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FAQ/Walkthrough

by ThePatrick

                                 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.

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J
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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
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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
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M
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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"

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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
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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
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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."

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5k.  Completion Lists
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----------
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
-----------------