO AVOID CONFUSION I SHALL WRITE IT AS "n'" IF IT COMES BEFORE A VOWEL AND SHOULD BE PRONOUNCED AS THE "FRENCH 'N'." ALSO, I SHALL WRITE IT AS "m" BEFORE LABIAL SOUNDS. "h" = "h" as in "hat." This is actually a "hard h;" the tongue is, again, raised up agains the roof of the mouth (farther back than the "s") and the air almost hisses out. = "f" as in.... Well, our "f" is just an approximation. When the lips are pursed for "u," the air puffs out and sounds like an "f." The lip should not touch the teeth, generally. This occurs only before the "u" sound. TO AVOID CONFUSION I SHALL WRITE IT AS "f" IN THIS INSTANCE. "b" = "b" as in "boy." "p" = "p" as in "pad." "m" = "m" as in "map." "y" = "y" as in "you." Not that this comes right after other consonants frequently and should be pronounced the same but with the other consonant attached to its front; NOT AS ANOTHER SYLLABLE. For example, "kyuu" is not "KYE-you" or something like that; it's more like "Q" as in "the letter 'Q.'" "r" = ... Well, unfortunately, this one's a bit tricky. The tongue generally flaps against the raised ridge behind the front teeth on the roof of the mouth and sounds like the "tt" in "butter" in the middle of words, and comes fully in contact with them at the beginning of words to make more of a conventional "l" sound. "w" = "w" as in "wane." There are five vowels in Japanese writing: "a" = "a" as in "father." "i" = "ee" as in "feet." After a "voiceless" consonant (p, k, etc), the "i" sound is muted; almost whispered with no voice. To many, it sounds like it vanishes, but it doesn't completely. "u" = "oo" as in "loop." Just like "i," after voiceless consonants the "u" sound seems to vanish, but just gets quite muted and becomes almost voiceless. "e" = "ay" as in "say," sorta. It's kind of between there and the "e" in "bet." "o" = "oh" as in "oh, man!" Vowels are read each after the other (without the gutteral break in "uh-oh!"). This makes pseudo-diphthongs as such: "ai" = "ah + ee." Sounds similar to "eye." "au" = "ah + ooh." Sounds similar to "ow" as in "cow." "ae" = "ah + eh." No equivalent. "ao" = "ah + oh." No equivalent. Also, vowels can be lengthened. This means you say the vowel twice (again without a break); making it last longer. It doesn't mean there's some weird other sound (such as the difference between long and short vowels in English). Here is a list of the ways I will lengthen the vowels: "aa" or "a-" "ii" or "i-" "uu" or "u-" "ei" or "e-" or "ee" Note that "ei" is sometimes pronounced as two "e" sounds and sometimes as an "e" + "i." The difference is negligable and most Japanese people wouldn't distinguish it. "ou" or "o-" or "oh" or "oo" Again, "ou" is sometimes pronounced as two "o" sounds and someitmes as as "o" + "u." The difference, again, is negligable. The reason for "oo" to show up is because of the way the word would be written in Japanese script, usually using the word "big" ("ookii" or "ooi" [rare, but used as a prefix often].) In other words, it's not "GOW-key." It's not "GOO-key." It's "GO-key." (the "Street Fighter" character Gouki, that is.) Consonants can be lengthened, too. This makes it sound like the word has stopped and paused for a split second. Hold your mouth in the position of the consonant. Sometimes it makes it sound a bit more stressed; like the muscles were more tense than usual in the mouth. This takes a bit of practice sometimes. Most consonants can do this, and they will be written twice. Here is a listing of all the syllables that occur in modern Japanese: a ka sa ta na ha ma ya ra wa ga za da ba pa n(or "m") i ki shi chi ni hi mi ri gi ji ji bi pi u ku su tsu nu fu mu yu ru gu zu zu bu pu e ke se te ne he me re ge ze de be pe o ko so to no ho mo yo ro wo* go zo do bo po kya sha cha nya hya mya rya gya ja ja bya pya kyu shu chu nyu hyu myu ryu gyu ju ju byu pyu kyo sho cho nyo hyo myo ryo gyo jo jo byo pyo *--This is really pronounced the same as "o" except by some pre-WWII people. It's listed here because it's usually used as a "particle word." "Stressing" syllables should usually only occur with elongated vowels and syllables starting with a stopped (doubled) consonant. There are some words that have clear "stress," but many words have none at all. Lastly, note that I will use an apostrophe to separate sounds that I feel need to be separated so you can pronounce them correctly. This will probably only occur with "n" sounds in the middle of words (that's the nasal, solitary "n" that is its own syllable) and long vowel patterns. For example, "Ma'ou" should be pronounced "ma + oh (long)"--tho' I'll probably forget the apostrophe sometimes in this instance. "In'e" should be pronounced "i + n + e;" not "i + ne." ---------------------------- 1e. How to Pronounce Korean ---------------------------- Korean is a bit harder to pronounce for most Westerners than Japanese is. For starters, most words aren't fairly monotonous like they are in Japanese--in other words, they have accented syllables in Korean, while in Japanese, most words seem to have a fairly flat tone. As with most languages, the only way to know how to accent words correctly is to hear someone say it properly. Korean is one of the first (if not the first) Asian countries to have a true alphabet, said to have been invented by the Great King Sejong (Sejong Daewang). The alphabet (usually called "han'geul" by Koreans, but also sometimes "joseon'geul") is, like Japanese, written in syllables, but each syllable is comprised of symbols that denote certain sounds (a consonant, a vowel, and sometimes, a third consonant). Hanja (the Korean name for Chinese characters from the Han dynasty, called "kanji" in Japanese) are rarely used, so it's much easier for Westerners to learn Korean script than Japanes. Here is how to pronounce the different consonants in Korean: "g" = This is a little difficult for some. At the beginning of a word or phrase, the "g" is actually a "k" sound, without aspiration (that "h" puff of air that comes out when an English speaker says a "k"). The muscles of the throat, tongue, and palet should remain fairly relaxed when pronouncing it. In the middle of a word, it's a voiced "k" just like in English. "n" = Very similar to the "n" in English. "d" = This is another sound some find difficult. At the beginning of a word or phrase, this is actually a "t" sound, without the aspiration (that "h" puff of air that comes out when an English speaker says a "t"). The muscles of the throat, tongue, and palet should remain fairly relaxed when pronouncing it. In the middle of a word, this should be a voiced "t" just like in English. "r" = This sound never really sounds too much like an "r" from English. In the middle of words, between vowels, this sound isn't too unlike the Japanese "r;" a flap of the tongue against the roof of the mouth near that ridge behind the front teeth. "l" = Although written with the same jamo (character) as "r," this is the sound that comes at the end of a word or a syllable before a consonant. Sometimes, it sounds to an English speaker more like an "l," and sometimes, it sounds more like an "r." The tongue typically doesn't touch the roof of the mouth, and slips farther back some than the "r" sound. It's close to where the "y" sound comes from, which is why it's sometimes even written as "l(y)." "m" = Very similar to the "m" in English. "b" = This is another difficult sound for some. At the beginning of a word or phrase, it's actually a "p" without the aspiration (that "h" puff of air that comes out when an English speaker says a "p"). The muscles of the throat, tongue, and palet should remain fairly relaxed when pronouncing it. In the middle of a word, this should be a voiced "p" like in English. "s" = A "soft" "s" sound, this sometimes sounds like a "z" to some people, and sometimes comes with a soft aspiration (that "h" puff of sound that comes out when English speakers say a "p" sound). In other words, don't "hiss" out the "s." "sh" = This only occurs before the "i" and "y" sounds. It's technically the same "sh" that occurs in Japanese (or, at least, very similar); it's actually on the pallet. I won't get into too much detail about that here. "ng" = Though many English speakers think of this as two sounds or a cluster, it is, in fact, one sound. It's the same as the "ng" in "rang" or "doing." "j" = This is another difficult sound for some. At the beginning of a word or phrase, this is actually a "ch" sound minus the aspiration (that puff of air that comes out when an English speaker says "ch"). In the middle of a word, it's a voiced "ch" like in English. The muscles of the throat and palet and tongue should remain fairly relaxed when pronouncing it. "ch" = Though the muscles of the tongue and palet and throat should remain relaxed, a puff of air should follow this the same as it does in English. "k" = Before a vowel, this sound should be a "k" followed by that puff of air found in English, but the muscles of the throat, palet, and tongue should be fairly relaxed. At the end of a word or before a consonant, this is a "stopped" sound. In other words, a "k" is said, but air is not released, like the second "c" in "cactus." "t" = Before a vowel, this sound should be a "t" followed by that puff of air found in English, but the muscles of the throat, palet, and tongue should be fairly relaxed. At the end of a word or before a consonant, this is a "stopped" sound. In other words, a "t" is said, but air is not released, like the "t" in "patsy." "p" = Before a vowel, this sound should be a "p" followed by that puff of air found in English, but the muscles of the throat, palet, and tongue should be fairly relaxed. At the end of a word or before a consonant, this is a "stopped" sound. In other words, a "p" is said, but air is not released, like the "p" in "knapsack." "h" = Very similar to the "h" in Japanese, this is a "hard" "h" sound, found usually in the back of the throat. Before an "i" sound, the "meat" of the tongue pushes up towards the front and top of the palet with the tip of the tongue lowering somewhat, and before the "o" or "u" sounds, the lips purse to give a whistled puff of air almost like an "f" sound. Here are your typical vowels: "a" = Almost like "aw" or the "ough" in "ought," this is your typical "ah" sound most other languages have for "a." "oe" = This sound is difficult for non-native speakers. Usually, you can get by with saying an "uh" like in "uh-oh." It's actually said with a more open mouth and noted with a schwa oftentimes, and sometimes will sound almost like an "o" to English speakers. "o" = "oh" as in "Oh!" Actually, the lips are quite pursed to say this, almost like an "o" with an umlaut, if you know German. Some speakers almost bring the lips completely closed and up against their teeth at times. "u" = "oo" like "Ooh!" Actually, the lips are quite pursed to say this, almost like an "u" with an unmplaut, if you know German. Some speakers almost bring the lips completely closed and up against their teeth at times. "eu" = This is another difficult sound for non-native speakers. The tongue is placed forward in the mouth, almost near the front teeth, and the lips are held spread open. Sometimes, people say you should do that "ewww" thing that Lucille Ball did in "I Love Lucy" to make this sound. Some others suggest that it's close to the "i" in "it." "i" = "ee" like in "Eek!" "ae" = This is yet another hard vowel for most non-native speakers. The tongue usually lies quite flat and rests near the bottom front of the mouth, and the sound that results is sometimes like the "e" in "pet" and sometimes a a little more like the "a" in "pat." Actually, many Koreans can't hear the difference between these two sounds in English too well. "e" = Like the "ay" in "pay," but perhaps a little more back in the mouth. Here are the diphthongs: "ya" = "y" + "a." "yeo" = "y" + "eo." "yo" = "y" + "o." "yu" = "y" + "u." "yae" = This is almost never used. "y" + "ae." Usually, when this character is written, a "ye" is read. "ye" = "y" + "e." "wa" = "w" + "a" (actually, "o" + "a", but we're splitting hairs) "wae" = "w" + "ae" (actually, "o" + "ae") Some native speakers pronounce this the same as "ae." "weo" = "w" + "eo." (actually, "u" + "eo") "we" = "w" + "e." (actually, "u" + "e") "wi" = "w" + "i" "eui" = "eu" + "i." This is written, but pronounced as "e" when it's used as a "particle" word that marks possessives or can be translated as "of." There's another diphthong I'm leaving out that is "o" + "i" but pronounced the same as "wae" by most speakers. An older reading that is falling out of practice is the same as "oe" in "Goethe." Now, there's something about this language that makes English speakers a little confused at times--the doubling of consonants. You may have already noticed that I said for most consonants that you want to relax the muscles in your mouth to say it and leave your throat open. This can actually produce the so-called "raspy" or "throaty" voice Korean seems to have. But, there are also instances in which the first jamo of a syllable is doubled, making the syllable "stressed." Although it does convey the same idea as stressing a syllable in traditional English grammar, a doubled consonant is pronounced much more firmly with the muscles of the mouth and the vowel of said syllable is usually said with a bit more closed of a throat. There are a few ways to say this for people who want to practice. Usually, they say to make the sound after an "s;" "gg" is a the "k" in "skirt," for instance. Another is to pretend like someone asked if the sound was different and you were clarifying ("Did you say 'moe?' --"No, I said *doe!*") These are not voiced sounds, and they lack aspiration. They're just...said more firmly. Here is a list of the sounds that occur in modern Korean: gg dd bb ss jj These doubled sounds and their syllables actually occur after a "stop" sound in the middle of a word (not after a vowel or "nasal" sounds "m," "n," or "ng.") In other words, "haksaeng" is actually pronounced "hakssaeng," but I won't make that distinction, so you should remember it! Also, note that "ssi" is pronounced "si" by most Koreans; it doesn't become "sh" like the "unstressed" version. Having said that, I should note that there are some Koreans who do pronounce it as a hard "sh" sound in that instance. There are actually more rules about how to pronounce certain sounds before certain other sounds, such as "k" becoming "ng" before a nasal sound, but I'll leave that out for now because it deals mostly with the actual han'geul itself. It's useful to know what sounds can come where in a word, so it might do to look up how to pronounce written Korean someday if you're interested. One final thing I should note is that I will write an apostrophe (') between the "n" and a "g," if one should follow, to prevent confusion with the "ng" sound. I'll write one after the "ng" sound, should a vowel follow it. For example: "han'geul" = "han" + "geul," not "hang" + "eul." "jung'ang" = "jung" + "ang," not "jun" + "gang." -------------- 2. The BASICS -------------- ------------------ 2a. The Adventure ------------------ 2a-I. Controls --------------- D-Pad: Use this to expand the on-screen mini-map, then adjust the area that it displays. Also navigates menus. Left Analog Stick: Moves Kiryuu around and moves the cursor in menus. Also, quickly move the stick back and forth to help Kiryuu stand faster when lying on the ground. Right Analog Stick: Moves the camera (finally). You can't change the camera angle in enclosed spaces (transparencies are still hard apparently) or in the main adventure area (camera operation is mainly for battles). Start Button: Mainly used to pause the game and bring up the menu. Also brings the title screen when the attract movie is playing, starts the game from the title screen, and skips "cut scenes" (movies) if the correct option is set in the options menu. Select Button: Pauses the game and brings up a "Quit? Yes / No" menu. The left choice is "yes," the right choice is "no." Square: Mostly used to perform light attacks. You will also be prompted to repeatedly tap it sometimes to do things such as escaping enemy holds, and you'll be prompted to press it to continue Heat Actions such as stomping on peoples' faces. Also, repeatedly tapping this will help Kiryuu stand more quickly. Triangle: Mostly used to perform heavy attacks. This is also the button that Heat Moves are assigned to. You will also be prompted to repeatedly tap it in certain events to escape holds and things like that, and you'll be prompted to press it to continue certain Heat Actions such as stmping on peoples' faces. Also, repeatedly tapping this will help Kiryuu stand more quickly. This button is also used for certain options in the menus. Circle: Mostly used to talk to people or perform actions such as examining objects on the adventure screen. This also attempts holds and throws, picks up and throws weapons, and initiates a special attack for knuckles weapons. In the Japanese version, this confirms choices in menus. Most likely, they'll switch that function with the X button's in America. X: Most often used to Sway. It can also be tapped quickly to help Kiryuu get up, is sometimes prompted in certain events to avoid attacks, and must be tapped repeatedly to escape most throws. In the Japanese version, this goes back in menus. Most likely, they'll switch that function with the circle button's in America. L1: Press (and hold) to guard. Also, zooms out on the map in the "Map" option from the pause menu. L2: This "rights" the camera, setting it behind Kiryuu. L3 (press the left analog stick in): Toggles the on-screen mini-map between a wider view, a closer view, and no mini-map at all. R1: Hold down to "lock on" to the nearest enemy. Kiryuu can only sway to the side or backwards while locked on, and his moves set changes slightly. Also, zooms in on the map in the "Map" option in the pause menu. R2: Taunt. You'll also be prompted to rapidly tap this button to build your Heat Gauge up in certain instances to perform special Heat Actions versus bosses. Once the technique is learned, the button may be held down to charge the Heat Gauge. R3 (press the right analog stick in): "Rights" the camera, moving it behind Kiryuu. 2a-II. Display --------------- The yellow, thicker bar on top is your health, and the lower, bluish-white bar is your Heat Gauge. The thinner line with a number at its right represents your experience. The circle in the lower left-hand corner of your screen is the on-screen mini-map, upon which the yellow triangle is Kiryuu, the little, yellow dots are enemies, and the little, blue dot is your friend. Glowing red dots and arrows pointing towards them at the edge of the circle are your destinations. Glowing green dots and their green arrows are destinations for sub-quests or optional events. 2a-III. Pause Menu Options --------------------------- 2a-IV. Building Up ------------------- As you fight people, buy food and alcohol, and complete side missions, you get experience. Every time you fill up one gauge of experience, that's 1000 points you get to spend on the pause menu. There are three attributes you can build up. Once you've spent the required amount, you'll level up that attribute, and get whatever moves or improvements are listed on the bottom of the screen. Often, you won't just get one bonus, and you can view all of them by moving the D-pad to the right or the left to cycle through those little tabs (1, 2, 3) with the desired attribute selected. The three are Mind ("Kokoro"), Skill ("Waza"), and Body ("Karada"). Gener- ally speaking, Mind deals with your Heat Gauge, Skill deals with basic tech- niques, and Body makes your health gauge longer and grants some defensive bonuses. I know it's gonna sound a little bad to people who like to get everything quickly, but Skill is probably the least important of these. Some important levels to get quickly would be Mind 4, 5, 7, and 8, Skill level 5, 6, and 8, and Body level 5, 7, 8, and 9. You get bonus experience in a fight for performing Heat Actions. In the previous game, this bonus was a third or a half of the experience for defeating the foe, so getting more Heat Actions was very important. This time, you only get about one-tenth the experience for using a Heat Action, but the defensive bonuses you gain from building up Mind are still very much worth it. Plus, the Heat Actions are much more brutal this time. Here is a list of the power-ups you get from building up these three attributes: MIND Level 2 Spirit and Status of the Red Phoenix ("Suzaku no Kii") Kiryuu's Heat Gauge steadily and automatically rises when he's low on health and his bar flashes red. Level 3 Strong-Body Discipline ("Goutai no Kokoroe") It becomes harder to knock Kiryuu down when in Heat Mode. Spirit and Status of the White Tiger ("Byakko no Kii") Kiryuu's attack power increases when he's low on health and his life bar flashes red. Level 4 Pursuit Mastery ("Oiuchi no Kiwami") When in Heat Mode near a fallen enemy and the "Goku" kanji flashes, you can hit Triangle for a special Heat Action. Level 5 Spirit and Status of the Dark Warrior ("Gembu no Kii") Each time you successfully guard an attack, your Heat Gauge increases. Foot Grab ("Ashi Tsukami") When in Heat Mode near a fallen enemy, you can hit circle to grab the foe by the foot and initiate those moves. Level 6 Fighting Ogre Discipline ("Touki no Kokoroe") When in Heat Mode, light and medium enemies get effected more by basic attacks. Capturing Mastery ("Oikomi no Kiwami") When Kiryuu's health is low and his life gauge flashes red, activating the Pursuit Mastery Heat Action causes him to mount the fallen enemy and start pounding them in the face repeatedly. Level 7 True Strong-Body Discipline ("Shin - Goutai no Kokoroe") It becomes even harder to knock Kiryuu down when in Heat Mode. Level 8 Spirit and Status of the Blue Dragon ("Seiryuu no Kii") As long as Kiryuu remains in Heat Mode, he cannot die. Level 9 Fighting God Discipline ("Toushin no Kokoroe") When in Heat Mode, heavy enemies get effected more by basic attacks. Level 10 Spirit and Status of the Yellow Dragon ("Kouryuu no Kii") Hold the R2 button down continuously to steadily gain Heat. SKILL Level 2 Back Kick ("Haimengeri") When "Locked On" (holding down R1), pressing away from the enemy plus Triangle makes Kiryuu kick behind him. Level 3 Charge Kick Holding Triangle down makes Kiryuu crouch and charge a damaging kick that knocks foes down. Level 4 Drop Kick While running, hitting Triangle makes Kiryuu jump into the air and do a drop kick with both legs. Level 5 Komaki-Style Punishment Strike ("Komakiryuu Sabakiuchi") When swaying, hitting Triangle performs one of four different attacks, depending on the direction Kiryuu sways. Level 6 Re-guard When Kiryuu blocks a heavy attack that breaks his guard and makes him stumble about, releasing the button and hitting it again makes him able to guard again. Level 7 Finish Hold At the end of the first three attack strings, after the Heavy Attack, pressing Circle causes Kiryuu to do one of three grapples, depending on the Heavy Attack move. Level 8 Hammer Hook After the Uppercut attack string (generally Square x 3, Triangle), Kiryuu can add on an additional Triangle to smash the foe down. Level 9 Rising Kick ("Rise Kick" when Romanized) When Kiryuu is lying from being knocked down, hitting Square or Triangle makes him get up with a sweeping kick attack. Level 10 Down Reversal When flying through the air from being knocked down, hitting Triangle will make Kiryuu recover and slide in with a stomach-hitting straight punch. BODY Level 2 Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 3 Throw Power Increase ("Nage Iryoku Zouka") When grappling, Kiryuu can hold enemies longer and throw them more easily. Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 4 Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 5 Quick Stand I When lying from being knocked down, tapping Square, X, Circle, and Triangle buttons and moving the Left Analog Stick back and forth quickly will cause Kiryuu to rise more quickly. Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 6 Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 7 Escape Grade I When Kiryuu is grappled by a foe, less tapping of X is required to break the hold. Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 8 Long Sway The distance traveled while swaying is increased. Iron-Armed Guard ("Tetsuwan Ga-do") Kiryuu can guard weapon attacks--except for bladed weapons and bullets. Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 9 Quick Stand II When lying from being knocked down, tapping Square, X, Circle, and Triangle buttons and moving the Left Analog Stick back and forth quickly will cause Kiryuu to rise even more quickly. Escape Grade II When Kiryuu is grappled by a foe, even less tapping of X is required to break the hold. Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. Level 10 Health Strengthening ("Tairyouku Kyouka") Kiryuu's Health Gauge increases. In addition to building those three attributes, there are many other moves that must be learned by accomplishing special tasks (usually, from completing side quest missions). I'll list them here, and go more in-depth on how to unlock them later: UNARMED ATTACKS Lotus-Style Flashing Energy Palm ("Renge Senkishou") Clear the side mission "The White Lotus Master's Request 1" ("Hakurenshi no Onegai 1"). Charging the Triangle button for longer than the time required to set up the Charge Kick technique causes Kiruu to rear back and release a punch (maybe it was supposed to be a palm, but the graphics couldn't make him relax his fist?) that goes through enemy's defenses. Komaki-Style Tiger Killer ("Komakiryuu Toraotoshi") Undertake the "Adventure Course" at the acupuncturist in Shinsei with Skill at level 9 or 10, after performing the special Heat Action against a tiger in Chapter 12. When "locked on" (while holding down R1), pressing Triangle as an opponent's attack is coming towards Kiryuu will result in a quick, fierce, straight stomach punch. This works on most melee and weapon attacks, but Kiryuu must be facing th opponent. WEAPON ATTACKS Lotus-Style Polearm-Weilding Technique ("Renge Souboujutsu") Clear the side mission "Meeting the White Lotus Master" ("Hakurenshi to no Deai"). An improved attack string for polearm weapons. Bat Swing Hit ten or more home runs at the Batting Center in Kamuro's Hotel District. An improved attack string for bat weapons. Golf Swing Get 500 or more at any course in the driving range on Soutembori. An improved attack string for golf clubs. Tonfa After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo Shounin"), buy and watch the "Super Kung Fu Man" video. An improved attack string for tonfa. Kali Sticks After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo Shounin"), buy and watch the "Shocking! The Secret Technique from the Philippines!" video ("Kyougaku! Firipin no Hihou"). An improved attack string for kali sticks. DISCIPLINES Lotus-Style Hard Body Technique ("Renge Koutaijutsu") Clear the side mission "The White Lotus Master's Request 2" ("Hakurenshi no Onegai 2"). You need Mind to be at level 10. When in Heat Mode, Kiryuu cannot be stunned. You can still be shocked or burned. It's weird; you'll still see stars flashing around Kiryuu's eyes, but he can move around like normal. Fighting God's Discipline ("Kenkashin no Kokoroe") Complete the game having performed all 96 Heat Actions. Kiryuu is always in Heat Mode. Yes, you're pretty much indestructible, since you'll have earned Spirit and Status of the Blue Dragon ("Seiryuu no Kii") by then. GRAPPLES Kawauchi-Style Escaping Throw ("Kawauchiryuu Tokinage") Complete the side mission "The Young Martial Artist" ("Koubujutsu Shounen"). When grappled and prompted to repeatedly tap X, you can repeatedly tap circle instead to make Kiryuu reverse the grapple and throw the opponent. Komaki-Style Flowing Catch ("Komakiryuu Ukenageshi") After defeating Komaki in the underground colisseum, undertake the Adventure Course at the acupuncturist in Shinsei. While "locked-on" to an enemy (holding R1), pressing circle as the enemy's attack is coming towards Kiryuu will make him step to the side and perform a grappling knee to the stomach a' la Muay Thai. HEAT ACTIONS Golf Mastery ("Gorufu no Kiwami") Clear the side mission "Albatross Akagi" A new Heat Action is available for golf clubs. Bat Mastery ("Batto no Kiwami") Clear the side mission "American Baseball" A new Heat Action is available for bats. Bowling Mastery ("Bouru no Kiwami") Clear the side mission "Bowling" A new Heat Action is available for bowling balls. Tonfa Mastery ("Tonfa- no Kiwami") After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo Shounin"), buy and watch the "Super Kung Fu Man" video. A new Heat Action is available for tonfa. Kali Mastery ("KALI no Kiwami") After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo Shounin"), buy and watch the "Shocking! The Secret Technique from the Philippines!" video ("Kyougaku! Firipin no Hihou"). A new Heat Action is available for kali sticks. Lotus-Style Staff Technique Mastery ("Renge Boujutsu no Kiwami") Clear the side mission "Meeting the Lotus Master." A new Heat Action is available for polearms. Flattening Throw ("Nagetsubushi no Kiwami") Complete the side mission "The Wrestler Takes Time Off" (Resura- Kyuugyouchuu"). When near an enemy lying on the ground, when in Heat Mode and grappling another opponent, Kiryuu can throw the held opponent onto the lying one when the "Goku" kanji flashes by hitting Triangle. Superhuman Strength Mastery ("Kairiki no Kiwami") Complete the side mission "The Wrestler Eats the World" (Resura- Sekai wo Taberu"). You'll need your Mind at level 5. When holding a fallen enemy by the foot, hitting Triangle will initiate one of six special Heat Action throws (usually giant-swing-like). Herculean Strength Mastery ("Gouriki no Kiwami") Complete the side mission "The Wrestler Drinks the World" (Resura- Sekai wo Nomu"). You'll need your Body at level 8. When Kiryuu's health is full, grappling an opponent will allow him to execute a powerful Heat Action technique while in Heat Mode. This attack drains a lot of Heat energy. Komaki-Style Unarmed Reversal ("Komakiryuu Mutegaeshi") Train with Komaki in the Champion District of Kamuro. While not "locked on" (not holding down R1) and in Heat Mode, hitting Triangle as the "Goku" kanji flashes when an enemy attack is coming towards Kiryuu will initiate a reversal. This can be done against an attack from any direction. It doesn't work against missile weapons (obviously). Komaki-Style Harquebus Muffler ("Komakiryuu Hinawafuuji") Train with Komaki in the Champion District of Kamuro. When Kiryuu is near an opponent brandishing a firearm (even shotguns), hitting Triangle when the "Goku" kanji flashes (in Heat Mode, of course) will cause a Heat Action against that enemy. The Ultimate Mastery ("Kyuukyoku no Kiwami") Defeat the hidden boss Amon Joe. When an opponent is standing dazed (either from a weapon such as a bottle, a cedar block, etc., or from the Komaki-Style Flowing Catch technique), pressing Triangle when the "Goku" kanji flashes (in Heat Mode, of course) will cause a Heat Action against that enemy. DEFENSIVE TECHNIQUES Cancel Sway Watch the video "Space Ninjaman 3" (sold at Beam for 3980 yen). You'll need Body at level 5. Kiryuu can cancel any of his unarmed, light attacks into a Sway. This will use Heat energy, but you don't need to be in Heat Mode to perform the action. Komaki-Style Cat Flip ("Komakiryuu Nekozori") After noticing a cat behind the pharmacy in Kamuro, undertake the Adventure Course at the acupuncturist in Shinsei. While flying through the air from being knocked down, pressing X will cause Kiryuu to land on his feet. Komaki-Style Parrying Reversal ("Komakiryuu Hikikaeshi") After clearing the side mission "Try and Hit Me!" ("Naguttemiroya") and bringing Skill to level 8, undertake the Adventure Course at the acupuncturist in Shinsei. While "locked on" (holding R1), hitting L1 right as an enemy's attack is coming towards Kiryuu will cause him to parry that attack, stopping attack strings and knocking enemies down. Lotus-Style Diamond Wall ("Renge Kongouheki") Complete the side mission "The White Lotus Master's Request 3" ("Hakurenge no Onegai 3"). You'll need Body at level 10. Kiryuu's guard is increased as you hold down the L1 button, making it so that he can block even bladed weapons. TEAM-UP COMBINATION HEAT ACTIONS There are two kinds of attacks you can perform using allies in this game. One is to hit the Triangle button while in Heat Mode near an ally on the battle screen (Date, Daigo, or Sayama) who is holding an enemy and the "Goku" kanji flashes. The other one involves making friends about town by completing certain side missions. I'll explain more in the "Completion Lists" section, but it's always the same thing for each of the ones where an ally about town helps you out: when you fight near them, they toss you an item at the beginning of the match and you can hit "circle" to catch it and beat the snot out of one foe. This requires no Heat energy. Lastly, you can build up your Heat Gauge now. You may have seen pictures of a gauge where there are a bunch of extra little slots on the right-hand side, whereas in the first game, there was only one little extra area for Heat Mode. When these extra areas have Heat in them, you will be in Heat Mode. Some Heat Actions take very little Heat, and some a lot. If you build this up, you can obviously be in Heat Mode more easily. If you fill the meter comp- letely, you can usually do Heat Actions without worrying about needing to build it up again afterwards so much, since you'll alread still be in Heat Mode. I'd recommend doing this as soon as the two different areas become available! Here are the four things you'll need to do: --Watch the video "Legend of the First Group Head" ("Shoudai Kumichou Densetsu"), found in Soutenbori Coin Locker #22. The key is near the taxi on the western edge of Soutenbori (the northernmost street). --Watch the video "Samurai," found in Kamuro Coin Locker #10. The key is at the eastern edge of Taihei. --Beat the Tournament Mode in YF6. --Complete the Special Course (bottom choice) in the Love In Heart massage parlour in Kamuro. 2a-V. Story Progression ------------------------ The game is divided into 16 chapters--9 on Disc 1, 7 on Disc 2. There are story moments, when you'll be prompted to run to a certain location and do certain things. However, you may want to take your time and run around each city. There are three towns available--one in Tokyo (Kamuro from the first game), and two in Osaka (Soutenbori and Shinsei). Besides story moments, there are many other things to do in these towns, such as fight random encounters to build Kiryuu's powers up, side quests to gain experience, money, allies, and items, and, of course, places to buy stuff at. Not everything is available at all times in the game--you can't go to all the locations right off the bat, and you'll notice differences between the people and events in the morning and night, so you should probably take breaks before moving to the next chapter just to run about and accomplish tasks. If you played the last game, you probably remember that Coin Locker keys were scattered about. Well, they're back. So are the side missions / side quests / what-have-you's. However, this time around, there aren't keys in areas you can only go in once, nor are there missions you can't do past certain points in the story. In other words, there aren't any "one chance only" things. Once you finish the story, you can start a new one with the "Premium New Game" option. Pretty much everything carries over into the next game, which is good, but bad because any mission you finished without properly completing will be marked as "finished," and you won't be able to go back and do it again. The only problem with that is that you'll need them all to be marked "completed" in order to get a special item as a bonus. Other than that caution, another improvement made to this game is that there aren't any "one-shot" deals and you can miss a mision and go back and do it (unlike the first game). The strange thing about the story progression, that they've kept, is that until you're at maximum level, you're expected to only reach a certain amount of experience before random encounters cease per chapter. If you go beyond that level, you can't encounter thugs or yakuza anymore. A key tip here is that if you get Kiryuu drunk, he'll encounter more thugs and yakuza, but after a while, you won't be able to even make them show up if you're toasted. So, if you suddenly find yourself unalbe to pick a fight, just move on with the story and remember that in Chapters 15 and 16 you can fight all you want because the enemies never stop appearing then (unless you use the Lucky Beads). ------------- 2b. Fighting ------------- Fighting is still pretty much what the game's all about, even if they did include a large number of side games. Sorry to all you GTA fans; this still isn't a GTA game. It's a brawler, like Final Fight, Tenchi wo Kurau II, Spikeout!, Dynamite Deka, Double Dragon, or what have you. So, you should be familiar with the fighting system! 2b-I. Commands --------------- LEGEND (I don't think you can configure the controls, but just in case, I'll list the defaults) Square = Weak attack button. Triangle = Heavy attack button. X = Sway button. Circle = Grapple button. L1 = Guard button. R1 = Shift / Lock-On button. R2 = Taunt button. , = Then.... In other words, "Square, Triangle" means you hit square, and then after that, you hit triangle (you don't press them together) + = Together. In other words, "Towards + X" means you press towards the opponent and hit X; you don't a direction, let go of the stick, then hit the button. Hold = Keep the button held down for a duration of time. Hold long = Keep the button held down for a longer period of time than just "hold." Forward = Press the left analog stick in the direction Kiryuu faces. Back = Press the left analog stick away from the direction Kiryuu faces. Left = Press the left analog stick to the left from the way Kiryuu's facing. Right = Press the left analog stick to the right from the way Kiryuu's facing. (Back) = Press the left analog stick in a direction other than the one Kiryuu faces. (Free) = Don't forgot *not* to lock on; don't press R1. (Lock) = Must be "locked on"; while holding R1. (Behind) = When behind an enemy. Sidestep when they attack or while paralyzed. (Goku) = When prompted; while the "goku" kanji flashes. (Heat Move) = Move can only be done in Heat Mode. (Wall) = Near an environmental hazard such as a wall, bench, river, etc. (Down) = While Kiryuu's lying on the ground. (Falling) = While Kiryuu's flying through the air from being knocked down. Front = While the enemy is facing Kiryuu. Behind = While the enemy is facing away from Kiryuu. Light = Effects light enemies. Medium = Effects medium enemies. Heavy = Effects heavy enemies. Heat bonus = Increases your Heat Energy. High Heat bonus = Increases your Heat Energy noticeably. Heat cost = Costs Heat Energy. High Heat cost = Costs a large amount of Heat energy. Guard Break = Enemies who guard this move are temporarily stunned. Knockdown = Enemies who get hit by this will be floored. Stun = Enemy becomes paralyzed, usually with flashing lights, but remains stand- ing. Down = Enemy becomes stunned, but grovels on the ground. Collapse = Enemy grabs their stomach and slowly collapses to the floor. Shock = Enemy becomes shocked with electricity, paralyzing him before he falls. Burn = Enemy becomes engulfed in flames, paralyzing him before he falls. UNARMED ATTACKS --------------- Move: LEAD JAB Commands: Square Your average jab to the face. Not too much to say here. Move: STRAIGHT BACK KICK Commands: Square, (Free) (Back) + Square, (Free) (Back) + Square Square, Square, (Free) (Back) + Square, (Free) (Back) + Square Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Square Square, Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Square (Free) (Back) + Square, (Free) (Back) + Square (Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) + Square (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Square (Free) (Back) + Square, Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Square This is the follow-up move to the back-turning moves, turning Kiryuu around again. Move: SOK KLAB Commands: Square, (Free) (Back) + Square (Free) (Back) + Square Kiryuu spins towards the enemy with a turning, backwards-striking elbow. This move starts the jab strings, too, but note that hitting back plus Square again will just make Kiryuu do the Straight Back Kick move. Move: SLAM BLOW Commands: Square, Triangle Square, (Free) (Back) + Square, Triangle (Free) (Back) + Square, Triangle Guard break. Light, medium knockdown. Move: FLAPJACK? (Heat Move) Commands: Square, Triangle, Circle Kiryuu grabs the foot of the falling enemy, turns, and hurls them to the ground. Heat cost. Learn at Skill level 7. Move: TURNING OVERHEAD BACKHAND Commands: Square, (Free) (Back) + Triangle (Free) (Back) + Square, (Free) (Back) + Triangle Guard break. Light, medium knockdown. Move: CROSS RIGHT UPPERCUT Commands: Square, Square (Free) (Back) + Square, Square A little more damaging than just a jab. Move: SPINNING BACKFIST Commands: Square, Square, (Free) (Back) + Square (Free) (Back) + Square, Square, (Free) (Back) + Square Kiryuu spins around and swings his arm in a wild punch. Move: BODY BLOW Commands: Square, Square, Triangle Square, (Free) (Back) + Square, Triangle (Free) (Back) + Square, Square, Triangle (Free) (Back) + Square, Square, (Free) (Back) + Square, Triangle Light, medium collapse. Move: BACKBREAKER to POWERSLAM (Heat Move) Commands: Square, Square, Triangle, Circle (Free) (Back) + Square, Square, Triangle, Circle Heat cost. Learn at Skill level 7. Move: TURNING BODY SIDE KICK Commands: Square, Square, (Free) (Back) + Triangle Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle (Free) (Back) + Square, Square, (Free) (Back) + Triangle (Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle Light, medium collapse. Move: OVERHEAD HOOK Commands: Square, Square, Square (Free) (Back) + Square, Square, Square The third move in Kiryuu's basic string. Move: BACK KICK Commands: Square, Square, Square, (Free) (Back) + Square (Free) (Back) + Square, Square, Square, (Free) (Back) + Square Kiryuu turns around, throwing out a straight kick. Move: UPPERCUT Commands: Square, Square, Square, Triangle Square, Square, Square, (Free) (Back) + Square, Triangle (Free) (Back) + Square, Square, Square, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle Light, medium knockdown. Move: HAMMER HOOK Commands: Square, Square, Square, Triangle, Triangle Square, Square, Square, (Free) (Back) + Triangle, Triangle Square, Square, Square, (Free) (Back) + Square, Triangle, Triangle Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle (Free) (Back) + Square, Square, Square, Triangle, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Triangle, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle Guard break. Light, medium knockdown. Learn at Skill level 8. Move: MINI GIANT SWING (Heat Move) Commands: Square, Square, Square, Triangle, Circle (Free) (Back) + Square, Square, Square, Triangle, Circle Heat cost. Learn at Skill level 7. Move: TURNING UPPERCUT Commands: Square, Square, Square, (Free) (Back) + Triangle Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle Light, medium knockdown. Move: ROUNDHOUSE KICK Commands: Square, Square, Square, Square (Free) (Back) + Square, Square, Square, Square The fourth in Kiryuu's basic string. Move: SPINNING BACK KICK Commands: Square, Square, Square, Square, (Free) (Back) + Square (Free) (Back) + Square, Square, Square, Square, (Free) (Back) + Square Kiryuu turns around, kicking opponents. Move: FINISH KICK Commands: Square, Square, Square, Square, Triangle (Free) (Back) + Square, Square, Square, Square, Triangle Kiryuu turns his hips and throws out a second kick. Light, medium knockdown. Move: TURNING SIDE KICK Commands: Square, Square, Square, Square, (Free) (Back) + Triangle Square, Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle (Free) (Back) + Square, Square, Square, Square, (Free) (Back) + Triangle Move: FRONT KICK Commands: Triangle A strange, slow front kick. Move: CHARGE KICK Commands: Hold Triangle, release Kiryuu crouches, avoiding many high attacks, then releases a powerful kick. Guard break. Light, medium knockdown. Learn at Skill level 3. Move: LOTUS-STYLE FLASHING ENERGY PALM (RENGE SENKISHOU) Commands: Hold Triangle long, release Kiryuu crouches for the Charge Kick, then as you keep charging, shifts back and turns his shoulders a' la the beginning of a hadouken from Street Fighter II, then steps forward, throwing a long-ranged punch to the stomach. Cannot be guarded. Light, medium collapse. High Heat bonus. Learn by completing mission "The White Lotus Master's Request 1" ("Hakurenshi no Negai 1"). Move: BACK KICK ("HAIMENGERI") Commands: (Lock) Back + Triangle Kiryuu attacks behind him, but stays facing forward. Learn at Skill level 2. Move: DROP KICK Commands: Run Triangle Avoids sweeps and low attacks. Kiryuu lies on the ground after the move. Guard break. Light, medium knockdown. Learn at Skill level 4. Move: FORWARD CROUCH DASH Commands: Forward + X Swaying forward; avoids many attacks. Move: CANCEL FORWARD CROUCH DASH Commands: Square (x1-4), Forward + X (Free) (Back) + Square, Square (x1-3), Forward + X Same as the Forward Crouch Dash, but cancels the light attack string. Does not have to be during Heat Mode. Heat cost. Watch the video "Space Ninjaman 3," bought at Beam in Kamuro for 3980, with Body at level 5. Move: SHOULDER CHARGE Commands: Forward + X, Triangle Square (x1-4), Forward + X, Triangle* (Free) (Back) Square, Square (x1-3), Forward + X, Triangle* Learn at Skill level 5. *-Must learn Cancel Sway first. Move: SIDESTEP Commands: (Lock) Left + X (Lock) Right + X Kiryuu moves to the side, avoiding most attacks. Move: CANCEL SIDESTEP Commands: Square (x1-4), (Lock) Left + X Square (x1-4), (Lock) Right + X (Free) (Back) + Square, Square (x1-3), (Lock) Left + X (Free) (Back) + Square, Square (x1-3), (Lock) Right + X Same as the Sidestep, but cancels the light attack string. Does not have to be during Heat Mode. Heat cost. Watch the video "Space Ninjaman 3," bought at Beam in Kamuro for 3980, with Body at level 5. Move: LEFT CROSS HOOK Commands: (Lock) Left + X, Triangle Square (x1-4), (Lock) Left + X, Triangle* (Free) (Back) + Square, Square (x1-3), (Lock) Left + X, Triangle* Learn at Skill level 5. *-Must learn Cancel Sway first. Move: RIGHT CROSS HOOK Commands: (Lock) Right + X, Triangle Square (x1-4), (Lock) Right + X, Triangle* (Free) (Back) + Square, Square (x1-3), (Lock) Right + X, Triangle* Learn at Skill level 5. *-Must learn Cancel Sway first. Move: HOP BACK Commands: (Lock) Back + X Kiryuu steps backwards, avoiding most attacks. Move: CANCEL HOP BACK Commands: Square (x1-4), (Lock) Back + X (Free) (Back) + Square, Square (x1-3), (Lock) Back + X Same as the Hop Back, but cancels the light attack string. Does not have to be during Heat Mode. Heat cost. Watch the video "Space Ninjaman 3," bought at Beam in Kamuro for 3980, with Body at level 5. Move: RETREATING FORWARD KICK Commands: (Lock) Back + X, Triangle Square (x1-4), (Lock) Back + X, Triangle* (Free) (Back) + Square, Square (x1-3), (Lock) Back + X, Triangle* Learn at Skill level 5. *-Must learn Cancel Sway first. Move: KOMAKI-STYLE PARRYING REVERSAL ("KOMAKIRYUU HIKIKAESHI") Commands: L1 right when non-missile attack is coming towards Kiryuu Knockdown. After completing mission "Try and Hit Me!" ("Naguttemiroya"), undertake the Adventure Course at the acupuncturist in Shinsei with Skill level 8. Move: KOMAKI-STYLE TIGER KILLER ("KOMAKIRYUU TORAOTOSHI") Commands: (Lock) Triangle right when non-missile attack is coming towards Kiryuu Knockdown. High Heat bonus. After defeating the tiger boss in Chapter 12 with the special Heat Action, undertake the Adventure Course at the acupuncturist in Shinsei with Skill at level 9. Move: KOMAKI-STYLE FLOWING CATCH ("KOMAKIRYUU UKENAGESHI") Commands: (Lock) Circle right when non-missile attack is coming towards Kiryuu Stun. Heat bonus. After defeating Komaki in the underground colisseum, undertake the Adventure Course at the acupuncturist in Shinsei with Skill at level 10. Move: RISING KICK Commands: (Down) Square (Down) Triangle A sweeping kick. Light knockdown. Learn at Skill level 9. Move: KOMAKI-STYLE CAT FLIP ("KOMAKIRYUU NEKOGAERI") Commands: (Falling) X Kiryuu lands on his feet. After seeing the cat crouching behind the pharmacy in Kamuro, undertake the Adventure Course at the acupuncturist in Shinsei. Move: DOWN REVERSAL Commands: (Falling) Triangle Kiryuu lands on his feet, slides towards the opponent, and delivers a straight body blow. Majima uses this move. Heat bonus. Learn at Skill level 10. Move: KOMAKI-STYLE UNARMED REVERSAL ("KOMAKIRYUU MUTEGAESHI") (Heat move) Commands: (Goku) Triangle as non-missile attack is coming towards Kiryuu Kiryuu delivers one of several different attacks to the enemy. "Mute" means "no hand," or unarmed, but it also means "no move," as in strategy or chess, which means that the opponent was defeated with great ease. Heat cost. Undergo "Komaki Training: Fighting a Great Number" ("Komaki no Shuugyou Fukusuu Kumitehen"). Move: KOMAKI-STYLE HARQUEBUS MUFFLER ("KOMAKIRYUU HINAWAFUUJI") (Heat move) Commands: (Goku) Triangle as Kiryuu stands near a firearm-wielding enemy Kiryuu delivers one of two special Heat Actions. Heat cost. Undergo "Komaki Training: Fighting Against Handguns" ("Komaki no Shuugyou Taikenjuu no Kenkahen"). Move: STOMP Commands: Triangle near downed enemy* Kiryuu stomps on the enemy. *-If in Heat Mode after Pursuit Mastery ("Oiuchi no Kiwami") has been learned, move will not work. Move: SPECIAL PURSUIT (Heat move) Commands: (Goku) Triangle near downed enemy* Kiryuu either kicks the victim in the stomach when they're face down or punches downward into their face when they're face-up. Heat cost. Learn at Mind level 4. *-If health is low after Capturing Mastery ("Oikomi no Kiwami") is learned, move will not work. Move: MOUNTED PUNCHES (Heat move) Commands: (Goku) Triangle near downed enemy when Kiryuu's health is low Tap Square repeatedly to continue to spend more Heat and dish out more punish- ment. Learn at Mind level 6. Move: ULTIMATE MASTERY ("KYUUKYOKU NO KIWAMI") (Heat move) Commands: (Goku) Triangle when enemy is stunned Kiryuu smashes his fist right in the guy's face. Heat cost. Defeat the hidden boss, "Amon Joe." Move: TAUNT Commands: R2 Kiryuu taunts. Heat bonus. Move: HEAT CHARGE Commands: Hold R2 Kiryuu tenses up and gains Heat energy slowly. It's probably better just to sneak in some regular taunts here and there. Learn at Mind level 10. Move: SPECIAL HEAT ACTION Commands: Tap R2 within time limit to get to Heat Mode, then hit Triangle This only occurs with bosses and boss-like characters and usually happens once you've dealt enough damage to them or once you've knocked them down a certain number of times. GRAPPLES -------- Move: GRAPPLE Commands: Circle Note that different Heat Actions occur depending on whether you grabbed the opponent by their front or their back. Move: PULL Commands: Circle, directional input Use to pull the opponent in the desired direction. Move: ESCAPE Commands: Tap X repeatedly when grappled Self-explanatory. Some unique characters will initiate grapples that require other inputs to escape; follow the prompts on the screen. Move: KAWAUCHI-STYLE ESCAPING THROW (KAWAUCHIRYUU TOKINAGE) Commands: Tap Circle repeatedly when grappled In essence, a throw reversal. Learned during "The Martial Arts Youth" mission ("Koubujutsu no Shounen"). Move: HEADBUTT, KNEE, LARIAT Commands: Circle, Square, Square, Square Heat bonus. Knockdown. Move: BACK KICK Commands: Circle, (Back) + Square Kiryuu kicks behind him while holding the opponent. Move: HOLD FINISH Commands: Circle, Triangle Kiryuu delivers a roundhouse kick. Good for scattering enemies and knocking down heavy enemies. Heat bonus. Knockdown. Move: IPPONZEOI Commands: Front Circle, Circle Need to tap button repeatedly versus medium, heavy enemies. Move: REVERSE KUBINAGE Commands: Behind Circle, Circle Need to tap button repeatedly versus medium, heavy enemies. Move: ULTIMATE CRUSH: FRONT ("KIWAME KURASSHU - OMOTE") (Heat move) Commands: Front Circle, (Goku) Triangle at full health Kiryuu smashes the opponent's face into the ground in sort of an extreme hatakikomi. High Heat cost. Complete the mission "The Wrestler Eats the World" ("Resura- Sekai wo Taberu"). Move: ULTIMATE CRUSH: BACK ("KIWAME KURASSHU - URA") (Heat move) Commands: Behind Circle, (Goku) Triangle at full health Kiryuu pounds the opponent's kidney, then lifts them up and slams them onto their head. High Heat cost. Complete the mission "The Wrestler Eats the World" ("Resura- Sekai wo Taberu"). Move: DOUBLE CRUSH (Heat move) Commands: Behind Circle, (Goku) Triangle at full health near other opponent Kiryuu rams the two opponent's heads together like a vaudevillian. High Heat cost. Complete the mission "The Wrestler Eats the World" ("Resura- Sekai wo Taberu"). Move: ENVIRONMENT HEAT ACTION (Heat move) Commands: Circle, (Goku) Wall Triangle Kiryuu performs one of several Heat Actions depending on environmental hazard. Some have special follow-ups. See the completion lists section of the FAQ. Heat cost. Move: FLATTENING THROW ("NAGETSUBUSHI NO KIWAMI") (Heat move) Commands: Circle, (Goku) near fallen enemy Triangle Kiryuu performs one of two throws, tossing the opponent onto the fallen one. Heat cost. Move: FOOT GRAB ("ASHITSUKAMI") (Heat move) Commands: Near fallen enemy's feet Circle Kiryuu grabs opponent's foot. Learn at Mind level 5. Move: DRAG (Heat move) Commands: Near fallen enemy's feet Circle, directional input Kiryuu drags the opponent around by their foot. Learn at Mind level 5. Move: DRAGGING LEG SWEEP (Heat move) Commands: Near fallen enemy's feet Circle, Square Kiryuu kicks the opponent while holding their leg, knocking them back. This is a nice alternative to using Heat energy when in Heat Mode near a fallen enemy; Kiryuu cannot perform a normal Stomp in that instance. Downs surrounding enemies. Learn at Mind level 5. Move: DRAGGING BACK KICK (Heat move) Commands: Near fallen enemy's feet Circle, Back + Square Kiryuu kicks behind him in a fashion similar to when he's doing a normal grapple. Learn at Mind level 5. Move: MODIFIED FLAPJACK? (Heat move) Commands: Near fallen enemy's feet Circle, Circle Similar to the Flapjack that comes from Square, Square, Triangle, Circle. Learn at Mind level 5. Move: GIANT SWING (Heat move) Commands: Near fallen enemy's feet Circle, (Goku) Triangle There are actually several different moves that are available here, depending on location, usually involving swinging them into different objects. See the completion lists section for details. After reaching Mind level 5, complete the mission "The Wrestler Drinks the World" ("Resura- Sekai wo Nomu"). ARMED ATTACKS ------------- All weapons except for Knuckles-type weapons can be thrown with Circle. Once a Bomb-type weapon is thrown, it will explode. All weapons be used to guard, and Kiryuu can still run and Sway with them, except for the Heavy type. The Spear-type and Heavy-type weapons will be drop- ped when Kiryuu is hit; the others need him to be grappled. NOTE THAT GRAPPLING CAUSES MOST ARMED ENEMIES TO DROP THEIR WEAPONS. Gun-type and Spray-type weapons have ammunition that is used with Triangle. Guns actually have infinite normal use, and only expire once their ammo is used. Almost all weapons can have their Strong attack delayed and charged for more damage and improved effects on the enemies such as knocking an opponent down by holding the Triangle button down. The Rope and Knuckles-type weapons are unique. Both give most of the moves offered to an unarmed Kiryuu except for Circle. While Circle causes Kiryuu to throw the rope, it'll cause him to do a special, "area-clear" technique with the Knuckles-types. The Rope will allow Kiryuu to perform a unique Heat Action when he's behind an enemy in Heat Mode. Both weapons technically can be used infinitely. The Knuckles weapons will have "uses" numbers; this is like a gun's ammunition and is used whenever Kiryuu initiates the "area-clear" move with Circle. Once they run out, the weapon is useless. The Rope will become useless as soon as you use its Heat Action. There are two types of weapon: normal and "stage" weapons. A stage weapon is one that is only found in action stages and certain fight areas, and cannot be retained after the action or fight scene ends. Normal weapons may be sold to the black market person on the 5th floor of the Dragon Palace in Kamuro, to the secret weapons dealer in Beam, and to Tatsu, the dealer on the Soutenbori River. The pawn shops will not buy them. Remember that you can equip and unequip weapons at any time in a fight that you can pause the game. If you want to unequip a weapon and retain it to sell or use later, select the large box on the upper-righthand part of the items screen and hit the circle button (might become the X button outside Japan). LIGHT TYPE Square, Square, Square: Basic string Triangle: Overhead hit (Goku) Triangle (Heat move): Headlock Mastery Heat cost. Tap square to continue attack and deplete Heat energy. Triangle near downed foe: Stomp MEDIUM TYPE Square, Square, Square, Square, Square: Basic string Usually knocks down on the final attack. Triangle: Overhead hit (Goku) Triangle (Heat move): Blanketing and Repeatedly Attacking Mastery Heat cost. Tap square to continue attack and deplete Heat energy. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Pursuit Mastery Heat cost. HEAVY TYPE (Note that getting hit will cause Kiryuu to drop this type) Square, Square, Square: Basic string All hits are usually knockdowns. Triangle: Overhead hit (Goku) Triangle (Heat move): Heavy Attack Mastery Heat cost. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon pursuit Mastery Heat cost. SIGN TYPE (Note that getting hit will cause Kiryuu to drop this type) Square, Square, Square: Basic string All hits are usually knockdowns. Triangle: Overhead hit (Goku) Triangle (Heat move): Sign Mastery Heat cost. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Compacting Mastery Heat cost. SPEAR TYPE (Note that getting hit will cause Kiryuu to drop this type) (Also, note that if you're trying to get all the Heat actions, you must do this before you completing "Meet the White Lotus Master" ["Hakurenshi to no Deai"]!) Square, Square, Square: Basic string Triangle: Long stab (Goku) Triangle (Heat move): Long Staff Mastery Heat cost. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. SPEAR TYPE (once Lotus-Style Polearm-Wielding Technique has been learned) (Note that getting hit will cause Kiryuu to drop this type) Square, Square, Square, Square, Square: Basic string The final hit knocks down light and medium enemies. Triangle: Heavy swing (Goku) Triangle (Heat move): Lotus-Style Staff Technique Mastery Heat cost. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. SWORD TYPE Square, Square, Square: Basic string The final hit is usually a knockdown. Triangle: Heavy horizontal slash (Goku) Triangle (Heat move): Komaki-Style Sword Attack Mastery Note that there are really three different Heat Actions depending on type of sword wielded. Heat cost. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. KNIFE TYPE Square, Square, Square: Basic string Final hit knocks down. Triangle: Stab (Goku) Triangle (Heat move): Dosu Mastery Heat cost. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. PIPE TYPE Square, Square, Square: Basic string Triangle: Heavy horizontal swing (Goku) Triangle (Heat move): Strangling with a Stick Heat cost. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. GOLF CLUB TYPE (Note: Before Golf Swing is learned, acts as Pipe) Square, Square, Square: Basic string Final hit knocks down. Triangle: Fore! (Goku) Triangle (Heat move): Golf Mastery Heat cost. Before Golf Mastery is learend, Strangling with a Stick comes out Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. BAT TYPE (Note: Before Bat Swing is learned, acts as Pipe) Square, Square, Square: Basic string Final hit knocks down. Triangle: Homerun hit (Goku) Triangle (Heat move): Bat Mastery Heat cost. Before Bat Mastery is learned, Strangling with a Stick comes out Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. TONFA TYPE (Note: I don't even think it's possible to get ahold of one of these without having gained their attack strings, but if it is possible, in the last game, they were treated as Light weapons) Square, Square, Square, Square, Square: Basic attack string Triangle: Heavy swipe (Goku) Triangle (Heat move): Tonfa Mastery Heat cost. Tap Square repeatedly to continue string at cost of Heat. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. KALI STICK TYPE (Note: I don't even think it's possible to get ahold of this type of weapon without having gained its attack string. If it is possible, it's most likely treated as a Pipe) Square, Square, Square, Square, Square: Basic attack string Triangle: Heavy swipe (Goku) Triangle (Heat move): Kali Mastery High heat cost. This one goes on for a loooong time! Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. SPRAY TYPE Square, Square, Square: Basic attack string Similar to Light type. Final hit usually knocks down. Triangle: Spray (depletes ammunition bar) Hold Triangle down for continuous spray. Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery Heat cost. GUN TYPE (Note that all guns have infinite attack usage, but once their ammunition bar exhausted, they expire) Square, Square, Square: Basic attack string Similar to Light type. Final hit usually knocks down. Triangle: Fire (depletes ammunition bar) Triangle near downed foe: Stomp (Goku) Triangle near downed foe (Heat move): Weapon Stomp Mastery ROPE TYPE All Kiryuu's normal strikes are available--no grapples, though. Circle will still throw the weapon. Weapon has infinite use, but will become useless after Rope Mastery Heat Action is performed. (Goku) Triangle behind foe (Heat move): Rope Mastery Sidestep an attacking foe or stun them (using Square, Square, Triangle, for example), then walk around them. Heat cost. KNUCKLES TYPE All Kiryuu's normal strikes are availabe--no grapples, though. Weapon has infinite normal use, but limited "Whirlwind Spin" usage. Once Whirlwind Spin use is exhausted, weapon becomes useless. (Goku) Triangle (Heat move): Brass Knuckles Headlock Heat cost. Tap Square repeatedly to continue the move and deplete Heat gauge. Circle: Whirlwind Spin Kiryuu spins wildly, kicking and punching, becoming invulnerable and striking all those around him a' la Attack + Jump in Final Fight. 2b-II. General Battle Advice ----------------------------- Now, with the addition of back-turning weak attacks and an improved soft lock- on, you should be able to clear up crowds pretty well. So, if you get too surrounded, don't be afraid to just do a string, pressing directions to hit all the guys around you before they can get their attacks off. But, the main focus of your attack should be to get in Triangle attacks, since that builds your Heat Gauge. Getting to Heat Mode should be a high priority, since you usually gain all sorts of properties and have more attack options. Also, don't forget that Heat Actions will add to your experience bonus for defeating the enemies, so you'll level up a little faster. The basic idea of a fight is "knock the guy down, then do something as he gets up to gain heat, stun him, and/or gain the advantage, then knock him down again and do that ad nauseum." To do this properly, there are a few main tech- niques you should use: the Ipponzeoi (Circle, Circle), the Stomp (Triangle near a downed foe), the Foot Grab (Circle near a downed foe's legs), the Charge Kick (hold Triangle, release), the Lotus-Style Flashing Energy Palm (hold Triangle long, release), and, of course, strings ending with a Triangle, par- ticularly the Body Blow attack (Square, Square, Triangle). I rely most often on the Body Blow, Lotus-Style Flashing Energy Palm, Hammer Hook, and Foot Grab. The Body Blow is great because most enemies will collapse for a very long time, getting them out of the picture for a while. They actually take so long to fall down that you can literally walk right around them and grab them from behind. It also has a very wide attack range, meaning that it can hit several enemies standing near you at once. This is great, because when this happens, the Heat bonus you get is added for each enemy you strike. The Hammer Hook is awesome. When I first bought it, I thought, "well, big deal; an extra hit." The thing is, they end up landing in front of you just the same as if you'd hit them with simply the Uppercut, it offers two, powerful Triangle attacks that add Heat energy, it causes heavy foes to stagger a little more, setting them up to be attacked again quickly, and it helps you "track" enemies that are trying to move around a little more. As for the Lotus-Style Flashing Energy Palm, that move is just unbelievably powerful. It takes a long time to charge, but most attacks will sail over Kiryuu as he crouches. It's best to do this just after you clear people away or cause them to collapse. Although sometimes it will miss because they'll roll to the side or start walking around you, when it hits, they have to collapse again and you get a huge Heat bonus (not to mention dish out a lot of damage). They can't guard this technique, which is very nice. After you learn the disciplines that make it hard for Kiryuu to get knocked down when in Heat Mode, if you start to run low on Heat energy (but you are in Heat Mode), just charge up this attack and watch people hit you, then let go and hit them all to bring your bar up to full. And the Foot Grab--ah, the *Foot Grab!* This is one of the best additions to Kiryuu's arsenal, without a doubt. Dragging an enemy around, if others start to cluster all over you, either hit Circle to throw him behind you, or, better yet, get the enemies more or less in front of you and hit Square. Most foes will have to grovel on the ground, holding their ankles a while when his body flies into them. Other than that, you can, once you learn the technique from "Cyclops" Ooba, throw them into many things and cause big damage. Other than that, I should mention weapons. I'm still not too fond of them in brawlers, since they do alter your attacks and enemies tend to go crazy and play rough and dirty to get them out of your hands as quickly as possible. But, having said that, they can be very useful. Keep in mind that most of them have a bigger range than just your fists, their attacks usually break enemies' guards, they tend to knock foes down, dish out more damage, and even build Heat faster than just your fists. Also, they help you guard against other weapons and quite often have special effects such as shocking, stunning, or downing. 2b-III. Strategies for Enemies by Type -------------------------------------- Obviously, not all of the enemies in this game will attack or defend the same way. Enemies vary based on size and attack pattern. There are three basic sizes: light, medium, and heavy. Light enemies can be thrown normally without any extra input and get effected more by attacks such as knockdowns. Medium enemies get effected similarly by knockdowns and such, but you will have to tap the Circle button repeatedly to throw them. Heavy enemies just stagger slightly from almost all knockdowns and stuns, and require you to tap the Circle button quickly and repeatedly to throw them. They also tend to have bigger life bars and take less damage. You should note that when you fail a throw attempt, the enemy lands on you, causing damage and leaving you stunned on the ground for a while. There are four basic types of enemy attack patterns: brawlers, boxers, grapplers, and gunmen. Although there are many others such as kickboxers, kung fu practitioners, karate practitioners, taekwondo practitioners, professional wrestlers, big cats, ninja, knife throwers, and of course, unique boss characters, you will be facing the four basic ones over and over. Here's a few tips on these enemies, then: BRAWLER: This is your basic enemy. You'll see many of these; trust me. They tend to throw out attacks that push them towards you slowly and avoid grapples and some high attacks such as the Lead Jab. These attacks include running headbutts and jumping, hand-locking hammer punches. Sometimes, as you get up, they'll just do these attacks over and over and keep knocking you down. These attacks have a long wind-up and take some getting used to if you want to try a reversal, and track you no matter where you go. In fact, sometimes, their running headbutt will push them behind you, so if you stand in their face and hold down the Guard button, they'll still be able to hit you. All I can say is that you should Sway away from them and get used to the awkward timing of these attacks. Other than that, they do grapple often and they also carry weapons. If you see some punk holding a club or something at the beginning of the fight, he's probably gonna be a brawler. They come in all sizes. BOXER: This is the second-most-popular character. They hop in place and hold their hands up (which is good practice for a boxer; believe me). Their attacks are a ducking straight jab, which avoids high attacks such as the Lead Jab, the side-stepping Cross Left Hook and Cross Right Hook attacks Kiryuu learns, and a wild, three-hit combo that involves overhead hooks and uppercuts. As I said before, they use attacks that generall cause them to duck under highs, and I should mention that they usually can avoid grapples that way. Having said that, although they will grapple you, the best strategy may be to grapple them. They dance around you when not attacking, so you shouldn't stand still and let them just walk all over you. Rather, walk towards them and hit Circle. Throw them, stomp, throw them, stomp--or better yet, throw them, grab their foot, and hurl them into something. Throwing works really well because these guys are almost always light. GRAPPLER: You'll see these guys standing in some kind of judo-esque pose. They use running headbutts and similar attacks to the brawlers, but they rarely pick up weapons. Their main "deal?" Why, to throw you, of course. Although they get the same, generic backbreaker most enemies sport, they'll want to use it over and over, and they even sometimes can duck and come close in a sort of crouch dash to catch you. This will avoid most attacks and grapples. Now, these guys are almost always heavy. You'll have to tap the Circle button a lot when fighting them. You'll also need to tap the X button a lot, because they'll be trying to throw you a lot. Remember that a grapple attempt will make Kiryuu drop his weapon. They're fairly easy, until they get low on health (of which they tend to have tons). Once that happens, they'll charge up, often striking an "I'm-so-angry- now" pose. Unfortunately, in this condition, almost all normal attacks won't effect them. This is their "super armor" move, if you've played many 2d fighting games. What you'll want to do is grapple them. Since you have to jam on the buttons so much, remember that you can grapple and knock someone down with the Square, Square, Square string or with a simple Triangle. My basic strategy would be to grab someone, kick them down, run behind them, grab their foot, and fling them into something or kick them back down, then wait for them to get up--lather, rinse, repeat. GUNMEN: At first, these guys will seem very frustrating. They hang out at the edge of the fight and snipe at you. This time, I didn't find myself getting knocked down every two seconds by them, so it's not as bad as it was in the first game, but it's still annoying. The solution? Why, to kill them first! They're very similar to archers in the Shin Sangoku Musou / Dynasty Warriors series. Target them before you take care of the rest of the crowd. That's not easier said than done; just move towards them and sway when you see an attack coming. You'll notice that gunmen love to creep away from you as you approach. They'll also be doing that side walking that mysteriously causes you to miss your attacks a lot. If they're being particularly annoying that way, Sway when they attack. While they're attacking, they're stuck in their animation, and you should be able to close in pretty quickly. Grapple, stomp or floor grapple, wait for them to get up--lather, rinse, repeat. Thankfully, they don't have very much life. You should be able to mop these guys up pretty quickly. Even for other foes, you can apply these same strategies. Most of the time, you'll be trying to knock people down and then do something to them as they get up so you can grapple them and knock them down again. --------------------- 3. STORY WALKTHROUGH --------------------- When I so take my hand...whether so hurt to mess! It's always to me! I'm sorry, was that weird? Those are the lyrics to the wonderful opening you're probably enjoying. Well, I don't know if "enjoying" is the right word. Maybe just "experiencing?" Anyway, at the beginning of each chapter, I'll give its title and then I'll list any Missions that have become available. Don't forget to shop and fight and do these missions, since I won't tell you explicitly to do them all in the story walkthrough. I'll also list the coin locker keys that you can find...but that may come later as I haven't yet put that into the FAQ (sorry!). -------------- 3a. Chapter 1 -------------- THE BLOODIED LETTER (CHI NO SHOJOU) The very first thing we are treated to in this game is a cinema that involves characters we haven't met yet. Well, OK; one of them, we've seen before--Kazama Shintarou (who was re-named to "Fuma Shintaro" for the Western release of the first game). Hey! Let's discoing! That cop hiding behind the pillar is Kawara Shirou. The guy in black with two guns shooting the other guy down is Kazama Shintarou. After getting shot, the guy says stuff in Korean. "Our organization will never be destroyed, even if you do this!" he says. "You...animals!" Kawara waits for Kazama to leave, then approaches the mortally-wounded Korean, trying to help him. The man points up the stairs. "My child...please, save my child...." he gasps. Kawara, of course, races upstairs to find the man's wife, who's about to jump. Kawara convinces the woman not to be too hasty and says, "No matter what crimes you've committed, don't put those onto this poor child." That was twenty years ago. Another cinema starts. This time, we see the present day in a district of Tokyo called "Kamuro." Here, at the top of the Milennium Tower (which was designed but never built in reality), a mysterious figure looks out the window and talks on a cell phone. He has a cryptic conversation about exacting his revenge now. Now, we see Kiryuu, the hero of our story, rolling around in bed, lost in his past. The man he loved like a father, Kazama, confessed to him in his dying moments that he actually killed Kiryuu's real parents. Kiryuu's best friends both died because of pride and because the world hadn't been fair to them. So, why not take a trip to the cemetary, hm? Let's go! There are three graves of interest here, at the very end, on the left. First, we have Nishikiyama Akira's, Kiryuu's rival and younger-brother-like figure. He was also the boss of the last game--kinda. Next, we have Sawamura Yumi's. Yumi may have been the love of Kiryuu's life, a childhood friend who fell into bad situation after bad situation. She stole money from Jingu, another boss from the last game and father of Haruka (that girl you're walking around with). Oh, did I forget to mention that she's Haruka's mother? Finally, the big grave is for Kazama Shintarou. When you look at it, Kiryuu will start to remember the past. Choose the bottom choice to skip all that. While you're lost in memories, the current head of the organization you used to belong to, the Toujou Association, comes to visit with you. His name is Terada Yukio, a man who saved Kazama when people were surely targetting him in the last game to get the money he and Yumi stole. Kiryuu was named the Toujou Association's new head by the former guy, Sera Masaru, but he immediately stepped down and handed the job over to Terada. OK, that was way too much to say and digest, but I hope that it sets some of the backdrop for the story this time, if you haven't played the first game. Terada tells his guards to stay behind, and comes to meet with Kiryuu. Of course, leaving your guards behind means that trouble is just around the corner! Now, you are suddenly attacked by members of the Omi Group, the Osaka-based yakuza association Terada used to be a prominent figure in. The tension be- tween the east and the west has been rising lately, and they're only here to make matters worse. After they shoot Terada, you can finally battle. This is a tutorial, however. Follow the prompts on the screen and you should get experience for each test you pass. First, they'll want you to do a certain number of "finish blows." To do these, you must do any string of Square attacks ended with a Triangle (in other words, Square x 1-4, Triangle). After that, they want you to do grapple attacks. Hitting Circle will cause you to grab an opponent. Hit Square x 3, Triangle, or Circle again, once you've grabbed someone. Next comes weapon attacks. Grab a weapon--there's a broom and a pumice lan- tern sitting around nearby. Next comes guarding. Guard a certain number of attacks. Then, Heat Actions. These are your super moves. At this time, you can only grab someone and hit them against something in the environment or grab a weapon and us its special attack. You can do these when the blue "Goku" kanji is flashing in the corner of the screen while you're in Heat Mode. You'll see. After that, it tells you to dispose of the last guy however you'd like. Then, it'll ask you if you want to go through the training again...chose "no." Terada gives you a note, spattered with his blood. He tells you to go to Osaka and meet with the Omi Group and deliver the letter to Gohda Jin, their current leader. He'll tell you to ask for their ceremonial cup (sakazuki). Kiryuu discusses the matter at the Toujou Association's headquarters. At the headquarters, we see a few important people. There's Kashiwagi Osamu (with the scars on his face), Doujima Yayoi, the wife of Doujima Souhei, a previous head of the organization Nishikiyama killed to protect Yumi--a murder Kiryuu took the blame for--and Shindou Kouji, a man you fought in the first game who was loyal to Nishikiyama. Kiryuu suddenly tells Yayoi that he'll need to enlist her son. He believes that his strength is needed now that the association has no head. Yayoi tells him that her son, Daigo, has become a useless, young drunk, and has apparently given up on his family's lifestyle. So, go find him! You're finally placed in good old Kamuro, but you can only wander small areas. Haruka has gone off to the Sunflower Orphanage; don't worry yourself about her this time around. First, walk off the main street (Tenkaichi) to that first little alley running off to the east. There's a guy there (Handa) who'll tell you that he knows some drunk guy was fighting around Nakamichi street. You'll be able to go to Nakamichi. Once there, run south to where a guy is harrassing some worker. Beat him up, and you'll hear that maybe Daigo is in the square in front of the theaters. You can now go there. It's north from where you started; northwest of the place you just had a fight. Go there and talk to Rika. She tells you Daigo's in Shine, so you'll be forced automatically to go there with her. This causes fists to start flying. Beat up the guys, and Daigo will talk to you. Kiryuu takes him outside to the alley and tries to convince him, and for some reason, that involves punching him. Of course, they want to settle this with fisticuffs. How manly. Daigo isn't a very hard boss. If you can handle yourself at all, you should be able to bring him down rather quickly. Perform enough combos on him and he'll crouch down. This is your chance to perform a Special Heat Action, some- thing that the game explains is only available when fighting specific, strong enemies such as bosses. Tap R2 to build up your meter, and when it reaches Heat Mode, hit Triangle to deliver a special attack. After the fight, the two are sitting in the Third Park. Daigo agrees to help, but he says that he's going to go with Kiryuu. It turns out that someone in the Kansai area tricked him into a fight and shamed him, and now he wants to go get some payback. -------------- 3b. Chapter 2 -------------- THE KANSAI DRAGON (KANSAI NO RYUU) Missions: The Watch Salesman (Tokeiuri), Make friends with the Worker at Magutako (Magutako no Ten'in to Kaonajimi), Dine 'n' Dash (Kuinige), A Present for My Girlfriend 1 (Kanojo he no Purezento 1), A Present for My Girlfriend 2 (Kanojo he no Purezento 2), A Present for My Girlfriend 3 (Kanojo he no Pu- rezento 3), The Pregnant Woman (Ninbu) Welcome to Osaka! Well--at least, some weird area that doesn't really exist, but is supposed to be in Osaka. Kiryuu decides to go indulge in some night life, but Daigo just thinks he'll go to the hotel for the night. This is your chance to get into fights and do some side missions and shopping. You can only go on Soutenbori Street and those two bridges running off to the south (Bishamon Bridge in the west, Iwahashi in the east), but there's still a lot to do. A little ways down the street, you'll be blocked by some thug. Beat him up and you can walk all the way to the end. Well...except that halfway down, you'll suddenly be accosted by some strange guy. This is Kurogawa, a man about town who really seems to have his hands in many pots and his ear close to the ground. He almost immediately takes a lik- ing to Kiryuu and says that he's just a businessman, but people always think he's a yakuza. Huh. Anyway, if you go further down the street, there's a catch (one of those guys who try to bring customers in by standing on the street) who talks about the cabaret club down the street called "Grand." If you don't know about cabaret clubs, I've listed them in the glossary, but they're basically places to go and hang out with a gal (who's employed to hang out with you). This one actually has a floor show, too. So, go in, and you'll see a customer arguing with an employee. "Just because there are yakuza up there, I can't go to the second floor??" Go back out and talk to Kurogawa. He'll call a friend and you can just go back in and they'll be expecting you, letting you up to the second floor. So, go ahead. That huge guy with a big, fur coat on is Gohda Ryuuji, your main rival in this adventure. People call him the "Kansai Dragon," though he apparently doesn't like that too much. So, Kiryuu says, "Kansai Dragon" in a loud voice. Of course, a fight breaks out. Beat these guys up! Note that you can throw them over the banister. After the fight, Gohda claps and tells Kiryuu he's impressed. Kiryuu refuses to tell him his name, and Gohda mentions stuff about a dragon from the Tokyo area and how there should only be one dragon. He mentions his little war with the Kantou area, saying that Kiryuu should watch for fireworks. As you leave, there will be some commotion outside. Walk to the eastern end of the street, and you'll see a news item about explosions at the Milennium Tower. Fireworks? -------------- 3c. Chapter 3 -------------- THE YAKUZA-HUNTING WOMAN (YAKUZAGARI NO ONNA) Mission: A Present for My Girlfriend - Epilogue (Kanojo he no Purezento Sono Ato) Last chapter, you met Kiryuu's main rival. This chapter? Kiryuu's love inter- est. Well--you'll *kinda* meet her. You'll see. In the cinemas, you'll see her arguing with a yakuza, then beating him. There's not much he can do, since she is a detective. Her name is Sayama Kaoru. Hot-blooded, she really seems to have a thing against the yakuza! She'll get called in by her captain, Bessho Tsutomu. He tells her about Kiryuu coming to town, and she asks him to let her look after his safety. In the beginning of the chapter, Daigo and Kiryuu will be standing on Iwa- hashi (the eastern bridge over the Soutenbori River). Daigo will say that when you're ready, you should come back and talk to him, and you two can go to the Omi Group's headquarters. Daigo also seems interested that you met up with Gohda Ryuuji.... You may want to go and do the side mission and fight, if you haven't already reached a high enough level of experience where thugs stop appearing. When you're ready, talk to Daigo and say so. "Reach the Top Floor of the Omi Group's Headquarters" The Omi Group's headquarters are a big palace, dating way back. There are all sorts of traditional emblems and artifacts that evoke images of the warring states period (a.k.a. the Sengoku Era) littered about the place. Except maybe the big, modern chandelier. A guy on the staircase will explain that there used to be a more traditional one hanging, but they installed this newer one. Strewn about the second and third floors are healing items and the like, so it would do well to explore this place thoroughly rather than just run straight to the pink arrows and dots. In the little room before the conference room, you are expected to remove all equipment. There's an items box there for you--the first time you get to use one in this game! These boxes, in a Biohazard / Resident Evil fashion, hold the same items no matter which box you drop them off at. In other words, there are a few of these in the game, and if you put stuff down in one, it'll be in all the boxes. Basically, it's like having a warehouse you can call up and get your stuff because you can only carry so many things. There's also a telephone here, so you can save your game. There is an action scene coming up and a boss fight, so you might want to do so. So, go and meet with Gohda Jin. There are some important people here, too, of course. The old man in the wheelchair is obviously Jin. The others include the rude, mustachioed Sengoku Toranosuke, who's always seen fanning himself, laugh- ing, and being a general nuisance. His name has different kanji, but its read- ing means "warring states," a period of Japanese history when samurai and the like ran amok. His first name means "tiger son," or "tiger warrior;" something like that. Remember that later. Also there, guiding Gohda Jin around, is a man who seems to sympathise with the Toujou named Takashima Ryou (he's the guy wearing glasses). During the conversation, Sengoku brashly gets up and leaves, even in his boss's presence. Such is the state of the Omi Group, as Jin laments. Just then, guess who shows up? Why, if it isn't Gohda Ryuuji, Jin's son. Well, OK; so he's not *natural* son, as Ryuuji is quick to point out. Anyway, he's here to have a little coup d'etat, as he himself puts it. It seems that Ryuuji is the man Daigo was shamed by and holds a grudge against. What a surprise. He'll stay and fight him there, but he asks that you go and save Gohda Jin. "Save the Omi Group's Leader, Gohda" Fight the guys in the hallway and make your way back to the save room, then leave and go downstairs. The hallways have been closed off, but you should be able to find your way down. Be careful not to get hit by the knife-throwers or the strange, big guys with ottomans who seem to be impossible to knock down. Versus those big guys, you'll want to lock on, stay a little close, force them to swing, then hit them with something big. Try the Charge Kick! It works OK. If you have it, use the Lotus-Style Flashing Energy Palm. Once near the exit, you can jump to the chandelier. Follow the button mashing that appears on the screen. Either way, get out of the building. It seems that Daigo was no match for Ryuuji (what a surprise). Ryuuji shows up, and you'll have to fight him. There are a few things to remember when fighting Ryuuji, but the most im- portant is that when he attacks, he's pretty much just gonna keep going even if you hit him. So, don't get caught doing some slow move while he's throwing out his punches; you'll get hit even if you hit him. Having said that, you have to hit him with heavy attacks to get him to crouch for the Special Heat Action. Oh yeah, and watch out--he'll sometimes initiate a sequence that requires you to hit buttons as the screen prompts you. Make sure you have healing items, if this is your first time fighting him. After you beat him, the cops show up. Sayama is with them, and she places Kiryuu under arrest. -------------- 3d. Chapter 4 -------------- THE FOUR HEAVENLY KINGS OF THE OMI (OMI NO SHITENNOU) Missions: Worries of a New Comedy Team (Shinjin Geinin Konbi no Nayami), Albat- ross Akagi, Mr. Saeki - The Meeting (Saekisensei Deaihen), Kanematsu Shigeru - The Meeting (Kanematsu Shigeru Deaihen), Make Friends with the Catch on Sou- tenbori (Soutenbori no Yobikomi to Kaonajimi), Jun at Prime, Madoka at Prime, Ayano at Prime, Nana at Prime I should mention that the "four heavenly kings" this title refers to are the four guardians of Buddhist shrines, known as "Deva Kings" or "Devaraja." Once Sayama gets a safe distance away, she removes the handcuffs and reveals that she's there to look after Kiryuu's safety. She had to arrest him with the other thugs and get him out of there--not to charge him with anything but just to get him to a safe spot. Kiryuu looks up and notices a gunman who takes a shot at her. Even though he gets her down, she's hit in the shoulder. He asks her where the nearest hos- pital is, and she says, "Take me...to Snack Aoi...." Now, you're standing at the eastern edge of Shoufuku, the southern part of the Soutenbori map that you weren't allowed to explore before. Your main purpose is to find this place, so you probably can't do much shopping. If you go into the Nighttime Fun Dojo, they'll tell you it's right outside their door. Well, it is. From the car, pass Iwahashi (the first intersection), and at the next junction, turn left down the street running off to the south. Snack Aoi will be on the west side of the street, about a third of the way down. Kiryuu will recognise the sign and go in. Talk to the bartender and she'll look a little puzzled until you mention Sayama. Then, she'll tell you to hurry up and bring her in there, if she's been hurt. Go back to the car and carry Sayama. She's bleeding profusely; keep an eye on the "danger" gauge running down on the left-hand side of the screen. Punks will try to fight you--you can run around them, though. Once inside, you'll find out that Sayama has been under this woman's care for a long time--she's been her foster mother of sorts. You're not doing much good there besides getting in the way, so go out and have fun on the town. If you go to the north end of Bishamon Bridge (the west bridge), the bar- tender will call and ask you for bandages. They're sold at the pharmacy on Soutenbori Street, as the last item on the menu. Bringing these back to her will cause the story to progress, so only go back if you're ready. After tending to her wounds, you'll hear about how Sayama hates the Toujou Association. Apparently, when she was young, she overheard the woman who took care of her that the Toujou Association had something to do with her becoming an orphan. "Meet the Informant" You'll also get the bullet that shot her. It's a small calibur and Kiryuu is convinced that it was only meant to hurt her as a warning...maybe as a warning to Kiryuu. Sayama will talk about an informant you should go see who hangs out in the mahjong parlor, Reach Heights (Ri-chi Rou). "Reach" is a term in mah- jong that actually comes from a Chinese phrase "li zhi" or "lap jik," pronounced as "ri-chi" by Japanese. This expression isn't common in Chinese, however, so most mahjong players who use this term will use the Japanese pronounciation. So, English speakers usually say "reach." Anyway, you'll find the place to the west. A big, surly man blocks the way in. You can talk to him fifteen times and then fight him; that'll get you in. However, if you do that, you'll miss out on a side mission later. So, I'd recommend you do what the game wants you to do and find this sakura tile you need to enter. Go talk to the man across the street, and a little to the north. He'll tell you about some guy who calls himself Jakuka (which has the same character as the "jong" in "mahjong" + the word for "song"). This guy has the tile you need. Go up to the Club Sega on Soutenbori Street and you'll find Jakuka standing around at the UFO Catcher machines. Talk to him and he'll ask you to get the red "Tiny Kitten" doll. Get one for him. Two girls nearby will say there's something strange about that guy. Talk to him again, and he'll reveal that his beloved Yukiko has beeb kidnapped and he needs to pay 5,000,000 yen to get her back. Agree to go for him and talk to the man standing near the coin lockers. You can pay him the 5,000,000 if you have it, but why bother? Just refuse and beat the snot outta him. He'll reveal that Yukiko is being held by a man under an umbrella along the south bank of the Soutenbori River. So, run down the stairs at the Bishamon Bridge and run along the river until you see the guy. It seems "Yukiko" is a white cat. "Yuki" means "snow" in Japanese. You'll automatically return the cat to the guy, who gives you the mahjong tile you needed and a book "How to Win at Mahjong." If you show that tile to the bouncer at Reach, you can get in. In any event, just get in there. There's a bunch of mahjong tables about. Your man is reported to be there at the table with an empty seat, and he's supposed to know the password "I'll leave it up to you" when he asks you what rules you'd like. So, go to the last table and talk to Ezawa. Answer that you'll leave it up to him and he'll say, "Alright; what do you need to know?" You'll get some information, but you'll have to pay 100,000 yen. He'll say that the bullet was fired by Takashima, but he can't tell you any more. Now, we get another cinema. Takashima is talking to someone on a cell phone, and he explains that he had to shoot at Kiryuu so that he wouldn't trust any- one. "That's all you need to know," he says. Bessho walks in and tells him he can't talk on cell phones while in custody. "That was only a business conversation," Takashima protests. Since he can't charge him with anything, Bessho has to let him go. He does tell him that the police will stop him. "The age of the yakuza and police fighting is over," Takashima says. Now, Kiryuu asks Ezawa to tell him more. That'll be 300,000 yen. You can, if you want to, pay the 300,000 yen, but there's a way around it. Do you remember Kurogawa, the man who got you into the cabaret club, Grand? Well, he's at the southern edge of Iwahashi (the eastern bridge over the Soutenbori). Go and talk to him and he'll say that Ezawa wanted to know the rate for almonds, for some reason, and that the bartender at Stijl (the only bar in Soutenbori) knows about it. So, go and talk to him, and he'll ask if you want to buy them. Kiryuu says "no." Go back to Ezawa, and you should have a third option--the option to mention the rate for almonds. Now, you guys have sort of an information exchange to do--it won't cost you anything to get the info. During the conversation, Ezawa gets a phone call and tells everyone that there's a price on Kiryuu's head. Everyone at Reach will start to attack you to claim it. Beat them up, and Kiryuu will threaten Ezawa. He'll reveal that it was Sen- goku who orchestrated everything. Go back to Snack Aoi and Kiryuu will overhear them talking about Sayama's past and how she needs to get close to Kiryuu to pursue the connection with the Toujou Association. It's then decided that they need to go back to Kamuro. -------------- 3e. Chapter 5 -------------- THE HIDDEN PAST (KAKUSARETA KAKO) Missions: Host Club "Adam", Managing Cabaret club "Marietta" (Kyabakura "Mari- etta" Kiei), Try and Hit Me! (Naguttemiroya), Enka Alley (Enka Yokochou), Battle Stage (Taisendai), E-Mail Job (Me-ru de Oshigoto), Be My Baby, The Elusive Figure (Maboroshii Figyua), The Fake Kiryuu (Nisekiryuu), Fine Auto- mobile (Koukyuusha), Dragon Palace (Ryuuguujou), The Wrestler Takes Time Off (Resura- Kyuugyouchuu), The Wrestler Eats the World (Resura- Sekai wo Tabe- ru), The Wrestler Drinks the World (Resura- Sekai wo Nomu), The Arsonist (Hou- kama), Aiding the Sunflower 1 (Himawari Enjo 1), Aiding the Sunflower 2 (Hi- mawari Enjo 2), Aiding the Sunflower 3 (Himawari Enjo 3), Aiding the Sunflower 4 (Himawari Enjo 4), The Ex-Boyfriend (Motokare), Shogi 2, Bowling, American Baseball (Amerikan Yakyuu), Mahjong (Ma-jan), Slot Machine Ace (Pachisuro E-su), Make Friends with the Catch at Senryou (Senryoutoori no Kyatchi to Kao- najimi), Make Friends with the Youth at the Square in front of the Theaters (Gekijoumae no Wakamono to Kaonajimi), Make Friends with the Owner of Kyuushuu Ichibansei (Kyuushuu Ichibansei no Tenchou to Kaonajimi), Make Friends with the Drunk in Jidou Park (Jidou Kouen no Yopparai to Kaonajimi), Make Friends with the Mistress of Atenshi (Atenshi no Mama to Kaonajimi), Komaki Training: Fighting a Great Number (Komaki Shuugyou Fukusuu Kumitehen), Komaki Training: The Secret Heat Method (Komaki Shuugyou Hi-to no Hidenhen), Komaki Training: Fighting against Handguns (Komaki Shuugyou Taikenjuu Kenkahen), Komaki Training: (), Yuma at Jewel (Jewel no Yuma), Natsuki at Jewel (Jewel no Natsuki), Anna at Jewel (Jewel no Anna), Karen at Shine (Shine no Karen), Kae- de at Shine (Shine no Kaede), Maiko at Shine (Shine no Maiko) "Head for the Toujou Association's Base" Just a couple of missions there. Welcome back to Kamuro, setting for the first game. This city is much larger than the Osakan areas, and there is much, much more to do. Kiryuu sets up base at Serena, the bar he and his two closest friends used to go to in the old days. Now, it's just an empty room that he can use. Sayama is still suffering from the fever, so she stays behind, for now. Why not take this opportunity to go and explore Kamuro alone? Near the taxi, you'll get a call from Daigo. Seems he's being held by a mys- terious figure, who tells that Kiryuu to come to the Amano building if he wants to see Daigo alive again. He should come alone, of course. But for now, Kiryuu's got business at the base. When you're ready, go to the taxi and select the base. Inside, go upstairs to the conference room. Yayoi and the others will discuss. Before you leave, Yayoi asks that you meet her downstairs in the foyer, so go ahead down there. She'll give you a key with a drawing of a pheasant on it and say that it must fit somewhere in the mansion. It does. Run north and east to the back door, go out into the room looking out over the koi pond, and go back against its far, back wall. There will be a painting of a pheasant hanging. Push the painting aside (top choice) and use the key (top choice). One of the tatami mats rises, revealing an entrance to a hidden room with all sorts of nice stuff in it. Plunder said room and return to Yayoi. Talk to her a while, and Kiryuu will learn that Majima is at the Sai no Kawara area. In the first game, that area was where Sai no Hanaya, an ex-detective who turned into an informant, had his shop. "Sai no Kawara" refers to a riverbed where the Sanzu Rivers, mythical rivers like the River Styx of Greek mythology, are found. Here, people have to do certain tasks to remove vestiges (quite literally) of the material world so that they can cross over into the next after they die. So, its name was translated to "Purgatory" for the North American release. I translated it as "the River Styx," but I think that this time I will either call it "Sai no Kawara" or "Limbo." I'd like to divest it of the stigmas from other cultures; giving it the decidedly Roman Catholic name "Purgatory" is a little strange to me, and generally a practice that should be avoided as much as possible by translators. Upon exiting, you'll find a driver getting in a fight with some of the Toujou members. It appears he was trying to assassinate someone important. Beat him, but be warned that he's the "dart all over the place with a gun" type. Close in on him by swaying past his gunshot; he'll pause for