RYUU GA GOTOKU 2 F.A.Q. / Walkthrough by Patrick Coffman ([email protected]) 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 quite a while when shooting. If you've collected many experience and the random encounters do not occur anymore, you may want him to damage you considerably first because when you get back will be a rare opportunity to buy items from Matsuya! After beating him, walk through the gate and go back to Kamuro (top choice). "Head for Sai no Kawara" Upon returning to Kamuro, you'll get a call from Sayama. She's awake now, but she needs you to do some shopping, apparently. Although Kiryuu objects, she asks for women's underwear and a beer. You can find both in Don Quijote, the supermarket on Shouwa and Nakamichi. Please note that it's also early morning. This is one of only two times that you'll be able to order from the morning menu at Matsuya. The three bottom items are offered at this time only. Once you have her groceries, go back to Serena and talk to Sayama. She'll come out of the shower and make Kiryuu all uncomfortable while changing right in front of him. Anyway, Kiryuu tells her he wants to go to Sai no Kawara, so go ahead up to the northeaster corner of the map and go in the bathroom. Kiryuu explains that the entrance is through the men's toilets, and they go through. In the first game, many bums lived here in sort-of a transient community. Now, that's all changed. This is the construction site for Kamuro Heights, a new skyscraper that's apparently going to be one of the biggest in the world. You'll go right in to the underground area. This is the "real" Sai no Kawa- ra--a big pleasure district and gambling area. At its very end, you'll find the door to the palace once inhabited by Hanaya. Inside, however, it's Majima you'll find. If you haven't played the first game, you'll probably notice that he's pretty unstable and eccentric. At first, he'll refuse to help, but then, he may be convinced--so long as Kiryuu wins a tournament in his underground fighting colisseum. Choose the last choice to say you're ready. You'll have to unequip all your defensive and special items (and any weapon you might have, too, of course). Then, talk to the guy in front of the gates and choose the last choice again. This is a special tournament, and you have special, brass knuckles that never run out of endurance. The opponents will be armed, too. When in Heat Mode, the Heat Action will require you to tap Circle after initiating it to continue the combo (at the cost of Heat Energy). The first guy is Robeson Caetano da Silva (obviously named after soccer player Roberto Carlos da Silva--plus maybe Caetano Veloso?). Apparently, there's an extra missing from an old Hercules set. Note that while he swings that giant halberd around, attacks will not cause him to be stunned at all, so don't over- extend yourself with heavy attacks or his attack will still hit you. Also, when he does his great chop, when he rears his weapon back, it'll hit you if you stand behind him. So, just do a few attacks, then sidestep his big swipe. From the side or behind, hit him with heavy attacks. He shouldn't be too big a prob- lem. Next up is a character from the first game, Gary "Buster" Holmes. After he says the same cheesey line to Kiryuu about whether he wants to die instantly or have a slow death, Kiryuu once again asks if he can even understand the Japanese coming out of his mouth. Oh yeah, I forgot to mention that he has two ridiculous iron balls on his fists. Exactly what country were those popular in during the middle ages? Any- way, he fights with a "big-guy / pro-wrestler" style. Note that just like da Silva, he can attack without being stunned. For his type of enemy, it's the weird, big overhead attack they do while they're guarding that has "super armor" / hit absorption / whatever you wanna call it. So, hit him with weak attacks from the front, and pause if you see him guarding after a couple of hits as he's sure to do it. Then, sidestep and go to town on him. Lastly? Well.... Kiryuu is surprised to look over to Majima to see his reaction, only to find that he's left his seat. Sure enough, Majima comes dancing into the ring in a ridiculously flamboyant fashion. "My God," says Kiryuu, "you really are the only person I just can't read." This guy's tough, if you didn't know that from the first game. Luckily, he's a little easier this time around. You probably can't guard his knife attacks (there's a skill you'll learn later to do that), so keep a little bit of space between you and him. The key point to defeating this guy seems to be to re- spond correctly to his big string (lunging slash, spin kick, spin kick, wild slash, burning straight punch). Although the first and fourth hits are un- blockable, you can sidestep them and guard the rest. Don't knock him down too much, either, unless it's from the Brass Knuckles Headlock Heat Action. He'll do the Downed Reversal move you can learn later in the game that causes a big, collapsing stun. Your key here is to remain calm, stay a certain distance, and try to remember to use your turning attacks when he darts around you. Look out for his "quick-time event"-like attack, too. At certain times, he'll start to slash at you and you'll have to hit the on-screen prompts. Luckily, this builds up Heat Energy. Also lucky? It's always the same: X, Triangle, X, Triangle. Go back and talk to him at his room again. Although you asked him to return to the Toujou Association, suddenly, Kiryuu says that he agrees Majima has no place there (what the heck--??). But, he would like his cooperation. How stupid! Return to Serena to end the chapter. -------------- 3f. Chapter 6 -------------- THE ILLUSTRATION (EZU) Missions: The Shady Video (Ayashii Bideo), The Straw Legend 1 (Warashibe Den- setsu 1), The Straw Legend 2 (Warashibe Densetsu 2), The Straw Legend 3 (Wara- shibe Densetsu 3), The Straw Legend 4 (Warashibe Densetsu 4), The Spirit Med- ium (Reibaishi), Pickpocket Band 1 (Suridan 1), Pickpocket Band 2 (Suridan 2) "Head for the Amano Building" Date and Kawara are summoned to a super-secret, anti-yakuza room of the police headquarters. There, they are told by Sudou, an old student of Date's, that apparently, there is a link to a mysterious, foreign crime syndicate. Wow. Surprisingly, they finger Kazuki, a man from the first game who was ran the Host Club, Stardust. Kazuki was a great help to Kiryuu and Date in the first game, so Date can't believe that he's really a Korean guy from some shadowy, foreign mafia. Nevertheless, he has to investigate. Unfortunately, as they show up, Kazuki takes off. Guess he was a mobster? Well...I don't want to ruin everything, but let's just say that this chapter requires a little suspension of disbelief. Anyway, it's time for you to try and save Daigo. He's at the Amano building, and Sayama intends to come with you there. As you leave Serena, Yuuya, the number one host of Stardust and ally in the last game, shows up and talks to you about Kazuki. Well, you can't really be too bothered with that, now. Run up to the square in front of the theaters, and meeting you there will be Morita, an informant friend of Tamura's. You can ask him about Kazuki, but he doesn't know anything. He does know where the Amano building is located and tells you that it's the "terf" of some local gang, Team 16-Bit (heh). Go north and find the building, and you're sure to meet them. Beat those guys, and they'll tell you that their leader hangs out at the area behind the pharmacy. Go there and meet the guy, who's playing a handheld video game of some swort. You'll have to fight him, his hulking brute of a brother, and endless hordes of Team 16-Bit. No, I mean it; they're endless. The only way to stop them is to beat their leaders. You'll find that the smaller one just tends to walk backwards like an idiot and avoids much of the fighting, so you'll have to chase him around a bit. Once you beat them, you'll get the key to the Amano building. What awaits you inside? Why, an action scene, of course! Kiryuu's gonna go this alone. "Find Daigo" First things first, hit X to avoid that ... huge box-like thing that the guy kicks at you. Say hello to this guy, by the way--he appears throughout the entire game. He uses taekwondo, but it's essentially the same as a boxing type enemy + a move that stuns you. Don't over-extend yourself and remember to throw him a lot. You'll end up kicking him into some boxes. Walk down the hallway, and there will be a loud noise. Kiryuu looks back and we're supposed to notice something (I know it wasn't presented too well, but the guy got up and is now roaming around somewhere). There are items at the end of the hallway, too. Go upstairs and fight the guys. Be sure not to get shot as guns do a lot of damage until you get special armor that lessens their effect. Remember to knock guys out the window with your environment Heat Action; this is the only building you can do that in. Go upstairs again. Hey! It's everyone's favorite kicker! I like how he doesn't even look like a Korean guy; he looks more like Johnny Cage from Mortal Kombat or something. Anyway, yeah, you're ambushed by that same guy from down- stairs. Beat him again. Go upstairs yet again. Get the shotgun away from the guy as quickly as poss- ible. Don't use it, if you want money!! Those are worth 150,000 yen apiece, fully loaded. Just pick it up and unequip it. Go up again, and you're suddenly climbing an outside staircase up to the top. You kick guys back over the railing and throw them down stairs with your environment Heat Action--this, again, is your only chance to do that (I think). At the top, look out! Here comes our favorite recurring character again! As you walk into the room, hit Circle. He's gonna try to hit you before you expect it. There are big ... things strewn about the room. Whenever you get close to one, he'll kick it at you as he did in the first floor. So, be ready to hit one of the buttons to avoid the attack! Beat him a third time and he just completely vanishes. Strange after such dramatic entrances and exits. Hm. Go out onto the roof and you'll see Kazuki, Kawara, Date, and...Kazuki. Wow, it's suddenly every spy film and cartoon from the '80s! What the...? *Two* Kazukis?? Man! No, by the way; they don't ever explain that. Kawara suddenly says he knows which one is the fake Kazuki and goes to shoot him, but Date stops him. "You're not going to kill people in front of me again!" he says. Hm, looks like someone's got a secret past, kiddies! Thanks to the hesitation, the fake Kazuki shoots both Kawara and the real Kazuki. Yeah, thanks a lot, Date. Thanks for being a "policeman" and upholding the "law." What a jerk! The fake Kazuki is shot, too! The shooter? Sayama. -------------- 3g. Chapter 7 -------------- THE FOREIGN CRIME SYNDICATE'S SHADOW (KAIGAI SOSHIKI NO KAGE) Missions: The Price of a Tooth (Ha no Nedan), Devil Woman (Masei no Onna), The Man Who Attacks Kiryuu Because He Was Threatened and, Thus, Has No Choice (Odokasare Shikatanaku Kiryuu wo Osou Otoko), The Manga Author (Mangaka), The Mystery of Beam (Bi-mu no Nazo), Meet the White Lotus Master (Hakurenshi to no Deai), The Secret Party (Himitsu no Pa-ti), I Ryu-Jeon 1 (I Ryuujon 1), I Ryu-Jeon 2 (I Ryuujon 2), I Ryu-Jeon 3 (I Ryuujon 3), I Ryu-Jeon 4 (I Ryuu- jon 4), The Man Who Lost His Memory (Kioku wo Ushinatta Otoko), Black Thunder, Yuuya's Help (Yuuya no Kyouryoku), You've Got Something I Want; I've Got Some- thing You Want 1 (Kimi ni Aru Mono Boku ni Aru Mono 1), You've Got Something I Want; I've Got Something You Want 2 (Kimi ni Aru Mono Boku ni Aru Mono 2) "Hurry to Emoto" Don't worry; once you do all these side missions, you'll have most of them done. It's decided that the injured parties should be quickly rushed to Dr. Emoto, the guy who runs a small clinic that used to be supported by Kazama Shintarou in the first game. Unfortunately, on the way there, you have to avoid detection by the cops. It's actually a little annoying, but if you get caught by them three times, you can just start over again without any penalties. I recommend that, since you can't control the camera and a bunch of cops skulk around that area, when you reach the western end of Taihei (where the clinic is located), you click the left analog stick in to zoom in on the map so you can see where you're supposed to be going. It's gonna take a long time to care for Kazuki, but Kawara seems OK. Grumpy, but OK. While he waits to be seen, Kiryuu and Date must think of a new hideout. They're really quite spooked by this whole "foreign crime syndicate" thing! The game asks where you should go. Choose "Bantam." I believe it's the last choice. In the first game, Date and Kiryuu go to Bacchus, which later gets shot up and then reopens as Bantam (that shooting, incidentally, is where Kiryuu met Haruka). It's to the east of the Milennium Tower. Head over there and Date will explain a little about how he doesn't trust Kawara. Kawara was his mentor until he massacred a whole group of illegal Korean immigrants right in front of Date with little provocation. Date thought it was pure hatred, even worse than simple anti-foreign sentiment or racism. When he asked Kawara about it, he simply replied: "They were bad people." Maybe he didn't have his coffee that morning. Leave Bantam and you'll get a call from Sayama. She's mad that you just up and decided to change bases of operation without telling her. Anyway, she's at the clinic now. This is your time to dawdle and take care of the missions. Go back to the clinic, and something really ridiculous happens. Apparently, with three tough cops and a big, hulking ex-yakuza fighting for justice all standing int he middle of the room, two members of that "mysterious foreign syndicate" just walk right in, brush past all of you, go right into the oper- ating room, and punch the doctor. Yeah, way to go, team hero. They go in and talk to Kazuki, because they thought it was the...um, other Kazuki. Befor they can leave, beat them up! Kawara straddles one of the guys with a gun and threatens him, demanding he say the name of his organisation. He knows just what it is (and, apparently, he knows Korean). It's the "Jin- gweon Force" ("Jingweonhwa or Jingwonha"). "Jin" means "true" and "gweon" means "fist." They're apparently a very powerful and zealous lot; they believe their code of honor is absolute, calling it the "iron law." Committed to their syndicate, these people are very serious and would gladly die or kill themselves for the Jingweon Force. After that fight, head over to Bantam with Sayama. Kawara says he'll meet up with you there; he has to go change his clothes (into clothes that look exactly the same, of course). After you talk with him there, Kiryuu questions the bar- tender as to why he has pictures of Kiryuu and Sayama. Other shopkeepers in the area suddenly show up. It seems the Gohryuu Association's put a price on your head. These guys are looking to cash in. They're also really weak and lame, because they're just shopkeepers. The bar is quite crowded and they're armed, but there are tons of weapons lying around. Make sure to try and perform the Foot Grab on a fallen enemy and use the Superhuman Strength Mastery near the bar, as this is one of only two fights in which you can get the "Bar Counter Mastery" Heat Action. Kiryuu lets the bartender go, saying "Please just keep selling wonderful drinks to Kamuro." On a side note, both Dr. Emoto and the bartender at Bantam were featured in side missions in the first game. They were both special missions because they featured cinemas, which were only present in a handful of missions. Anyway, go back to Serena, and you'll find out that Date's been suspended because there's an investigation over the shooting at the Amano building. It seems the police force has somehow obtained video footage of him apparently shooting Kazuki. It was really Sayama shooting the fake Kazuki, but you can't tell from that angle. Is someone trying to remove Date from the picture? So, where did the video footage come from? Well, there's only one guy who videotapes just about everything that happens in Kamuro: Sai no Hanaya, the legendary informant who used to run Sai no Kawara. He was a prominent player in the first game, and this time won't be too different. The next day, Kiryuu decides to go talk to Hanaya, who's set up shop at the 50th floor of the Mil- ennium Tower now. -------------- 3h. Chapter 8 -------------- THE SUSPECT (YOUGISHA) "Head for the Milennium Tower" The title of this chapter refers to Date, who is now under suspicion thanks to the footage obtained from Hanaya somehow. To figure out what's going on, Kiryuu and the rest of the team will have to head on over to the Milennium Tower. Usually, the police will stop you from entering because of the explosion earlier, but they'll let you in this time. Unlike the previous game, you can't explore the inside of the Tower at all; you'll just go straight up to Hanaya's room. Apparently, Hanaya has no idea who's been leaking information. Kiryuu sug- gests it's one of the people in there, and Hanaya explains that he's using the same crew he had back at Sai no Kawara. Hm. However, we know that it was that weird-looking guy with the moustache and camouflage jacket from the cinemas earlier. He attempts to log in and shut down operations so that they can't see where Daigo is really being held. What a jerk! He didn't count on Sayama being there, or on her apparently being some kind of computing genius. She works in real time against him, and forces him to abandon his hacking attempt. All the while, the two were sitting in the same room, but somehow, nobody knew it was that guy. I mean, think about it--all Hanaya had to do was look around the room, or just tell everyone to stop working. Well, there's more than one way to skin a cat. Suddenly, masked men break into the Milennium Tower's basement and start to pull the plug (literally) on Hanaya's operation. What jerks! Go down the elevator (but first pick up the items littered on the floor) and to the generator room. Beat the guys up, and then Kiryuu will notice the last one, who walks into the room and takes his mask off. This hulking brute is Hayashi Hiroshi, a member of the Omi Group who fought you in the first game--also in the Milennium Tower. He's gone and learned some new tricks, so be careful. First of all, he's still easy to grapple--but be warned that he is a "big" enemy, so you'll have to pound on Circle like crazy to throw him. His attacks are kind of slow, but they pack a punch and will break your guard. Once you've gotten him down quite a bit, he'll break two pipes off the wall and use them like kali sticks at you. If you start attacking him with a string, be careful! He'll initiate an invulnerable attack string that starts with a "ding!" sound and a little posturing, giving you enough time to realise what's going on and let you sidestep--if you don't use slow, heavy attacks. Beware-- it *is* invulnerable, so for the entire duration of the attack, don't try to hit him. After you bring him down some more, his pipes will break and he'll slug it out with you again. This time, he has "super armor"--your attacks don't stun him or knock him down--unless you grapple him. So, grapple him! He's a little tough, but after you get used to him, it's a cake walk. "Head for the Tougenkyou" In the first game, there was a place called the "Tougenkyou," which literally means "homeland of peach fields." Peaches are a symbol for heaven and also, well, for butts--especially female ones. So, this name might make you think of some kind of sexy paradise--and it was. The Tougenkyou (I believe known as "Shangri-la," a mythical paradise, in the North American release) was a brothel. In Japan, prostitution is illegal, but that only refers to sexual acts per- formed with certain parts of human anatomy. I won't go into saucy detail here, but it's semi-legal to pay someone to get naked and give you "special massages." These are called "soaplands," because they masquerade as bathhouses and do involve getting you all soaped up and rubbing. The Tougenkyou was a soapland in Kamuro, but in the first game, Majima drove a truck into it and wrecked the place something awful. So, it's closed down now. It's also where they're holding Daigo. So, go to it! There are a bunch of guys with ottomans and knife-throwers around, and there are also guys with shotguns. You would do well to seize a shotgun that hasn't been used and save it to sell later! There's also a sword in one of the areas, the "Famous Sword Sakurafubuki," which you can sell for a whopping 500,000 yen if you don't use it! This is also the only spot you can get one of your Heat Actions, the "Tsukiotoshi Mastery," which is an environment Heat Action near the holes in the ground. Anyway, get to the last room and fight the guys who are holding Daigo. Both of them have guns and dart all over the place like lunatics. If you have bulletproof equipment (obtained from the secret weapons shop in Beam), you'll take less damage from their hits. It seems Daigo's alright. A little hungry, but alright. Time to regroup! Tomorrow's Terada's funeral. -------------- 3i. Chapter 9 -------------- THE OMI INVASION Back at Serena, talk to Kashiwagi about the funeral, and when you're ready, go take a taxi to the Toujou Association's base. Go into the big conference room on the first floor and look at Terada's picture for a while all misty-eyed. The moment is ruined by party crashers: the Gohryuu Association. So, go run outside and see what's going on! Also note Shindou gloating like a silent film actor. This rude knucklehead attacks the Toujou while they're all at their previous head's funeral. He also has a sword. Beat him first; he'll do a ton of damage to you with the thing. Also note that while fighting with Daigo, you have a chance to get the team Heat Action. After you beat that guy, Gohda Ryuuji shows up. Hey! I didn't know you were invited! Oh, wait--you definitely weren't invited; you gave the orders to kill the guy! He leaves money to express condolences, then leaves, although he is told that the Toujou Association will never recognise the Gohryuu Association's legitimacy or ally with them. Suddenly, you'll get a call from Sayama. It seems there are reports of the Gohryuu Association running amok in Kamuro. Head on back there! Majima (whose name is sort-of a pun on "majime," meaning "in earnest" or "with conviction" or something like that) apparently takes the entire Gohryuu Association on single-handedly. Well...that's amazing, but doesn't Kiryuu do that kind of thing all the time? He also gets beaten to a bloody pulp. Go and find him near the coin lockers and he'll get mad at Kiryuu for coming to town. Didn't he realise it was just a trap? Shindou orchestrated it all so that he could have a sort-of coup d'etat. "Find Shindou" So, hurry back to the base (isn't it kind of silly to think that Kiryuu is supposed to have basically left an entire base full of yakuza "defenseless" by leaving??) and look for Shindou. He's upstairs in the meeting room there, where you met with Yayoi before. OK, so...did I mention he acted like a silent film star before? This is just ridiculous. Apparently, he's going to try and force Yayoi to be his woman. That was the big motivation. Man.... Fight him. This fight goes on for quite a while and pretty much involves the entire manor. He does have a sword, so be ready to sidestep a lot. He's also kinda easily thrown, so, throw him! When you're outside by the koi pond in the moonlight, Yayoi throws you a sword. Block Shindou's strikes and counter by tapping the button on the screen repeatedly. It cycles through all four attack buttons. Once you beat him, go back upstairs to help Daigo (what a weakling). Yeah, this does actually happen. I can't believe how melodramatic this game suddenly has become! Well...I guess it's actually the cliches that make this series an homage. Anyway, Shindou comes back in for one final attack, even though you beat him downstairs. He's got low health this time, so he's pretty easy. That'll wrap up this disc! --------------- 3j. Chapter 10 --------------- THE SURVIVORS Kantou Mission: The Weapons Video Merchant (Buki Bideo Shounin) Kansai Missions: Mr. Saeki - The Impression (Saekisensei Kanmeihen), Kanematsu Shigeru - The Gamer (Kanematsu Shigeru Ge-ma-hen), Yukiko's Favorite (Yukiko no Konomi), Agent of Vengeance 1 (Urami Daikou 1), Agent of Vengeance 2 (Urami Daikou 2), Agent of Vengeance 3 (Urami Daikou 3), Agent of Vengeance 4 (Urami Daikou 4), Make Friends with the Guitarist at Soutenbori (Soutenbori no Gita- risuto to Kaonajimi), How to Never Lose at Gambling (Gyanburu ni Makenai Hou- hou), Tatsu Yes, this is the chapter you return to Soutenbori. First, we "get" to find out what happened to Takashi. If you played the first game, you'll know that Hanaya either abandoned his family at some point or was abandoned by them. Either way, he didn't raise Takashi. The same went for Takashi's girlfriend, Kyouka, who is the daughter of the boss of the Atobe group of yakuza. So, Hanaya and Atobe spent a teary-eyed moment watching their kids get together and proclaim their undying love and such at Sai no Kawara on a monitor, because neither one could actually approach their child directly. Now...that chapter had very little place in the first game, storywise, and this part doesn't really "fit" either. It has nothing to do with the main plot, so I actually don't like it too much. I guess it sheds some light on Hanaya's personality. Who cares? This is also an annoying part of the game because there's no "marker;" no red dot or arrow. So, you're left to just wander around on your own and it might get a little frustrating because you really don't know what the game wants from you. Go to the square in front of the theaters. In front of the theaters or over by Volcanic Volcano, you'll run into Takashi, who's walking around with some other girl. He had been so determined to bring Kyouka happiness that he said he would cut off his own fingers to prove it, but now, here he is philandering about with some dumb ganguro chick. You'll be forced to Shellac, where he'll tell you his story. Everywhere he went, people were mean to him, so he quit. Aww, poor baby! You didn't realise that you actually had to work at a job? Anyway, he apparently suffered a lot trying to get work and pay the bills, and it was all for Kyouka's sake. But then, he suddenly heard that she was cheating on him! She had been seen going into a hotel at the aptly-named Hotel District with some man. So, he just dropped her like a hot rock and decided to play around like a little kid, apparently. Kiryuu asks if he confronted her, but he says she lied about it. But, he also knows that there's the "legendary informant" somewhere around town who films everything and knows what's going on. He thinks if he could only see film of her meeting that man, he'd feel secure in his convictions. No matter which way you answer, the conversation will lead you to agree to introduce him to Hanaya. Go to the Milennium Tower. Seems Hanaya has no intention of meeting his son. "Who wants a useless man like that?" he says. But, he agrees to see him, just because Kiryuu asks him, not because of any blood relation. He's lying, of course. So, go back to Shellac and get Takashi. Back at the Milennium Tower, Hanaya warns Takashi that there are some things you'd be better off seeing (and fails to tell him that he's his father). Takashi says he doesn't care; he needs to know. He's really sad when a man does, indeed, show up to meet his beloved Kyouka. But, wait--! What's this?? Shocker! It's her dad who shows up and gives her money so that she and Takashi can live. She's been going and getting money from him because her loser boyfriend always quits jobs for little reason. Before he leaves, Takashi asks Hanaya to figure out who his dad is. Hanaya says that he only did this last report for free because of Kiryuu and that he usually works for a steep price. Takashi says he'll come back with money, then. Did you guys see that irony?? It's kinda subtle. You might miss it, if you never read anything or never watched any movies or shows in your life. Sayama calls you. Go meet her at Serena, and she'll pull a gun on you and tell you that you have to help her investigate the Jingweon Force rather than go after Ryuuji because she's still kinda sorta got you in her custody. They glare at each other and then go down to Osaka. If they ever get married, their fights are gonna be ridiculous. In Soutenbori, Sayama suddenly leaves you on your own. Kiryuu wants to go find her. Of course, do the side missions available in Soutenbori at this time. Talk to Tamiyo at Snack Aoi to find that Sayama's probably drinking it up at Stijl. Go up there, talk to the bartender, and he'll tell you she's already left and that she's probably walking around by the river. She is, in fact, on its north bank. She's also being harrassed by a bunch of thugs. Suddenly, she's completely incapable of defending herself, so go and fight them for her. Then, it's date time! I guess they have to have *some* lovin' for a love in- terest angle. Pretty lame date, though. "Here, honey...let me go play the stupid UFO Catcher game for you." "Ohh, you big, strong man *swoon*!" You're left on your own again. This is another time they leave you without a single hint as to where to go. Go back to the north bank of the Soutenbori, near the Iwahashi side to trigger a cinema with a man about to throw away a sketch for a tattoo. This guy is Kazebori. In Kamuro, the guy who drew the dragon on Kiryuu's back is named Utabori. These are obviously just titles passed down from generation to generation of tattoo artists. After talking about things for a looooong time and finding out that Ryuuji's dragon is the "Yellow Dragon" and that Kazebori regrets putting it on such a jerk's back, his assistant will come in and say that his other assistant, Sato- shi, stole the drawing and ran off. Leave their office and go down Shoufuku. Near the Nighttime Fun Dojo, you'll automatically enter the office Satoshi took the drawing to. There is a bug here! Be careful! The interior for this building is the same as the one found in "Agent of Vengeance 4" ("Urami Daikou 4"), one of the miss- ions available in this chapter. In that mission, you get a hint to the code to a safe that's located in that building. If you open the safe, you'll automatic- ally be forced from the building with its contents (a whopping 5,000,000 yen!). That same safe is in this room. Do not open it in this room!! If you opened it before in the mission, you don't have to worry; it's open anyway. If you open it here, you'll be forced from the building and you won't be able to go back inside! If you can't go inside, you obviously can't fight Satoshi and you can't advance the plot. Oh, did I ruin the surprise? You have to fight Satoshi. Beat him up. He's pretty easy. Kiryuu tells Kazebori not to be sad; it's not the job of a tattoo artist to guide people to their destinies, only to show them their potential, or something like that. --------------- 3k. Chapter 11 --------------- THE IRON-CLAD LAW Missions: Tragedy Befalls the Old Lady (Obachan no Higeki), Nosebleed (Hanaji) In this chapter, you'll get to go to the third city area, a district in Osaka called "Shinsei" (the real district is called "Shinsekai"). You'll have to re- visit it to get most of its missions, however. You'll also be after a survivor of the Jingweon Force massacre. You'll start by talking to Sayama on Iwahashi, who runs off to a taxi. Follow her and take it to Shinsei. The survivor in question is Bak Hwejong ("Bak" is sometimes known as the common name "Park" in the West). He's taken the name "Murai" and now spends much of his time playing shogi in Shinsei's "Keima" (that's the "knight" piece in Shogi). He looks very wimpish and has a huge mole on his face. To meet him, you have to really go through some convoluted stuff. First things first, you have to find out where this "Keima" place is. There's really not too much to Shinsei; just a main strip and a little side street. In that side area, north of the acupuncturist, you'll find people playing shogi. The man on the bench with a shogi board will tell you how to get into the exclusive club (although how an exclusive shogi club would make money, I can't tell you)--you'll need to show the guy on the main drag on the eastern side up north almost to the Tsutenkaku tower a shogi piece, the "Ryuu- ma." He doesn't tell you how to get ahold of it; he just tells you that the guy who hangs around near the Billiken shrine south of the acupuncturist so he can steal the offerings left there would know. Oh yeah, I forgot to mention to you that there are these weird statues with a smiling guy with big feet about town. These are Billikens, statues that are actually based off an American design and thought of as good luck statues in parts of Japan. Go south and leave over 100yen to get the guy to show up. He'll run away, up north. Catch him and fight him, but be warned that he's a really big guy and a little tough, despite his silly little role. He'll just tell you to go to the Tsutenkaku and find the binoculars with the yellow stripe. So, go into the Tsutenkaku! You have to pay to get up to the top. This is a real place, one of the landmarks of Osaka. When you find the binoculars with the yellow stripe, look through them (paying the fee, of course). All you'll see is a billboard advertising a hotel, the Laguna. It gives a phone number, though. If you go to the items menu, you can bring up the special items with the R1 button. Do that, highlight the memo, and press the circle button to call them. They'll ask how many floors there are in the Tsutenkaku. A guy standing around will tell you it's 503. They'll tell you a cryptic clue: "Asiatic black bear, intestines, the third time." Well, there just happens to be a place on the main strip's west side called "Yotteya" that sells intestines. In times of famine (read: World War II), parts of Japan were forced to eat the parts of the animal you'd usually discard. In the Kansai area, these were called "hourumon." That comes from the word "houru" (which means "to discard") and "mono" ("thing"). Since they also shorten vowels a lot in the Kansai, it was also written as "horumon." At some point, restaurants actually served this, calling it "horumon'yaki" ("fried throw-aways"). It is said that whoever eats this has great stamina, so its name was also intentionally likened to the word "hormone." Anyway, that's what Yotteya sells. So, go inside, and order "Asiatic black bear intestines" (it'll be your only choice) three times. At first, the cook refuses, but then, he serves it to you. It's apparently not very pleasant. Just when it seems like you were forced to eat something gross for no reason, Sayama finds the ryuuma chess piece in her food. Go across the street and to the north and show it to the man, who will let you into Keima (finally). Murai (Bak) will hear his name and look up. He knew he couldn't escape this day. Apparently, 20 years go, on that fateful, Christmas eve night, he was spared by Kazama Shintarou, but shot by the ruthless Shimano Futoshi, crawling over to his dead boss. But, somehow, he survived. Wow, what a surprise--the Jingweon Force members show up now to kill the old guy! Beat them up, but be careful because they do throw knives. You might do well to focus on their boss. Kiryuu demands who they are, but before he can get any information, one of them tosses a knife into poor Bak, and then all the members suddenly take sui- cide pills. "That's the iron-clad law," says Bak, who dies. --------------- 3l. Chapter 12 --------------- THE OSAKA CASTLE (OOSAKA NO SHIRO) Missions: Kanematsu Shigeru - Collection (Kanematsu Shigeru Toritatehen), The Tsuutenkaku's Mr. Billiken (Tsuutenkaku no Biriken san), Shogi 1 (Shougi 1), The Modified Hawk 1 (Kaizou no Taka 1), The Modified Hawk 2 (Kaizou no Taka 2), The Modified Hawk 3 (Kaizou no Taka 3), Go Get Me Some Sake! (Sake Katte- koi), Mr. Saeki - The Battle (Saekisensi Funtouhen), The White Lotus Master's Request 1 (Hakurenshi no Onegai 1), The White Lotus Master's Request 2 (Haku- renshi no Onegai 2), The White Lotus Master's Request 3 (Hakurenshi no Onegai 3) Just so you know, this chapter has probably the most ridiculously unbelievable action scene yet. Well, it seems even our hero has been withholding information. It seems he kinda had an idea what was going on, but he wasn't 100% sure until he heard Bak say that it was Christmas eve when they were slaughtered. It seems he was there on Christmas eve when Kazama had to kill a bunch of people. Now, Kazama always visited the orphans on Christmas Eve, but this one year, he didn't. Kiryuu ran to his office (note his awesome jersey) only to find Kazama getting ready to leave. "Go home," he tells him. Kiryuu thought he acted quite different than usual, being really mean and strict suddenly. So, he figured he was in trouble and followed him. Kazama let before Shimano so that he could warn the Jingweon Force and try to get them to leave town be- fore they all were killed. The leader was skeptical, so Kazama had to hold a gun on him to prevent getting killed. Kiryuu saw this from the hallway and rushed in with a bat. To save Kiryuu, Kazama had to shoot the leader, which started the whole bloody mess. Earlier, we heard that there were actually five survivors from the incident, although most people only knew of three--Bak Hwejong (that's Murai), Gim Taejin (most of you will know the family name "Gim" as "Kim," so I'll write it that way from now on), and Ji Pinmin. However, as we know, the boss's wife and child were saved by Kawara. So, there is a very strong possibility that Sayama was that child. So, Kiryuu feels responsible for the leader's death, thereby making him poss- ibly responsible for Sayama's father's death. She gets upset when he reveals this to her at the Soutenbori River and runs off. In a scene reminiscent of many movies, Cowboy Bebop, Param e Paiteo, etc, Kiryuu is stabbed by some clever assassin after she leaves. There was poison on the blade, apparently (tho' you'd think getting stabbed would be enough), so you have to hurry back to Snack Aoi. The game starts you right at the south end of Iwahashi, so it's not too far. Just avoid those guys who want to pick fights with you as time is a factor. Kiryuu staggers in and collapses. Of course, Tamiyo helps him. There was also a message tucked in his pocket when he was stabbed. Appar- ently, that was just a way to deliver a message to him. Wow! That's not as good as a candygram. The note is from Sengoku. He says that he has your girl. That's right! It's "Haruka's Been Kidnapped" part ... I dunno, twenty or so? She did get snatched a few times in the last game. "Find Sengoku" First things first, take care of your missions, friend. Then, head over to your informant on Iwahashi's south end. Do you remember this guy? Kurogawa. You met him way back on your first outing in Soutenbori and he got you into the Cabaret Grand club. He doesn't know much, it seems, but he'll nose around a bit for you. Run to the coin lockers area and you'll get a phone call from an unknown number saying they have your girl and you should go meet this mystery person at the golf center. Go up there and Kiryuu will remark on how unpopular it is that day. Then, you'll see why--the shopkeeper is lying there, beaten up. All he can say is that a guy with a Hiroshiman accent did it. Said guy is behind you, waiting for a fight. It's pretty easy. After you beat him, you'll see that he literally has no idea who hired him to do so, unfortunately. Leave the shop, and Kurogawa will call you. He needs to see you at the north bank of the Soutenbori. Surprise! He's really a yakuza--and he said that he's just an honest bus- inessman! A criminal who lies.... What won't they think of next? Beat him and his little buddies up. It's pretty easy because you can toss them right into the river. Kurogawa tells you that you should find Ezawa, the guy from the mahjong par- lor incident; seems he knows about Sengoku. He's at the acupuncturist in Shin- sei. Go to Shinsei and find Ezawa in the back room. I guess he had the super power to turn doctor's assistants into mannequins because she doesn't respond at all. He also has the power to run indoors, something Kiryuu apparently lacks. He's run up to the area where the parking lot and Tsutenkaku are located. Go there and catch him. You'll fight him in the parking lot, which is where the white lotus master hangs out, so if you got through her side missions, she'll help out by tossing a hairpin at you that you can ram...um, somewhere unpleasant on the poor guy. Ezawa won't talk, because it'll mean his head, but Kiryuu convinces him. Sen- goku's down at the Osaka Castle. So, take a cab there! This is the most ridiculous thing ever. Apparently, the Osaka Castle is built so that it can break in half along an unseen seem and move aside so that a huge, golden double of the castle can be raised and lowered at will. I must have missed that page in my tour guide. "Head for the Top of the Tower" Sengoku's right-hand man, Kunieda, apparently has the power to summon ninja and samurai with his gumbai, a fan-like implement used to command troops. Fight him over and over, but know that if you don't beat him, almost endless waves of troops will appear. Go upstairs, beat the ninja and samurai, pick up nice weapons, avoid traps by hitting the button prompted on the screen during cinemas, and then go upstairs again. Make sure you don't have a weapon equipped and go to the machine gun and press Circle. Yes, this is a shooting game, kind of like a mini-game, but no; it's not like the one in the previous game. This one's intuitive and easy. Kill the guys with the harquebuses as much as you want--they actually keep respawning for quite a while before Kunieda can't summon them anymore. Oh, was it not ridiculous enough for you? Well, after getting shot many times by a machine gun (that's not even a sub-machine gun--it's a mounted machine gun, for crying out loud), Kunieda gets up in typical silent film fashion and gives you a "grr!" face, then runs away. Yeah, I mean.... I know they were weaker back then, compared to vulcans and stuff like that nowadays, but.... That's really ridiculous!! Follow him upstairs and you'll fight him the last time. He continually re- spawns ninja and samurai, but what's worse, if you stand in the wrong parts of the room, you'll activate those nasty trap cinemas again, so be prepared to hit the button as it flashes on the screen. After you beat him, kill off the remaining ninja and samurai, and go upstairs. I'm sorry! Did you think that was all the more ridiculous it was going to get? Now, you have to fight two tigers. Yeah, as in tigers--you know, one of the world's most effective, largest, and most powerful predatory land animals. That's all! Their attack patterns are fairly basic. Don't just stand around at their sides, because they'll spin and hit you. The Uppercut (Square x 3, Triangle) attack knocks them down (wow!). Hit 'em with it when they stand there roaring like morons. If they rear back and growl, sidestep! They're gonna dash into you. If they start swiping, they might do the swipe, swipe, pounce thing. Get ready and sidestep, then hit 'em from behind or to the side. But, still, be careful--they'll turn and hit you sometimes. When each tiger gets to half health, they'll crouch and you can perform the Special Heat Action. Do so, and Kiryuu uses the technique he learned from Ko- maki in the first game, the Toraotoshi, which means "Tiger Killer." Nice. When the second one is fairly low on health, it'll pounce you and you'll have to pound the appropriate buttons prompted on the screen to survive. Sengoku stares at you. "A--A monster--!" he says in disbelief, and flees with Haruka. When you pursue, you'll find Gohda Ryuuji killing Sengoku. He thinks that now you can fight like you were supposed to, without silly tactics like kidnapping. So, he returns Haruka and leaves. --------------- 3m. Chapter 13 --------------- SETTLING UP THE PAST (KAKO NO SEISAN) Missions: Personal Data (Kojinjohou), Taxi Driver, My Boss, the Gambler (Gyamburu to Shachou), Hiryo-yan (Hiroyan), Kanemotsu Shigeru - Reunion in Kamuro (Kanematsu Shigeru Kamurochou Saikaihen) The first part of this chapter is another completely out-of-place event that has nothing to do with the main story. I think it's supposed to be there to show you that Haruka still needs Kiryuu, though she's taken a back seat to the love interest angle this time. Kiryuu realises this is Haruka's first time in Osaka and decides to go show her around. When you exit Snack Aoi, Haruka will see a famous idol named "Sakura" (it's actually different kanji than the one for "cherry"). Kiryuu notices some weird guy she was with staring at Haruka like some kind of horrible pervert. He comes over and introduces himself--seems he's the head of a big talent agency. He wants to make Haruka an idol, but she doesn't seem too interested. Per- sistent, he glances at your cell phone and gives you his card. When you go back to Aoi, you'll get a phone call from that guy. Apparently, in his profession, you have to be able to memorize phone numbers very quickly, or some such nonsense. He asks you to meet with him. Go to his place and tell Haruka to wait, then go inside and talk to the guy. No matter how you respond, he'll convince Kiryuu that it's much safer for her to be with them than it is for her to stay. As you exit, Haruka's getting bothered by street punks. Beat them. Kiryuu tries to convince Haruka that he's only bringing her sadness, but she says, "Don't you throw me away, too!" So, of course, the guy doesn't get ahold of her. For some reason, some people loudly talk next to you about a talented singer who works at Stijl. The red marker also shows up on the map over Stijl, so head on out there. Go inside, and you'll find a guy harrassing a waitress, trying to get her to sing. She refuses, so Kiryuu defends her and she leaves. Leave the bar, go west and south down the Bishamon Bridge, and you'll hear her singing. She's along the north bank of the Soutenbori River. Go to her, and talk to her about her talent. Go back to the bar. The president of the talent agency blocks your way, but Kiryuu tells him he should come with him, and automatically shows him the sing- ing waitress. Hooray. If you talk to Haruka in a later chapter, she'll show you a news- paper with the girl on the front page. Wow. Go back to Snack Aoi. Now, you can finally get on with the story again. Say you're ready to go to Tokyo. Along the way, you get to jump out of the car and fight guys on flatbed trucks. It's not a terribly hard battle. Note that there's a gun and a shot- gun lying around, so you might want to grab them and hang on to 'em to sell later. Once all the trucks have pulled together and you've beaten everyone, the final guy shows up. It's the Taekwondo Kid again. Does he have a hairlip? I can't tell. Beat him again--he's pretty much the same as he was the other three times you fought him. Then, he'll make some dramatic spectacle, falling from the moving trucks. Something big's going down at the Milennium Tower. Race on over there! You'll get attacked by Jingweon Force members along the way. Inside, someone's gone and shot up Hanaya's little operation, destroying the monitors and such. Who is it? Why, it's one of the survivors of the incident 20 years ago, Ji Pinmin. Apparently, Kurahashi's been a Korean all along, using his time in the police to calculate and finally exact his revenge. I wish I had someone to exact my revenge upon.... Anyway, beat him! If you defeat Ji / Kurahashi, the fight ends, so you might want to do him last. He's the "dart-around-like-a-lunatic-and-then-shoot-you" type. So, stay kinda close, and when he fires, dodge and hit. He's got a gun, so you can use the Komaki-Style Harquebus Muffler on him. After making a huge mess of things and pointing out that Kawara is her father, Kurahashi tries to kill Sayama and Kawara gets in the way. He also blasts him. We get some nice, teary-eyed scenes of Sayama and her real father talking about her mother and half-brother and the promise he made to try and protect her from all of this. Then, Kawara dies. Not a total loss; we did get a disc out of it that Sayama will need to go to Osaka to decode. --------------- 3n. Chapter 14 --------------- THE GOHRYUU ASSOCIATION COMES EAST (GOHRYUUKAI TOUJOU) Mission: Hanaya This chapter's title is a bit of a play on words. The word "toujou" means to move up and east, but it also, with different kanji, means "to make an appear- ance; to arrive at the scene." It's decided that Sayama will go and figure out the data on the disc. She's acting pretty strangely, so Kiryuu wants to go find her. She's at Serena. When you leave Serena, Date will call you. It seems Kazuki's finally awake. Go to Emoto's clinic and talk to Kazuki. He tells you that he, too, was sur- prised to see his double. I guess that's their way of asking us to suspend our disbelief and dodge answering the, "how come there's a Korean guy who looks just like Kazuki?" question. Apparently, that double has been in Stardust for quite a while, and Kazuki's been held by the Jingweon Force. He overheard that there are bombs placed around the entire city of Kamuro, so Date goes to get the police to send bomb squads around town. In the meantime, Kiryuu has to go to the base and get everyone ready for the coming battle between East and West. Ryuuji's on his way, and he needs Daigo to rally the troops. So, go get a taxi to the Toujou Association's base! There is a problem. Date needs you to come back and talk to Hanaya; if they only had his system running, they could find the bombs. Hanaya will meet you back at the Sai no Kawara area. It seems the police won't listen to Date at all about the bombs because he's a suspect in the shooting case. So, it looks like it's up to team Toujou to save the day! Apparently, Daigo and the boys know how to disarm bombs. Majima comes in and headbutts the desk Hanaya sits on...eventually, it starts to move and all systems are go again at Sai no Kawara. Of course, that leaves Kiryuu to meet the Gohryuukai pretty much alone. As you leave the Sai no Kawara area and head through the construction site, you'll get calls from Tobe (the bartender at Bantam), Emoto, and Yuuya, all saying that Gohryuu members are there harrassing them. As you leave, Tamura runs up and tells you similar things. OK, game--we get it! Go and beat the guys up. I suggest the bar first (note that you can still do the Bar Counter Mastery Heat Action here), then Emoto's. The last place will be Stardust. After the brawl, Ryuuji says that now that all the nonsense is over, he'll face you mano-a-mano as he intended, up at the top of the Kamuro Heights build- ing (which is under construction at Sai no Kawara, remember?). --------------- 3o. Chapter 15 --------------- THE SOLE BLOOD RELATIVE (YUIITSU NO NIKUSHIN) Mission: The Man Who Just Wouldn't Learn (Korinai Otoko) While trying to figure the disc out, Sayama has a weird daydream about Majima, who was actually involved in diffusing the bombs, haphazardously getting himself killed. It's not too hard to imagine. Then, she sees something she can't be- lieve. Back at Kamuro, talk to Majima at the entrance to the construction site, and Kiryuu will once again decide to go out with Haruka for some fun. This will be extremely boring if you don't go and do the mission, "The Man Who Just Wouldn't Learn," because you'll have to wait a looooong time for Date to finally call you and break it up, and there really isn't too much else to do. But, if you do that mission, right after you finish it, Date should call you. At any rate, meet him at Stardust. Sudou explains that he researched it on his end and found out that Sayama's half-brother is really Gohda Ryuuji. What a shocker!! Just then, Sayama walks in the door. They ask if she was able to read the disc and she tells them that it was encrypted. She also tells Kiryuu and Date that Bessho wants to see them in that special anti-yakuza conference room at the Kamuro Police Station. So, go get a cab and go to the station. Nobody's there, though. There's a computer set up with a video clip of Sa- yama explaining that she has to confront and arrest Gohda Ryuuji herself, be- cause she knows he's her brother and her only living relative. Kiryuu, of course, intends to fight Ryuuji to the death. --------------- 3p. Chapter 16 --------------- DETERMINATION Kantou Missions: The Kamuro Slasher (Kamurochou no Kirisakima), Amon Kazuya, Amon Shirou, Amon Sango, Amon Kansai Mission: The Martial Arts Youth (Koubujutsu no Shounen) This is your last chance to take care of business! Do not talk to Date and tell him that you're ready unless you really are--after you talk to him and exit Serena, there's no turning back and you'll just be in a long action scene. You'll probably want to do the last two missions--and fighting the hidden bosses, if you've done all the other ones (besides Mahjong, Shogi 1, Shogi 2, and Slot Machine Ace). There's probably a bunch of other stuff you should do, too, like the colisseum and what-not. When you're ready, talk to Date and exit Serena. You'll first fight Jin- gweon Force members in the alley behind Serena, then in western Taihei. They aren't much to speak of, but the next fight, which takes place right in front of the entrance to the Kamuro Heights construction site, features two, boss- like characters similar to the ones you fought in Emoto's when Kazuki was shot. Note that there's no break between fights. You'll automatically be sent to the construction site, where you'll have to fight a couple of waves of Jingweon members. Some have guns and shotguns, some are big guys, and some have knives. After you beat them, you'll be on the lift up to the top, fighting Mr. Happy Taekwondo Guy yet again. This is the fifth and last time you have to fight this knucklehead. Note that after you beat him, there's no weird cinema of him fal- ling or anything, just like the third time you beat him. Kinda quiet exit, huh? So, now you should be at the top. There are items strewn about--get them. Up at the top, Gohda Jin and Ryuuji are there. So's Sayama, who's trying to arrest Ryuuji. She tells him the truth, and he looks shocked. Jin confirms it. But, the two guys are both hard-headed, walking testosterone bags, so they have to face off. Kiryuu hits a button that puts the gate up, blocking Sayama from interfering, leaving just him and sword-wielding Ryuuji to slug it out. He does have a sword this time, but the principle's pretty much the same as it was before. You wanna know a really easy way to beat this guy? Grab him, hit Square three times or Triangle, walk up to him, wait for him to start to get up, grab him, hit Square three times...etc. He'll attack you at some point similar to the way Majima attacked you with the knife in a "quick-time-event"-like manner. Follow the button prompts or you'll get hit. Once you beat him, it's time for the biggest secret in the game to be revealed (I'm sure you're just trembling with excitement). Up the staircase emerges the final missing survivor of the incident, Kim Tae- jin. You might know him better as Terada Yukio, the man who was shot in the beginning of the game and the one Kiryuu trusted with the Toujou Association's throne. Jin and Ryuuji get shot up. Kim reveals a ridiculous bomb he hid up there. First the one at the Milennium Tower, now this--seems Kazuki didn't listen hard enough. Takashima reveals that he was working for Kim the whole time. Wow! Before the fight, Kiryuu will reveal that he saw Kim Taejin and Ji Pinmin get spared by Kazama Shintarou. So, he asks him how he can go againt the guy who saved him, and Kim says that it's this "iron-clad law" business; apparently, if they tell you to kill your own parents, you just gotta do it. He's the "dart-around-with-a-gun" guy, but he's got a sub-machine gun. Still, he has to pose and shout when he's getting ready to fire, and you can sway to his side and get around him. At certain points, he'll fire up into the air, shooting support cables off of huge I-beams. Hit Circle, then X, or you'll take one of the most damaging hits in the game. Once you beat him, Takashima turns on Kim, firing right into his chest at point-blank range. I guess that would do it (except for the "fuzzy logic" in this game for bullet damage). As he falls, something else falls from Kim, but nobody else sees it. He looks up at Kiryuu and says, "Trust...me...." Before anything else can be done, Ryuuji charges Takashima and both Ryuuji and Kiryuu end up all riddled with holes. With the counter going down on the huge bomb, the two, injured guys walk into the area and again seal Sayama off, this time sending her down on the lift. Aww, they care! But, they're also morons who want to slug it out. They don't even care if they're going to die! Pretty much, you're going to fight him like you did the first time. Don't forget about the whole "grapple, knockdown, grapple, knockdown" thing as it works wonders on this chump. At some point, he may tackle you. Pound the buttons as they are prompted on the screen to reverse and hammer away at him repeatedly. At the very end, in perhaps the greatest homage in this game, the two run at each other and you are prompted to hit a button. It's Triangle. This is the famous "Cross Counter" technique of Ashita no Joh ("'Tommorow' Joe") series fame. This was a hugely successful franchise and its signature move has been placed in games and movies over and over and over in Japan. So, Kiryuu won. Big deal--he's still shot up like crazy and lying next to a huge bomb that's about to blow everything to kingdom come. Sayama runs up the stairs, but it's too late--she can't carry Kiryuu. Haruka and Date come by in a helicopter just like Date did in the first game with Sudou. They lend just about as much help, too; they just yell at Kiryuu to run, but he can't. Sayama won't leave Kiryuu and the timer counts down to zero.... If you didn't play the first game, you probably weren't prepared for this, but "Silent Night" plays during the credits. In the first game, it was "Amazing Grace." It seems a little out of place. We see the sky above the graveyard again, and the camera pans down to Haruka, praying at a grave. "Thank you, for everything," she says, but she's praying to her mother, not to Kiryuu or Sayama. Why would she? They're right there, breathing and living and stuff. Apparently, that little thing that fell from Kim when he was shot was a fuse that the bomb needed to explode. Was he just saving it because he distrusted his "brother," Takashima, and wanted a bargaining chip to save his own skin if he turned on him? Or, did he intentionally sabotage the whole thing for the sake of Kazama, who spared him so many years ago, even if it meant turning his back on his own organisation? Kiryuu seems to think he just couldn't bring himself to betray the one who saved him. That's why he said "trust me." Who knows? Oh, yeah--that's it, by the way. From now on, you can replay the game with the "Premium New Game" feature, if you'd like. You carry almost everything along with you. Unfortunately, you can't "redo" missions, so if you messed one up, you can't ever get the Photon Blade RG unless you start over from scratch. So, go after those completion lists! See you in a year for Ryuu ga Gotoku 3! --------------------------- 4. QUICK STORY WALKTHROUGH --------------------------- Optional steps will be listed in parantheses. Where there are two routes, I'll split it up and say "Route 1:" OR "Route 2." You'll see! Chapter 1 --------- Check Kazama's grave -> (Remember events from last game) -> Perform "finish blows;" end Square attack strings with Triangle -> Perform grapple maneuvers -> Perform weapon attacks -> Guard -> Perform Heat Actions -> Beat remaining guy -> (Answer "yes" to try again) -> Answer "no" -> Fight punk on Nakamichi, talk to Handa, the guy he was harrassing -> Fight punks harrassing girl at Square in front of the Theaters, talk to girl -> Beat punks -> Beat Doujima Daigo Chapter 2 --------- Beat punk on Soutenbori between Club Sega and driving range -> Meet Kurogawa further down Soutenbori -> Enter Cabaret Grand -> Encounter guest trying to get into the VIP lounge -> Return to Kurogawa, talk to him -> Return to Cabaret Grand, go upstairs -> Fight Omi Group members -> Go to the large TV screen at the eastern end of Soutenbori Chapter 3 --------- Talk to Daigo, answer "yes" when ready -> Get to the top -> Action scene versus Gohryuu Association -> Defeat Gohda Ryuuji Chapter 4 --------- Go to Snack Aoi -> Return to car -> Carry Sayama to Snack Aoi quickly, avoiding strange man along the way -> Get call from Daigo -> Get call from Tamiyo -> Buy bandages at pharmacist on Soutenbori -> Return to Aoi -> Talk to bouncer at Riichi Heights -> ROUTE 1 Talk to man across street from Riichi Heights -> Go to Club Sega -> Talk to Jakka -> Get doll from UFO Catcher -> Talk to Jakka again, accept mission -> Meet thug by Coin Lockers -> Beat thug or pay 500,000 yen -> Find man at Sou- tenbori River's south bank under umbrella, automatically go to Club Sega and talk to Jakka -> Go to Riichi Heights and show tile to bouncer -> --OR-- ROUTE 2 Talk to bouncer 15 times -> Beat bouncer-> *this route is not recommended* Talk to Ezawa in Riichi Heights, pay 100,000 yen -> ROUTE 1 Talk to Kurogawa at Iwahashi's southern end -> Talk to bartender at Stijl -> Talk to Ezawa and say "I hear you wanted to know about the rate for almonds?" -> --OR-- ROUTE 2 Pay Ezawa 300,000 yen -> Beat thugs and Ezawa Chapter 5 --------- Talk to Kashiwagi on the phone -> Get letter from Komaki's student -> Get phone call from Daigo near taxi -> Take taxi to Toujou Association's base -> Run up- stairs to meeting room -> Go downstairs and talk to Yayoi -> Go out back door to koi pond area -> Examine painting on far wall, move aside -> Use key -> Enter hidden area behind you -> Get "Kien Dosu" -> Talk to Yayoi again -> Defeat assassin at exit -> Choose to leave the base -> Talk to Sayama on phone -> Buy "Women's Underwear" and "Tennensui Fresh Malts" from Don Quijote -> Go to Snack Serena -> Go to Sai no Kawara -> Meet Majima -> Say you're ready (third choice) -> Unequip things, use items box -> Say you're ready (third choice) -> Defeat Robeson Caetano da Silva -> Defeat Gary "Buster" Holmes -> Defeat Majima Gorou -> Return to Serena Chapter 6 --------- Exit Serena, talk to Yuuya -> Meet Morita in square in front of the theaters' north side near vending machines -> Ask Morita about Amano building (second choice) -> Go to Amano building -> Defeat Team 16-Bit -> Go to back area behind pharmacy -> Talk to Muya -> Defeat Team 16-Bit's Muya Brothers -> Return to Amano Building -> Action stage; defeat Man In Black three times -> Proceed to roof Chapter 7 --------- Carry injured people to Emoto's, avoiding cops; note that you can retry without penalty -> Choose to go to Bantam (last choice) -> Go to Bantam -> Talk to Sayama on phone -> Go to Emoto's clinic -> Defeat Mysterious Foreigners -> Go back to Bantam -> Defeat Tobe and other shop owners -> Return to Serena Chapter 8 --------- Enter Milennium Tower -> (Find three items scattered on floor) -> Go to elevat- or -> Defeat 7 intruders -> Defeat Hayashi Hiroshi -> Go to the now-abandoned Tougenkyou -> Action stage; defeat Gohryuu Association members Chapter 9 --------- Talk to Kashiwagi -> Take Taxi to Toujou Association base -> Enter conference hall on 1st floor -> Go back out the front door -> Defeat Gohryuu Association members -> Talk to Sayama on the phone -> Head to Nakamichi's north end, find Majima -> Go to the taxi -> Choose "Toujou Association base" (third choice) -> Enter main building -> Action scene -> Defeat Shindou Kouji -> Return to the meeting room upstairs -> Defeat Shindou Kouji *end of Disc 1* Chapter 10 ---------- Encounter Takashi in front of theaters -> Choose any choice to agree -> Go to the Milennium Tower, talk to Hanaya -> Return to Shellac, talk to Takashi -> Talk to Sayama on the phone -> Return to Serena -> Go to Aoi, talk to Tamiyo -> Go to Stijl, talk to barkeep -> Go to Soutenbori's north bank -> Defeat street punks -> Go to Soutenbori's north bank, near Iwahashi and encounter Kazebori -> Go to crossroads at Shoufuku near Nighttime Fun Dojo -> Defeat Satoshi and gang- sters Chapter 11 ---------- Talk to Sayama -> Follow Sayama to taxi -> Talk to shogi player on northern alley running off to the east -> ROUTE 1 Play him at shogi -> (Talk to man across street from him to get the power to turn the board around one time during play if you lose) -> Defeat him -> -OR- ROUTE 2 Pay him 80,000 yen -> Run south to the nearby Billiken shrine -> Place over 100 yen at statue -> Catch and defeat Arikane -> Enter Tsutenkaku -> Find binoculars with the yellow stripe -> Use "Laguna Memo" at special items screen; press start, select "Items," hit R1, move cursor over Laguna Memo, press Circle -> Answer "503" -> Go to Yotteya Horumon'yaki -> Order "asiatic black bear intestines" three times (only choice on menu) -> Go to Keima on eastern side of main street near Tsutenkaku -> Give man "Ryuuma Piece" -> Defeat Jingweon Force members Chapter 12 ---------- Rush to Aoi; your life is counting down, so avoid battles, since you can't use items -> Talk to Kurogawa on Iwahashi's southern end -> Get mysterious phone call from a familiar voice -> Go to driving range -> Defeat Big, Mysterious Man -> Talk to Kurogawa on the phone -> Go to Soutenbori's northern bank -> Defeat Kurogawa and yakuza -> Take taxi to Shinsei -> Enter acupuncturist, walk to the back, exit -> Run north near the parking lot, catch Ezawa -> Defeat Ezawa -> Take taxi to Osaka Castle -> Action stage; defeat Kunieda, ninja, samurai, use mounted machine gun to defeat Kunieda and samurai, defeat Kuni- eda, ninja, and samurai one more time -> Defeat tigers Chapter 13 ---------- Exit Aoi, walk north to encounter Sakura and talent agency president -> Return to Aoi and get a phone call from talent agency president -> Meet talent agency president at his office near Gandhara, choose anything -> Defeat Soutenbori punks -> Go to Stijl -> Go to Soutenbori's northern bank -> Return to Stijl -> Return to Aoi, talk to Haruka, say you're ready (bottom choice) -> Defeat Jin- gweon Force members, Man In Black -> Go to the Milennium Tower -> Defeat Ji Pin- min Chapter 14 ---------- Go to Serena -> Talk to Date on the phone -> Go to Emoto's clinic -> Take taxi to Toujou Association's base -> Go to mansion in Sai no Kawara where you met Majima and where Hanaya's lair used to be -> Talk to Tobe, Emoto, and Yuuya on the phone, talk to Tamura outside Kamuro Heights construction site -> Defeat Gohryuu Association members at Bantam -> Defeat Gohryuu Association members at Emoto's clinic -> Defeat Gohryuu Association members at Stardust Chapter 15 ---------- Talk to Majima -> Go about town with Haruka -> Either do side mission, "The Man Who Just Wouldn't Learn" or just wait a long time -> Get phone call from Date -> Go to Serena -> Take taxi to police station Chapter 16 ---------- Talk to Date, say you're ready (last choice) -> Exit Stardust to start action scene, defeating two groups of Jingweon Force members, two boss-like Jingweon Force members, another, big group of Jingweon Force members, then the Man In Black -> (Find items scattered about) -> Go upstairs -> Defeat Gohda Ryuuji -> Defeat Kim Taejin -> Defeat Gohda Ryuuji *end of game* -------------- 5. APPENDICES -------------- ------------- 5a. Missions ------------- Note that nearly all missions will still be available in later chapters if you didn't complete them. The only exception may be "The Man Who Just Wouldn't Learn" ("Korinai Otoko"); I haven't tested it yet, tho'. There are two ways to end missions--most can just be ended in such a way that you'll see it marked on the list with the kanji "shuu" (also read "owari"), which basically means "over" or "finished," but you'll be aiming for "kan," most likely, which means "complete." In other words, you can pass or fail missions. To get the secret bosses to appear, you'll need to accomplish nearly all the missions. There are superfluous ones involving the shogi, mahjong, and slot machines side games. Also, to get to the bosses, you can get either "complete" or "finished," but note that you can only get the Photon RG by getting "com- plete" in all the missins. Moreover, you'll need to complete *all* of them, including the ones based on side games. KANTOU ------ Chapter 5 --------- HOST CLUB "ADAM" In the Hotel District in Kamuro, north of the Yoshida Batting Cages, you'll find a Host who seems to be looking for you. He'll tell you that his boss is treating the hosts unfairly and he wants you to try and become Number One Host there. See 5d "Being a Host" for details. MANAGING CABARET CLUB "MARIETTA" (KYABAKURA "MARIETTA" KEIEI) Head towards the Eastern edge of Shichifuku and you'll find a man being attacked by thugs. Beat them, and he'll tell you he needs your help--namely, to manage Marietta, the cabaret club he owns, while he's away. See 5c "Run- ning the Cabaret Club" for more details. TRY AND HIT ME! (NAGUTTEMIROYA) In the parking lot on eastern Shichifuku, there's a guy with a crowd around him. He's putting out an open challenge to bet whether or not you can lay a hand on him. Beware; he darts around like a maniac. It may be a good idea to wedge him against the cars or the walls...but I just hit him as he ran around. ENKA ALLEY (ENKA YOKOCHOU) There's a man running around the Champion District. Save him and you'll go to Shellac and hear his story. The yakuza group head will show up. Defeat him and he'll be forced to listen to the guy. They'll have to admit he's got something there. BATTLE STAGE (TAISENDAI) At the Club Sega in front of the theaters, there's a man playing YF6. He'll ask to fight you. After you fight him (in the YF6 game), he'll tell you that you should know who he is (apparently he's supposed to be famous for being a good player). He'll fight you for real, now. Beat him, and he'll come at you again, armed with a plasma sword. Beat him again. E-MAIL JOB (ME-RU DE OSHIGOTO) You must clear "Try and hit me!" first. In the plaza in front of the theaters, in that little street that runs to the west of Deborah, you'l lfind a big man. Talk to him, and he'll tell you he has some mysterious work for you to do, but he doesn't want to tell you the details, so he'll e-mail them to you. Agree, and run north. You'll get the e-mail in your cell phone. Check it, and it'll instruct you to get a key that's stuck underneath one of the benches in the park north of where you met the guy. Go to that park, and go to the northeastern bench. Check it with Circle, and you'll find the key. You can use the key at the coin lockers, but the e-mail cautions you not to open the box inside. Don't look inside, unless you want to fail the mission and just get a "Fin- ished" mark. Take the box to the man in the alley to the east of Shine. You'll get a mail to see a bearded man in the bowling alley and say "How many bells do you need?" The guy will fight you. Beat him, and you'll find out he was supposed to kill you--asked by a man who e-mailed him the details of his job. Go back to where you met the first man, and confront him. He'll run--follow him, talk to him, and beat him up. BE MY BABY This is most likely the funniest thing in the game! Go to the alley on which Beam is located. In the intersection there with the alley running east-west between Shichifuku and Taihei, there was a bar in the first game called "Paradise." This is where the famous "Price of an F-Cup" mission took place. If you get close to this area, you'll be confronted by a bunch of yakuza. Beat them, and their group head will show up. He'll invite you inside...go ahead in. I don't think it matters what you answer to the girl, but what happens next has got to be seen to be believed. Beat the guys and the group head up, and Kiryuu will tell him that just because he likes something doesn't mean everyone does; he shouldn't force others to do that kind of thing anymore. Outside, the yakuza will thank you. They had to do as their boss said; that's just the way it is, but now, you've shown him the error of his ways. THE ELUSIVE FIGURE (MABOROSHI NO FIGYUA) In the Poppo Mart near Serena on Tenkaichi, you'll see a pasty-faced nerd doing something weird. Talk to him, and he'll suddenly ask you if you collect YF6 figures. He's shocked that you don't know the joy of collecting figures. Anyway, as he rambles on and on, he tells you he only needs the elusive number 12. Go to the counter and buy the "Snack & Toy" ("Shokugan"). Go back and talk to the nerd, and he'll offer to trade. Say "yes," and he'll give you a bunch of rare figures. THE FAKE KIRYUU (NISEKIRYUU) This happens after the event with Majima in the colisseum. In the Champion District, near the Atenshi and Shellac bars, you'll see a movie where a guy is pretending to be Kiryuu to extort money. He even has a fake Shinji (which is odd because Shinji died in the first game). After they bump into Kiryuu, on east Shichifuku, one of the people working at Jewel will come and ask you to help. Go there, and confront the fake Kiryuu again. This time, he identifies himself and Kiryuu decides to fight them. Of course, they're pushovers who both apologise. FINE AUTOMOBILE (KOUKYUUSHA) This happens after the event with Majima in the colisseum. Go bump into the black car on the north side of the Milennium Tower (across the street from MEB). A man will yell at you. Reply that you touched his car and he'll fight you. Use a Heat Action that smashes him against his own car and you'll get "Complete." DRAGON PALACE (RYUUGUUJOU) In the alley to the north of Serena, there's a homeless man. Save him, and he'll offer you a ride in his cart. Accept, and he'll take you to the Dragon Palace. This building actually was the same building Kiryuu's friends, Reina and Shinji, were killed at in the first game. Now, with the construction of Kamuro Heights in the Limbo (River Styx / Puragatory / Sai no Kawara) area, the displaced homeless people have moved to this area. So have the casino and the chouhan betting parlor. THE WRESTLER TAKES TIME OFF (RESURA- KYUUGYOUCHUU) In the Dragon Palace's 5th floor, in the northwestern room, you'll meet a large man. His name is "Cyclops" Ooba (hommage to Giant Baba?). He knows you're the champion from a year ago at the underground fighting colisseum, so he'll challenge you to spar. Accept and defeat him. Note that if you have anything equipped, you'll need to remove it before continuing. He's got an amazingly long life bar, but you can keep grabbing him and knocking him down over and over with Square, Square, Square or Triangle. THE WRESTLER EATS THE WORLD (RESURA- SEKAI WO TABERU) You must clear "The Wrestler Takes Time Off" first. Visit Cyclops Ooba again with Mind at or above level 5. You may need to talk to him a few times. Eventually, he'll say that he wants oden. Get him oden three times (you can buy them all at once and just talk to him three times) and he'll say he's ready to spar again. Beat him. Again, remove all equipment first. THE WRESTLER DRINKS THE WORLD (RESURA- SEKAI WO NOMU) You must clear "The Wrestler Eats the World" first. Visit Cyclops Ooba again with Body at level 8. You may need to talk to him a few times. Eventually, he'll say he wants to drink Staminan Royales. Get him three, and he'll want to spar again. Beat him. Again, remove all equipment first. THE ARSONIST (HOUKAMA) There's a man trying to burn Cafe' Central down. Chase him and talk to him, then fight him. He'll be up north, to the left of the Coin Lockers. AIDING THE SUNFLOWER 1 (HIMAWARI ENJO 1) Near the Taxi at the southern end of Nakamichi, there's a woman there who runs the Sunflower Orphanage Kiryuu attended (and where Haruka stays for most of the story). You can contribute money to her. Give her 10,000 yen and the next time you talk to her, she'll say one of the children wants a pet. Agree to look for one, and as you run around, Haruka will e-mail you about the dog she and Kiryuu rescued a year ago. Go to the square in front of the theaters, and the guy who takes care of the dog will show up. Then, the two of you will go and see the orphanage director again and give the dog to her. AIDING THE SUNFLOWER 2 (HIMAWARI ENJO 2) You must clear "Aiding the Sunflower 1" first. After donating an additional 30,000 yen or more to the orphanage director, she'll tell you that they've got a leaky roof on their hands and that they need 250,000 more. Give it to her. You can give it to her in installments--in fact, it forces you to. AIDING THE SUNFLOWER 3 (HIMAWARI ENJO 3) You must clear "Aiding the Sunflower 2" first. It seems that the orphanage director was hit with a scam. Talk to her again, and donate 50,000 more yen. She'll tell you about how the construction com- pany, "Imitation Reform," is suddenly asking for some insane amount of money now that the job is done and you've already paid the quoted 250,000 yen. Choose to tell her you'll handle it. Some time later, on Tenkaichi, they'll call, and threaten you with yakuza. Beat them up, of course. They'll give you a card. For some reason, the game decides at this point to suddenly teach you how to use special items. Hm. Anyway, go and tell her that the matter is resolved, and the mission will end. AIDING THE SUNFLOWER 4 (HIMAWARI ENJO 4) You must clear "Aiding the Sunflower 3" first. Donate at least 100,000 more yen and talk to the orphanage director again. She'll tell you that she has to quit. She wants to give the children a present; she wants to leave them with something wonderful like a park. Bring up the items menu, hit R1, and select the business card you got from Reform Finance. After setting it up, wait until you get a mail from Haruka, then talk to the director for the last time. THE EX-BOYFRIEND (MOTOKARE) Go in Asia (the strip club) three times, and if you get close to the stage on the third time, after the show, the dancer will throw you a note. Pick it up and read it, and you'll be asked to meet her outside. So go. She'll ask you on a date. Say yes and then her ex-boyfriend shows up. Choose the first choice ("Don't touch my Emi!") and he'll ask to test you. Say "yes." The first question is her bra size. It's D75 (second choice). The second question is what special move made her tampon fall out during a show once. That's the splits (second choice). The last question is what kind of man she likes.... But, no matter what you answer, he'll say some other stuff about a sexy man. She'll get mad and he'll start to attack. Hit him once and he'll wimp out. Just like a cabaret club date, this one ends in the Hotel district. I guess that's the "adult" side of this game. Anyway, if you care, the information to answer those questions could be found by talking to the guy wearing sunglasses just north of Asia, for a 10,000 yen fee. SHOGI 2 This mission is not required to fight the secret bosses. Strangely enough, you can get "Shogi 2" before you even get the mission "Shogi 1" to show up. In the Shogi room at the 4th floor of the Dragon Palace, play two times and Sakai will show up. He's the guy in red near the door. He plays for food. Beat him to win.... Good luck! BOWLING Bowl 5 times at Mach Bowl. Some guy will come in and throw out a challenge. Beat him, then beat him again. AMERICAN BASEBALL (AMERIKAN YAKYUU) Go through 5 sets at the Yoshida Batting Cages. A guy will be there in the middle of the room, near the Spike Out machines, with a girl on his arm. This guy is apparently some famous American player. He'll bet you to hit 10 or more homeruns off his pitches.... They're very strange pitches, tho'! Be warned! MAHJONG (MASHOU) This mission is not required to fight the secret bosses. At the Mahjong parlor, Rokurensou, play at least 3 times. A man will be both- ered by a punk outside. Talk to them, and choose "That's right" so you can fight him at Mahjong rather than with fists. SLOT MACHINE ACE (PACHISURO E-SU) This mission is not required to fight the secret bosses. In Volcanic Volcano, there's some kind of professional slot player hanging around. He asks that you go from 100 coins to 3000. Once you get to 3001 or more, you'll win. MAKE FRIENDS WITH THE CATCH AT SENRYOU (SENRYOUTOORI NO KYATCHI TO KAONAJIMI) At the southern edge of Senryou, one of those annoying guys who tries to get people to go into a store (called a "catch") is being harassed by yakuza. Beat them. MAKE FRIENDS WITH THE YOUTH AT THE SQUARE IN FRONT OF THE THEATERS (GEKIJOUMAE NO WAKAMONO TO KAONAJIMI) Yakuza are bothering some young guy standing around at the square in front of the theaters' east edge. Beat them up. MAKE FRIENDS WITH THE WORKER AT THE EBISUYA IN KAMURO (EBISUYA KAMUROCHOU NO TEN'IN TO KAONAJIMI) Do business in the pawn shop in Kamuro at least 9 times. Go back, and a yakuza will be bothering the staff. The yakuza will run...but he's just outside. Go and beat him up. MAKE FRIENDS WITH THE OWNER OF KYUUSHUU ICHIBANSEI (KYUUSHUU ICHIBANSEI NO TENCHOU TO KAONAJIMI) Order all the items from Kyuushuu Ichibansei (the ramen shop). Then, talk to the chef. MAKE FRIENDS WITH THE DRUNK IN JIDOU PARK (JIDOU KOUEN NO YOPPARAI TO KAONAJIMI) At Jidou Park ("Children's Park;" the park at the western edge of Shichifuku), there's a drunk there who wants you to go and buy him sake. Do so. MAKE FRIENDS WITH THE MISTRESS OF ATENSHI (ATENSHI NO MAMA TO KAONAJIMI) This takes place after you get back from the Toujou Association's base. Go to Atenshi (the gay club in Champion) and beat the punks there. KOMAKI TRAINING: FIGHTING A GREAT NUMBER (KOMAKI NO SHUUGYOU FUKUSUU KUMITEHEN) There's a small area between the Champion District and Taihei that's like an empty space. In the first game, that's where you fought White Edge's leader, Shiraki Yuuji. Now, Komaki, the old master you met and learned some moves from in the first game, is living there. What a bum. Take the first challenge he offers, and he'll ask you to attack a bunch of guys. Do so. After you beat them, he'll nod and tell you that you're still suffering when there's a lot of people around him, so he'll teach you the Heat Action, "Komaki-Style Unarmed Reversal." Fight again, and hit Triangle as people are attacking you. Remember not to hold the R1 button down, as the move won't work. Note that you can reverse people attacking from any direction. To get this mission to "Complete," you have to defeat Komaki in the colisseum. KOMAKI TRAINING: THE SECRET HEAT METHOD (KOMAKI NO SHUUGYOU HI-TO NO HIDEN) The first training mission is a challenge to build your Heat Gauge up quickly. Komaki explains that you can do this most effectively with weapon strikes. So, grab a weapon and hit the guys. A damaging weapon will grant much more Heat Energy, and a Triangle move will grant even more. Don't forget that you get Heat Bonus for each enemy you hit with a blow; one big swing that hits a bunch of guys will give you a lot of Heat Energy. I suggest picking up the big chunks of rubble lying around rather than the sheets of metal, facing a crowd of enemies, and hitting Triangle. You can actually get Heat Mode in one hit. After you pass it, he'll give you a reward. You can challenge over and over and try for better times, if you wish. To get this mission to "Complete," you have to defeat Komaki in the colisseum. KOMAKI TRAINING: FIGHTING AGAINST HANDGUNS (KOMAKI NO SHUUGYOU TAIKENJUU NO KENKAHEN) Talk to Komaki and take his third challenge. This time, he wants to see how well you fare against handguns. You can take his advice and pick up a piece of sheet metal hanging around, using it to guard the attacks, or you can just walk towards the foe and sway when he attacks. After you beat them, Komaki will teach you the "Komaki-Style Harquebus Muffler." Run up to the enemy and hit Triangle to initiate the attack. To get this mission to "Complete," you have to defeat Komaki in the colisseum. KOMAKI TRAINING There is a requirement to this, but I'm not sure what it is. It may be getting one or more of your stats to level 10. Talk to Komaki and take the final (fourth) challenge. This time, you have to spar with Komaki, but you can't build Heat Energy. Try and deal as much damage as possible in the time limit. To get this mission to "Complete," you have to defeat Komaki in the colisseum. KAEDE OF SHINE (SHINE NO KAEDE) Romance the cabaret club girl Kaede at Shine (see section in appendices for details). Kaede is modeled after adult films star Matsushima Kaede. KAREN OF SHINE (SHINE NO KAREN) Romance the cabaret club girl Karen at Shine (see section in appendices for details). MAIKO OF SHINE (SHINE NO MAIKO) Romance the cabaret club girl Maiko at Shine (see section in appendices for details). YUMA OF JEWEL (JEWEL NO YUMA) Romance the cabaret club girl Yuma at Jewel (see section in appendices for details). Yuma is modeled after adult films star Asami Yuma. NATSUKI OF JEWEL (JEWEL NO NATSUKI) Romance the cabaret club girl Natsuki at Jewel (see section in appendices for details). ANNA OF JEWEL (JEWEL NO ANNA) Romance the cabaret club girl Anna at Jewel (see section in appendices for details). Chapter 6 --------- THE SHADY VIDEO (AYASHII BIDEO) Near the restaurant Kanrai, there's a man selling something for 20,000 yen. He'll give you a coin locker key. Inside is a video you can watch at Fusion. Apparently, they were trying to film up women's skirts or something at the tea shop, Alps. Go and talk to the owner and you'll find that one of the workers set the camera up. He'll run--follow him. There are yakuza there who forced him to set it up--fight and beat them. THE STRAW LEGEND 1 (WARASHIBE DENSETSU 1) I'll explain more in the glossary about the actual straw legend, but let's just say that some guy found some straw and traded up with people until he got a nice, rich house and land. Anyway, in the alley where the entrance to Mach Bowl is located, there's a young man standing around. If you talk to him, he'll want to rap for you. He'll ask if it was good afterwards...put "It was awful." He'll give you the CD either way, but if you lie that it was good, you'll get a "finished" instead of a "complete." THE STRAW LEGEND 2 (WARASHIBE DENSETSU 2) At the western end of Shichifuku street (between Jidou Park and the taxi), there's a man standing around. Talk to him, and he'll tell you that he's look- ing for something that will show him the heart of the street, or some such nonsense. Give him the CD you got in "The Straw Legend 1." He'll trade you for a fine fountain pen. THE STRAW LEGEND 3 (WARASHIBE DENSETSU 3) Outside the parking lot on Shichifuku, near its west wall, there's a con- struction worker crouching. He needs something to write a note down with quickly. Give him the pen you got in "The Straw Legend 2." THE STRAW LEGEND 4 (WARASHIBE DENSETSU 4) On a bench near the western entrance to the Milennium Tower sits a pathetic dancer. She needs her shoes. Talk to her, then go up to the West Park (the entrance to Limbo / The Future Site of Kamuro Heights on the east end of Kouenmae). There's a homeless guy there with dancer's shoes on. Talk to him, and he'll act all crazy and paranoid. But, he'll trade you for the boots you got in "The Straw Legend 3." Go back, give them to the dancer, and everyone's just so happy and blah, blah, blah. THE SPIRIT MEDIUM (REIBAISHI) You must clear "A Fine Automobile" first. Near the Tougenkyou, a man will give you the "Dirty Video" (not *that* kind of dirty). He'll tell you absolutely never to watch it. Well...go ahead and watch it. An eerie scene will show a strange woman. Kiryuu doesn't quite get it. Once outside, a man will call you and tell you to pay 100,000 to exorcise the ghost. You can do so if you wish, and that'll end the mission, but if you re- fuse and go over to Taihei's eastern edge, you'll see the woman in the video. She'll run behind a car. Follow her. Once Kiryuu closes in, she's suddenly not there. There is a note on the ground, though, telling you to go to the space across from the Third Park (the park near Serena). Go there, and you'll find some thugs. Kiryuu asks if they're related to the medium, and they'll say, "You actually believe in that stuff?" After beating them, Kiryuu learns that they really had nothing to do with the mysterious figure's clue. Then...who was that woman...? Dun-dun-dunnnnnnnn!!! PICKPOCKET BAND 1 (SURIDAN SONO 1) You must clear "The Spirit Medium" first. In front of Smile Burger, bump into the guy wearing a baseball cap. He'll steal 20,000 yen. Talk to the guy stand- ing nearby and he'll tell you that Smile Burger's manager knows something about that incident. Go and talk to him, and he'll tell you about the pickpocket. Walk in front of Smile Burger again and bump into the guy in the baseball cap again. Kiryuu will ask whether or not he should check his wallet. Say "yes." Then, find the guy standing in the back of the Third Park (the nearest park). Talk to him, and say that you checked your wallet already (otherwise, he says you have no proof). Then, beat him up. He'll give you back your money. Don't let him just get away with that and he'll give you back the money he stole the first time. PICKPOCKET BAND 2 (SURIDAN SONO 2) Go back into Smile Burger and talk to the manager again. He'll say that there's actually a whole band of pickpockets; that guy in the baseball cap was just working for them. So, go back and talk to the pickpocket again in the Third Park, and he'll tell you about a building on the little alley running east from Club Sega, that has a fire escape running along its side. Just rub up against the southern side of the street and you should find it near the Pink Street end. Go inside and tell the guy you won't let him get away with it. Fight him and win. Chapter 7 --------- THE PRICE OF A TOOTH (HA NO NEDAN) This event happens any time, but the "Devil Woman" mission needs you to have completed it and takes place before the fight at Bantam, so you should pro- bably take care of this first. Inside the Gelato shop, there's a guy who claims to have gotten a toothache from the gelato. Of course, he's asking for them to give him money to go to the dentist--just a scam. So, beat him up! There are two guys here--make sure you hit the guy who was complaining so you can get the good ending (he's the big guy). He'll say that you knocked out the tooth that was offending him. How fortunate! DEVIL WOMAN (MASEI NO ONNA) This happens before the fight at Bantam. You must clear "The Price of a Tooth" first. "I'm gonna get me a devil woman / angel woman don't mean me no good..." (Mingus) In the middle of the road in east Taihei, a woman is being hassled. Save her by fighting, then she'll ask you to lead her to the square in front of the theat- ers. Along the way, several men will run up and fight you. It seems she's gotten around a little and discarded men like trash. Once you get to the square, her girlfriend (quite literally) is there, waiting. They offer you a fun night. Choose to go with them and you'll get "complete." THE MAN WHO ATTACKS KIRYUU BECAUSE HE WAS THREATENED AND, THUS, HAS NO CHOICE (ODOKASARE SHIKATANAKU KIRYUU WO OSOU OTOKO) This happens before the fight at Bantam. What a title! In front of the Yoshida Batting Cages, there's a guy who runs up and attacks you. Beat him and he'll tell you about the guy who ordered him to do it. Go up there and talk to the guy, who runs. Catch him and beat him. (OK, maybe I should have just translated that "The Man Who Was Forced to Attack Kiryuu," but it's funnier that way) THE MANGA AUTHOR (MANGAKA) You must first clear "The Man Who Attacks Kiryuu Because He Was Threatened and, Thus, Has No Choice" first. This happens before the fight at Bantam. At the crossroads near Shine, there's a guy being ganged up on by thugs. Beat them. He just happens to be a famous mangaka. If you don't know what manga are, you're just not really into pop culture, are you? They're Japanese comic books. There are two good things about them: they're big, so you get more for your money than American ones, and they do eventually end (with the exception of Kochikame, maybe). What's so great about things ending? It gives less chance for everything to get really convoluted and messy. THE MYSTERY OF BEAM (BI-MU NO NAZO) Before the battle at Bantam, you'll see that informant guy standing around near the soda machines at the square in front of the theaters again. Talk to him, and he'll tell you that he doesn't know how to get into the weapons shop at Beam, but he knows who does--a guy who sits at the front row in Asia (the strip club). Go there, talk to the guy, and pay him 50,000 yen. He'll tell you about the owner, who's a very eccentric man and who demands special pass- words. Ask them for the video "Take's Sparkling High School Paradise" (it should become the final option on the menu) and they'll ask you something. No matter what question they ask, the answer is always the same, according to your informant. It's the same as the year the Berlin Wall fell (1989). MEET THE WHITE LOTUS MASTER (HAKURENSHI TO NO DEAI) In front of the fire escape leading up to Serena you'll find an old lady. She's really a strange old bat--she almost seems like a nut case. But, she's fun and that's good. Anyway, agree to show her around Tenkaichi and to help her out--she's apparently being chased by thugs. Beat them down. After that, she'll leave you alone. Later, you'll get a mail that says she's stuck out at the parking lot on Shichifuku and those guys are back. Go there, and beat them down. Again, you have to wait for a mail. This time, she's in front of Volcanic Volcano. Go and beat up the thugs. During the fight, one of the thugs will probably get rammed into the street sign. It will become a polearm weapon. Old Lady White is pretty strong; you can rely on her to beat the snot out of the enemies, if you have to. THE SECRET PARTY (HIMITSU NO PA-TI) In Debora, you'll overhear a suspicious man trying to get a pretty gal to go to a secret party. He'll tell you to go and order three tequila tonics from the guy in the green jersey. He's inside the dance hall, but not on the dance floor (back against the wall in the area with the tables). He'll then sell you a ticket for 10,000 yen. After some time, the guy coordinatig the party will leave you an e-mail that instructs you to meet up in that area behind the pharmacy. So, go there, and the coordinator will show up and lead you to the party. .... or, to a room where they'll try and extort more money out of you. If you pay, you'll end the mission and get "finished" rather than "complete." Instead, say you won't pay. He'll say you *can't* pay--a jab at you for being poor? Anyway, say "there's no reason to pay," and beat the snot out of them. I RYU-JEON 1 (I RYUUJON 1) You must clear "The Arsonist" first. First of all, I have to say that although the name "I" (also known as "Yi" or "Lee") is a very common Korean name (hi, honey!), "Ryu-Jeon" definitely is not. In case you were wondering, not only would nobody have that name, but they wouldn't even pronounce it "Ryu;" it'd be "Yu." Anyway, the joke is that the guy's name sounds like "illusion." I guess maybe that's because he seems gay? All that aside, this guy is apparently a famous singer, and a boy idol at that. The ladies really seem to adore him. Once you bump into him in front of the Korean restaurant, Kanrai (a.k.a. Han Rae), he'll introduce himself and want to go somewhere where men go to see women. He can't really explain what he means, so Kiryuu thinks he means a disco or something. If you take him to Deborah, he'll explain a little better. What he's looking for is Asia, the strip club. The trick is, there are girls who will run up and try to interact with you, and he doesn't want that. So, if you see a girl start darting towards you, turn around and run back to the location a different way. I RYU-JEON 2 (I RYUUJON 2) Now, Ryu-Jeon wants to go see a place where you can't tell if people are men or women. He's talking about a gay bar, and there's only one--Atenshi. Well, technically, it's a drag bar, but, whatever. Go ahead over there, avoid- ing the fans who try to accost Ryu-Jeon. Make sure you say you'll take him there, or you won't be able to do all of these missions! I RYU-JEON 3 (I RYUUJON 3) Now, he wants to try Japanese noodles. Take him to Kyuushuu Ichibansei Ramen. I RYU-JEON 4 (I RYUUJON 4) Time for Ryu-Jeon to head on back. So, take him to the nearest taxi. THE MAN WHO LOST HIS MEMORY (KIOKU WO USHINATTA OTOKO) You must clear "E-Mail Job" first. At the eastern end of Shichifuku, there's a big guy acting strangely. Talk to him and you'll find out he's lost his memory. Apparently, this is the same universe as The Flintstones, because if you hit him in the head, he'll get his memory back. Agree to help him, and pick up the bat lying in front of you, then whack him in the head. He remembers why he was there--to kill you! So, beat him up. After you do, he'll lose his memory again. "Who am I?" Kiryuu says, "Give it up." BLACK THUNDER This happens after the fight at Bantam. Go to Stardust and talk to Yuuya. There will be a bunch of movies, and Yuuya's old gang harrasses him over the location of their last leader. Go to Atenshi and talk to the mistress; (s)he'll turn out to be the ex-leader. Go back to Stardust and fight it up. YUUYA'S HELP (YUUYA NO KYOURYOKU) After clearing Black Thunder, go talk to Yuuya at Stardust. YOU'VE GOT SOMETHING I WANT; I'VE GOT SOMETHING YOU WANT 1 (KIMI NI ARU MONO BOKU NI ARU MONO 1) You must clear "The Secret Party" first. In Senryou, near the intersection with the little, dead-end alley running off to the east, there's a guy with a guitar hanging out, singing horribly. Talk to him and tell him to quit whining. YOU'VE GOT SOMETHING I WANT; I'VE GOT SOMETHING YOU WANT 2 (KIMI NI ARU MONO BOKU NI ARU MONO 2) After talking to the guy with the guitar in the first mission, find this girl up against the front of the theaters. Save her from the thugs and introduce her to the guy with the guitar (Yoshioka Takuo). Chapter 10 ---------- THE WEAPONS VIDEO MERCHANT (BUKI BIDEO SHOUNIN) In the little area right across from the Third Park (the park near Stardust), that weird guy who just usually says, "I'm not selling anything!" is being harrassed. Stop them and tell them you won't pay, then beat them up. From now on, you can buy from this guy. He has tonfa and kali sticks, as well as videos that will teach you their techniques. Buy the two DVDs, "Super Kung Fu Man" and "Shocking! The Secret Technique from the Philippines!" ("Kyougaku! Firipin no Hihou"), and watch them to learn improved, specific attacks for these two weapon types. Chapter 13 ---------- PERSONAL DATA (KOJINJOHOU) Just north of the Gelato Shop, a guy will ask for your information. Tell him, and then a little while later, you'll get a collections call. Then, you'll get a call from Yuuya. Go and talk to the informant in the square in front of the theaters near the vending machins (Morita). He'll tell you where the guys committing fraud are. They're in a small building near the Poppo near Naka- michi. Go in, and Kiryuu says, "Erase my information," and notices a computer. The crooks are loathe to do anything, so get in a fight. If you want to pass this mission with "Complete," knock them into all three computers during the fight and destroy them. TAXI DRIVER No, it's not what you think; this isn't a GTA game. Once you've used the taxis 25 times or more in Kamuro, you'll notice that the taxi driver at the eastern edge of Kouenmae street (that's right in front of Majima's Kamuro Heights con- struction site) is being harrassed by a punk. Beat him up. MY BOSS, THE GAMBLER (GYAMBURU TO SHACHOU) You must clear "How to Never Lose at Gambling" first (it's a Kansai mission). In Shellac, there's a businessman who's despondent over the troubles his small company has because his boss, the owner and president, seems to love gambling. He says that's the one thing he'd change about the man. Agree to help him, and he'll point you towards the Dragon Palace. Go in, and enter the casino (on the 1st floor). You'll find the president, a stocky guy in a blue tie, over at the blackjack table. He'll bet that you can't turn 50 coins into 200. Go ahead and do so...it's not too hard with blackjack, and you can try over and over if you lose. After seeing that, he'll put the business's deed up as a bet. Get 200 that time (you can still retry over and over) and the worker you talked to at Shellac will rush in. Return the deed and Kiryuu will make the president to promise not to gamble again. Go back to Shellac and you'll run into the businessman again. He'll tell you that his boss has changed and seems like a completely new person, working hard and staying away from the betting tables. HIRO-YAN (HIROYAN) The Japanese use titles as honorifics like "san," as everyone now probably knows. The "yan" here is a diminuitive way to address him. At the southern end of Pink Street, you'll see this guy getting harrassed by yakuza (how unusual for this game!). Beat them up, and he'll offer you the chance to buy stock really low. Go ahead and do so--it'll cost 500,000 yen. After a while, you'll see him standing in that same spot. He'll run over and ask you to sell it back to him, offering 700,000 yen. You can tell him "no" once to make him pay 800,000, but refusing twice will make him re-think and eventually not even buy the stock, giving you a "finished" mark (mission failure). KANEMATSU SHIGERU - REUNION IN KAMURO (KANEMOTSU SHIGERU KAMUROCHOU SAIKAIHEN) You must complete the "Kanemotsu Shigeru" missions in Soutenbori first, plus you'll need to meet up with him in front of the "Le Marche" store there after clearing those missions. In east Shichifuku, near the parking lot, you'll see Kanemotsu, who runs up and asks you for 100 yen. Ha ha ha. Give him 100,000 yen to get "complete." Chapter 14 ---------- HANAYA This happens after Kazuki wakes up. OK, I should explain something, to those who don't know. Sai no Hanaya, whose name was changed in the US release of the first game to "Kage," is so named because "Hanaya" means "Flower Shop" or "one who runs a Flower Shop." I know it sounds a little weird in English, but well, that's what his name means. On Kouenmae street, near the intersection that runs south to the parking lot, a big, yakuza-like guy will run up to you and ask you if you know Hanaya. Say "yes," then refuse to take him there when he asks you. Say "What's this all about?" and then the guy will fight. Beat him up, and Kiryuu will ask him what that was all about. The guy replies that he needed a something from the famous flower-arranger (not the cigar- chomper). Chapter 15 ---------- THE MAN WHO JUST WOULDN'T LEARN (KORINAI OTOKO) When walking around with Haruka, go near the Dragon Palace. You may remember that in the first game, there was a point where if you went near this building with Haruka following you around, a man named Akimoto threatened to jump be- cause of a girl named Mizuki (there was a very important story character named "Mizuki," and you were supposed to assume it was her). Well...guess what! Akimoto's back, but this time, he's threatening poor Mizuki with a knife. His old boss actually asks you to go up there and save him. Kiryuu doesn't want to, but Haruka will plead for them. Well...pick "I guess I got no choice" (the top choice) and go up there. Now, it doesn't matter what you choose here; it'll all be the same result. You can just pick the first choice over and over if you want. Apparently, this guy's been spending a lot of money on this girl and she keeps getting rid of the stuff he's given her in different ways--a bag, a ring, a car, and even an expensive condo. So, finally, he says he just won't listen to her excuses anymore, and goes to stab her, but she says, "If we die here, what'll happen to this new life inside me?" Shocked, he drops the knife. "But...we haven't even kissed!" he says. "Whose baby do you think this is, then?" she asks. "Yahoo!" he suddenly cries, leaping up and down, "I'm gonna be a daddy!" Man! Was there a lot of mercury in the water when that guy was born or some- thing? Who would be that stupid?! Maybe girls are just that hard to get in Japan??? Chapter 16 ---------- THE KAMURO SLASHER (KAMUROCHOU NO KIRISAKIMA) You'll need Haruka walking around with you. In front of Shine, you'll overhear two cabaret club girls talking about "Old Lady Slasher." Apparently, there's some ghostly old woman who comes and brutally murders the top hostesses of the cabaret clubs around town. "It's just an urban myth," one assures her worried friend. "Anyway, you've got no- thing to worry about because you're not gonna be the top hostess," she says, playfully. "Oh, really?" asks the other, and they both laugh. So, once again, Haruka's around only to overhear things that don't have anything to do with you and make you go and figure them out. Go to the little alley to the west of the pawn shop and you'll see a hostess, Yuki, being harrassed by a mysterious figure. "Help!" she cries. "It's Old Lady Slasher!" When you guys show up, of course, the woman with a knife runs off. Yuki starts to talk to you and her friend, Nao, shows up. Yuki tells you she'd like to thank you and tells you to come to her shop, Vidal (it's to the north, in the inverted "Y" area to the east of Club Sega. A small, spray bottle was dropped by the mysterious figure, but for some reason, only Haruka notices. As the girls leave, she says, "I smell something." Kiryuu says, "Huh? What're you talking about?" "I smell this mystery!" she says. "Stop talking nonsense," Kiryuu says. Go to Vidal, and you'll only find Nao. She says that Yuki's out, and points you towards her lover, Hikaru, who works as a host in Stardust, sayiing that he keeps talking about leaving her. She also mentions that Yuki might be going to see some Atsumi person. Go to Stardust and Kiryuu will talk to Yuuya, asking to see Hikaru. Haruka will giggle. It's funny how she take such a smaller role in this game and still be annoying. Hikaru will tell you he's truly in love with Yuki and that he's not thinking of leaving her at all--in fact, he's working as a host just to save money so he can marry her. So, is he the suspect? Young detective force go! As you leave Stardust, you'll get a call from Yuki. She'd like to meet up with you, but she has to meet someone very important. Kiryuu knows it's this Atsumi character. She says, "How'd you know that?" and tells him that she's gonna meet him at the pharmacy. So, hurry over to the pharmacy, and some guy will say, "Wasn't that a cabaret club girl?" while talking to his friend. She's nearby. In fact, she's behind the pharmacy in that weird, square, back-alley area. When you approach, Kiryuu will accuse this Atsumi guy (btw, is that even a guy's name??). Yuki will reveal that Atsumi is Hikaru's dad, who just came to deliver a present to her. Aw. Yuki gets a phone call and has to hurry away. Haruka chuckles again. "I know who the criminal is," she says to Atsumi, and Kiryuu and he just look puzzled. Go west to that alley that runs down to the Poppo Mart. You'll see Yuki being attacked by the slasher again. "Give it up, Nao!" says Haruka. What a shocker!! Nao is jealous of Yuki, who's surpassed her very quickly and even stolen her beloved Hikaru away. So, she thought she might slash her face up a bit and ruin her. Later, Haruka reveals that she knew it was Nao because of the scent the spray bottle had (some kind of perfume, I suppose). Neither of the men had that scent about them. That's a lot of text for such a lame mission--it doesn't even in- volve fighting. AMON KAZUYA You'll need to clear all missions that don't involve shogi, mahjong, or slot machines. Yes, you'll need to do the ones involving bowling, golf, and base- ball, as well as the cabaret club and host missions. You also cannot be leading Haruka around. In the eastern part of the Champion District, you'll meet up with Kazuya. Beat him. The kanji for "kazu" in his name is the kanji "one." AMON SHIROU After beating Kazuya, you'll find this guy behind Serena. Beat him. The "shi" kanji in his name means "next" or "second." AMON SANGO After bating Shirou, you'll find this guy hanging around in the square in front of the theaters. Beat him. The "san" in his name means "three." AMON After beating Sango, go and meet Komaki. Take a taxi to the docks, and you'll find Amon Joh (from the first game). Beat him. He's really, really tough, and uses unfair weapons like mad. So, use them back! Make sure you equip things that shock and stun, such as the Magic Sword Myougetsu. Also, equip the Black Belt and Hercules Glove--these will help you throw him for lots of damage. Just throw him down, stomp, repeat. Don't forget healing items. KANSAI ------ Chapter 2 --------- THE WATCH SALESMAN (TOKEIURI) At the eastern edge of Soutenbori, there's a guy selling a watch. Take a look at it, but don't buy it, then say you won't pay. The guy will attack you. MAKE FRIENDS WITH THE WORKER AT MAGUTAKO (MAGUTAKO NO TEN'IN TO KAONAJIMI) At the fried octopus (takoyaki) stand at eastern Soutenbori, order food seven times. Don't do it all at once; it won't work. DINE 'N' DASH (KUINIGE) Near the White Snake Ramen shop you'll find a worker who's upset that someone skipped out on the bill. He mentions that the guy is really fat. On Bishamon Bridge (to the southwest), there are two big, fat guys standing about. It's the one standing to the south. A PRESENT FOR MY GIRLFRIEND 1 (KANOJO HE NO PUREZENTO 1) There's a guy standing next to the UFO catcher machines in Sammy Ebisu Plaza's Club Sega who wants to give his girlfriend a "Robo Vice President." Get it for him. A PRESENT FOR MY GIRLFRIEND 2 (KANOJO HE NO PUREZENTO 2) You must clear "A Present for My Girlfriend 1" first. There's a flashing light that looks like a coin locker key on the north bank of the Soutenbori River, near the Bishamon Bridge (western edge). Pick it up. It's the doll you got for the guy. Hmn. Go back to Club Sega and he'll tell you his girlfriend was looking for the "Robo Manager" doll instead. Get it for him.... Don't sell the watch! You'll need it later. THE PREGNANT WOMAN (NINBU) You must clear "A Present for My Girlfriend 2" first. On the north bank of the Soutenbori river near the Bishamon Bridge (the western edge), a pregnant lady will run up to you. Talk to her, and refuse to pay the child support. After she yells that you're abandoning her, a guy shows up and fights you. Beat him. Then, the "baby" will drop as the girl moves around and the two will reveal they were in on it together. A PRESENT FOR MY GIRLFRIEND 3 (KANOJO HE NO PUREZENTO 3) You must clear "A Present for My Girlfriend 3" first. Go back to the arcade and meet up with that knucklehead again. He'll ask for his watch back. Give it to him. Chapter 3 --------- A PRESENT FOR MY GIRLFRIEND - EPILOGUE (KANOJO HE NO PUREZENTO SONO ATO) Go back to the arcade and talk to the guy again. What a loser. Chapter 4 --------- WORRIES OF A NEW COMEDY TEAM (SHINJIN GEININ KONBI NO NAYAMI) This happens after the fight at the mahjong parlor. At the bar Stijl, right at the bar, there's a guy moping about. Talk to him, and he'll reveal he's part of one of those comedy teams you see on Japanese TV often. It seems his partner's run off. When you leave the bar, you'll get in a fight with that guy. He flees, and his partner wants you to stop him. Catch him, and the guy will slug him right in the face. Man. ALBATROSS AKAGI Play golf 5 times or more. You'll see him there in front of the actual driving range, wearing a ridiculously over-the-top golf outfit. Accept his challenge, and try to get 800 points or more in that ridiculous course. Good luck! After that, you can sell the golf club you get to the pawn shop in Kansai to get the shopkeeper to become your ally. MR. SAEKI - THE MEETING (SAEKISENSEI DEAIHEN) In western Shoufuku, there's a guy getting threatened by two guys. Save him and he'll give you the book, "You Are Wonderful," written by Mr. Saeki. KANEMATSU SHIGERU - THE MEETING (KANEMATSU SHIGERU DEAIHEN) In front of Don Quijote in Shoufuku, bump into the guy with women on his arms. He'll ask you if you're alright. Choose "I'm fine" to get "complete." "Kanemochi" means "a rich person," literally meaning "money-having." The "mochi" comes from the verb "motsu," so the name "kanematsu" is supposed to sound like "kanemotsu" or "kanemochi." MAKE FRIENDS WITH THE CATCH ON SOUTENBORI (SOUTENBORI NO YOBIKOMI TO KAONAJIMI) In the center of Soutenbori, there's a catch--a guy used to attract customers. He's being bothered by yakuza. Beat them up. JUN AT PRIME (PRIME NO JUN) Romance the cabaret club girl Jun at Prime (see appendices for details). MADOKA AT PRIME (PRIME NO MADOKA) Romance the cabaret club girl Madoka at Prime (see appendices for details). AYANO AT PRIME (PRIME NO AYANO) Romance the cabaret club girl Ayano at Prime (see appendices for details). NANA AT PRIME (PRIME NO NANA) You must romance the nine other cabaret club girls first. Also, be warned that you'll need 10,000,000 yen. Romance the cabaret club girl Nana at Prime (see appendices for details). Nana is modeled after adult films star Natsume Nana. Chapter 10 ---------- MR. SAEKI - THE IMPRESSION (SAEKISENSEI KANMEI HEN) You must clear "Mr. Saeki - The Meeting" first. There's a guy on the south bank of the Soutenbori River who wants to end it all. Hear him out, then give him the "You Are Wonderful" book. KANEMATSU SHIGERU - THE GAMER (KANEMATSU SHIGERU GE-MA-HEN) You must clear "Kanematsu Shiger - The Meeting" first. In the Club Sega on Soutenbori, near the YF6 machines, you'll find Kanematsu. Play him. If you beat him, you'll end up with "finished," but if you lose, you'll get "complete." YUKIKO'S FAVORITE (YUKIKO NO KONOMI) In front of the Club Sega, you'll spy that guy you helped get his white cat back to get into the mahjong club. He's sad because his cat is too finicky to eat. Bring her the Assorted Sushi from the M Store. AGENT OF VENGEANCE 1 (URAMI DAIKOU 1) In the southwest part of the map in Shoufuku, you'll find a woman who's con- fronting some guy with a knife. She'll tell yoou about her sister, who is apparently missing, being forced into a bad life by the wrong crowd. Agree to help her find her and she'll give you pictures of three guys who she knows must have something to do with her disappearance. The first guy you'll find is Yagi. He lurks around the eastern edge of Shou- fuku. Talk to him and beat him up. AGENT OF VENGEANCE 2 (URAMI DAIKOU 2) You must clear "Agent of Vengeance 1" first. You'll find Kajiwara hanging around the driving range. Talk to him and beat him up. He'll tell you where to find Kojima, the third man who knows what's hap- pened to Yuriko's sister. He's at the Midoriyama building, which is located at the westernmost intersection in Shoufuku (south of the coin lockers). AGENT OF VENGEANCE 3 (URAMI DAIKOU 3) You must clear "Agent of Vengeance 2" first. Approach the Midoriyama building and Kiryuu will remark that Kojima should be inside. Go in, and defeat Kojima and his goons, and they'll tell you where you can find Yuriko's sister. AGENT OF VENGEANCE 4 (URAMI DAIKOU 4) You must clear "Agent of Vengeance 3" first. Go to Gondola, the video machine rental shop, and ask to go to room #5. the man at the front will say that it's occupied--give him 150,000 yen to get him to let you in there. You'll find that a weird guy is standing over Yuriko's sister, but he doesn't resist you when you take her. Go back to Yuriko, and she'll thank you, trying to give you money. It's really a lot of money--700,000 yen. You can take it if you want, but the mission will be listed as "finished." To get "complete," you have to refuse the money. Yuriko will say that her sis- ter said something about "the secret code is the number of tanka." Tanka is a type of traditional poetry in Japan that has the following syllables per line: 5, 7, 5, 7, and 7. Go back to the building where you defeated Kojima and his goons. Kiryuu will automatically enter. There's a safe in a corner of the room. Walk up to it, hit Circle, and enter the code 5-7-5-7-7. You'll get "complete," and you'll also get 5,000,000 yen. Yeah, you read that right! MAKE FRIENDS WITH THE GUITARIST AT SOUTENBORI (SOUTENBORI NO GITARISUTO TO KAONAJIMI) There's a guy holding a guitar who's sneezing like crazy right up against the Bishamon Bridge--at the western end of the northern walkway along the banks of the Soutenbori River. Give him a Pocket Tissue. There should be a catch or two on Soutenbori Street handing them out for free. You can also win them at the various sports games. HOW TO NEVER LOSE AT GAMBLING (GYANBURU NI MAKENAI HOUHOU) On Bishamon Bridge (that's the western bridge), a guy will talk to you. He's selling a book that teaches you never to lose at gambling, apparently written by Kiryuu Kazuma. That should definitely spark your interest, being Kiryuu Kazuma. You can ask him to cut the price twice, bringing it down to 30,000 yen. Cheap? This is an old joke...it'll tell you what the book says, and it's alway the same thing. How not to lose at gambling? Don't gamble! Talk to the man and woman in front of the pharmacist on Soutenbori and ask what's going on. Then, go to Tsurubshi Fuugetsu (the okonamiyaki restaurant at the western edge of Soutenbori Street) and you'll find another man. He wants to buy the book from you. You can tell him you won't sell it, and he'll raise the price to 10,000 yen. TATSU On the south bank of the Soutenbori River, down at the eastern edge, you'll find a punk looking for "Tatsu." Well, go ask Kurogawa about it (he's the informant who waits around on Iwahashi, the eastern bridge). He'll tell you that he can't directly introduce you to Tatsu, but he knows someone who can, and that guy will probably want you to prove yourself first. So, go meet this Ki- noshita, who's hanging out at the White Snake Ramen shop. He'll fight you, then he'll tell you to go find the sleeping homeless man who hangs out at the north bank fo the Soutenbori River, near the Iwahashi bridge. Ask him to call Tatsu over, and you can meet up with him. Tatsu is a sign of the zodiac, meaning "Dragon." It's a code name; apparently, this guy inherited the name and job. Chapter 11 ---------- TRAGEDY BEFALLS THE OLD LADY (OBACHAN NO HIGEKI) In front of the M Store at Shinsei, save the old lady. NOSEBLEED (HANAJI) Across the street from the parking lot at Shinsei, a guy is suffering from a really messy nosebleed. Give him two sets of tissues. There's nobody who gives tissues out or sells them on Shinsei, so you might do well to bring two of them before this part of the story. Chapter 12 ---------- KANEMATSU SHIGERU - COLLECTION (KANEMATSU SHIGERU TORITATEHEN) You must clear "Kanematsu Shigeru - The Gamer" first. At the southern end of Iwahashi (the eastern bridge), you'll find Kanematsu harassing some poor guy who can't pay his bill. He apparently needs Kanematsu to wait one day to get the money, but he doesn't believe him. Tell him to let the guy off for now, and he'll say he will, just because you asked. After this mission, you can meet up with Kanematsu again in front of Le Marche on Shoufuku. In fact, you need to do this in order to trigger the final mission for Kanematsu, which takes place in Kamuro. THE TSUUTENKAKU'S MR. BILLIKEN (TSUUTENKAKU NO BIRIKEN SAN) I'll explain more in the glossary, but really quickly, Billiken is a strange character from America around the beginning of the 20th century, that basically represents good fortune from not worrying so much. The statue in the Tsuuten- kaku is very famous. There's a lady waiting at the entrance to the Tsuutenkaku. Once you get close, Kiryuu will bump into her and she'll say that she's in poor health and her leg has been hurt. So, she wants you to carry her to up to the Billiken statue. Take her there, then she'll suddenly be able to walk again. Follow her to the statue, and she'll wish for her family's happiness. Apparently, her family has been broken apart. Go to Yotsuya, the Hormon'yaki place, and you'll find her arguing with her son. Next, go to Soutenbori, to the spot underneath Iwahashi (the eastern bridge) on the south side. You'll see a bunch of con artists calling wiht their cell phones. Go up the stairs and catch the guy running around, who will tell you about his company's plight. Follow him to Shinsei and the old lady's son will come in. The two will suddenly realise that they're really father and son, but a yakuza will come in looking for the deed to the father's business. Beat him up. SHOGI 1 (SHOUGI 1) This mission is not essential to fight the hidden bosses. There's a guy standing at the entrance to the parking lot on Shinsei. Talk to him, and he'll tell you he doesn't think he's very good at shogi, but he seems addicted to it. Beat him and he'll challenge again. Beat him again. THE MODIFIED HAWK 1 (KAIZOU NO TAKA 1) In the northern alley running off the main street to the east, you'll see a strange guy who thinks he can kill you to test his modified model gun. Nobody will care because you're just a yakuza, he figures. Beat him. THE MODIFIED HAWK 2 (KAIZOU NO TAKA 2) You must clear "The Modified Hawk 1" first. Some time after beating him the first time, the guy will come back, this time with a shotgun. Beat him. THE MODIFIED HAWK 3 (KAIZOU NO TAKA 3) You must clear "The Modified Hawk 2" first. Some time after beating him the second time, the guy will come back, this time with a "super gun." Beat him again, and he'll give you the gun. GO GET ME SOME SAKE! (SAKE KATTEKOI) You must clear "The Modified Hawk 2" first. There's a guy arguing with the big Billiken statue at the entrance to Shinsei. He's blind drunk. Fight him, and he'll tell you to go buy him some booze. Go to Soutenbori and buy some sake at the M Store, then bring it to him and give it to the guy. He'll attack you a second time. After beating him, he'll demand more booze. Go up to the alley running off to the east that leads to another Billiken statue and the acupuncturist and talk to the lady standing near the telephone. She says to tell her drunkard husband she needs him. Go back down to the guy and deliver the message. Note that you can actually keep buying sake and defeating him over and over--if experience is really worth that much to you. MR. SAEKI - THE BATTLE (SAEKISENSEI FUNTOUHEN) You must clear "Mr. Saeki - The Impression" first. On the western intersection of Shoufuku south of the coin lockers, there's a woman being harrassed by two men. Her husband shows up. Choose to save her and fight with the husband against the two men. Her husband was the guy whose life you saved with that lame self-help book, "You Are Wonderful." Apparently, you just beat up the author's personal assistant. The guy laughs about how lame Mr. Saeki really was. THE WHITE LOTUS MASTER'S REQUEST 1 (HAKURENSHI NO ONEGAI 1) You must clear the Kantou mission "Meet the White Lotus Master first." Some time after you finish the first White Lotus mission, you'll get a mail on your cell phone telling you that she lives in Shinsei now. Apparently, she wants a fancy, metal umbrella. She says the ones in Tokyo are the best. You can get ahold of one a few different ways, but the easiest might be to pick up the coin locker key #2 in Kantou, located on the third floor of the Dragon Palace. She's standing in the parking lot in Shinsei, up at its northwestern corner. Bring her the "Stylish Umbrella." THE WHITE LOTUS MASTER'S REQUEST 2 (HAKURENSHI NO ONEGAI 2) You must clear "The White Lotus Master's Request 1" first. After you bring her the umbrella, once your Mind is at level 10, you'll get another mail from her. She says she forgot to get Yuuya's headshot when she was in town. Go to Stardust and talk to the person working there, who will give you one of the spares of the one they have hanging in the lobby to attract customers. Go back and give it to her. THE WHITE LOTUS MASTER'S REQUEST 3 (HAKURENSHI NO ONEGAI 3) You must clear "The White Lotus Master's Request 2" first. After you bring her the picture, once your Body reaches level 10, you'll get yet another mail from the old lady. This time, she says "I really want a grand- child. I just wanted to tell you that, Kiryuu." What an odd mail. Anyway, visit her with Haruka in tow, and talk to her twice. You'll get the "assorted candies." Chapter 16 ---------- THE MARTIAL ARTS YOUTH (KOUBUJUTSU SHOUNEN) On the north bank of the Soutenbori River, about midway from east to west, there's a bunch of guys standing around who will fight you when you talk to them. They're judo students and want to get in a wrestling competition with you. Go ahead and throw them--don't forget that they're all big, so tap the Circle button like mad when you grapple one. After you beat them, a young man will show up and ask you to defeat a guy named Kawauchi Genshou. He'll show up in the underground colisseum, usually at the finals of the Magnum Force tournament. Apparently, Genshou is this guy's old- er brother, and he's worried about him. Go and defeat Genshou, then go back and talk to his younger brother again. --------------------------------- 5b. Romancing Cabaret Club Girls --------------------------------- ----------------------------- 5c. Running the Cabaret Club ----------------------------- ----------------- 5d. Being a Host ----------------- ---------------- 5e. Skill Games ---------------- --------------------- 5f. Coin Locker Keys --------------------- --------- 5g. Maps --------- Note: These maps are approximate; not to scale at all. Key: C=Coin Lockers S=Save Point T=Taxi KANTOU (TOKYO) -------------- KAMURO Hotel |____| District | |---- 3 | | 2|-----------------------T Kou'enmae Street |1 | | | | 4|S | | | | | | | | | -| 5 | | 6 | 7 8|9 | T-------------------------------------------- Shichifuku Street | 10 | | | | |11 12 | | 13| | -------- |-------| |14 | |-|--| |--| |+15++++| |----| | | |--| | Champion |------S| | | | | |16|17| District | | | |20 | -------- 18| | 19 | | | | --| | | | | |21 | 22| C S|23 | | | -------------------------------------------- Taihei Street |24 | |||25 | | | --------| | | -- | | | | 26 | | | | | -------| |27|28 |29 |30 31|32| 33|-----|---+-----+-----+--| --| 34 | | |35 | | 36|37 |--/ \----| | | | |---------+ | | | 38|39||40 41| | | | |---------+ --+-------- | 42 |43 44|S 45 | ------------------------------------ Shouwa Street T Tenka'ichi Nakamichi Pink Senryou Street Street Street Street 1. Yoshida Batting Center 2. Dragon Palace 3. Kamuro Heights Site / Sai no Kawara (aka "River Styx," "Purgatory," "Limbo") 4. M Store 5. Jidou Park 6. MEB--Adult Entertainment Information 7. Jewel--Cabaret Club 8. Parking Lot 9. Kanrai Korean Restaurant (aka "Hallae" or "Han'rae") 10. The Amano Building 11. Deborah--A Club (note: on the wall, it says "Debola") 12. Club Sega at the square in front of the theaters 13. Beam--A Video Shop 14. Bantam--A Bar 15. Square in front of the theaters 16. Atenshi--A Gay Bar 17. Shellac--A Bar 18. Mach Bowl 19. Milennium Tower 20. Paradise--An Erotic Entertainment Club 21. Komaki's Lair 22. Matsuya at Taihei Street West 23. Matsuya at Taihei Street East 24. Gelato Shop 25. Kotobuki Pharmacy 26. Vacant Area--find the Weapons Video Dealer here 27. Cafe' Central 28. Smile Burger 29. Poppo at Chuudou 30. Asia--A Strip Club 31. Kyuushuu Ichibansei Ramen 32. Love In Heart--A Massage Parlor 33. Poppo at Tenkaichi 34. The Third Park 35. Shine--A Cabaret Club 36. Serena Bar 37. Stardust--A Host Club 38. Alps Tea Shop 39. Club Sega at Chuudou 40. Ebisuya Pawn Shop 41. Rokuransou (aka "Liu Lan Zhuang" or "Luk Laan Jong")--Mahjong Parlor 42. Sushi Gin 43. Don Quijote Supermarket 44. Poppo at Shouwa Street 45. Le Marche--Accessories Store KANSAI (OSAKA) -------------- SOUTENBORI Bishamon Iwahashi Bridge 1 2 3 4 5 S 6 T------------------------------------------------T Soutenbori Street 7|S 8 9 | 10 | 11 | ----|-------------------------------------|----- ++++|++++++Soutenbori++++++++River++++++++|+++++ ----|-------------------------------------|----- C| 12 | 13| 12 14 15 | T------------------------------------------------T Shoufuku | 16 | 17 | | | 18| 19| | | | | 20| | 21 | ---------------------- | | 1. Tsuruhashi Fuugetsu--Okonomiyaki Restaurant 2. White Snake Ramen (aka "Shirahebi Ramen," "Hakuja Ramen," "Baak Se Ramen") 3. Oosumi Pharmacy 4. Yokobori Golf Center 5. Club Sega (Sammy Ebisu Plaza) 6. M Store 7. Cabaret Club Grand 8. Stijl--A Bar 9. Tsuboraya--Pufferfish Restaurant 10. Magutako--Fried Octopus Balls Stand 11. Homeless Man (talk to him to summon the black-market weapons dealer, Tatsu) 12. Don Quijote 13. Building where Kojima hides out 14. Nighttime Fun Dojo 15. Le Marche--An Accessories Shop 16. Jinmian?--Sushi Restaurant 17. Ebisuya Pawn Shop 18. Snack Bar Aoi 19. Riichi Heights--A Mahjong Parlor 20. Prime--A Cabaret Club 21. Gandhara--A Private Video-Watching Box Rental Store SHINSEI | | 1 2| |3 | 4 5----- | \ | 6| | S |7 8------- | 9| | |10 T 1. Tsuutenkaku (Tsutenkaku) 2. Parking Lot 3. Keima--A Shogi Den 4. Shogi Playing Man 5. Yotteya Horumon'yaki 6. Acupuncturist 7. Billiken Shrine 8. Tsuboraya--Pufferfish Restaurant 9. M Store 10. Large Billiken Statue ---------- 5h. Shops ---------- ---------- 5i. Items ---------- 5i-I. Weapons -------------- 5i-II. Equipment ----------------- 5i-III. Healing Items ---------------------- 5i-IV. Miscellanies -------------------- ------------------------- 5j. Main Characters List ------------------------- I'll list the character by their family name, when appropriate. If characters have a strange nickname, I'll list it under that--for instance, "Mammoth" Tatsu will be listed under "M," not "T." I'll also write their family name in all caps. A - AMON Joh Role: Enemy (boss) Appears in: Chapter 16 (mission: Amon) Description: This is the final boss. He's pretty hard, too, and does really "cheap" attacks in different forms. Mostly, he'll attack with bombs and guns and a plasma sword. He's extremely difficult if fought head-on, mano-a-mano. The best thing to do would be to buy weapons that shock or stun and continually use them on him. Don't forget healing items. B - BAK Hwejong Other names: Murai (Japanese name), Paku Hejon (Japanese pronounciation of his Korean name), Park Hwejong ("normal" Westernization of the name "Bak") Role: Story figure Appears in: Chapter 11 Description: This chinless wonder with a big mole on his face and a really pitiful, lugubrious air about him may seem the embodiment of wimpiness, but he has actually been through a lot. He's one of the five survivors of the massacre of a vengeful and powerful crime syndicate, the Jingweon Force. He crawled over to his boss, who lay dying, and was spared by Kazama Shintarou, but shot by Shimano Futoshi. Tough break, but he survived. Now, he's just been waiting for the time when they would come back and kill him, because he was seen as a traitor. He says that he sold them over to the Toujou association. So, the Jingweon Force comes to town and kills him after he tells Kiryuu and Sayama about the incident. C - D - E - EZAWA Role: Enemy (boss-like) Appears in: Chapters 4 and 12 Description: Maybe this guy shoulda eaten some spinach. Pasty, bald, small, with a scrunched-up face.... This isn't exactly the prettiest person in the game. He sells information and plays mahjong.... And, he also at least knows a lot of the yakuza dealings in town, if he's not actually employed by Sengoku directly. F - G - GOHDA Jin Role: Story character Appears in: Chapters 3 & 16 Description: Frail, old--maybe even decrepit, this man with wildly long, white hair and beard, sitting in a wheelchair, is the current head of the Omi Group, the yakuza organisation in the Kansai area. His organisation has started to crumble somewhat. In fact, his adopted son, Gohda Ryuuji, has overthrown him and is trying to start his own syndicate, the Gohryuu Association. Unbeknownst to Ryuuji until pretty much the end of the game, Jin took care of him knowing that his real father was the head of the Jingweon Force, a ruth- less Korean crime syndicate who was all but eradicated on Christmas Eve years earlier by the Toujou Association. What's more, Ryuuji's mother escaped the slaughter of her husband's group with Kawara Shirou and ended up later marry- ing him and having a daughter with him. That daughter would be Sayama Kaoru, Ryuuji's only known living blood relative. In the end, however, Jin is gunned down by one of the other survivors of that incident, Kim Taejin (Gim Taejin), who had up to this point been living under the assumed identity Terada Yukio. Terada had staged his own death near the beginning of the game and orchestrated everything--sort of. GOHDA Ryuuji Role: Major story character, boss Appears in: Much of the game Description: This is Kiryuu's rival this time--the "Kansai Dragon." Kiryuu is known as the "Dragon of the Doujima," so the two seem almost destined to meet head to head. "One dragon should be enough," says Ryuuji. Powerful, influential, arrogant, and hot-tempered, Ryuuji is a "go-getter" who tries to make his own path in life and doesn't seem to care about anyone or anything else too much. He even betrays his foster father, saying that it doesn't matter because he's not even his real father, anyway. He knows that he is the son of the head of the Jingweon Force, but he doesn't care about their "iron-clad law" or anything like that. He works with them, knowing it will force Kiryuu out and he can find out who is the strongest after all. He also knows it will make his group, the Gohryuu Association, the most powerful in Japan. The only time he seems to take pause in his plans to realise his ambitions is when he finds out he actually does have a living relative--his half-sister, Sayama Kaoru. H - HANAYA Other names: Sai no Hanaya, Kage (North American release) Role: Story character Appears in: Chapter 8 on Description: This middle-aged, mustachioed ex-cop seems to spend most of his time smoking cigars, hanging around in either a captian's outfit of a smoking jacket, and watching the lives of most of the people in Kamuro through a ser- ies of tiny cameras hidden all over town. Known as the "legendary informant," he sells the information he gathers--and it seems he makes a great deal of money. He has offices in the Milennium Tow- er--and secretly, at that, I might add. He also has a son he didn't raise. It's unclear why he left his family, or even if they left him or someone died, but he doesn't seem too interested in making amends. I - J - JI Pinmin Other names: Kurahashi Wataru Role: Story figure, boss Appears in: Numerous chapters, boss of chapter 13 Description: This huge detective with a deep voice is, in actuality, one of the survivors of the execution of a Korean crime syndicate, the Jingweon Force. During the executions, he was spared by the Toujou Association's Kazama Jin- tarou along with Kim Taejin, who later became known as Terada Yukio. Bound by the group's "iron-clad law," he helps orchestrate a plan to reap vengeance upon the Toujou Association responsible for the killings and upon the entire city of Kamuro, who turned a blind eye. Acting with a mole inside Hanaya's network of spies, he obtains a video that frames his fellow cop, Date Makoto, to remove his investigative power from the table. Then, he smashes up Hanaya's operation and ends up fighting Kiryuu and the rest of the crew, killing Kawara Shirou, a detective who was present at the executions of the Jingweon Force and father of Sayama Kaoru. JINGWEON FORCE Other names: Jingweonhwa (full Korean name), Jingwonha (Japanese pronounciat- ion) Role: Enemy group Appears in: Pretty much entire game Description: These guys are sorta the ones pulling the strings. This is a very secret, criminal syndicate from Korea. Apparently, their methods are vicious and their loyalty is absolute. Twenty years ago, on Christmas Eve, Doujima Souhei, the leader of the Toujou Association, ordered their destruction. Kazama Shintarou was against the slaughter, but Shimano Futoshi pressed for it. Ever since that attack, they've plotted their revenge--not only on the Toujou Association, but, because the police intentionally turned a blind eye to erase such a dangerous force, also upon the entire Kamuro District. There were five survivors of that incident and two witnesses. Ji Pinmin and Kim Taejin are the most notable survivors, two younger members who were spared by Kazama Shintarou. Ji would become Kurahashi Wataru and enter the police force, while Kim would become Terada Yukio and join with the Kansai-based Omi Group of yakuza. Over the years, these two have simply bided their time and planned their vengeful scheme. Bak Hwejong also survived the attack. He was shot by Shimano Futoshi after Kazama Shintarou ignored him. While he cowered during the attacks, his group knew of his survival and considered him a traitor. He took on the name "Murai" and waited in Shinsei for the group to find him and eliminate him. The other two survivors were the wife of the leader and her son. They were rescued by one of the witnesses of the attack, detective Kawara Shirou. He would eventually marry the woman and the two would have a daughter named Kaoru, but their happiness wouldn't last and at the mother's dying request, Kawara would hide her son and daughter and try to protect them from the Jin- gweon Force. The son was adopted by Omi Group leader Gohda Jin and named Ryuu- ji, while the daughter would be raised by Sayama Tamiyo, who ran the small, snack bar named "Aoi." The other "innocent" witness of the attack was Kiryuu Kazuma, the hero of our tale. A teenager at that time, he followed Kazama Shintarou there because he was concerned, unknowingly forcing him to shoot the Jingweon Force's boss to protect him. For their revenge, the group forced a war between the Kansai and Kantou yaku- za as a distraction. Then, they placed bombs all bout the Kamuro area. The largest bombs were placed at the 50th floor of the Milennium Tower and at the top of the Kamuro Heights Building, which was still under construction. K - KAWARA Shirou Role: Story figure Appears in: Chapters 1-13 Description: This sour-looking old curmudgeon is a detective for the Kamuro police agency. He's also Sayama Kaoru's father. Twenty years ago, he was there at the extermination of the Jingweon Force by the Toujou Association. The Jingweon were a crime syndicate from Korea whose tactics were absolute and fearful, and the Toujou Association, the incorporated yakuza of the area, weren't going to let them be on their turf, so the police turned a blind eye and the members were gunned down by Kazama Shintarou and Shimano Futoshi. Kawara lurked behind a pillar and saw the boss of the Jingweon Force get shot by Kazama Shintarou. After Kazama left the man, Kawara went to check on his condition. The man asked him to save his child, who was upstairs with his wife. Kawara saved them, alright. He fled with the wife and married her. I'm not 100% sure that's what the boss had in mind, but, well, it's not like he was around to object anymore. When the boss's wife was later killed for her involvement with the Jingweon Force, Kawara changed. He handed her first child over to a mob boss, Gohda Jin, and gave him the new name Gohda Ryuuji. Kawara and the woman also had a child, who would come to be known as Sayama Kaoru. As her mother died, she begged Kawara to spare Kaoru the hardships of a life with Jingweon blood and to erase her past. So, he left her with the mistress of a small bar, Aoi ("Snack Aoi"), and returned to the police force. There, he hunted down members of the new Jingweon Force and shot them because he knew about their "iron-clad law." Date Makoto, Kiryuu's friend, saw this happen in front of his very eyes at a time when he was Kawara's student and admirer. In the end, Kawara joined back up with Date and the Kamuro police force so he could try and protect Sawara from the events coming to a head relating with the Jingweon Force and so that he could try and prevent them from exacting their revenge on Kamuro and the Toujou Association. He ended up keeping her secrets until she finds out herself as he is gunned down in the Milennium Tower in a fight with the surviving Jingweon Force's member, Ji Pinmin, who masqueraded as a policeman under the name Kurahashi Wataru. KAZAMA Shintarou Other names: Fuma Shintaro (American release) Role: Story figure Appears in: Flashbacks to the past Description: Killed in the last game, Kazama found Kiryuu a place in his organisation and acted as a second father to him after his true parents' deaths when he was still very young. Those were deaths for which Kazama himself was responsible. Although he follows the orders and will of his organisation, the Toujou Assoc- iation, Kazama is a righteous man who tries to fight for what's good and just. When Doujima Souhei orders the execution of the Jingweon Force, a Korean crime syndicate that was in Kamuro at the time, Kazama objects, but goes anyway. Actually, he originally went there to warn them and to tell them to leave Kamuro. While negotiations with the Jingweon Force's boss were under way, Kiryuu, then a young man, showed up because he thought his mentor may be in trouble. Unfortunately, there was a bit of a struggle because of the boy, and Kazama had no choice but to shoot the Korean man. That sparked the extermination; there was no turning back at that point. Kazama did not carry through the orders to kill every member, however. He spared two young officers, Kim Taejin and Ji Pinmin. Kim would take on the name "Terada Yukio" and join the yakuza, Ji would take on the name "Kurahashi Wataru" and join the police. Kazama also gave back to the community, as trite as that sounds. He sponsored a small clinic in Kamuro for people who were unable to pay run by a Dr. Emoto. He has saved Kiryuu's life on many occasions, and even lost the use of his leg saving him from the clutches of the sinister Lau Ga Lung, a member of the Chinese crime syndicate called "Se Waa" with a penchant for torturing his vic- tims to death. In fact, Kazama actually ended up giving his life to save someone--Sawamura Haruka. Shimano Futoshi, a powerful group head in the Toujou Association and hard-headed rival of Kazama's, threw a grenade at her in his dying moments, and Kazama covered her with his own body. KIM Taejin Other names: Terada Yukio, Gim Taejin (it's not really a hard "k"), Kimu Dejin (Japanese pronounciation of his Korean name) Role: Story figure, boss Appears in: Chapters 1 & 16 Description: This big guy looks like he could be a sumo rikishi. Instead, he's just a big-time criminal. At one time a prominent figure in the Omi Group (in fact, I think he was their leader at one time, but I'm not 100% sure) under the assumed name Terada Yukio, Kim was, in actuality, one of the survivors of the Toujou Association's slaugh- ter of the Jingweon Force, a powerful, zealous crime syndicate from Korea. In the events a year ago (during the last game), he tried to hide and protect Kazama Shintarou, Kiryuu's mentor of sorts, when there were many groups after him because of his involvement in stealing and laundering 10 billion yen of the Toujou Association's money. He was doing this to repay the favor; Kazama himself actually spared Kim during the elimination raid on the Jingweon Force's hideout. However, being a member of the Jingweon Force means you have to obey their "iron-clad law," and as Kim points out, even if they asked him to kill his own mother, he would have to do it. So, he has betrayed the Toujou Association he was appointed head of by Kiryuu to reap vengeance for the slaughter so many years ago. He may have stayed loyal to Kazama in the end, however. He may have betray- ed his own organisation's plans by holding a crucial fuse on the huge bomb set to destroy Kamuro, so that the bomb wouldn't work. It's unclear whether he did that because of distrust of his mole working for him in the Omi Group, Taka- shima Ryou, or because he still felt a debt to Kazama. In his dying moments, he tells Kiryuu "Trust me...." KIRYUU Kazuma Role: Main character Appears in: Entire game Description: Nice greyish-blue '70s leisure suit! This guy's still a cross be- tween John Travolta and Mishima Kazuya of Tekken. Seriously, he's obviously designed to evoke images of Suzuki Seijun movies and the like. I'm about 90% positive that the name "Kiryuu" is supposed to be sort-of a pun on "kill you." As the main character, Kiryuu has been through a lot. He was raised primarily by Kazama Shintarou, though he was left at the care of the Sunflower orphanage after his parents died. Later, he would find out that Kazama, himself, killed them while fulfilling his oaths to the yakuza organization he belonged to, the Toujou Association. By the time Kiryuu found out why he was an orphan, he had already been ousted from the Toujou Association. His dearest friend, Nishikiyama Akira, whom he thought of as a younger brother, had to gun down their boss, Doujima Souhei, because he was trying to force a woman he loved, Yumi, sleep with him. Yumi was actually both loved by Nishikiyama and Kiryuu. She was the third member of their childhood love triangle. Kiryuu knew that Nishikiyama was just making his debut in the yakuza world and that his ailing sister needed him to be near her, so he took the blame for the shooting. Nishikiyama, on the other hand, always blamed Kiryuu for the life he had to endure afterwards, saying that he forced him into that fate. After all was said and done, both Yumi and Nishikiyama were dead, but Kiryuu was left in charge of Haruka, daughter of his beloved Sawamura Yumi. In her he found the muse to stand up and fight for good; someone to protect and some- one to live for. Now, things are different. The organisation that wanted him dead, the Toujou, need his help. The man he appointed, Terada Yukio, was gunned down in broad daylight visiting a cemetary by his former organisation, the Omi Group. There are, of course, other, darker forces at work here, pulling the strings. Kiryuu and his new companion, Sayama Kaoru, have to look into things that in- volve her mysterious past to find the truth. Tall, brawny, tough, and of course, righteous, this is your quintessential detective fiction hero mixed with your quintessential action movie hero. There's always something sinister at hand just below the surface of the world he lives in, and he always finds a way to bring it justice--usually with his fists. KUNIEDA Role: Enemy (boss-like) Appears in: Chapter 12 Description: This is the guy who holds a gumbai (fan-like implement used to command troops) to summon samurai and ninja to attack you at Sengoku's palace. He can also get hit with a machine gun a whole mess of times and just looks annoyed, like you were just shooting water at him or something. KURAHASHI Wataru --> see "Ji Pinmin" L - M - MAJIMA Gorou Role: Story figure, boss, colisseum fighter Appears in: Various chapters, boss of Chapter 5 Description: Wearing snakeskin pants, an eye patch, a construction helmet, and brandishing a knife in an extremely flashy manner, this is one very unique individual. In the previous game, Majima harrassed Kiryuu to no end, but showed a special affection towards him as a brother or an admirer. He also fancied himself Kiryuu's true rival, always saying that he wanted to fight him. Although he is often vicious and over-the-top, he still randomly shows a sense of honor and kindness. Kiryuu often calls him the "man he can't read." He also calls him "big brother Majima" ("Majima no Niisan"). In return, Majima calls him "Kiryuu-chan." "Chan" is a diminuitive title, derived from the well-known "san," and is usd only for someone really close to you gener- ally. After the events of the last game, Majima has left the Toujou Association. He now has taken over the area Hanaya used to manage, the "Sai no Kawara," also known as "the River Styx" or "Limbo" or "Purgatory." This used to be a park where homeless people could hide away from the law and street punks and yakuza, but has now become a construction site for Milennium Heights, a new skyscraper that will be the biggest in Japan. Of course, that's Majima's doing. He also fights in the underground colisseum there, which is where he chal- lenges Kiryuu when he comes to try and convince him to return to the Toujou Association. Both Kiryuu and Majima seem to agree that he has no place there anymore, but Kiryuu tells Majima that they need his help now that their head has been assassinated. Majima gives that help, too. At one point, he fights off the entire invading Gohryuu Association's force while they distracted Kiryuu and the rest of the Toujou Association, fighting single-handedly against them. He also helps in diffusing the bombs strewn about town by the Jingweon Force. Once either a certain point in the story or a certain number of Encounter Bosses are fought, Majima will again start appear in the Nobushi Grand Prix and the Street Fight Grand Prix tournaments in the colisseum. He's a very annoying opponent, too. He races around Kiryuu, darting here and there like a fly, and uses many powerful moves, not the least of which is a sweep that cannot be blocked and knocks Kiryuu off his feet. The most annoying thing about fighting someone like Majima is, of course, that since they dart all over the place and sidestep like mad, it's very hard to land a heavy attack on them. MURAI --> see "Bak Hwejong" N - O - P - Q - R - S - SAWAMURA Haruka Role: Major story character Appears in: Many chapters Description: This is the girl Kazuma saved in the first game. The daughter of Sawamura Yumi, she was wanted by many criminals and government agencies alike because she held 10 billion yen of the organisation's money--money that Haru- ka's father, Jingu, had been laundering. Caught in a really convoluted plot, the poor little 9-year-old seemed to be the target of everyone, from yakuza to triad member to police and the secret government agency, MIA, but she was only looking for her mother. It's slightly ironic that Kiryuu was unknowingly leading around the daughter of the woman he loved, perhaps. I'm not sure that you could 100% say it was irony, but I'm sure he had wanted to have a life with her, and probably would have liked to have had a child with her. Still, through all of it, Kiryuu sacrifices his body and spirit fighting for the youngster. So, Haruka's a pretty important part of Kiryuu's life. I suppose she is like his daughter. She grew up in the Sunflower orphanage--the same orphanage Kiryuu and Nishiki- yama were raised in. For much of the game, she returns to that orphanage's care while Kiryuu tends to dangerous business. Even still, she is kidnapped by the Sengoku Group of the Gohryuu Association. Kiryuu wonders if he has to leave to bring her a happy life, since she's al- ways going through hardships because of him. He meets up with the head of a talent agency known for creating pop idols and almost gives Haruka over to them so she can be free from the dirty underworld he keeps dragging her down into, but Haruka objects, begging him not to discard her. So, it seems like these two have many adventures left. Oh, to those of you who played the first game, don't worry--you don't have to lead her around too much, you don't have to try and build her trust, and you only have to rescue her once. SAWAMURA Yumi Role: Story character Appears in: A few flashback cinemas Description: This is Haruka's mother, and perhaps the love of Kiryuu's life. She grew up with him together with Nishikiyama Akira, but died in the end of the last game after living a sad life of betrayal and nervous breakdowns and amnesia and the like. Apparently, Kiryuu got over her, though! I guess that's what happens when you're some guy who'll go out and pay girls to talk to you and try and romance them into having meaningless sex with you while you're looking for said "love of your life." What a guy! SAYAMA Kaoru Role: Major story figure, ally Appears in: Pretty much from Chapter 3 on Description: This nice-looking gal is Kiryuu's love interest this time. A cop for the Osakan police department, Sayama apparently is a genius at both fighting crime and technology. Although she did very well in school and gain- ed quite a name for hacking and programming, she decided to become a detective to look into her past. All her life, people around her seem to have held answers to who she was and what happened to her parents, but the only clues she seemed able to collect pointed to some connection with the Toujou Association. Since she knows that they were somehow responsible for her parents' deaths, she has devoted her life to investigating the yakuza--and gained the title "The Yakuza-Hunting Female Cop." Kiryuu knows the pain of finding out such secrets and tells her that sometimes there are things you don't want to know. She points out that that's something someone who already knows those things would say. Since she's still searching for the truth, she can't see it that way. During the investigation this time, it will be revealed that Kawara is really her father, but he kept that a secret to try and erase her horrible past be- cause of a promise he made her mother. Her mother was the wife of the boss of a Korean crime syndicate known as the "Jingweon Force." Kawara was present when the man was gunned down by Kazama Shintarou, and that's why eveyrone seems to know that the Toujou Association had something to do with Sayama's family. Kawara saved the woman and her son, who is a red herring of sorts for a while, but turns out to be Gohda Ryuuji. Sayama loses Kawara, who is shot to death, and learns about her half-brother through secret police files held by one of the survivors of the extermination of the Jingweon Force. Learning that she only has one member of her natural family left, she has to confront him to stop him from entering the duel to the death with Kiryuu as tensions escalate. SAYAMA Tamiyo Role: Major story figure Description: This is the owner of "Snack" Aoi. She's also the adoptive mother of Sayama Kaoru (hence the same last name). She knows what has happened in Kaoru's past, but won't tell her because of a promise she made to Kawara Shi- rou (Kaoru's father). Does she love Kawara? It seems so.... SENGOKU Toranosuke Role: Story figure Appears in: Certain chapters, most prominently in Chapter 13 Description: This guy's a real rat. He's also involved in one of the most ri- diculous action scenes in this game. Sengoku's a head of his own group of yakuza, belonging originally to the Omi Group, but then going over to Gohda Ryuuji's Gohryuu Association when he pulls his coup d'etat. He kidnaps Haruka and uses all sorts of ridiculous samurai cliches such as using a folding fan and sending a message to Kiryuu by having a man stab him in the stomach and such. He also apparently has a golden replica of the Osaka Castle as his base, that's bilt underneath the real thing and can be raised and lowered. The real castle, of course, just splits in half and opens out to allow the golden one to come up. He also owns tigers and apparently commands a bunch of ninja and samurai. His family name's characters mean "a thousand stones," but it's a very obvious pun with the word "Sengoku" that described the "Warring States" era in Japanese history. That's the era Oda Nobunaga and the like fought it up in; the era of samurai battles and the like. His first name means "tiger-like son," or some- thing like that, and the tigers you fight are an obvious reference to that. This is really a ridiculous part of the game!! T - TAMURA Role: Story figure Appears in: Chapters 7? and 14? Description: This guy comes and talks to you twice near the West Park, the entrance to the Kamuro Heights construction site and Sai no Kawara. He may not seem too interesting this time around, but he played a bigger role in the first game as an informant. This time, it almost seems like he was an afterthought. TERADA Yukio --> see "Kim Taejin" U - UTSUNOMIYA, Bob Role: Dispenser of unlockable items Appears in: Just about every chapter--only on "Premium New Games" Description: Wow.... At the southern end of Tenkaichi Street and near the eastern end of Souten- borin Street, if you pay attention, you might notice a man in a white leisure suit with a clown head. Now, I remember trying to create a decent-looking character in the Tony Hawk games and it seemed like all you ever unlocked were clown parts. I hated them so much. But somehow, in this game...it really works. Um, kinda. Really? Hm. See for yourself. Anyway, this bizarre individual's sole purpose is to stand around and give you the ridiculously powerful items you unlock by finishing the game while com- pleting the "Competion Lists." V - W - X - Y - Z - --------------------- 5k. Completion Lists --------------------- ---------- 6. EXTRAS ---------- ------------------------------ 6a. Hidden Skills & Power-Ups ------------------------------ I listed these earlier on in the FAQ, but just to have them handy for anyone looking, I'll list them again in the appendices for your convenience. 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. ----------------- 6b. Hidden Shops ----------------- There are three or four hidden shops in the game, depending on how you look at it. Most are in Kantou, but there is one in the Kansai. In Kamuro, the video shop, Beam, has a back room where weapons are bought and sold. In the first game, you bought the password from a man on the street, but it's a little more complicated this time. You can get in by clearing the mis- sion "The Mystery of Beam" in Chapter 7. Go meet Morita, the informant who hangs out at the square in front of the theaters, and ask him about Beam. He'll tell you someone who has information hangs out at the strip club, Asia. Go there, talk to the guy in the front row on the left (facing the stage), and buy the information from him. He'll tell you part of the password, but leave out the special code, "1989," hinting that it's the year the Berlin Wall came down. Also in Kamuro, there's a strange, fat guy hanging out in that weird little area across the street from the Third Park. If you talk to him, he'll just say "I'm not selling anything!" until Chapter 10. This weird guy is Ueyama Renji, a weapons specialist, and also the guy who's shown Majima some of his techniques. You can buy videos (two of which--the last and first ones, I think?--actually teach you moves) and weapons from him you can't get from any- one else. There's a third secret shop area in Kamuro--the Dragon Palace. You can pass the mission with the same name in Chapter 5 to get there. It's not very well- hidden, so I don't know if you could even really consider it such a secret. There, you'll find a bunch of gambling places from the first game (as well as a shogi room), the black market guy from the first game, and a big wrestler named Cyclops Ooba who teaches you some moves. There's also an arms dealer in the Soutenbori area in Osaka. In Chapter 10, find the punk on the southern side of the river, down below Iwabashi (the bridge on the eastern side), who approaches you and asks you about Tatsu. Tatsu is a nickname (or a code name) for a foreign-looking man who sells arms out of his boat along the Soutenbori River. Talk to Kurogawa, your informant on Iwahashi's southern edge, and he'll tell you to meet a man in the White Snake Ramen Shop. Go and do so, beat the guy up to prove yourself, and he'll tell you how to see Tatsu. Go to Iwahashi, go down to the river on the north side, and talk to the bum who's lying around to bring the boat over. -------------------------- 6c. Underground Colisseum -------------------------- ------------------ 6d. Secret Bosses ------------------ There are two types of secret bosses in the game: Encounter Bosses and the Amon family. ENCOUNTER BOSSES ---------------- Encounter Bosses (known in Japan as "Encount Bosses") appear on the main maps for the three town areas (Kamuro, Soutenbori, and Shinsei). Their appearances are triggered by your completing a certain number of random fights in the area. Unique, boss-like characters, they usually have pretty good items to give you and put up a reasonably hard fight. Also, it is rumored that they enable more characters to challenge you in the colisseum and may be the hidden requirement to open the final tournament there. The annoying thing about these guys is that I can't seem to find a way to force them to appear, so I'm not 100% clear on the conditions. There are a few conditions I'm fairly sure of, however. First, you can't have anyone follow- ing you around--no Haruka, no Date, no Sayama, and no Daigo. Secondly, they seem to only appear at "normal" times--times when it's not raining and you're not necessarily supposed to be running to the next story moment. Probably, it's best to find them at the beginnings of chapters. I also believe that they'll only appear once you've reached certain chapters. In other words, some of the later ones on the list will show up in later chap- ters, so if they aren't there, just move on with your life and come back later. Each area definitely has its own fight counter, so even if you got in a bunch of scrapes in one place and fought all the Encounter Bosses there, you'll still have to fight a lot in the other areas to get their bosses. By "area," I should clarify, I mean the three main towns--Kamuro, Soutenbori, and Shinsei. It is possible to fight a whole lot, then just go and encounter these guys one after another, with no fights in between. In other words, say one of the guys needed you to be at 45 fights and the next was at 60. Well, if you fought 60 times, you could fight the first guy, then just go to the area the next guy should be at, and he should be there--unless the story's got you bogged down. It's confusing, I know, and it'll probably take you a long time to get them all. It took me a long time. To make matters worse, I hear reports of people getting them in differing orders. The final ones are always the same, tho'. Here's a list of Encounter Bosses: KAMURO Dynamite Mizunoe: He appears at Kouenmae near the West park. You get a 100-pound Bowling Ball for beating him. Golden Kita: A big man wearing gold-colored clothes, he appears in the eastern edge of the Champion District. You get the King Fudou Akira Belt for beating him. Sky Gojima: He wears a blue jersey and prowls the area in front of the Tou- genkyou (eastern end of Taihei). You get 100,000 yen for beating him. Murasame Kouji: He stands a little to the north of Beam. You get the Magic Sword Sengetsu for defeating him. Maishima Wataru: He appears near the Poppo Mart near Nakamichi. You get 300,000 yen for beating him. Rockabilly Sawada: This guy really does look ... rockabilly. He appears in the alley running north from the square in front of the theaters on the east side (near the old Doujima building). You get some Ogre Knuckles for beating him. Mysterious Assassin: He's at the southern end of Pink Street. You get High-Tech Leggings for beating him. Jumbo Dai-chan: He's in the eastmost alley that runs south from Kouenmae (where you fought the "Strong-Armed Man" in the first game). You get a Sakaki Bokutou for beating him. "God" Ezawa: Dressed in white, you'll see him near the intersection of Taihei and Tenkaichi streets. You get Lucky Beads for beating him. SOUTENBORI Gamorrah Itakura: I don't know why it's not "Gomorrah," but, whatever. Maybe they meant something else. He's at the north end of Iwahashi (the eastern bridge). You get 50,000 yen for beating him. Bloody Seyama: You'll find him near the southern edge of Iwahashi. You get a Skanda Potion for beating him. Agawa Kousaku: He's standing in front of the "Nighttime Fun Dojo." You get 150,000 yen for beating him. Miyoshi of Bishamon Bridge: He's on Bishamon Bridge (the western bridge). You get 300,000 yen for beating him. Mysterious Assassin: There's a woman in the southwestern corner in the Shoufuku area. Talk to her, and she'll point this guy (and his cohorts) out. You get a Southpaw Bracelet for beating him. Riders Oozawa: He's at the northern bank of the Soutenbori River. You get the Magic Sword Asura for beating him. Yun with the Muscles of Ksitigarbha: He's at the western end of Soutenbori. You get Dragon Knuckles for beating him. SHINSEI Mafia Itabashi: He appears in the big, central road. You get the Sengoku-Era Chain Mail for beating him. THE AMON FAMILY --------------- I'm not sure, but I think the name "Amon" is being used here to sound like the word "Amen" (as in, during a final blessing or such). These guys are apparently out to test the guy they hear so much about. In the first game, Joh considered himself some kind of fighting artist; some kind of master of assassinry or something. I guess it's still the same. You get to them by completing the side missions. In fact, you need to do all of them but the (very few) optional ones for shogi, mahjong, and slot machines. That's only four missions you don't need to do, folks, out of over a hundred. For more information, check the missions part of this guide. I've included all four Amon missions at Chapter 16 of Kantou. If you beat Amon Joh, you'll get the most powerful attack in the game, but it can only be used while enemies are stunned. Don't forget, though, that you can't get the Brawling God Discipline without that attack (because you have to perform all the various Heat Actions). Getting that discipline will make the harder modes much easier. ---------------- 6e. Unlockables ---------------- For beating the game on any difficulty, you unlock the ability to play through again with all of your records, items, and skills. This is the "Premium New Game" option. You also unlock the ability to watch the movies from the game ("Scenario Review") and the ability to wander around in a world where you can re-play all the side missions, there's no main story, and Haruka can be led around at your whim called "Adventure Review." There's no end to that mode; you can just play it to test completion. When selecting "Premium New Game," note that Haruka's outfit changes (wow). When you beat the game on Normal, you unlock "Hard" difficulty for New Game and Premium New game. If you didn't die, you'll get a 3 million yen bonus (note that getting defeated at the colisseum or getting caught while running around with wounded people don't count as deaths). If you did die, you'll get a 1 million yen bonus. Beating the game on Hard unlocks "EX Hard." It also gives you the same bonuses you'd get on Normal. When you beat the game on EX Hard, you get the same bonuses as when you beat it on Normal, plus you'll also get the Dragon SP gun that Kiryuu used in one of the first game's Battle Missions. This gun has unlimited ammo. Other than that, there are special rewards for completing the different things listed in the "Complete" list in the pause menu. If you complete all of the missions (with "Complete," not with "Finished" written after them--you have to complete them successfully), you'll get the Photon RG, which is a light- sabre-like sword that never breaks. If you complete the game with 100% of the opponents on the underground colisseum and all the Encounter Bosses defeated, you'll get the "Just Dragon Tonfa" ("Ouryuu no Tonfa-"), another weapon with unlimited use. For buying all the food at the restaurants and ordering all the booze from the bars, you get the Dragon Sarashi, the most powerful armor (tho' it doesn't reduce the damage of bullets like the expensive bulletproof gear). Should you complete all of the Heat Actions on the Complete List, you'll get the "Brawling God Discipline," which makes Kiryuu always in Heat Mode. The best one of those is obviously the Brawling God Discipline, but that one requires you to do quite a lot, since some of the Heat Actions can only be obtained from defeating very powerful enemies or accomplishing very difficult tasks in side games. Let me list those again just so you don't have to swim through text: Dragon SP Beat the game on EX Hard Photon Blade RG Complete Missions (the right way) Just Dragon Tonfa Fight all the various opponents in the colisseum and defeat the Encounter Bosses. Dragon Sarashi Order all the various items offered in the various restaurants and drink all the various drinks from the various bars Brawling God Discipline Perform all 96 Heat Actions 3 million yen Beat the game on Normal or Hard without dying 1 million yen Beat the game on Normal or Hard. Also given if you beat the game on Easy without dying. Premium New Game Beat the game. Adventure Review Beat the game. Scenario Review Beat the game. Haruka Costume Change Start a new game with the Premium New Game option. Once you unlock the special items, you'll need to talk to Bob Utsunomiya to get them. Who's that, you ask? Well...he's a...clown-yakuza-...guy. There's just no good way to put that. At the "entrance" to Soutenbori and Kamuro (in other words, at the southernmost point of Tenkaichi street and the eastern part of Soutenbori street), you might notice a guy in a white leisure suit (similar to Kiryuu's, but white) with clown makeup, a clown nose, and a green wig on. Before you unlock anything, if you walk by this guy, he just goes, "Hmmm" and you can't interact with him further. However, once you unlock stuff, you'll notice that there's a green arrow over his head. Talk to him and he'll say something about how you're the guy who the guy from that time back then. He'll then give offer to give you one of the items you've unlocked. --------- 6f. Bugs --------- There are two fatal bugs in this game (at least, in the Japanese version). You would do well to avoid them! These don't erase your memory or destroy your PS2 or anything like that, but you won't be able to continue the story. 1. Hanako Once you've initiated the side mission "Managing Marietta" ("Marietta no Keiei"), you'll be able to recruit girls around town. None of these girls will appear in the Toujou Association's Headquarters, but there have been reports of one of them, Hanako, appearing there near the parking lot. Sometimes, people say she's floating in the air, and other times, she's stuck, half-way in the ground. If you see her here, she is a bug. Do not attempt to recruit her! If you do, for some reason, returning to Marietta will cause the next story moment's mission pointer (the red dot) to vanish and you won't be able to continue with the story. To avoid this, simply avoid her when she appears there. If you want to re- cruit her, do it somewhere other than the Toujou Association's Headquarters! 2. The Safe When you do the side mission "Agent of Vengeance 4" ("Urami no Daikou 4"), you'll find a safe in the building where you fought the third man, Kojima. Kiryuu goes in and has the ability to open that safe with the password 57577 for a very large reward. However, in Chapter 10, when you have to pursue Satoshi, Kazebori's assistant, as he steals the sketch for the yellow dragon tattoo, the interior of the building is the same as the interior for the building from "Agent of Vengeance 4." Everything is actually the same--including the safe. If you ignore Satoshi and his cohorts and aim for the safe, you can still open it (if you haven't done so already in "Agent of Vengeance 4"). Doing so will give you the reward, but force you back outside of the building. Unfortunately, although there is a marker for Satoshi's building, you won't be able to get back in, so the story cannot be completed. There is a third bug. It's not fatal, but it prevents you from getting 100%. In the final side mission in Kansai, called "The Martial Arts Youth" ("Koubu- jutsu no Shounen"), you must encounter Kawauchi's brother and then defeat Kawa- uchi later at the underground colisseum. Then, you must return to Soutenbori and meet his brother again. If you start playing a second time, using the Premium New Game option, enemies no longer stop appearing and you can enter into any of the tournaments in the colisseum, provided you play through the ones you need to play through to unlock them, regardless of what chapter you're on. Because of this, Kawauchi will show up as an opponent, even if you haven't initiated the mission, "The Martial Arts Youth." If you defeat him in the colisseum first and then go and encounter his brother to start the mission, it will be listed as "Complete," strangely enough. If you defeat him after that in the colisseum, the "Complete" kanji will disappear and can only be put back by meeting his brother. However, the game considers the mission over, since you've already gotten a "Complete" mark. Kawauchi's brother won't appear. The upshot? You won't be able to complete all the missions, which will make the hidden boss not appear. You won't be able to collect the bonus weapon given for completing all missions and you won't get a Heat Action, so you won't be able to get the bonus for performing all 96 Heat Actions. ----------- 6g. Trivia ----------- --Some of the areas in the game exist in reality; some do not. There is a Kamuro District, but it's not in Tokyo; it's in Gifu, way off to the south- east. There is a Shinsei District, but it's not in Osaka; it's way up north in the island of Hokkaido. This is rather strange because the Tsuutenkaku Tower does exist, and it's located in Osaka. Again, it's not in Shinsei. It's in East Ebisu, in an area called "Shinsekai"--hence, the name that kinda sounds like it, Shinsei. The Milennium Tower, however, does not exist. There were designs to build a skyscraper much bigger than anything already out there in Tokyo with this name, but they plans were never realised. --Many of the stores and brand names are real in Ryuu ga Gotoku. For instance, Suntory really exists, and does put out many of the drinks available in the game. The store Don Quijote is real, too, and apparently really has that theme song you hear! Just for fun, here are the lyrics: Don Quijote Boogie Woogie Omoidattara itsu datte Don Kiho-te de machiawase "Whenever you think of it, let's meet at Don Quijote" Dokan! to afureru yume wo kaimashou "and buy some dreams that'll fill us up 'til we burst!" Kibun wa takarasagashi da ne "It feels just like a treasure hunt!" Don! Don! Don! Don Ki-, Don Kiho-te! "Don! Don! Don! Don Qui-Don Quijote!" Boryu-mu manten, gekiyasu janguru! (Janguru da!) "It's a fully stocked, super-cheap jungle! (It's a jungle!)" Don! Don! Don! don Ki-, Don Kiho-te! "Don! Don! Don! Don Qui-Don Quijote!" Nandemo sorotte benri na omise, Don Kiho-te! "The convenient shop where you can get anything, Don Quijote!" (Don! Don! Don, Don! Don! Don! Don Ki-!)x2 "(Don! Don! Don Don! Don! Don! Don Qui!)"x2 Hayaimono kachi paradaisu Don Ki meguri wa kuse ni naru "It's a paradise where the early bird gets the worm! It'll become a habit, browsing Don Quijote!" Shoudouteki demo tokushita ne "It may be an impulse buy, but I saved a lot!" Kon'ya wa nani ga aru no ka na~? "What will we find there tonight...?" Don! Don! Don! Don Ki-, Don Kiho-te! "Don! Don! Don! Don Qui-Don Quijote!" Itsudemo mantan fushigi na janguru! (Janguru da!) "You'll always get your fill at this mysterious jungle! (It's a jungle!)" Don! Don! Don! Don Ki-, Don Kiho-te! "Don! Don! Don! Don Qui-Don Quijote!" Mayonakasugitemo tanoshii omise, Don Kiho-te! "The store that's fun even past midnight, Don Quijote!" Hei, doku iku no? --Don Kiho-te iku no! "Hey, where're you goin'? --Why, I'm going to Don Quijote!" Yappari! "I knew it!" (Don Kiho-te...! Don Kiho-te...! Don Kiho-te...!) "(Don Quijote...! Don Quijote...! Don Quijote...!)" (Un! Ha! Un! Ha! Un, ha, ha~!) Don! Don! Don! Don Ki-, Don Kiho-te! "Don! Don! Don! Don Qui-Don Quijote!" Boryu-mu manten, gekiyasu janguru! (Janguru da!) "It's a fully stocked, super-cheap jungle! (It's a jungle!)" Don! Don! Don! don Ki-, Don Kiho-te! "Don! Don! Don! Don Qui-Don Quijote!" Nandemo sorotte benri na omise, Don Kiho-te! "The convenient shop where you can get anything, Don Quijote!" If you think those are silly, you should see the English language version's lyrics. Actually, you can, if you check out my FAQ for Ryuu ga Gotoku 1-- they used to include four different versions of the song. --When I saw the spider~ o/~ Where I saw her do it~ o/~ Oh, sorry. That would be what it sounds like to me when I hear that Japanese guy utterly mangling English sounds in the opening song. It's OK; don't get defensive, Japanophiles. Japanese people just really love throwing English into the mix, and it doesn't always work out too great. If you really did want to know the lyrics, here are the official ones (with my snide comments in parantheses) "As a man,As a brother" <--(this is the actual way it is written in the liner notes) When the boys enter the skeleton dome It has misstelling this world is gone <--("misstelling," huh?) In my basement falling land <--(what's in *your* basement falling land?) Its so much better to survive now ! <--(common Japanese spacing mistake) Disarray for smile xxxx xxx! x xxxx xxx x xxxxx x xxxx' xxxx xxxx <--(I guess even the band didn't know what they said?) Disable fail-safe xxx x xxxx'x xx xx!! xxxxxxx xxx xxx xxxxx! xxx xxxx xx When I so take my hand <--(these are the lyrics you'll hear in the opening) Whether so hurt to mess It's always to me... always to me... Yeah, that's pretty bad. I should note, however, that if I wrote a song in Japanese, it'd probably come out sounding like that. --When you help the enka singer, he'll sing a song for you that he thinks will sell records again about Kamuro. It's called something like "The Natural Beauty of Kamuro" ("Kamuro Setsugekka"). "Setsugekka" is a term from an 8th- century poem by Haku Kyoi that literally means "snow, moon, and flowers," obviously referring to the beautiful sights of nature. "Kamuro Setsugekka" Nagareyuku / yoru no chou / ayashiku madowasete "Butterflies of the night / flying around / sinisterly leading people astray" Jouyoku mo / bouryoku mo / junrenka ni / aa / Kamurochou "Brimming with desire / violence / and songs of true love / ah! / Kamuro" Yasashiku yoru ni idakare / namida / hororihorori... "I'm embraced by gentle night / with tears / running down my cheeks" Maichiru yuki wa kazaru / hito de yogoreta machi de sae mo "Dancing, falling snow decorates / even these streets, sullied by mankind" Hana sakitemo / hana chirutomo / mabushii setsugekka "Flowers bloom, / flowers fall. / Dazzling beauty of snow, moon, and flowers" --Ashita no Joe was an extremely popular television and manga series in Japan, complete with two movies that summarized the same story, a bunch of video games, and a whole mess of references in popular culture. One of the earlier sports serieses, it focuses on an unruly youth who reluctantly undertakes boxing, urged by a messy, harsh teacher named Dampei, and learns many life lessons. A tear-jerker, perhaps its greatest moment featured the death of Joe's greatest rival, Rikiishi, killed by their competitive nature (and by Joe's fist in his face). The signature move of this series was the "Cross Counter," a move in which you step into your opponent's heavy attack and throw out one of your own, pretty much sacrificing yourself and landing a blow at the same time. The theory was that they were coming towards you with such velocity to throw their attack that your attack's impact would essentially carry the weight of their blow, too--just like a head-on collision. It also set up the dramatic shot where both men have their fists in the others' face and you wondered for a moment who would fall! Really a beautiful convention. Anyway, the final blow in the game is this Cross Counter. Clearly, this was an homage to Ashita no Joe. --If you haven't figured it out by now, the mysterious video handed to you in the mission "The Spirit Medium" ("Reibaishi") was an homage to "The Ring." In the film and manga, there is a video circulating that apparently kills people one week after they view it. The video shows a strange-looking, ghastly girl, similar to the one portrayed in the video in the mission. --The weapon you have to retrieve from the hidden area in the Toujou Associat- ion's base is named the "Kien Dosu." "Kien," with different Chinese char- acters, means something like bright, fiery vigor. However, the character for "ki" used here means an ogre; a devil; monster. This isn't a common term, of course, and its most popular appearance was in the Vampire series, known as Darkstalkers in the United States. Bishamon's sword was apparently named "Kien." Whether that's true or not, one of his special attacks is the "Kienzan" ("Kien Slice"). It's possibly an homage, but it's very hard to say. --The final cabaret club girl, Nana, is modeled after (and voiced by) Natsume Nana, a moderately famous soft-core porn / glamour photography star. I should point out that although there is hard-core porn in Japan, uncensored hard-core is still too taboo (some say it's illegal, but I'm fairly certain it isn't anymore), so being a soft-core porn star is pretty much just being a porn star over there. At least it usually involves less diseases and other such scary things. There are two more "adult video" stars in the cabaret club list--bringing the number to one porn star per shop. In Shine, it's Matsushima Kaede, while Jewel has Asami Yuma. ------------ 7. GLOSSARY ------------ I know, I know...this is really an appendix and should be in that section, but, it just seems to fit more at the end. ANIKI: A term used by younger males to older ones who they esteem and whom they consider a mentor or protector. Literally, it means something like "older brother whom I hold in high esteem," or something else hard to translate. Yakuza typically use this term in movies and such. In very familiar circles, they'll also just say "Niisan" or "Niichan," a term also used by children to older males, but it isn't as respectful as "Aniki." AVALOKITESVARA: This is the Bodhisattva of Compassion in Buddhism. His name literally means "He who observes the sounds of the world." In other words, this is the one to pray to when you're desperate or sad. Avalokitesvara is most often worshipped as a female diety outside India, known in China as "Guan Yin" (short for "Guan Shih Yin"), Kannon (short for "Kanseon") in Japan, and Guaneum or Guanse'eum in Korean. The origin of th female Avalokitesvara is a little fuzzy, but most point to a legend about a princess whose wicked father was mean to her and tried to force her to marry. She later had to give up her eyes to save her father when he was very ill, and so he regretted being so mean to someone who would give so much to him. Other accounts have her being whisked away by tigers and by Ksitagarbha to become a goddess-like figure in the heavens. BENTOU: A Japanese-style boxed lunch. They were sold at railway stations, so that travelers could just take them quickly and go. BILLIKEN: This is a character revered in Japan, especially in Osaka, as some sort of "good luck god." In the early 20th century, an American company copyrighted the image of a character designed by a woman who supposedly saw him in a dream. This character had a tuft of hair on his head, big feet, and sported a great smile. The idea was that you should just smile and not let the world make you worry. There was a self-help-like movement in the United States at that time that emphasized the power of positive thought. In Japan, statues of this "Billiken" character showed up here and there, even making their way into shrines. Apparently, the idea then was to Westernize as much as possible, and so Billiken's care-free attitude was thought to bring good luck. This practice was banned at one time, but Billiken remained strong in Osaka. The one in the Tsuutenkaku is particularly famous. It's said that if you go and pray to him or rub his giant feet, your wishes will come true. BOKUTOU: From the Sino-Japanese ("on'youmi") readings of the words "wood" and "sword," this word refers to a wooden practice sword. BULGOGI: Also spelled "purgogi," this means "beef" in Korean, but refers most often to a special, marinated, thinly-sliced beef that is barbecued. CHAA SIU: Chinese barbequed pork, usually a bit sweet and succulent. --> CHAA SIU MIN: Ramen with Chinese barbequed pork inside (yum). CABARET CLUB: Called "Kyabakura" for short (from "kyabare kurabu"), these are mostly adult-entertainment-themed bars where guests can be sat with a young woman employed by the bar for company. These aren't whorehouses; the women working these places are usually there to provide a similar service to that geisha provided in a more traditional sense; they make conversation and generally make the customer comfortable so that he'll order more food and (especially) more drinks. Just like escort services, while the guest is with the employee, there isn't to be sex going on. There are many stories of guests getting together with the employees after business hours or forming relationships with them; this isn't entirely out of the question. However, just like with most in the sex entertainment trade, it's just business and not anything really serious. --> CABARET CLUB GIRL ("Kyabakurajou") A hostess employed by a cabaret club. CHENG LUNG (or "Qing Long" or "Shouryuu" or "Seiryuu"): One of the four divine beasts (each guards a direction). This is the Blue Dragon, who protects the East. --> CHENG LUNG DOU (or "Qing Long Dao" or "Shouryuutou" or "Seiryuutou"): a sword bearing the Cheng Lung name. CHOUHAN: An old gambling game in Japan, where a dealer rolls two dice and the players bet on whether it will be "chou" (even) or "han" (odd). You'll see this in many samurai flicks such as the Zatou'ichi films starring Katsu Shintarou. DESHI: Pupil; apprentice; disciple; etc. Basically, a student, taken under the wing of a mentor. DHARMA: A monk said to have entered China and given groundwork for "Chan" or "Zen" Buddhism. There are many strange tales of his life, including the one where he was meditating so much that his arms and legs fell off, and then was found in his cave by two men. These men are said to have struck and killed the monk, who fell down and said, "Thank you!" before he died--because that action "awakened" him; made him attain Nirvana; what-have-you. --> DHARMA STATUE: This is a common item in Japan. The idea is that you buy one for your business and paint one of his eyes on, then the other when you have some great luck happen. Basically, it's there to wish prosperity upon your business. It's round, red, and has the Dharma's face painted on it. DOSU: This is a Japanese word, referring to specifically one of those knives used primarily by sushi chefs that look like thin French vegetable knives and are usually quite sharp and expensive. The word also more broadly can be used to just mean "knife." ENCOUNTER BOSSES: Called "Encount Bosses" in Japan, these are certain hidden, boss-like characters who appear after a certain number of random encounters (hence the name) have been fought in a certain area. ENKA: This is a type of music in Japan. Literally, the word means "performance song." These are very similar to easy listening or pop vocal ballads, and aren't popular with the young crowd these days. I like them, but all Japanese people have always said I'm like an old man. FUGU: A pufferfish. A particular variety is famously eaten in Japan, although people reportedly die every now and then from its venom. The trick is to slice the fish so that none of the bile of the liver is released (and to discard said liver). A tiny amount of the venomous body part is often added to the meat to provide a "buzz." FUNDOSHI: Sometimes called a "Japanese loincloth," this is a piece of cloth that is wrapped around the hips and groin, worn as underwear. Though still very popular in the '40s and '50s, this garment has its roots way back in the days of the Heian aristocracy, perhaps earlier. A favorite of the warrior class, this is a very manly, "tough guy" thing to wear. In fact, the Chinese character used (tho' it holds a different meaning in Chinese, actually) has the symbol for "clothes" on the left and the symbol for "army" on the right. GOKU: This is a Chinese character (pronounced "gik" or "ji" in Chinese) that means "extreme." In Japanese, it can also be read "kiwameru" and means "to master." In the game, the kanji will flash in red with the word "Special" attached to it to tell you when you can perform a Heat Action. --> "GOKU" ATTACK: Because of the "goku" kanji, I sometimes call the Heat Action moves "Goku" attacks. (see "Heat Action") The "goku" in this instance probably stands for "Gokudou," a poetic word for "yakuza." GOKUDOU: A more poetic word for "yakuza." It literally means "the extreme path." GUAN YIN: --> see "Avalokitesvara" GUMBAI: Literally "army fan," this is a traditional object used by strategists and commanders to lead armies around. Usually fine, lacquered wood, they sport a guitar-like "pear" shape, are flat, and bear symbols and insignias for their particular lord. These are also wielded by gyouji, judges of sumo tournaments. HARITI: A Buddhist deity called upon to protect children. In the game, she is refered to by the name "Kishimojin." This is the translation of her name into Sino-Japanese, meaning something like "Ogre-Child Mother Goddess." HEAT ACTION: A special attack you can perform when in "Heat Mode" (when your Heat Gauge is full). The official name seems to be "Heat Action" sometimes, but the word "Special" appears in the upper right-hand corner with the kanji "goku" when you can perform the action, so there seem to be different names that can be associated with these moves. HEAT GAUGE: This is thin, light blue gauge that appears below your Life Gauge and tells you when you can enter Heat Mode and perform Heat Actions. HEAT MODE: Your Heat Gauge is divided into two segments, at first. When it builds up to or beyond the break between the segments, you have entered Heat Mode. In this mode, Heat Actions will be available and any conditions that have been gained through character build-up will apply such as resistance to being knocked down, extra damage, and improved guard. Each time you improve your Heat Gauge, you will add one more segment to the end. Once the meter falls below that second segment and back to that long, first part, you are no longer in Heat Mode. HORUMON-YAKI or HORMONE-YAKI or HOURUMON-YAKI: There were some poor times in Japan, especially during World War II. During that time, a kind of food became popular in the Kinki region involving grilling the parts of an animal, typically beef, that would normally be discarded. In Kinki dialect, the part of a butchered animal that was thrown away was called "hourumon." The Kinki dialect also has a tendency to shorten long vowels, so it was sometimes pronounced "horumon." The parts are generally the animal's organs, and eating them was said to increase one's endurance. Because of this, the name "horumon-yaki" actually became a pun with the word "hormone" (pronounced "horumon" in Japanese). Many visitors to the Kinki area have the same reaction to this food as the girl in Shinsei standing to the northwest of the acupuncturist. It's just one of those regional cuisines most people have to have been familiar with as they grew up to enjoy. HOST CLUB: This is the companion to the Cabaret Clubs; a place, usually ass- ociated with "adult," sexual entertainment, where men are employed to show guests a good time by keeping conversation moving--and encouraging them to buy more liquor and food, of course. --> HOST: In this instance, an employee of a host club. IEMON: A brand of tea put out by Suntory in Japan. JAPCHAE: A thin noodle in Korean cuisine that's served most often chilled, fried and mixed with vegetables and soy sauce. Sometimes, you'll find it spelled "chapchae" or "chapche," but I'd romanize it "japchae." JIZOU: --> see "Ksitigarbha" KALBI: Also spelled "karbi" or "garbi," this is Korean barbecued, marinated spare ribs. Usually, they're beef, but there are also other varieties (most notably pork). I'd romanize the word "galbi." KANJI: The Japanese had no writing system early on, and in the 600s or so, along with Buddhism and such things, the Chinese writings were imported to the islands. Like nearly all other East Asian countries, Chinese was the only way to write for a long time. This was in the Han dynasty, so the characters used are called "hanzi" in Mandarin Chinese, meaning "characters from the Han era." In Japanese, the characters "han" and "zi" are pro- nounced "kan" and "ji" (hence the word "kanji"). Unfortunately, the Japanese language actually is nothing like Chinese; it belongs to a family more like Mongolian and Korean and Turkish. So, the Japanese had to adopt ways of reading the Chinese script in their own language, called "kanbun" ("literature in Han-era characters") and "kundoku" ("practical reading"). The text was annotated with markers and with certain "helper" characters to know how to pronounce the characters and conjugate the nouns, based largely on shorthand versions of the characters themselves. This is a pretty much where the syllabaries for the Japanese writing system (katakana and hiragana) came from, too. There are two ways to pronounce these characters: one that mimics the Han- era pronounciation from China, for phonetic purposes, and one that gives the Japanese word that corresponds to the meaning of the character. These are called "on'yomi" ("sound reading") and "kun'yomi" ("practical reading") respectively. This is what most Westerners find frustrating about learning Japanese, but I think it's one of the most interesting things about the language, to be honest. KANNON: --> see "Avalokitesvara" KANSAI: This means "the western checkpoint" or "west of the gate" or "west of the divide," literally. In the days before the samurai were the ruling class of Japan (eras like the Heian; before the warring states periods or the shogunate), the emperor was the most powerful person, and so were his court- esans. These people resided primarily in Kyoto (also spelled "Kyouto"). The "Kyou" in both "Kyouto" and "Toukyou" (Tokyo) means "capital." When the shogunate rose to power, the center of power was really found in Edo, which is now Tokyo. So, these two major seats of power are often portrayed as competing with each other. The culture of the western area of Kyoto and the like is considered very different from that of the eastern area (Tokyo). These two areas and their cultures are most often referred to as "Kansai" and "Kantou," respec- tively. KANTOU: --> see "Kansai" KASHIRA: Literally "head." In this game, it's used as the head of a group, such as yakuza. KATANA: The sword wielded in Edo and Heian period Japan, supposed preferred weapon of the warrior ("samurai") class (tho it was really the spear). This word also is used in a more broad sense to simply mean "sword." KIMCHEE: Also sometimes spelled "kimchi" or "gimchi," this is a spicy, pickled side dish in Korean cooking that is quite essential and used mostly as seasoning. It's usually cabbage, but sometimes, there are a few other things in there. I can verify first-hand that Koreans really do eat this a lot; my fiance'e actually feels kinda bad if she doesn't have this and rice at least once a day. I'd romanize the word "gimchi." KISHIMOJIN: see "Hariti." KODACHI: Often called the "Japanese short sword," this is the smaller, companion piece to the katana. KOGAL: A female Japanese High School girl ("koukousei" means "high school student;" "gal" is "gal"--written "gyaru" in Japanese transliteration). This is a fairly derogatory term meaning a girl obsessed with fashion and a flashy, bratty lifestyle. Many of the kogal engage in taking money from (usually) older guys to go out with them. It's often quite innocent; the man will just pay for a high-school aged girl to hang out and talk with, but, as you could imagine, it's pretty much for sexual services. Saya, Date's daughter, seems to be doing this sort of thing--and some downright porno- graphic stuff, too. KOI: Usually called a Japanese carp, this is a big fish that has many different color variations and can be quite expensive. It's usually used in decorative ponds. Don't confuse this term with "koi" (different Chinese character, of course) meaning "(sexual) love" or the other common one, "koi" (another character), the command form of "kuru" ("to come"). KSITIGARBHA: One of the Buddhist deities imported to Japan from India (via China), Ksitigarbha is the faithful defender of the sutras and of Buddhism. In some legends, he is said to have been a faithful companion to the princess now revered as Guan Yin or Kan'non or Avalokitesvara, the bodhisattva of compassion. He knew he was not as pure as this woman, but yet he devoted himself to her and now appears as a deity to protect her (and Buddhism in general). In Japan, he is known as Jizou, and is usually depicted as a monk. He is the protector of the Buddhist faith and also of children and of travelers, because it is said that he finds children who have not yet heard the sutras in the Sanzu Riverbed and hides them in his clothes so that he can read the sutras to them and guide them secretly across to salvation. KUMI: Literally, a group. This can be used as divisions of organizations-- for instance, in the Toujoukai yakuza alliance in the game. KUMICHOU: The head of a group ("kumi") of yakuza. KYABAKURA --> see "cabaret club." LEMON SQUASH: Lemonade with soda water and sweetener. LIFE GAUGE: When this runs out, you're dead. This is the big orange bar in the upper left-hand corner of the screen. When it gets low, it'll start to flash red and will change the gameplay slightly depending on how you've built up your main character. LOVE HOTEL: The Japanese coined this term, meaning specifically a hotel where the rooms are rented by the hour and generally have "romantic" themes. MAHJONG: Sometimes spelled "Mah Jongg," this is a game involving tiles that was brought to Japan from China. In Mandarin, it's called "maxiang," and in Cantonese, it's called "maajeung." MAKUNO'UCHI: The highest "tier" of sumo wrestling. ODEN: A soup in a light broth with bonito flavoring, containing warm and rather bland materials such as boiled eggs and fish cake. ONI: A warlike, thick-headed, thick-skinned creature of Japanese lore, often translated as "ogre" or "devil" or "demon." The kanji used for "oni" means something like "an evil ghost," so it's often used as "demon," but I shy away from this translation as it evokes a Christian feeling. ONIGIRI: Rice balls; "sticky" or "sushi" rice and vinegar are formed around a filling (usually meat), topped sometimes with roasted sesame seeds and seaweed. OYABUN --> see "oyakata" OYAKATA: "Oya" means "parent." "Kata" is a polite word for "person." This term can specifically mean someone who has taken you in and mentored you or someone who is the boss of your organization (such as the yakuza). PACHINKO SLOT: Slot machines. These dispense medals which can be redeemed for items (rather than money to avoid being technically called "gambling"). It's rumored that many parlors that sell goods this way also have areas nearby where one can sell these (like pawn shops) under their thumbs, so it's simply a formality and it really is gambling. This, of course, is illegal. PATCHINKO SLOT --> see "Pachinko slot" (alternate, u.k. spelling) RAMEN: Noodles prepared by pulling the dough over and over into thin ropes. The Chinese name is "laai min" in Cantonese and "la mian" in Mandarin. RIVER STYX: The river you had to cross in Greek mythology to reach "Tartarus," the "other world" after you died. This has become associated with going to Hell, but in ancient Greece, as many other old religions, the place like Hell is just where all souls go--not necessarily souls of evil people. In the game, I have translated the area called "Sai no Kawara" as "River Styx" but it's not exactly the same. SAI NO KAWARA: This is the river bed where the Sanzukawa is located, a sort of limbo area where souls try to cross into the next world from this one. SAKE: Japanese rice wine--it's "sah-keh," not "sah-kee." SALARYMAN: As you might expect, a man who collects a salary. An oft-used word in Japan that means simply a businessman. SANZUKAWA or SANZU RIVER: This is a river in some Japanese Buddhist teachings that people must cross to get to the other world when they die. You must divest yourself of your worldly attachments, called karma, to pass the various creatures that stand guard there. In a traditional Japanese Buddhist funeral, six coins are placed on your coffin to pay your fare, much like how in old Greek circles obuli (small coins) were placed on the dead's eyes so they could pay the ferryman, Charon, to cross the River Styx. It's slightly different from the River Styx, but has similar connotations. SARASHI: A bolt of cloth (almost always white) that was used as a sort of sash in the Edo period by men, worn around their waist beneath the coat of their kimono. Yakuza and other tough guys are often shown wearing this as it makes one look very manly. SHIFT MOTION: Holding down R1, you can keep Kiryuu looking in the same direction and locking onto the nearest enemy (unless said enemy sidesteps and gets away from you). SHINGON: Literally "True Word," Shingon is one of the main (if not the most popular) branches of Buddhism in Japan, based mostly upon sutras brought by the monk Kuukai from a visit to China in the ninth century. SHOGI: Actually "shougi," but commonly written "shogi," this is a form of chess brought to Japan from China. Chess is said to have originated in India, and inspired many forms. Hence, Shogi is sometimes called "Japanese Chess." SNACK: Though it means, of course, a small bit of food to eat to English speakers, the Japanese use this word exclusively to describe snack bars, which are smaller bars with a food counter. SOAPLAND: This is a form of brothel. Supposedly a bath-house, like a Turkish Bath, there are employees of the establishment who generally will get naked and bathe the customers--usually with their own bodies. Always semi-legal, there is almost always actual sexual activity in these places and the workers (almost always women) are pretty much prostitutes. Apparently, law in Japan has always had trouble defining what sex acts are illegal to accept payment for, and so, suffice it to say, there are naughty things afoot here and the soaplands are always controversial. SPECIAL ATTACK or SPECIAL MOVE: see "Heat Action." SUPER ATTACK or SUPER MOVE or SUPER: see "Heat Action." SWAY: In this instance, swaying means to dodge out of the way of attacks. You do this by hitting "X" while moving around in "Shift Motion." TSUUTENKAKU: Sometimes romanized "Tsutenkaku," this is a famous tower in Osaka that has been called "the Japanese Eiffel Tower." Its name means "tower piercing into Heaven," an obvious reference to the Tower of Babel. WAN TAN: From the Cantonese meaning "cloud puffs," these are dumplings with thin skins usually filled with pork and vegetables, usually boiled in soup but also fried. --> WAN TAN MIN: Ramen with wan tan. YAKISOBA: Stir-fried soba (buckwheat noodles), usually in a thick, dark sauce of black beans and soy, usually with thinly-sliced vegetables. YAKUZA: Literally meaning something like "serviceman" or "one who has a task to serve at their boss's will," this is the word used to refer to members of the Japanese organised crime groups. There are many differences between a yakuza and a member of the mafia, many would tell you, and so, most people don't like to call them "gangsters" so as not to confuse the two stereotypes. However, the image of the yakuza is greatly romanticised, just like cowboys, pirates, samurai, knights, and mafia men. In reality, most yakuza groups are now more involved in legitimate activities than anything else, and the ones you'll find running shakedowns and such are probably more like a common thief than anything else. This game takes place in a reality that is just basically the silver-screen yakuza, which is, of course, pretty romantic and manly. ----------------- 8. "THANK-YOU"'S -----------------