RYUU GA GOTOKU 3 F.A.Q. / Walkthrough by Patrick Coffman ([email protected]) (hatoriki_kai on PSN) (ryled on YouTube) Version 0.9--04/29/2009. Unfinished FAQ. All the "mini-games" are described now. Made corrections here and there. Still haven't gone into the "Survival Battle" extra mode too much, haven't finished all the club girl stuff. After those are completed, translating cut scenes remains. !!!SPOILERS AND ANNOYING RAMBLING WARNING!!! I tend to ramble. I also tend to spoil everything. If you don't want spoilers, or you just want clear instructions on beating the game, you might want to check the "Quick Story Walkthrough" section. For each side mission, I'll also first ramble about things, then I'll make a list of instructions, so you can clear them without having to swim through text. Oh--I should note, that this FAQ is written for the Japanese version, and it's being written up before any word of a U.S. release. So, if you want full translations of cut scenes, they'll be at the very end of the FAQ before the "thank you's" and glossary. 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. This file contains no Japanese text. If your operating system doesn't have Japanese fonts available, or if you can't stand the weird fonts browsers often have when set to Shift_JIS encoding, this would be the FAQ for you. Japanese text is Romanized using a slight variation of the Hepburn system. Double or "long" vowels will be donated as described in the "How to Pronounce Japanese" section. SIGNIFICANT NAME CHANGES: KAZAMA Shintarou -> U.S. name: Shintaro Fuma HANAYA -> U.S. name: Kage COPYRIGHT information: This FAQ is to be hosted only on sites with the author's consent, such as GameFAQs (www.gamefaqs.com), and IS NOT TO BE SOLD, but distributed freely. Full credit to the author must be given for replication of all or part of this document. The author's expressed written permission is also needed--just like the NBA! 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 2. The BASICS 2a. The Adventure 2a-I. Controls 2a-II. Display 2a-III. Start 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 2b-IV. Chase Battle 3. STORY WALKTHROUGH 4. QUICK STORY WALKTHROUGH 5. APPENDICES 5a. Missions 5a-I. Overall Mission List 5a-II. Kamuro Missions 5a-III. Okinawa Missions 5a-IV. Hitman Missions 5b. Extra Skills & Power-Ups 5b-I. Revelations 5b-II. Training 5c. The Underground Coliseum 5d. Romancing the Cabaret Club Girls 5e. Grooming the No. 1 Cabaret Club Girl 5f. Skill Games & Gambling 5g. Haruka's Trust 5h. Coin Locker Keys 5i. Maps 5j. Shops 5k. Items 5k-I. Weapons 5k-II. Armors 5k-III. Accessories 5k-IV. Effect/Healing Items 5l. Weapons and Armor Creation 5m. Main Characters List 5n. Completion Lists 5n-I. Cabaret Club Girls 5n-II. Coin Lockers 5n-III. Restaurant Menu Items 5n-IV. Heat Actions 5n-V. Underground Coliseum Opponents 5n-VI. Weapons and Armor Creation 5n-VII. Revelations 5n-VIII. Mini-Games 6. EXTRAS 6a. Unlockables 6a-I. Unlockable Items 6a-II. Premium Adventure Mode 6a-III. Ultimate Fighting Mode 6b. The Hidden Boss 6c. Trophies 6d. Demo Walkthrough 6e. Trivia 7. MAIN STORY CINEMA TRANSLATIONS 8. GLOSSARY 9. "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.... Anyway, if you wanna print this guide out, I'm sorry in advance. I'm afraid guides this big are just not for printing. I'm sure it's going to be well over a hundred pages. What do I suggest? Well...whatever part of the game you're working on (say, the Coliseum), just select that text, copy it (most programs use "CTRL+C" for that), open a new window in Notepad or whatever (which can be found from the Start Menu, All Programs, Accessories, Notepad), and hit CTRL+V to paste that there. Then print that part out. I know a lot of computer-savvy folks are right now saying, "Why did he just explain these extremely basic functions?" Well...believe it or not, some people don't know those things. Give 'em a break. They're probably like "Now, where's my 5.25" floppy drive, anyway...?" It's cool. Not everyone's debating whether or not 0 to the -1st power is 1 or whatever, or posting tidbits of Python code to their blogs so their friends can comment "LOL" over and over. --------------------------- 1b. A Word from the Author --------------------------- Finally. I mean, I liked Kenzan. I REALLY liked Kenzan. But, it was a slasher, based on samurai, rather than a modern-day, grimey, action-flick-esque brawler. It was a little weird to see that the next Ryuu ga Gotoku game would be about Miyamoto Musashi, and you'd be in early Edo Period Japan, and all. Not that there was anything wrong with that. I still say if you have a PS3 and you don't mind playing an import, well, get Kenzan. That game was amazing. But...you know, it'll feel good to get back to the streets of the Kabuki-- er, Kamuro--District. For those who've never played a Ryuu ga Gotoku game before, let me just sum up the experience that awaits. You'll be playing a guy in an action-RPG setting, and your main focus will be on laying the smack down on hustlers, thugs, and Japanese mafiosi. There will be conspiracy around every turn, secrets at every corner, and when you get on the streets of Kamuro, you'll really feel like you're walking around the busy streets of Tokyo at night. Except you'll be a tall, beefy badass who doesn't take crap from anyone. But, the beauty of this game doesn't lie solely in its brutal combat. Rather, it's the story, characters, cinematic presentation, and, most of all, the dialogue. So.... If you're one of those brave enough to import this title and use a lengthy (sorry!) guide to help you along, well, then, I really hope you enjoy this game. If you want the great dialogue to be in English as you play so you can get the little jokes and great lines here and there? I'm sorry in advance that I can't replicate that. So, go e-mail Sega and tell them to localize this game and Kenzan! As for me, I just can't wait to get back out in Kamuro. It's gonna feel good to smack some thugs around again. ---------------- 1c. Mini-F.A.Q. ---------------- Q: How did they make three sequels to that first game?! No offense, but this series is garbage. A: Well, no game is going to be anyone's cup of tea or anything, but, this series certainly isn't garbage, and it's also one of the best-selling serieses out there in Japan at the moment. It failed in the U.S. partly because of marketing errors (namely, in the way it was perceived by the press, who thought it was a different kind of game). But, it also failed because of the sluggish battle system with its frustrat- ing lock-on system that failed every time an opponent didn't just stand still, laborious menu systems, "old-school" interfaces with not many shortcuts and such, and many, many things that could simply be missed and never gotten again unless someone played through the entire game again. I mean...there were lots of missions you could easily fail. Still, I loved the game. The combat was addictive and brutal, the story was amazing, the character designs and cinematic feel just wonderful.... It was truly a great game, but I could see why it would be hard for people to get into it. When I first played it, I actually didn't like it very much at all until I built Kiryuu up to a certain point! However, if you haven't played #2 yet, I'd seriously suggest picking it up or renting it, or whatever. There were huge improvements to the game's engine. And Kenzan improved it even above and beyond that! To be honest, Kenzan and this game are the best games I have on the PS3, hands down. I'd say these are seriously great games that could be sleeper hits if they were localized and marketed correctly, without any fanboyish delusion whatsoever. Action/adventure games with great stories, cinematic presentation, truly humorous moments, and brutal, over-the-top action that flows well? Oh--and that's not even mentioning all the side materials there are in these games. Seriously, these are great games and it's a shame they'll be missed by many because of the failed localization of the first title. Q: Is this game Shenmue? A: No.... It's actually quite far from it. People still argue this point with me, but, there are actually a very few points this game shares with Shenmue. Namely, they're both *published* by Sega--though they're not the same development teams. They're both adventure games set in Japan (tho' Shenmue II was in Hong Kong). They both involve you investigating. They both have brawling elements. Here's the thing. Have you played both of these serieses?? Shenmue was written with a much more family-friendly story. It did feature the main character's father's death in the beginning, but the rest really does feel like a cartoon for the "tween" age. Shenmue has a huge emphasis on the adventure aspect. You can pick up many items that have nothing to do with anything and just look at them, then put them down (remember the orange in the first game?). There are incidental things like the cockroach in the cupboard. The main story changes slightly depending on exactly who you talk to and where. In fact, it's much more ike a text adventure presented with beautiful, 3D models than an action game. You'll be talking to people. A LOT. Even many of the fights are completely Q.T.E.'s (Quick-Time Events), which are basically scripted, "Dragon's-Lair"-like scenes. You wanna go to the next building you have to go to in order for the plot to advance? Well, first, you gotta have someone point it out, otherwise Ryo can't even interact with it at all. You wanna find someone based on a partial telephone number? Well, you have to find the appropriate person to interview before you can even have Ryo realize that you can look in a phone book. Rather than all that, although there are many side games and such in the Ryu ga Gotoku series, there's much, much more of an emphasis on the actual fighting in the story. Much more action. Much, much more action. It's also very brutal, and there's really ugly, ugly language in these games, as well as a lot of adult situations and entertainment that you wouldn't find in Shenmue. So, no; this game is actually quite different from Shenmue. Q: Is this a GTA4 ripoff? A: No. You won't be driving around. You won't be able to kill everyone you see. You won't have to keep track of what gangs will shoot at you when you go to certain parts of town or worrying about a "wanted" level. Most importantly, you won't be trying to build a gang empire. That's one of the biggest misconceptions about this series. You're not a guy who wants to get recruited by the mob, build up his rank, and then topple everything and get the city under his control. This limits your freedom a lot, because you won't be freely running around, messing up everything in town, committing crime here and there for money and respect. Instead, you play a jaded, disenfranchised tough guy in a dark, twisted world of government conspiracies and mob wars, trying to fight for what's right and protect those who need it. You're much more like a film noir pulp detective or action movie hero than anything else. And that means this isn't a sandbox game. There is a world, but, it's much more like Hyrule in a Legend of Zelda game, or one of the many worlds present- ted in the various and sundry "JRPG's" out there. Sure, things will change depending on the main story or on if you do little side things to help people who need it, but, that's about it. You can't go around blowing up everything and killing whoever you want, so...it's not a sandbox game. Q: So, if this does well...will we finally see it? Will Shenmue 3 finally come out?? A: No. First of all, the reason there hasn't been another Shenmue is certainly not because Sega's just been waiting for a big hit to finally come along so they can afford it again. They're not sitting around, eager to make enough money so they can finally make another Shenmue for you. Secondly, this game is not related to Shenmue. When the first game was in development, people thought that perhaps some of the design team from Shenmue was involved because the characters looked a lot like real people, as they did in Shenmue. But, it turns out, that's not the case. Nagoshi himself worked on Suzuki's projects such as Virtua Fighter 2, but, he's been making his own games for a while now, what with Spike Out and Super Monkey Ball. He's making his own game here; not a Suzuki Yu game. Don't get me wrong here. I know you're all tired of this response on the message boards, and I know avid fans of Shenmue will be angry by this, but I certainly wouldn't mind a new Shenmue. I wouldn't mind seeing what was supposed to happen in the rest of the story. It's just that the Ryuu ga Gotoku series is a completely different series. It's much more successful than Shenmue was monetarily (in Japan, anyway). As much as I liked Shenmue, it's a totally different game. It's like suggesting that with the impending success of Street Fighter IV, Capcom can now finally make that sequel to Warzard/Red Earth you've wanted all this time, or that they'll make a sequel to the brawler The Punisher if Biohazard/Resident Evil 5 sells well.... Q: Are there Trophies? A: Yes. Every PS3 title released after January 1st, 2009 has to have Trophies. At least...that's what the word on the street is. Q: Is there an install? Is it optional? A: Mandatory. It's a whopping 5 gigs, and takes about 16 or 17 minutes. Q: Is there DLC for this title? A: Yes, and the game will automatically search for it. There will be 8 installments of downloadable content, each reportedly to be made available one week after the next, starting March 5th (Japan time). These will also be free downloads. Basically, they just look like you're getting system updates, and it'll say "version 1.02" or whatever. You can pick up the items from the guy in a white suit with clown makeup, a false nose, and a clown wig, Bob Utsunomiya, but you can only get them once, unlike the items from clearing Completion Lists. All the two-player games will be available from the "Extra" option on the main menu. At present, this is the list of features and items that are available with the downloadable upgrades: *(NOTE: None of the 2P modes have online play. There is no online play for this game.) MARCH 5TH (Normal Items) Items Pack 01 - Staminan Royale, Tauliner++, Toughness Emperor, Large Collapsible Hammer, and Manly Sarashi Billiards 2P Versus Mode - You can play nine ball, eight ball, and rotation billiards with another person! The game accommodates two controllers, but you can use just one. Darts 2P Versus Mode - You can play 301, Cricket, and Count-Up darts with another person! The game accommodates two controllers, but you can use just one. (Clear Game Items) S-Items Pack 01 - Black Jack Amulet, Bust Amulet, and Royal Joker MARCH 12TH (Normal Items) Items Pack 02 - Staminan Royale, Tauliner ++, Toughness Emperor, Collapsible Stick, Warring-States-Era Chainmail Shirt Answer x Answer 2P Versus Mode - You can now play against someone in Answer x Answer at your very own home! This mode uses 2 controllers. Bowling 2P Versus Mode - Go head-to-head against another player in 3 or 10 frames of bowling. This mode can be played with 2 controllers, or just with 1. (Clear Game Items) S-Items Pack 02 - Gauntlet, Old-Fashioned Suspension, Scrap of Magnetic Metal MARCH 19TH (Normal Items) Items Pack 03 - Staminan Royale, Tauliner ++, Toughness Emperor, Red Lion Dosu, WAT Armor Golf 2P Versus Mode - You can now play a golf tournament with your friend. This was designed for two controllers, but you can use just one. (Clear Game Items) S-Items Pack 03 - 123 Gum, Arashi Youkan, Rock from the Pee Mountains Outfit Change: Kiryuu Outfit Change: Rikiya MARCH 26TH (Normal Items) Items Pack 04 - Staminan Royale, Tauliner ++, Toughness emperor, Black Shaft, Steel Shinguards (Clear Game Items) S-Items Pack 04 - Unnamed Sword, Ancient Black Sand Steel, Old-Fashioned Bell "Ryuu ga Gotoku Quiz" questions added to Answer x Answer - Ryuu ga Gotoku series questions are added to the "Answer x Answer" arcade mini-game in the game! If you wanna call yourself a true fan, you'll want to get all questions correct! These questions will also appear in two-player "Answer x Answer," so you can prove which player is the true fan! Exclusive Game Mode "Survival Onigokko (Tag-Like Game)" - Run from the "oni!" Fulfill the 10 objectives! At night in the Kamuro District, you can play a certain game where you run from the "oni" and try to complete the 10 tasks given to you in the time limit. Your prize varies depending on remaining time and on the number of objectives met. What "oni" will chase you? And, what are these "10 objectives?" Play the game to find out! APRIL 2ND, 2009 (Normal Items) Items Pack 5 - Staminan Royale, Tauliner ++, Toughness Emperor, Modified Lighter, Hariti Amulet (Clear Items) S Items Pack 5 - Snake-Eyes Seal, Even-Steven Beads, Biased Brand Cigarettes Exclusive Mode: "All Star Tournament" - Struggle over the Bosses' Dreams! The stage of the underground arena has been expanded with the main char- acters' fierce battles! If you've already mastered the tournaments in the main story's underground arena, take the challenge and try this tour- nament. Who will come out on top in this tournament of powerful enemies?? APRIL 9TH (Normal Items) Items Pack 06 - Staminan Royale, Tauliner ++, Toughness Emperor, Stun Gun, Shisa Pendant (Clear Game Items) S-Items Pack 06 - Plastic Shin Guards, Newly Developed Material No. XX, Unknown Resin Exclusive Game Mode "All-Star Tag Tournament" - Form the Strongest Tag Team of "Kiryuu and Majima" and Crush the Competition! Your dreams of using the tag team of Kiryuu and Majima in the underground arena have been realized! The other teams are the bosses from the all-star cast. Polish your fighting skills so you don't drag Majima down, and aim for the most powerful team! APRIL 16TH (Normal Items) Items Pack 07 - Staminan Spark, Tauliner Maximum, Toughness Infinity, Sakura Fubuki, Payback Ring (Clear Game Items) S-Items Pack 07 - Black Gem, Red Gem, Nothingness Gem Exclusive Game Mode "Survival Battle" - Beat the "Last Boss!" Starting at Level 1, fight battle after battle to defeat the "Last Boss" of the story mode! These are fierce battles where you are given random items and equipment. If you've got skill and you know it, you should take on this mode right away. Clear the battles and aim for the top! This is the ultimate brawl! APRIL 23RD (Normal Items) Items Pack 08 (Clear Game Items) S-Items Pack 08 Outfit Change: Haruka ?????? Q: Um...saving?? "Items box?" How and where do you save or access your items in storage?? A: Besides at the end of every chapter, where the game automatically prompts you with the chance to save, you can save at telephone booths and your Hideouts. At the telephone booths around town (marked with an "S" in-game and on the maps), you can save or access your items storage. Kiryuu has limited items space on his person, but he has lots in storage. If you got something and your inventory was full, the storage accessed from any save point in the game is where you'll find that item. The Hideouts / bases...these are a little different. You get four of them over the course of the game. When you "enter" them, you'll raise a menu that lets you save and exchange items between personal inventory and storage, just like regular save points. However, you can also "reminisce," which lets you watch previous cinemas in the game's story, or see your results (what percent of the game you've cleared, what level Haruka's trust is at--stuff like that). The other cool thing about Hideouts is you slowly and gradually regain health while "in" them. I suppose if you don't want to go to a restaurant or waste a healing item, it's not too bad an idea to just pop in at one of these places and wait out your injuries. Your Hideouts aren't marked on your map. You'll have to remember where they are. For your reference: Kiryuu's room at the Morninglory, a room at the Ryuudou House's headquarters, a room in New Serena on Tenkaichi, and the above-ground office for the Majima Group in the Sai no Kawara area all become Hideouts over the course of the story. Q: I'm trying to complete everything. Where's "salt?" "Unknown Syringe?" "Rope?" "Bowling Ball?" "Unknown Liquid?" "Pliers?" A: This is a little annoying, but, these items can only be found in certain locations--they can't be bought. The pliers are found at the north end of the Kariyushi Arcade in Okinawa. They're near a wire rack of what appears to be magazines. The rope is in the second floor of the Municipal Market in Okinawa, in the corners behind the staircase. The portable stove is also there. In the same floor, you can find pepper, which acts like the salt weapon. It's on the ground near the restaurant area right near the top of the stairs, and next to it? It's a jug of liquid you can use for the "unknown liquid," but you can also find that in parking lots and other areas. The bowling ball? You can find this inside Mach Bowl when you're fighting for side stories and the like, or you can find them just outside, too. Thanks to Aerith for pointing out that you can find them outside, too...I thought their Heat Action might be something you could miss if you didn't do it at the right time! That only leaves the syringe. This item is hidden under the stacks of beer bottle boxes in the arena during the Street Fight GP tournament. Good luck! Q: Now I want to complete the restaurant items...but, what's up with Smile Burger, Gelateria Kamuro, Sushiya Gin, and Kyushu Ichibanboshi Ramen?! Now they each have one missing item from their menus, according to the completion lists--is this like in #2, where I have to order at a certain time of day? A: No; the only place with a varying menu is Pronto, but you can select "Caffe Time" or "Bar Time" in the last Chapter. This time, there are certain restaurants that will only offer their final item if you bring an issue of Tokyo Week 1 in with you. You can find the magazine in most convenience stores. You just have to have it on your person, and wham!--one more item on their menus. Kinda silly, I know.... Q: Is there anything you can miss this time around? I don't wanna look at a FAQ every two seconds (no offense). A: Yes. This is probably the most annoying thing about this series, though a lot of other RPG's make this mistake. If you're playing the story mode, there are things you can miss. There are less than in earlier games, but, they're still there! I think Nagoshi's team has been working to streamline some things, and maybe get rid of these, but I think they should get rid of them altogether. It's cool when you have a game that only takes like a couple of hours or something to play through, you know, but this takes like 50-60 hours or so, depending on how much you want to get done. Specifically, there are four missions you can miss this time: CHAPTER 4, with Haruka: A Trip Before Marriage CHAPTER 4, after talking with Mack Shinozuka: Love Letter In A Bottle (you can also do this one later in Chapter 10 when you go looking for Ayako, but, those are your only chances) CHAPTER 6, while taking Rikiya around: A Girl From Back Home Garyou Tensei ("Dotting the Eye") That's really not a LOT, but, it's still aggravating if you don't do them. You'll probably want to do all missions at some point so you can get the cool bonus item. ------------------------------ 1d. How to Pronounce Japanese ------------------------------ I know many people take Japanese now, and are used to hearing it from their subtitled DVD's 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." -------------- 2. The BASICS -------------- ------------------ 2a. The Adventure ------------------ 2a-I. Controls --------------- D-Pad: In battles, use to switch between unarmed or one of the three assigned weapons. You can assign these weapons in the Pause Menu. Also, pressing down will cause you to drop a weapon if you've picked one up during a battle. Also, pressing down during a battle while unarmed will cause Kiryuu to light up a cigarette as a stylistic way to make the enemies look stupid. Left Analog Stick: Use to walk or run. You can also use this to move the cursor in menus. Right Analog Stick: Use to move the camera. Start: Use to pause the game and bring up the Pause Menu. Select: Use to pause the game and bring up the Quit Menu. Square: Use for weak attacks. Rapidly tap this to help Kiryuu get up when knocked down. Triangle: Use for heavy attacks. Rapidly tap this to help Kiryuu get up when knocked down. Also, this is the button for Heat Actions, when you're in Heat Mode and when a Heat Action is available (you'll see a prompt at the top of the screen). Confirm Button (Circle on a Japanese PS3, X on a U.S. PS3): Use to confirm selections in menus, talk to people, or to examine items. Press while talking to someone to speed up their text. Press during a conversation with R1 held down to skip the entire conversation! Cancel Button (X on a Japanese PS3, Circle on a U.S. PS3): Use to back out of menus. Press while talking to someone to speed up their text. Circle Button: Use to grapple people or pick up objects in battle. Rapidly tap this to help Kiryuu get up when knocked down. X Button: Use to sway (sidestep). If you don't hold a direction on the Left Analog Stick, Kiryuu will just step backwards. If you want to move to the side or in front of you, hold down the R1 button to "shift" (lock-on and then strafe), and then hit X while holding a direction on the Left Analog. Rapidly tap this to help Kiryuu get up when knocked down. Rapidly tap this when grappled to break the grapple, when prompted. L1: Press and hold to guard. L2: Use to set the camera behind Kiryuu. L3 (press the Left Analog Stick in): Toggles the on-screen mini-map between a wider view, a closer view, or no mini-map at all. R1: Hold this to target the nearest enemy. Kiryuu can only sway backward or to the side with this button held down; otherwise, he'll sway forward. During a conversation, hold this button and press the Confirm Button to skip all dialogue! R2: Use to taunt, which will build Heat Gauge. R3 (press the Right Analog Stick in): Use to set the camera behind Kiryuu during battle, or during adventure mode, to enter First-Person View (with the cell phone camera). In this mode, you can view Revelations to get more Heat Actions, but passing the reticle over a thug or street punk who's waiting to fight you will cause him to run over quickly to start the fight. 2a-II. Display --------------- There are three bars in the upper, left-hand corner of the screen. The thick, orange bar is your health. The thin, yellow bar above it is your experience, and the blue bar beneath it is your Heat Gauge. In battle, in the lower, right-hand corner, you'll see your enemy's health. The game displays the health of the enemy you are hitting. If it's a blue gauge, that's probably the gauge of an obstacle you can break. If there is another person such as an ally there, their health will appear in the lower right-hand corner, too, but it shouldn't be too hard to distinguish the two as the guy you're hitting's gauge will deplete when you hit him. Also, on the battle screen, the D-Pad looking thing below your health refers to that--the D-Pad. Down will usually be to disarm yourself, while the other three will switch weapons to the one displayed in that slot. Depending on your settings, you will probably see a mini-map in the lower, right-hand corner of your screen. Usually, the next important point of interest to advance the plot is shown with a red dot, while sub-plots are shown with green ones. If they're too far away to be displayed, a little arrow will appear at the edge of the map pointing in their direction. Lastly, you should be aware that when in Chase Battle, there will be two gauges at the bottom of the screen--one for you, and one for the enemy. These are for the characters' endurance. Above that is a meter showing how far the chaser is from the chasee, by marking them with little running figures. You'll get the hang of it. 2a-III. Start Menu Options --------------------------- First of all, you should be able to see, but your money, health, experience, and the map are displayed on this screen. The text under the map also tells you where to go for your next objective. ITEMS. Select this to manage the items you are carrying around. You can use items, such as healing items, by selecting them and hitting the "confirm" button. Similarly, you can equip armor and accessories, and you can set what weapons you want in your quick selection on the D-Pad. Obviously, the one in the middle is the one you'll hit up for. The ones on the left and right are the ones you will select with left or right. The box with the red frame is your armor, and the two yellow ones to the right are accessories. You can unequip something you've equipped with Triangle. You can move items around in your inventory by selecting it with Square, and then putting the cursor on the desired spot, then hitting Square again. The R1 button will make you go to your "Important Items" (or "Story Items"). There's not too much to do wih them, though. MAP. Pressing the "confirm" button or L2 or R2 will zoom in. You can then move the cursor around, and the names of streets and important locations will be revealed to you. Pressing Triangle will bring up a list of places of inerest. The place will light up on the map. ABILITIES IMPROVEMENT. The yellow bar is your stock of experience. Once you have enough to build up one of the different attributes, pass the cursor over it and spend your stock until you level up. The effects of each new level are listed below. you can press left or right to toggle through the various improvements you get with each level. Here is the order the attributes are listed in: Mind Technique Body Mastery (it's the "Goku" kanji; really means like 'ultimate' or 'extreme') Also, from this screen, if you hit Triangle, you can view lists of various upgrades and basic techniques you have acquired. CELL PHONE. This is where you can view your e-mails. CHARACTERS. SUB STORIES. These are your side stories, also often called "missions." COMPLETION LISTS. SETTINGS. You can change the various optional settings here, such as the way the camera moves, whether or not you can skip events (which you do with the "START" button), whether or not to have subtitles, the brightness level, and what font text is displayed in. Camera Control (Horizontal) - Normal / Reverse (default: Reverse) First-Person View (Vertical) - Normal / Reverse (default: Reverse) First-Person View (Horizontal) - Normal / Reverse (default: Reverse) Mini-Map Display - Surroundings / Straight Ahead (default: Surroundings) Subtitles - Off / On (default: On) Event Skip - Off / On (default: Off) Brightness Font - Auto / Mincho / Gothic (default: Auto) Sorry a few of those sound weird.... The mini-map one toggles between an over- head view and more of a street-level view. The "Event Skip" one is fairly im- portant, because if you have it on, you can skip cut scenes by pressing the Start Button. The Font one...on auto, it changes depending on the dialogue, presumably. Otherwise, you can set it to one or the other. Gothic is usually a little easier to read--especially if you're like me and you still lack an HDTV. 2a-IV. Building Up ------------------- This is really an action-RPG-esque title. As such, you'll have to upgrade Kiryuu an awful lot if you want him to really hand it to the enemy. You'll do so by learning techniques from having Revelations around town at certain points of the story, by training with the various masters around Okinawa and Tokyo, and simply by using experience points. As you fight, order items at restaurants, and do side missions, you'll be re- warded with experience. That's the little yellow bar above your health meter. After you fill up the bar, it becomes a "stock" level of experience. You can assign this from the pause menu to one of four attributes, and when you have enough stock to gain a new level in one of the attributes, you can level it up and get new abilities and status effects. The four attributes are: Mind, Technique, Body, and Mastery. The "Mastery" one literally means "extreme" or "ultimate," but, it's a little hard to make "extreme" or "ultimate" into nouns without things even sounding more awkward than they already are. Mind is all about your status effects concerning the Heat Gauge. Technique is (obviously) techniques. Body is your health and defensive properties, and Mastery effects your Heat Moves. Here is what you get for leveling each attribute up: MIND Level 2 Heat Gauge Maximum Increase Status of the Red Phoenix (Suzaku no Kii) When your health gauge is low, you automatically, gradually build Heat Energy. Level 3 Heat Gauge Maximum Increase Understanding of Iron-Body (Goutai no Kokoroe) When it Heat Mode, it's a bit harder for enemies to knock you down. Level 4 Heat Gauge Maximum Increase Status of the White Tiger (Byakko no Kii) Taunting a nearby enemy builds Heat Energy. Level 5 Heat Gauge Maximum Increase Knowledge of the Thunder God (Raijin no Kokoroe) When running in Heat Mode, you won't stop when attacks hit you. Level 6 Heat Gauge Maximum Increase Status of the Dark Warrior (Genbu no Kii) Guarding enemy attacks builds Heat Energy. Level 7 Heat Gauge Maximum Increase True Understanding of the Iron Body (Shin Goutai no Kokoroe) It's almost impossible for enemies to knock you down when you're in Heat Mode, unless they throw you. Level 8 Heat Gauge Maximum Increase Status of the Blue Dragon (Seiryuu no Kii) You cannot die while you're in Heat Mode. Of course, unless you have the Seal of the Fighting God equipped (which gives you infinite Heat), you'll lose Heat Energy when opponents hit you, so, it's still very possible to be killed. Level 9 Heat Gauge Maximum Increase Understanding of the Wind God (Fuujin no Kokoroe) When not in Heat Mode, your sidestep's range is increased. This does not apply if you are holding a weapon. Level 10 Heat Gauge Maximum Increase Status of the Yellow Dragon (Ouryuu no Kii) Charge Heat Energy by holding down the R2 button near an enemy. TECHNIQUE Level 2 Komaki-Style Cat Flip (Komaki-Ryuu Nekozori) When you're about to hit the ground from being knocked down, hit the X button to land on your feet. Level 3 Rising Kick When you're on the ground after being knocked down, hit Square to sweep enemies. Speed Up 1 This speeds your attack strings up. Level 4 Flashing Spirit Palm of the Lotus House (Renka Senkishou) Hold Triangle longer than the amount of time for the Charge Kick, then release. Level 5 Double Finish Blow Hit Triangle after a Finish Blow (a Triangle at the end of a weak attack string) Level 6 Komaki-Style Punishing Strike (Komaki-Ryuu Sabakiuchi) During a Sway, hit Triangle. Speed Up 2 Speeds your attack strings up even more. Level 7 Down Reversal When you're about to hit the ground from being knocked down, hit the Tri- angle button to land on your feet and retaliate with a gut punch. Level 8 Bound Hold Formerly called the "Finish Hold," this basically adds grapples to Finish Blows. After a weak attack string has been ended with a Triangle, when in Heat Mode, hit Circle. It costs some Heat Energy. Level 9 Kawachi-Style Breaking Throw (Kawachi-Ryuu Tokinage) When grappled, tap Circle repeatedly to reverse and throw the opponent. Speed Up 3 Speeds your attack strings up even more. Level 10 Cancel Sway When you're not in Heat Mode, you get the ability to cancel weak attack strings into sways (sidesteps) with X or with a directional input and X while locked on. BODY Level 2 Health Gauge Maximum Increase Level 3 Health Gauge Maximum Increase Escape Grade 1 Less tapping of the X button is needed to escape grabs. Level 4 Health Gauge Maximum Increase Quick Stand 1 When you're on the ground after being knocked down, less tapping of the buttons is needed to make Kiryuu stand up. Level 5 Health Gauge Maximum Increase Reguard After an opponent's heavy attack breaks your guard, releasing the L1 button and then pressing it again will make you able to guard again. Level 6 Health Gauge Maximum Increase Throw Power Increase Less tapping of Circle is needed to throw heavy enemies when you're grap- pling them. Level 7 Health Gauge Maximum Increase Quick Stand 2 When you're on the ground after being knocked down, even less tapping of the buttons is needed to make Kiryuu stand up. Level 8 Health Gauge Maximum Increase Escape Grade 2 Less tapping of the X button is needed to escape grabs. Level 9 Health Gauge Maximum Increase Grappling and Throwing Power Upgrade (Nagemakikomi Iryoku Kyouka) Throw attacks do more damage. Level 10 Health Gauge Maximum Increase MASTERY Level 2 Pursuit Mastery (Oiuchi no Kiwami) When in Heat Mode near a fallen enemy, press Triangle when prompted to do a more powerful pursuit attack. Level 3 Flattening Throw Mastery (Nagetsubushi no Kiwami) When in Heat Mode, grappling a foe near a fallen foe, hit Triangle when prompted to toss the grappled opponent on top of the fallen one. Level 4 Swing Mastery (Suingu no Kiwami) When in Heat Mode, while grappling a fallen foe by their ankle, drag them near a hazard such as a wall or post, and hit Triangle when prompted. Red Gauge Addition 1 When your Heat Gauge reaches its maximum section, you'll enter Red Heat Mode--which you'll need to do the more powerful Heat Moves. Level 5 Faint-Hearted Mastery (Monooji no Kiwami) When an opponent armed with a weapon shakes in fear and you're in Heat Mode, get close and hit Triangle when prompted. Level 6 Two-Headed Mastery (Soutou no Kiwami) When in Red Heat Mode, while grappling an enemy, drag them near another enemy and hit Triangle when prompted. Overall Heat Move Improvement 1 (Han'you Heat Action Kyouka 1) When doing Environment Heat Actions against walls or tables or objects, or when doing the Pursuit Masery Heat Actions, hit the button prompted on the screen for an additional hit. NOTE: Although it's not listed in the upgrade's in-game description, this extra hit also applies to all the Giant Swing variations where you hit the guy into something such as a post or car. Level 7 Komaki-Style Unarmed Reversal (Komaki-Ryuu Mutegaeshi) A Heat Move that reverses all unarmed enemy attacks while Kiryuu is unarmed. So long as you're not locked on and in Heat Mode, you should be prompted to hit Triangle to reverse enemies from the front, behind, or at either side of Kiryuu. Red Gauge Addition 2 Makes the second-to-the-last bar of Heat Gauge also activate Red Heat Mode. Level 8 Komaki-Style Harquebus Muffler (Komaki-Ryuu Hinawafuuji) A Heat Move where you can hit Triangle when in Heat Mode near an enemy who is brandishing a firearm. Level 9 Mounted Punches (Oikomi no Kiwami) When your Health Gauge is low enough that it is flashing red, the usual unarmed Pursuit Mastery Heat Action is changed to mounted punches. Overall Heat Move Improvement 2 (Han'you Heat Action Kyouka 2) This adds an extra attack (with the correct button press prompted on-screen) to some of the Environment Heat Actions and Pursuit Mastery Heat Action. Note that each successful additional hit takes more Heat Energy. Level 10 Ultimate Mastery (Kyuukyoku no Kiwami) Kiryuu does a Bruce-Lee-esque slow-motion hand gesture, then backhand slaps the opponent to death in a powerful, single hit. Use this Heat Action in Red Heat Mode in front of a dizzied opponent (except those dizzied by the Flowing Catch Circle reversal--that's the set-up for a different Heat Action). Red Gauge Addition 3 The third-to-the-last bar of Heat Gauge will now also activate Red Heat. As for the extra techniques learned by sparring with the masters, there are three different masters you can learn from: Komaki Soutarou in Tokyo, Yonashiro Shouji in Okinawa, and Mack Shinozuka, who appears in different places depending on the point you're at in the story. For more information, please see the "Extra Skills & Power-Ups" section. 2a-V. Story Progression ------------------------ ------------- 2b. Fighting ------------- 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. (Red Heat Move) = Move can only be done in Red 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. Bounce = Bounces the enemy, allowing an extra hit. Usually, you can only get in a Blow Kick (Triangle). Dizzy = Makes enemy stand still a moment, seeing stars. Collapse = Enemy slowly collapses to the floor. Burn = Enemy becomes set on fire, taking extra damage. UNARMED ATTACKS --------------- Move: EQUIP Commands: D-Pad Up D-Pad Left D-Pad Right Readies whichever weapon you've set to those directions from the Pause Menu. Move: TIME FOR A CIGARETTE (YOYUU NO TABAKO) Commands: D-Pad Down Kiryuu ridicules the enemy by lighting up a cigarette, showing he has that much time where he won't even need fear an attack from them. Move: CIGARETTE MASTERY (TABAKO NO KIWAMI) (Heat Move) Commands: D-Pad Down, (Goku) Triangle You'll be prompted after he's sucked enough smoke into his lungs. Kiryuu spits the cigarette into the enemy's eye and then punches him with a wild hook, right in the face. NOTE: If you were interrupted while smoking, but the cigarette's still in Kiryuu's mouth, hit the D-Pad Down again and you should get the (Goku) prompt right away. Move: LEAD JAB (RUSH COMBO's first hit) 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) + Triangle Square, (Free) (Back) + Square, Triangle Square, (Free) (Back) + Square, (Free) (Back) + Triangle (Free) (Back) + Square, Triangle (Free) (Back) + Square, (Free) (Back) + Triangle Guard break. Light, medium knockdown. Move: SLAM UPPERCUT Commands: Square, Triangle, Triangle Square, (Free) (Back) + Triangle, Triangle Square, (Free) (Back) + Square, Triangle, Triangle Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle (Free) (Back) + Square, Triangle, Triangle (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle Guard break. Light, medium knockdown. Learn at Technique level 5. Continue holding Triangle after move hits opponent (not blocked) for "Lingering Mind" (Zanshin), which will charge Heat Energy. Move: FLAPJACK (Heat Move) Commands: Square, Triangle, Circle Square, (Free) (Back) + Triangle, Circle Square, (Free) (Back) + Square, Triangle, Circle Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Circle (Free) (Back) + Square, Triangle, Circle (Free) (Back) + Square, (Free) (Back) + Triangle, Circle Only works on light and medium foes. Though this is not a "super" move, it still needs you to be in Heat Mode, and costs Heat. Learn at Skill level 8. Move: CROSS RIGHT UPPERCUT (RUSH COMBO's second hit) 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: 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: QUICK KNEE Commands: Square, Square, Triangle, Triangle Square, Square, (Free) (Back) + Triangle, Triangle Square, (Free) (Back) + Square, Triangle, Triangle Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle (Free) (Back) + Square, Square, Triangle, Triangle (Free) (Back) + Square, Square, (Free) (Back) + Triangle, Triangle (Free) (Back) + Square, Square, (Free) (Back) + Square, Triangle, Triangle (Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle Light, medium knockdown. Learn at Technique level 5. Move: BACKBREAKER TO POWERSLAM (Heat Move) Commands: Square, Square, Triangle, Triangle Square, Square, (Free) (Back) + Triangle, Circle Square, (Free) (Back) + Square, Triangle, Circle Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Circle (Free) (Back) + Square, Square, Triangle, Circle (Free) (Back) + Square, Square, (Free) (Back) + Triangle, Circle (Free) (Back) + Square, Square, (Free) (Back) + Square, Triangle, Circle (Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Circle Only works on light and medium foes. Though this is not a "super" move, it still needs you to be in Heat Mode, and costs Heat. Learn at Skill level 8. Move: OVERHEAD HOOK (RUSH COMBO's third hit) 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) + Triangle Square, Square, Square, (Free) (Back) + Square, Triangle Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle (Free) (Back) + Square, Square, Square, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle Light, medium knockdown. Continue holding Triangle after move hits opponent (not blocked) for "Lingering Mind" (Zanshin), which will charge Heat Energy. 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 bounce. Continue holding Triangle after move hits opponent (not blocked) for "Lingering Mind" (Zanshin), which will charge Heat Energy...but for noticeably less than other "Lingering Mind" charges. NOTE: This move is unique in that you can use the Lingering Mind charge for the Uppercut (the first Triangle), then follow it with the Hammer Hook, giving you two chances to charge Heat Energy. Learn at Technique level 5. Move: MINI GIANT SWING Commands: Square, Square, Square, Triangle, Cirle Square, Square, Square, (Free) (Back) + Triangle, Circle Square, Square, Square, (Free) (Back) + Square, Triangle, Circle Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Circle (Free) (Back) + Square, Square, Square, Triangle, Circle (Free) (Back) + Square, Square, Square, (Free) (Back) + Triangle, Circle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle, Circle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Circle Only works on light and medium foes. Though this is not a "super" move, it still needs you to be in Heat Mode, and costs Heat. Learn at Skill level 8. Move: ROUNDHOUSE KICK (RUSH COMBO's fourth hit) 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 Square, Square, Square, (Free) (Back) + Square, Triangle (Free) (Back) + Square, Square, Square, Square, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle Kiryuu turns his hips and throws out a second kick. Light, medium knockdown. Continue holding Triangle after move hits opponent (not blocked) for "Lingering Mind" (Zanshin), which will charge Heat Energy. Move: JUMPING OVERHEAD SPIN KICK Commands: Square, Square, Square, Square, Triangle, Triangle Square, Square, Square, (Free) (Back) + Square, Triangle, Triangle (Free) (Back) + Square, Square, Square, Square, Triangle, Triangle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle, Triangle Light, medium bounce. Learn at Technique level 5. Move: POWERBOMB (Heat Move) Commands: Square, Square, Square, Square, Triangle, Circle Square, Square, Square, (Free) (Back) + Square, Triangle, Circle (Free) (Back) + Square, Square, Square, Square, Triangle, Circle (Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle, Circle Only works on light and medium foes. Though this is not a "super" move, it still needs you to be in Heat Mode, and costs Heat. Learn at Skill level 8. Move: BLOW KICK Commands: (Free) Triangle Almost like he's kicking a ball or something. Hits Bound enemies. Knocks nearby items towards enemy. Move: BRAWLING KICK ("KENKA KICK") Commands: (Lock) Triangle A front kick. Knocks nearby items towards enemy. Move: CHARGE KICK Commands: Hold Triangle, release Kiryuu crouches, avoiding many high attacks, then releases a powerful kick. Guard break. Light, medium knockdown. Move: FLASHING ENERGY PALM OF THE LOTUS HOUSE (RENKA 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. Light, medium collapse. High Heat bonus. Once "True" version is learned from the IF7 game, Kiryuu can charge Heat Energy while charging the palm strike. If Understanding of the Iron Body is learned at Mind Level 3 and the "True" version is learned, Kiryuu will continue to charge, even if he gets hit. Learn at Technique level 4. Move: TURN KICK Commands: (Lock) Back + Triangle Kiryuu attacks behind him, but stays facing forward. Move: DROP KICK Commands: Run Triangle Avoids sweeps and low attacks. Kiryuu lies on the ground after the move. Guard break. Light, medium knockdown. Move: FORWARD CROUCH DASH Commands: (Lock) Forward + X Swaying forward; avoids many attacks. Move: FORWARD DIVING ROLL Commands: X, Forward + X (Lock) Forward + X, Forward + X (Lock) Left + X, Forward + X (Lock) Right + X, Forward + X (Lock) Back + X, Forward + X Kiryuu dives towards the opponent and rolls, avoiding most attacks. Learn from Komaki training. Move: FORWARD ROLL MASTERY ("ZENTEN NO KIWAMI") (Heat Move) Commands: X, Forward + X, (Goku) Triangle (Lock) Forward + X, Forward + X, (Goku) Triangle (Lock) Left + X, Forward + X, (Goku) Triangle (Lock) Right + X, Forward + X, (Goku) Triangle (Lock) Back + X, Forward + X, (Goku) Triangle Kiryuu spears the opponent's gut, then does an arching, leaping kick to their head. Learn from Revelation. Move: SHOULDER CHARGE Commands: (Lock) Forward + X, Triangle Learn at Technique level 6. Hits Bound enemies. Move: SIDESTEP Commands: (Lock) Left + X (Lock) Right + X Kiryuu moves to the side, avoiding most attacks. Move: SIDE ROLL Commands: X, Left + X X, Right + X (Lock) Forward + X, Left + X (Lock) Forward + X, Right + X (Lock) Left + X, Left + X (Lock) Left + X, Right + X (Lock) Right + X, Left + X (Lock) Right + X, Right + X (Lock) Back + X, Left + X (Lock) Back + X, Right + X Kiryuu rolls to avoid most attacks. Learn from Komaki training. Move: LEFT CROSS HOOK Commands: (Lock) Left + X, Triangle Learn at Technique level 6. Move: RIGHT CROSS HOOK Commands: (Lock) Right + X, Triangle Learn at Technique Level 6 Move: SWAY BACK Commands: X (Lock) Back + X Kiryuu steps backwards, avoiding most attacks. Move: HOP BACK Commands: X, X (Lock) Forward + X, (Neutral) X (Lock) Forward + X, Back + X (Lock) Left + X, (Neutral) X (Lock) Left + X, Back + X (Lock) Back + X, (Neutral) X (Lock) Back + X, Back + X Kiryuu steps backwards, avoiding most attacks. Learn from Komaki training. Move: RETREATING FORWARD KICK Commands: X, Triangle (Lock) X, Triangle (Lock) Back + X, Triangle Learn at Technique level 6. Move: CANCEL SWAY Commands: (Not in Heat Mode) During weak attack rush string, X (Not in Heat Mode) During weak attack rush string, (Lock) (Direction) + X Cancels into one of the "(Lock) (Direction) + X" moves. The double sway and attack during sway moves can all be done off of this. This technique may only be done when NOT in Heat Mode. Learn at Skill Level 10. Move: RISING KICK Commands: (Down) Square A sweeping kick. Light knockdown. Knocks objects towards enemy. Learn at Technique level 3. Move: KOMAKI-STYLE CAT FLIP ("KOMAKIRYUU NEKOGAERI") Commands: (Falling) X Kiryuu lands on his feet. Learn at Technique Level 2. 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: ULTIMATE PURSUIT (Heat move) Commands: (Goku) Triangle near downed enemy Kiryuu stomps on the enemy's face. Additional attacks may follow with future power-ups. Heat cost. Learn at Mastery level 2. Move: MOUNTED PUNCHES ("OIKOMI NO KIWAMI") Commands: With Health Gauge low enough to be flashing red, near downed enemy, (Goku) Triangle, tap Square Kiryuu mounts the foe and starts slugging away. Learn at Mastery level 9. Move: KOMAKI-STYLE TIGER KILLER ("KOMAKI-RYUU TORAOTOSHI") Commands: (Lock) Triangle as enemy attack is coming towards Kiryuu Small, medium knockdown. High heat gain. Learn by Komaki training. Move: KOMAKI-STYLE FLOWING CATCH ("KOMAKI-RYUU UKENAGESHI") Commands: (Lock) Triangle as enemy punch attack is coming towards Kiryuu Dizzies most enemies. Heat gain. Learn by Komaki training. (NOTE: Works against any attack using the arms, such as punches, sword and knife attacks, etc., except "heavy" weapons like sofas) Move: TAUNT Commands: R2 Kiryuu taunts. Heat bonus after Mind level 4. Move: STATUS OF THE YELLOW DRAGON ("OURYUU NO KII") Commands: Hold R2 Kiryuu charges his Heat Energy. Learn at Mind level 10. Move: GUARD Commands: L1 Guards all but low attacks, weapon attacks, or throw attacks. Heat gain after Status of the Dark Warrior has been learned at Mind level 6. After Dragon God Protection has been learned from IF7, guards all weapons except for bullets when in Heat Mode. Move: KOMAKI-STYLE PARRYING REVERSAL ("KOMAKI-RYUU HAJIKIGAESHI") Commands: L1, Triangle after successful block Heat gain. Learn by Komaki training. Move: SPECIAL PURSUIT 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 gotten them down to a certain amount of health or hit them a certain number of times. There are three different moves out of this, which are chosen by hitting one of the three buttons on screen. Two of them must be learned by Revelation. Move: KOMAKI-STYLE UNARMED REVERSAL ("KOMAKI-RYUU MUTEGAESHI") (Heat Move) Commands: (Free) (Goku) Triangle as enemy attack is coming towards Kiryuu Only works on unarmed enemies. Works on attacks from all directions. Learn at Mastery level 7. Move: KOMAKI-STYLE SWORDLESS REBIRTH ("KOMAKI-RYUU MUTOU TENSEI") (Heat Move) Commands: (Goku) Triangle as enemy armed with a sword attacks Kiryuu Learn by Komaki training. Move: SELF-DESTRUCTION MASTERY ("JIBAKU NO KIWAMI") (Heat Move) Commands: (Goku) Triangle as enemy armed with a heavy- or sign-type weapon attacks Kiryuu Learn by Revelation. Move: LEAPING MASTERY ("CHOUYAKU NO KIWAMI") (Heat Move) Commands: When facing an enemy standing on the other side of a railing, (Goku) Triangle Learn by Revelation. Move: KOMAKI-STYLE HARQUEBUS MUFFLER ("KOMAKI-RYUU HINAWAFUUJI") (Heat Move) Commands: Near opponent wielding a pistol, shotgun, or machine gun, (Goku) Triangle Learn at Mastery level 8. Move: FAINT-HEARTED MASTERY (MONOOJI NO KIWAMI) (Heat Move) Commands: Near frightened, armed opponent, (Goku) Triangle Kiryuu grapples the foe and knees their arm. Heat cost. Learn by Revelation. (NOTE: When opponents are the last one left in the battle, they usually either become scared or enraged. They do need to be standing, however--cowering foes are considered on the ground) Move: KOMAKI-STYLE DRAGON KING MASTERY (KOMAKI-RYUU OURYUU NO KIWAMI) (Heat Move) Commands: In front of an enemy dizzied by the Flowing Catch, (Goku) Triangle Heat cost. Learn by Komaki training. Move: ULTIMATE MASTERY (KYUUKYOKU NO KIWAMI) (Heat Move) Commands: In front of a dizzy enemy, (Goku) Triangle Heat cost. Learn at Mastery level 10. (NOTE: Cannot be an enemy dizzied by the Flowing Catch move. Other was to dizzy foes include hitting them with a 2x4 or knocking them down with a combo, making them roll around, holding their heads, and then picking them up with the Propping Back Up move). Move: SURRISE MASTERY (KYOUGAKU NO KIWAMI) (Heat Move) Commands: Running, facing 4 or more enemies, (Goku) Triangle Then, follow online prompts. Heat cost. Learn by Revelation with the Lady Handing Out Tissues. Move: TURNOVER MASTER (GYAKUTEN NO KIWAMI) (Heat Move) Commands: When knocked down, near enemy (Goku) Triangle Kiryuu kicks the opponent's knees, rolls over on top of them, and punches them. Heat cost. Learn by Revelation. Move: DRUNKEN IRON MOUNTAIN MASTERY (SUITETSUZAN NO KIWAMI) (Heat Move) Commands: When drunk, (Lock) (Goku) Triangle Learn by Revelation. Move: POLE DANCE MASTERY (Heat Move) Commands: Drunk, running towards opponent, (Goku) Triangle A flashy, lucha-libre-style hurricane rana. Learn by Revelation. Move: STATUS OF ASURA (SHUURA NO KII) (Heat Move) Commands: With Health bar low enough to flash red, in Heat Mode, L3+R3 Sacrifices Heat Energy to heal Kiryuu. 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: KAWACHI-STYLE BREAKING THROW ("KAWACHI-RYUU TOKINAGE") Commands: Tap Circle repeatedly when grappled This is basically a reversal of a throw attempt; Kiryuu will throw the opponent when they try to grab him. Learn at Skill level 9. Move: BACK KNUCKLE Commands: Triangle when grappled from the front Oddly, Kiryuu has the ability to spin and punch behind him when an opponent is trying to grab him. Move: FRONT KICK Commands: Square when grappled from behind Kiryuu can also kick in front of him when grappled. Move: GRAPPLE BREAKING MASTERY (KAIBAKU NO KIWAMI) (Red Heat Move) Commands: When grappled by an enemy, (Goku) Triangle High Heat Cost. From the front, Kiryuu gets 'em in a headlock, breaks their neck, and then piledrives them. From the back, he breaks their elbow, then does a seoinage. Learn by Revelation with the High School Girl Harrassed by Drunks. Move: HOLD BLOWS Commands: Circle, Square, Square, Square Heat bonus. Knockdown. If you stop after one of the first two hits, you'll end up still holding the enemy. Move: HOLD TURN BLOW 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: HERCULEAN STRENGTH MASTERY ("GOURIKI NO KIWAMI") (Red Heat Move) Commands: Circle, (Goku) Triangle at Red Heat Learn from IF7. Move: TWO-HEADED MASTERY ("SOUTOU NO KIWAMI") (Red Heat move) Commands: Circle, (Goku) Triangle near other opponent Kiryuu rams the two opponent's heads together like a vaudevillian. High Heat cost. Learn at Mastery level 6. 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: KOMAKI-STYLE SKULL SMASHER ("KOMAKI-RYUU HACHIKUZUSHI") (Heat Move) Commands: Circle, (Goku) Triangle near waist-high object Learn from Komaki training. 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. Learn at Mastery level 3. Move: PROP BACK UP ("HIKIOKOSHI") Commands: Circle near fallen enemy's head Sets 'em back on their feet. Note that if they were rolling around on the ground after a combo, they will be dizzy once propped up. Move: FOOT GRAB ("ASHITSUKAMI") Commands: Near fallen enemy's feet Circle Kiryuu grabs opponent's foot. Move: DRAG Commands: Near fallen enemy's feet Circle, directional input Kiryuu drags the opponent around by their foot. Move: DRAGGING LEG SWEEP Commands: Near fallen enemy's feet Circle, Triangle 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. Move: DRAGGING BACK KICK 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. Move: MODIFIED FLAPJACK Commands: Near fallen enemy's feet Circle, Circle Similar to the Flapjack that comes from Square, Square, Triangle, Circle. 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. Learn at Mastery level 4. ARMED STYLES ------------ There are two types of weapon in this game: "Equipped," which are part of your inventory, must be assigned to a slot on the Start Button menu, and can be retained after battle, and "Found," which are picked up during a fight and can- not be retained after battle. There are also several different types of weapon. For brevity's sake, I will not give each different type of weapon its own command list here, but I will explain a few things by listing the weapon type for unique properties. Also, note that all attacks and successful guards using weapons will take away 1 point of endurance--even Heat Actions. The only exceptions are special weapons with infinite endurance. Move: SWITCH EQUIPMENT Commands: D-Pad Up, Left, or Right Switches to another readied weapon. Note that weapons such as the Nunchaku and Hammer types will damage enemies when stowed or drawn. Move: STOW WEAPON Commands: With Equipped weapon readied, D-Pad Down Puts the weapon away. Note that weapons such as the Nunchaku and Hammer types will damage enemies when stowed or drawn. Move: DROP WEAPON Commands: With Found weapon readied, D-Pad Down Drops weapon without attacking. Note that fragile weapons such as the Unknown Syringe will break when you drop them, even though they weren't used for an attack. Move: BASIC ATTACK STRING Commands: Square, Square, Square Almost all weapons only have 3 attacks in their string. The heavy and sign types will usually knock enemies down at the end of the string. The staff type weapons have longer strings because of techniques Kiryuu learned from Old Lady White, the White Lotus Master. Move: POWER ATTACK Commands: Triangle With Knife-type weapons, you can continue holding the Triangle button to charge energy with "Lingering Mind (Zanshin)." Move: CHARGED POWER ATTACK Commands: Hold Triangle Not all weapons have this. Mostly two-handed weapons such as sign and heavy weapons do. Swords do, also. Move: FIRE WEAPON Commands: Triangle This is only for spray or gun type weapons. It uses up the green bar of ammun- ition. Move: SPECIAL ATTACK Commands: With Equipped weapon readied, Circle Sometimes this costs more than 1 endurance, so be careful. There are various effects depending on the weapon. Move: KICK Commands: With Equipped weapon readied, Circle Most Equipped weapons won't have a special attack; they'll just have a kick that won't cost any of the weapon's endurance to use. Move: THROW WEAPON Commands: With Found weapon readied, Circle Throws the weapon at an enemy. This will activate bomb type weapons. Move: SWAY Commands: X (Lock) Back + X Steps backward, avoiding most attacks. Move: HELMET-SPLITTER Commands: X, Triangle (Lock) Back + X, Triangle This is only for sword weapons. Move: SIDESTEP Commands: (Lock) Left + X (Lock) Right + X Avoids most attacks. Move: HILT STRIKE LEFT Commands: (Lock) Right + X, Triangle This is only for sword weapons. Move: HILT STRIKE RIGHT Commands: (Lock) Left + X, Triangle This is only for sword weapons. Move: CHARGING HILT STRIKE Commands: (Lock) Forward + X, Triangle This is only for sword weapons. Move: WEAPON HEAT ACTION (Heat Move) Commands: (Goku) Triangle Firearms, bombs, sprays, knuckles, the rope, and bowling balls can't use this. Move: WEAPON PURSUIT ATTACK Commands: Near a fallen foe, Triangle Heavy weapons don't have this. Move: WEAPON PURSUIT MASTERY (Heat Move) Commands: (Goku) Triangle near fallen foe There are different ones for whether the opponent is face-up or face-down. Knuckles only have this type. Move: SECRET SWORD - ENSNARING KITE SLASHES ("HIKEN - MAKI TONBIGIRI") (Heat Move) Commands: (Goku) Triangle when enemy attacks with a sword-type weapon This is only for sword weapons. Learn by reading the Black Book sold by Kamiyama Renji in Kamuro. Move: SECRET SWORD - WILD BULL ("HIKEN - AREUSHI") (Red Heat Move) Commands: Far from an enemy, lock-on with R2, (Goku) Triangle This is only for sword weapons. Learn by reading the Black Book sold by Kamiyama Renji in Kamuro. Move: SURE-KILL SWORDS - DANCING CAT ("HISSATSUKEN - ODORINEKO") (Heat Move) Commands: Far from an enemy, lock-on with R2, (Goku) Triangle This is only for kali stick weapons. Learn from reading Red Book sold by Kamiyama Renta in Okinawa. Move: SURE-KILL SWORDS - TWIN HEAVENS ("HISSATSUKEN - NITEN") (Red Heat Move) Commands: (Goku) Triangle Only for kali stick weapons. Learn from reading Red Book sold by Kamiyama Renta in Okinawa. Move: POWERFUL SWORD - MAKING FLIES CRY ("GOUKEN - HAENAKASE") (Heat Move) Commands: Wall Triangle Only for hammer weapons. Learn from reading the Blue Book sold by Kamiyama Renji in Kamuro. Move: COMBINED KODACHI - ILLUSORY WOLF ("KUMIKODACHI - GENROU") (Heat Move) Commands: Running towards a group of 4 or more enemies, (Goku) Triangle Only for knife weapons. Learn from reading White Book sold by Kamiyama Renta in Okinawa. Move: STABBING WITH A KNIFE MASTERY (WALL) ("DOSU SASHI NO KIWAMI - KABE) (Heat Move) Commands: Wall (Goku) Triangle Only for knife weapons. Move: STABBING WITH A KNIFE MASTERY (TABLE) ("DOSU SASHI NO KIWAMI - DAI) (Heat Move) Near a table or other waist-high object (Goku) Triangle Only for knife weapons. Move: BOWLING MASTERY (Heat Move) Far from the enemy, lock-on with R2, (Goku) Triangle This is only for bowling balls. Move: ROPE MASTERY (Heat Move) Behind enemy, while enemy is attacking, (Goku) Triangle This is only for rope weapons. A good way to do this is to sidestep an enemy's attack. Still, it's hard to time it so that you get the button prompt, because attacking usually turns them back towards you. Try and time it correctly! Move: PLIERS MASTERY (REVERSE) (Heat Move) As enemy attacks Kiryuu, (Goku) Triangle Only for pliers. Here is a quick run-down of the various weapon types: ONE-HANDED TYPE - 3-hit normal string, usually can't charge Triangle. Umbrellas, Bowling Balls, Salt, Syringes, Portable Stoves, Mystery Liquids, and Pliers have their own, unique Heat Actions. Pliers have an additional one, too, that's a reversal. GUN TYPE - Lacks heat action, 3-hit normal string, Triangle to fire weapon. SPRAY TYPE - Lacks heat action, 3-hit normal string, Triangle to fire weapon. BOMB TYPE - Lacks heat action, 3-hit normal string, Circle to throw (and activate). KNIFE TYPE - 3-hit normal string, usually fast, can use Zanshin (hold Triangle after Triangle attack to charge Heat). Knives have three Heat Actions: the normal one, one near a wall, and one near a waist-level object. A special Heat Action can be learned by reading books purchased at Kamiyama's and the weapons shops. STUN GUN TYPE - like knives, but have only one Heat Action, lacking the two additional ones other Knives have. BAT TYPE - Includes longer poles. Chargeable Triangle attack. Golf clubs are similar, but have their own Heat Action. SWORD TYPE - 3-hit normal string, chargeable Triangle attack. Can use Triangle attack during sidesteps. Additional special Heat Acitons can be learned by reading books purchased at Kamiyama's and the weapons shops. SPEAR TYPE - 3-hit normal string, chargeable Triangle attack. STAFF TYPE - Long normal string, chargeable Triangle attack. HAMMER TYPE - slow, 3-hit normal string, chargeable Triangle attack. Special pursuit Heat Action in addition to normal Heat Action. Special Heat Action against a wall can be learned by reading books from Kamiyama's. SIGN TYPE - 3-hit basic string, chargeable Triangle attack. MEDIUM TYPE - similar to signs but with a different Heat Action. HEAVY TYPE - Huge things such as bicycles. 3-hit basic string, chargeable Triangle attack. KNUCKLES TYPE - fast string, slow Triangle, Circle for special attack combo. Only have a pursuit-style Heat Action. NUNCHAKU TYPE - long string, chargeable Triangle, Circle for special attack combo. KALI STICKS TYPE - long string, chargeable Triangle, Circle for special attack combo, two additional special Heat Actions learned by reading books from Kamiyama and the weapons dealers. ROPE TYPE - Seemingly useless, it can doesn't change Kiryuu's basic attacks. It can be thrown with Circle. Unique Heat Action--reversal behind an opponent. 2b-II. General Battle Advice ----------------------------- I always refer to the games in this series as action-RPG's with brawling as the combat system. As you can gather from that, there's a lot of fighting in this game. The basic premise is simple. Beat people up before they beat you. Use quick attacks to get in on them, try and counter their attacks, and throw them when they're standing around guarding. Make sure you get your Heat Actions in--not only does it really mess an enemy up, but it gives you more experience. Here are some pointers. GUARDING. It's imperative that you understand the basics of guarding. You can pretty much only guard from the front, so, make sure you turn towards an enemy to guard. Remember that if you haven't learned to guard weapons yet, you'll get hit--but, to that end, you can always pick up a weapon and use it to defend against all but bomb blasts and bullets. Also, you'll want to get reguard early. Lots of enemies (particularly in the underground arena) will break your guard with their attacks, which will leave you open to another attack--unless you've learned reguard. Get in the habit after that of seeing when your guard is broken, letting go of the button, and then hitting it again. SHIFTING. Despite how it may sometimes seem, you actually do have a lock-on in this title. The thing is...you have to learn when to use it, and when not to use it. The slightest motion by enemies will cause you to lose your hard lock--they'll often not look like they're doing a shifting attack or sidestepping, but they are. This makes people sometimes think that Kiryuu is nuts and likes to attack in all sorts of directions, when the problem is that the game is think- ing about the enemy's motion as if it has the property to make Kiryuu lose his lock, but, there's not too much of a sign that it's happening. When this happens, you'll want to let go of lock and try to go free at it, usually in a string of weak attacks. That's because weak attack strings can pretty much go any direction and don't leave you standing around, open to attack if they miss. However, if you want to turn away from an enemy, you'll note that locking onto nothing doesn't help. Kiryuu will turn towards the enemy as you move him about while he's strafing/shifting, even if you wanted him to look away. So, what do you do? You have to learn to Sway. Say you're fighting an enemy and he uses his move's properties to get behind you (which will inevit- ably happen from time to time, as it does in all brawlers). You can still avoid his attacks if you're clever enough by shifting as he attacks, avoiding it. For instance, a good player will often be going after one quarry so that he can eliminate him first and not get distracted (such as a guy with bombs, or something). Guys will dash in behind him and do all sorts of moves to hit him, so, the player will use cancel sways or just wait until he sees attacks coming, and then dash forward to avoid the attack, or dash and then roll, which is even better. THROWS. If you're surrounded by people, as you usually are, you will definitely want to grapple a guy, if you can. Note that "sumo-wrestler" like enemies and other big guys will automatically break your grapple--no matter what you do (*muttered expletives*). But, if you can find a light or medium guy, grab onto 'em and you have a few options. First of all, you should get used to just hitting the Circle button once, then starting your throw or attack. Why? Becuase if you hit it more than once, you'll have a problem when you grab big and medium dudes, who need you to furiously tap the Circle button within a short time to successfully throw them. Really, you have to be careful with too much tapping of the Circle button. First of all, if you need Heat Energy, you can do the three-hit hold combo with the Square button. That gives a lot of Heat--and another good thing about it is that you can just do the first one or two hits and then pause and start again, if you want to drag the guy to a certain location or something. If the enemies are closing in behind you--or even in front of you, you may want to initiate the throw. When your throw is successful, enemies won't be able to guard against the thrown enemy, and you'll get a nice Heat boost. The enemy will also be on the ground, which is nice, and all enemies near where you threw him will be at least knocked back a little. If your "Goku" kanji prompt isn't flashing, that means you can use the Triangle button to kick the guy back. All enemies get knocked down by this attack--except for enemies you can't even grapple in the first place. It knocks the guy back and usually clears out the people right behind him, plus it gives you a nice Heat boost. Also, you don't have to struggle with big guys to do this like you do with throws--you just do it, so, it's a lot fast- er and leaves you less open to interference. A very nice routine for beating most people in the game besides sumo wrest- lers and other such throw-breaking people is to grab someone, throw them down or kick them, step on them or prop them back up, and repeat until they die. This is the old standby and, while it's not as effective as it was in the first two games, it's still pretty good. THE BEAUTIFUL PICK-ME-UP. So, a guy is on the ground in front of you. What a pity, huh? You have a few options. You can step on him and get that Heat boost (or use a pursuit-style Heat Action for damage and experience), which will force all characters to stand up. Or, if you wanna go all-out, you can get in the habit of either grabbing their feet or going for their head and picking them back up with the Circle button. Enemies that can be grabbed by the leg are plentiful and you'll be able to flapjack them to death with Circle, if you want. You can do that to nail bystanders, too--all of which helps you accumulate some Heat, damage enemies, and keep folks around you off your back. You can also kick them with Triangle, unless you're in Heat Mode--but, you can also use the Heat Actions such as the Giant Swing, if you'd like. That'll hurt and give you experience. But...what about the many enemies who can just kick you away when you grab their feet? What then? Propping them back up by going to their head's side is awesome. If they landed on their back, which is most often the case anyway, you'll end up standing behind them--where they can't block! Seriously, only very fast opponents with the right A.I. such as martial artists will spin around and guard at this point. If you're very fast with the Square buttons, you can actually get in a pretty nice combo from behind. Near a wall, and you'll get a wall stun, which will help you combo them even more. Of course, if they're grabbing their heads and rolling around on the ground, you should know that when you pick them up, they'll be dizzied. That means you can use the Ultimate Mastery on them, if you have that. Not a very nice move to eat. THE BOUND SYSTEM. You may have read this a few times in this FAQ, but there's actually a pretty slick addition to the fighting system in the game this time around--and they call it "Bound." The basic idea is that when you hit against the ground, they bounce a little bit, or when you splat them against walls, they're stunned and fall back. You know what? I call it "juggling." If you play fighters, or even if you played Spikeout, you know all about juggles and damaging combos you can get that way. Most enemies that aren't so huge get bound by the Hammer Hook move, which is done by Square x 3, Triangle, Triangle. You'll notice them bounce a little. You can actually tack on two more hits this way--first, a "free" Triangle (not one done while holding R1!). Then, you can do another one, or if you're stylish, you can lock on, sway towards them, and hit Triangle to shoulder charge. Those are actually attacks enemies cannot defend against. It may not sound like a lot, but, when you combine that with getting them to bounce into a wall? You have the potential of hitting them with a quick combo. Usually, you can only do something like the Body Blow followed by the Quick Knee (Square x 2, Triangle x 2). But, that's enough to cause a lot of damage. Keep in mind that you can hit big guys against walls with Tiger Killer reversals (the Triangle reversal), and a few other things. You'll really want to rely on actual combos, especially if you want to play in the arena or at a higher difficulty level. REVERSALS. Reversals are very, very powerful. As a matter of fact, I think that they're more powerful in this game than they've ever been--unless you take into consideration using the Brawling God Amulet in the second game, using the Flowing Catch (Circle reversal), and then immediately doing the Ultimate Mastery. Bosses would go down in just a few hits. The change to the Parrying Reversal was great. Now, it's more like a "Zero Counter" in Street Fighter--except that it doesn't take Heat Energy. In fact, it gives you back some! For those who have no idea what I'm talking about, you can basically stand there, guarding, and wait for an enemy to attack, then easily just hit Triangle after their attack lands on your blocking arms and hit them. You have a pretty decent window, and it has pretty strong power--in fact, it can interrupt most combos! The Tiger Killer (the Triangle reversal) is still great. It gives a LOT of Heat energy and it knocks all enemies down. What's so great about that? Well, spend some time fighting tons of sumo-wrestler types and see if you wouldn't like them to just fall the heck down once in a while. It also splats them against walls, which is nice because then you can sometimes follow it with a nice combo the opponent can't escape. It's a little squirrelly with that, like Spikeout was, but understanding comboing is really the key to messing people up in the arena and on higher difficulty levels. The Circle reversal, the Flowing Catch, may work only on punches, but it's still a great move. It has a larger window of opportunity than the Tiger Killer does, it gives a lot of Heat energy, and it leaves the guy standing-- and sometimes dizzied. I've even seen big guys get dizzied by it, tho' I've usually had to have softened them up with one or two beforehand. If this happens, and your attacks quickly strike, you can sometimes start them as if they were bound and being juggled. Also, after the Flowing Catch, I should note you can do the Dragon King Mastery Heat Action. It may not be the Ultimate Mastery, but, it's still certainly nothing to sneeze at. HAMMER HOOK. This is probably my main go-to move. Unless a guy is really reverse-happy, like aikido experts in the arena, it's really a great move to just throw out there. First of all, the second hit is a guard breaker and hits most enemies (for some reason), even on higher AI's. Secondly, it bounds smaller foes, who are plentiful enough to make it so you can grab them and slam them into the big guys. It also does decent damage, and builds pretty good Heat. On top of all that--guess what? It's a very safe move. Unless someone is dancing around like a fly and completely avoids the derned thing, all enemies will generally be far enough away that they can't immediately retaliate. If they guard or if they stand far away and they DO start to retaliate? You usually have enough time to react, which is good because you should be going for reversals! WHY YOU CAN'T HIT THAT GUY. OK. You picked up a weapon. You've been waiting to use its Heat Action. But...you never get the "Goku" prompt. How come? Because one of the things about this series is that the fighting has always been more like a wrestling game like Def Jam than Final Fight, or any other traditional brawler. That might not sound like such a big deal, but it is. See, in order for moves to work right, the opponent needs to be in the right status. Unfortunately, that means that they can't be attacking, and they can't be reeling from attacks, in order for you to do an attack that would normally need them to just be standing there. It's a different style than frenetic, dodging, shooting games like Devil May Cry or God of War or something, but, it is what it is, and it can sometimes make you gnash your teeth a little in frustration. Trust me. I've been there, too. But, just so you know, your game isn't broken--you just need the guy to recover from his attack pose, or something. TO HEAT ACTION OR NOT TO HEAT ACTION. That is the ... well, I put a period, so, I guess it's a statement (apparently). Now, you may feel like you should fire off a Heat Action every time you get into Heat Mode and happen to grapple a guy, or one of the weaklings comes at you and you can do the unarmed reversal. I'd say, unless you have the War God Seal, it's probably a little better to refrain most of the time. As you build Kiryuu up, you will get more and more status effects that apply to Heat Mode. These will usually include things like, oh, the enemy's ability to knock you down or not. You may note that you just kinda stumble in Heat Mode, while you get knocked down when not in Heat Mode...and, you don't want to spend all your time on the floor, right? Still, you should also know that you get experience bonuses for using Heat Moves. You'll normally not notice it too much--the bonus for trash enemies isn't so great. But, when you're fighting a boss? If you know a way to get Heat Actions in easily against him, by all means, it behooves you to do so if you want a lot of experience. 2b-III. Strategies for Enemies by Type --------------------------------------- SMALL ENEMIES. By "small," I don't mean like the children at the Morninglory. I just mean your average nobody enemy, who gets effected by things more than others. Small enemies are easy to throw. They get knocked down by Charge Kicks. They crumple to the floor from a gut punch. They bound from your Hammer Hook. These are the guys you should be using to build your Heat Meter. They're not worth very much, so, if there's a bigger fish around, by all means, fry it with Heat Actions for experience boosts. What's annoying about small enemies is that their attacks are usually weird and reach far. Awkward overheads, for instance, have them dash in, do a hook, and avoid high attacks like quick attack strings while being hard to reverse, because you have to time it with the punch coming to you rather than to them moving around like a jackass. They also use weapons the most. MEDIUM ENEMIES. These guys stagger when hit with Triangle attacks. They seem a lot like small enemies, with bruiser attacks like the one where they rush towards you and do a headbutt, avoiding most attacks in the process, but when you try to throw 'em, you'll have to tap Circle a lot. There are a few different types of medium enemy, but most will ignore weapons (unlike small guys) and prefer to grab you instead. Be ready to tap X to break their hold, as when they grab you, you lose Heat energy (not to mention, you can get thrown down). If you have the Kawachi Breaking Throw, tap Circle quickly so you can teach them a lesson instead. Despite that, you'll actually probably want to counter these guys with grapples fairly often. They usually break foot grabs, but, if you grab 'em when they're standing, you can usually just throw your foot into their chest with Triangle and send 'em flying. BIG GUYS. Most of the time, these guys do dohyou-iri-like stamping and other such things that make them look like rikishi (sumo wrestlers). They're also ready to dash in and knock you down, absorbing hits or just ducking right under them. In a very annoying fashion. Thankfully, they don't instant-throw you like they did in Kenzan so much, so, you don't have to fear that. You do have to fear their attacks, still, though. You can't just throw caution to the wind and jam on attacks in these guys' faces--they'll find many ways of going right through your attacks--even the Hammer Hook! So, you'll probably want to just do the first Finish Blow of a combo, and guard when they retaliate. I should also note that you can't grapple them. They'll always break your grapple. In Kenzan!, you could grab them from behind--which was nice. But, you can't even do that anymore. Guess the sport of sumo did evolve in those 400 years? Instead, once you get reversals, go for 'em! Triangle reversal these guys to the floor. The best strategy against them is just to hit 'em with a Blow Kick (Triangle while not locked on). It's fast enough that they can't retaliate--even if they can just stand there and block forever. Then, when they do start movin', you'll probably wanna reverse them with Triangle. Or, you could just say an expletive and go grab whatever the heck is lying around and ram it into their face over and over. SPECIALISTS. This is my lump category for boxers, martial artists, and wrest- lers. Why did I lump them together? Because they all seem to share a lot of their strategy. Once you start to go off on these guys with a nice attack string, they usually know just what to do and do some sort of attack that will just jump right through the last hit--even if they were guarding up to that point. Here's what you do. Just do some weak attacks, and maybe end the combos with one Triangle--like the Uppercut. Wait to see what they do, and dash to keep the pressure on them. If they try to counter, well, get your own counter ready. A good thing to do with boxers, who usually do a ducking attack, is to pause slightly and then reverse their punch with Circle--that really gets to 'em. The other guys, you'll usually hear a chime, and they'll start some attack with a red or yellow aura about them. They just take hits without any kind of reaction during this time, so, you don't want to attack them because they'll interrupt you. But, the premise is still the same...just, your reaction will depend on what attack they do. If you can time it well, the Tiger Killer is your friend. The martial artists...well, the aikido guys will love to grab your attack and force you to go through a slow, painful reversal. What do you do? Well, you just keep weakly attacking them, until you notice them get into a differ- ent posture, usually raising their hands up a bit. At the end of that, you can hit them--or you can just try to grab them (and sometimes automatically have your grab broken) just to stop them from being in "reversal land." GUN/BOMB GUYS. I can't stress this enough. You want to kill these guys. Fast. Guys with knives, stun guns, and swords are pretty annoying, and you will want to take them out so you can have a normal time fighting, but, gun guys and bomb throwers are worse. Bombs do damage no matter what, so long as you're standing near them, and they can even stun you--which they can just do over and over ad infinitum, should they so choose! But, gun guys are even worse in my opinion. Why? Because they just stand far away from the action, slowly creep around, and then blast you so you get knocked down before you can do anything. Shotgun guys pack a lot of damage with their punches, but, strangely, pistol guys are way worse. They can usually just stand far away and fire off an entire volley of shots at you, which does a lot of damage and will make you get knocked off your feet. Seriously, take them out. Get close to them, lock on, and pay attention. If they shoot, dash towards them or sidestep. You can avoid even a gunshot that way. Truth be told, you can actually take care of everyone else while these nuisances are around. You just have to kinda feel when their next attack is coming, and dodge when it does. But, who wants to rely on that? HUMAN WALLS. So...you may have noticed that on action stages, they like to set guys right in your way, like, in a doorway or staircase. These guys have big things they swing at you when you get too close, knocking you off your feet. They're really more like obstacles than enemies, I suppose. Here's what you do: you learn the Self-Destructive Mastery. Then, you get close in Heat Mode, wait for their attack, and reverse it to instantly kill them. Failing that, you just get close, sway backwards once when they attack, and then go in and hit 'em a few times, then repeat, so you don't get hit. It's a lot slower that way, tho'. 2b-IV. Chase Battle -------------------- Ahhhhh...Chase Battle. These aren't really battles so much...as obnoxious things that almost ruin the game until you've built Kiryuu's endurance meter up high enough. On your first play through, you're almost guaranteed to see what I mean. Here's the deal. You have an endurance gauge. Your enemy has an endurance gauge. If you're running from someone, you want them to exhaust their gauge. If someone's running from you, you'll want to get close and tackle them with the Square button, damaging their endurance gauge until it empties and you can stand over them like a god and feel glad you won't have to go through that again. To that end, you can spend your endurance running with the R2 button. That will make you move faster, usually, on a straight section of the course--unless you're running from them, in which case it'll just help a bit. But, you may notice a curious thing here that kinda makes this whole thing break down. The computer? Yeah...except for the chase against Ayako? They don't use their endurance gauge when you're chasing them at all, yet it sure as shootin' does seem like they used it. So, you'll have to rely entirely on tackles--which are hard to do because the computer starts zig-zagging when you're close. Also, it's hard to tell when you're close enough. Other actions include jumping, which you'll need to do to clear hurdles such as trash cans, and diving over cars and things when prompted on the screen. These are all done with X. I should warn you that you will lose endurance if you bump into people or stumble on an object the person has thrown in your way, so, be careful. That means that when there are people present, you won't want to lay on the gas so much. It behooves you to take your finger off the "run" button when you're turning corners, too--they're usually a little too tight, just like in racing games. This all seems really rough when you have a tiny endurance gauge, but, when you find Mack Shinozuka in Tokyo, you'll be able to run around with him in the Sai no Kawara/Purgatory/West Park area in the northeast part of the map and race against him. Each time you win one of the races he has for the first time, you can improve your Chase Battle stats. One upgrade is for your shoulder charge, which is nice and all, but...the others are all for your endurance meter, which is way more appreciated. They're substantial increases, too, so, you should be able to actually win those Chase Battles more after training with that dude. --------------------- 3. STORY WALKTHROUGH --------------------- Think of this as an action movie. There's a guy who's like a detective--but, you know, almost like a superhero, in that he always knows the right thing to say and do. Every move he makes just like drips stereotypical manliness. Except he's also raising orphans now. I guess he's kinda like a Magnum, P.I. or something--but in Japan. And an ex-Yakuza. Kiryuu's been through a lot, and he's pretty much found his reason to stand up and be a man and take everything on his shoulders right there with that girl, Haruka. There's really a lot to say about the story here, but, rather than just ramble on for hours and hours, I think I'll let you choose to either play the first two games yourself, or to just watch the convenient recaps placed in the first chapter. At each new chapter, I'll give you the title and the missions and keys that become available. As I mention in the Missions section, there are actually five side quests you can miss if you're not careful--two in Chapter 4, two in Chapter 6, and one in the final chapter that just needs you to have done one of the missable ones in Chapter 4 first. So, that's not too bad. So long as you're careful with the missions in Chap- ters 4 and 6, you should be O.K. if you want to just race through the story and ignore side stuff, then go back at the end and try and complete some of the things you let slip away. So, my focus here will be just to present you with a way to get through the story. It's a shame, but, so far, the story's only available in Japanese--which isn't so bad at all, really, if you know Japanese. But, I understand that a lot of people using this document won't be able to really understand what's going on. Maybe that's because this is an English-language FAQ, after all! Anyway, my point is that I'm going to try to relate the story to you here, too, rather than just throw out a set of technical directions like "go here, go there, etc." If you're looking for that, skip past this part, and go to the next section, which has it all reduced into quick directions without any of the story. I guess that would be a good place to check if you don't want spoilers, too. Incidentally, I should point out that I'm going to put translations to the major cut scenes at the end of this document, so check back if you wanna know what people said to each other. To all those who speak Japanese, and to all those who wanted to read it for not awkwardly maybe being smoothly written, I'm sorry now for my clumsy, bad writing. CHAPTER 1 --------- "SAYING OUR 'GOODBYES,' STARTING OUR JOURNEY" ("WAKARE TO TABIDACHI") Missions Available: (None) Hitman Missions: (None) Locker Keys Available: (None) We start the game by a little prologue, just a few cinemas. The chap with the nice tattoo all over his back is Kiryuu, and the girl is Haruka. Kiryuu is the star of our little thing. (Don't worry, the game is much better than the water effects!) He catches a fish, brings it to his orphans, and they all start to eat dinner...when another character you probably don't know yet named Rikiya shows up, saying his boss (he calls him "oyaji," meaning "father," which is common in yakuza stories) has been shot. We're supposed to be shocked--if we know what's going on. Then, there's a guy in a car--that's Doujima Daigo, current head of the Toujou Association, a Tokyo-based yakuza group. Kiryuu was once the head of that group, but, he just handed the honor right down because he couldn't live that life anymore, and because he found something more important to live for--Haruka (and now, the other orphans). Doujima is turning down a very attractive offer for a land deal. He's turning it down because of Kiryuu, and because he owes him. He owes him a lot, and so do the rest of the Toujou Association's members. He says there's no way he'll take away Kiryuu's land. He then cancels a dinner appointment and turns back to his headquarters, be- cause they have to get this land deal thing taken care of right away. As he pulls in, however, he gets some very disturbing news. He has a visitor, and when the name is whispered in his ear, he is very shocked. He hurries to the conference room, and there, he meets two men--a white guy in a suit and Kazama. He's shocked because Kazama died in the first game. Kazama was like a father to Kiryuu, funding his stay at the orphanage and visiting him, raising him, and bringing him into the Toujou Association. He did this as a debt to him, because he killed his real parents. But, he died in the first game, jumping onto a grenade to protect Kiryuu and Haruka. He died right in Kiryuu's arms, confessing everything on his deathbed. But now, here he was, standing in front of Daigo, giving him a land deal. He's already written up the deed to the land the orphanage is on. Daigo refuses, and Kazama's associate takes the deed away. Kazama reaches in- to his coat pocket, and Daigo draws his gun--and is shot. Now, we're back with Kiryuu. He and Rikiya race through the hospital to visit Rikiya's boss. Mikio, the fat guy with the blond hair, and a child who's gone mute from trauma in her past, Saki, wait for them there. Mikio explains that their boss was shot by someone, probably about the land deal. Saki suddenly stands and gives Kiryuu the sketchbook...she's been draw- ing the person who shot the boss, who is raising her as a father, Nakahara Shigeru. On the sketchbook, to Kiryuu's shock, is a portrait of his dead father figure, Kazama Shintarou. Rikiya notices Kiryuu knows the guy, and Kiryuu goes wide-eyed. "This...this is Boss Kazama," he says. "What on earth is going on?" Now, you can save the game, if you wish. Be warned that there will be more cut scenes after this, but, don't fear--you'll soon be able to control your guy and get to busting heads. Here you are at the graveyard in 2007. That very first grave shown is actual- ly Kazama Shintarou's. The woman meeting with Kiryuu is his love interest, Sayama Kaoru. She worked closely with him in the last game, in the war against the Omi Group, and the struggle with the Jin'gweon Faction, a criminal organization from Korea. So, they're sort of like comrades-at-arms, or something--plus romantically involved, of course. You can finally control the game. Hitting the "Circle" button will advance text, but, I'll give you this tip, if you don't know already right now: holding the R1 button and Circle button together will automatically skip text. Saves a little bit of your thumb muscles, I guess. You can look at the graves here, and press the Circle button at each of them to reminisce about the first two games' stories. See how there are red, flash- ing dots at each grave? That's how you know where you're going for the next story point. You may also notice that when they go off the mini-map, there's a little red arrow pointing towards them, so, this will help you when your object- ive is farther away. The grave at the end is Kazama Shintarou's. To the left of that grave is Sawamura Yumi's, Kiryuu's childhood love, and also mother to Haruka (no; Kiryuu isn't the father). Next, we have Nishikiyama Akira's grave. He was Kiryuu's closest childhood friend--like a younger brother, who was driven mad when Kiryuu took a fall for him in the events before the first game, and founded the Nishikiyama Group of gangsters. To the left of that is Terada Yukio's grave. Really named Kim Taejin, he was secretly a member of the Jin'gweon Faction, but his life was spared by Kazama when the Toujou Association moved in to kill them all on Christmas Eve many years ago. Kiryuu trusted the Toujou Association to him, naming him the next chairman when he abdicated, and although Terada looked like a traitor by his actions with the Jin'gweon Faction, setting up a bomb as revenge in Kamuro, he kept the detonator out, acting against his own group's wishes to honor Kazama and the good people in the Toujou Asso- ciation. Kiryuu was too beat up (shot up, really) to leave the rooftop where the bomb was set, and Sayama refused to leave his side, so...in a way, Sayama and Kiryuu both owe their lives to Kim Taejin / Terada Yukio. Because of that, and because of her own blood ties to the Jin'gweon Faction and the tragic night of the massacre so long ago, Sayama has left flowers at Terada's grave. You can view quick summaries like this by looking at each grave, and then you can even view videos summaries after text, if you wish. The game asks if you want to relieve moments from "Ryuu ga Gotoku" and "Ryuu ga Gotoku 2," and you have that option. The top choice plays a video about the first game, the middle choice has a video about the second game, and the bottom choice is to not view any cinema at all. Whether you view them or not does not effect the completion of the game; they are available in the extra, cinema-viewing mode after you finish the story mode regardless. You can look at all three and watch the videos if you like, but you only need to look at at least one grave, choose either to watch or not to watch, and then return to Sayama and talk to her to get the ball rolling. Once you talk to her, choose the top choice to say you still wanna pay your respects and the bottom choice to continue with the story. Kiryuu reveals that he's going to Okinawa to run an orphanage called the "Morninglory." Seems the old manager died. Sayama also reveals that she's leaving Tokyo the next day, headed for the U.S. to pursue her detective career. She doesn't explain what it's all about, just that it's something Kiryuu would try to stop her from doing. Meanwhile, two people are spying on them. The dude in the Columbo-esque get- up is Date Makoto, an ex-cop who stuck with Kiryuu and helped him get to the heart of the matter. The other guy is Sudou Jun'ichi, a cop who once trained under detective Date. After the events of the last game, he's been promoted to the home division, and will be leaving Kamuro, being allowed back into the elite forces. But, he has his doubts. The police is backing off a little and leaving the area in the Toujou Association's hands again, now that the gang war is over. But...he doesn't trust them. Date tells him not to worry. He's sure Kiryuu will make sure things are taken care of when he leaves. He has, actually. He thinks Daigo is too young and still needs guidance to run the Toujou Association, so, he's got someone to trust with the job of look- ing over him--a veritable sociopathic lunatic named Majima, who was in the Toujou Association with Kiryuu. He's left now, realizing he'd rather just kinda go do wild things than be part of any organization...but, Kiryuu thinks that he can convince him. And so, everyone parts ways, and only Date stays in the Kamuro District, land of the Toujou Association, night life, and Kiryuu's home. Before you can go see Majima, Haruka wants to go around town with you. This is a completely optional thing, but, you can build her trust here, and get re- wards (you'd think having her life saved over and over would have her trust up about as high as it can get, right?). Her'es how it works. When you get near a shop or amusement center's entrance, if she wants you to go in and buy her something or do something special, she'll stop in front of it and walk weirdly, then say something like "I'm hungry!" So, watch for it--but only if you want the bonus items. They're really only there for completists, and don't effect any of the "Completion Lists" or Trophies, or anything like that. When the two of you arrive at the gate to Kamuro, down in the southwestern corner of the town, she turns to you, and suggests going to say "goodbye" to Yuuya and Kazuki. Kazuki is the owner of the Stardust Host Club on Tenkaichi (that street you're on), and Yuuya is his faithful second-hand-man-esque employee. If you've already completed something in a previous play through the game and you're playing a "Premium New Game," you'll notice that although your complet- ion lists are complete empty, you'll get messages on your phone here from Sayama that congratulate you as if you had just completed them. This is because you can still get your bonus items from Bob Utsunomiya. If you don't know what I'm talking about because this is your first play through the game, don't worry about it. Basically, there are Completion Lists on your pause menu, and if you complete them, you'll get some cool items as rewards. The game will tell you how to control things and give you brief tutorials for stuff like battle, but, you may want to check the controls, commands, battle, and other sections on your own because there's a lot to cover. Note that if you walk slowly in this part and Haruka is nearby, she'll go to your left and hold your hand (awwwww, cute!). Otherwise, she'll yell at you to slow down (awww, man--annoying). Once you get close enough to Stardust, you'll automatically talk to Yuuya. He's got a cloth on his head because he got hit on the head. Kiryuu asks about Kazuki, who got shot in Ryuu ga Gotoku 2, and Yuuya says he's still in the clinic run by Dr. Emoto, which is just north of there. Then, Kiryuu explains about going to Okinawa and all that. Their goodbyes said, it's time to go see Kazuki for the last time. Emoto's clinic will be marked with a red dot. In front of the clinic, some punks suddenly show up to harrass you. If you're new to the series, you should know that apparently, if you're a guy who's like a foot taller'n everyone else, buff, and has a really tough scowl on your face all day long, apparently, people wanna go beat you up in Japan (or something). I dunno. I mean, it's apparently so dangerous to go strolling around Japan, right? Anyway, they think it's stupid of you to bring Haruka around to this Vegas- esque adult funland, so, Kiryuu tells them to shove off. And it's time for a battle tutorial! Once you've beaten them all, it's time to go into the clinic. You can't go until you've spoken to both Emoto and Kazuki. You may not have noticed Emoto--he's off in the couches, off to the right when you first come in. Kiryuu says goodbye to Kazuki, and he asks Emoto to watch over Haruka while he goes off to Majima. Talk to Haruka after the other two. If you choose the top choice, you can stroll around town with her and build her trust up and such. If you choose the bottom one, it's off to Majima you go. Kiryuu has to find Majima, though. It's not really as hard as it sounds. Head out the door, past the Matsuya Beef Bowl, north up towards the Theater Square. You'll get stopped by the same, stupid street punks. They've got a bigger, tougher one with them to teach you a lesson. Time for another tutorial. Beat them? Good. A yakuza shows up, asking them what the heck they're doing on his terf. The tough guy asks him to help him, but, the yakuza recognizes Kiryuu. He bows to you, and then tells them all to pay respect, too--which they do, when they hear who you were. The yakuza's name is "Aniki," apparently. That's a term meaning "big brother" that yakuza call each other often in stories--but, he's got it written in kanji. Clever? Aniki is part of the Kazama Group, who have their offices on the top floor of that huge building in the center of town, the Millennium Tower. So, head for the Millennium Tower! In the tower's yard, a construction worker stops you. He works for the Majima Construction Company--who are basically just ostensibly legit yakuza. The guy tells Kiryuu that Majima's most likely done with Kashiwagi, head of the Kazama Group, because he hates idle chatter and pleasantries--but, that he's probably up on the roof, getting sentimental, because he's sad to see Kiryuu leaving. He then asks him not to tell Majima he said that, and gives you two Staminan X's. Staminans are healing items that both restore Health and Heat energy. So, in you go, then down, then to the elevators in the back. Examine the elevators, and choose the top choice to go to the roof. Run over to Majima, and he'll ask if you're leaving Kamuro. So, Kiryuu explains that he's come just because he's leaving, and that he wants Majima to look after Daigo. Majima seems upset that you're asking him to return to the Toujou Association. So, he refuses. He just wants to go free. Be wild. He doesn't want the responsibilities and such of running an organization, of taking care of Daigo. It's too much and he just won't have it. So, Kiryuu says that Majima just wants to go crazy a bit...so, he'll give him something to play with for a while. Kiryuu will fight him, and if he wins, Majima will have to watch over Daigo. Of course, Majima kinda always wanted that. He loves a fight and he only takes orders from really strong guys...so, he'd lke it if Kiryuu showed him again how strong he was. Duke it out! Once you beat Majima, he'll agree. The two of you have a smoke and talk about things, and hten Kiryuu leaves, tho' Majima says he'll be sad. He also says he's worried because Daigo trusts people too easily, just like Kiryuu does. But Kiryuu says Daigo's no fool and leaves. Majima says it seems like a hard task, but...then he looks really determined suddenly. But...he really does say it seems like annoying work, after all. Too bad he's promised Kiryuu! CHAPTER 2 --------- "THE MEETING" (DEAI) Missions Available: (None) Hitman Missions: (None) Locker Keys Available: (None) So, now, we see Kiryuu in a Hawaiian shirt, cutting onions. Taichi, one of the kids in the orphanage, comes in and starts trying to ask Kiryuu something, but he snaps at him, because he's really focused trying to cut. Poor Kiryuu is really struggling. He's made them all curry. Kouji looks ready to eat, but Haruka chides him. They all have to wait for everyone to come to the table--and Izumi isn't there. Then, they ask Shirou if he's seen her...this is basically a quick little introduction of some of the kids. Kiryuu tells them all to go ahead and eat; he's gonna go look for Izumi. Before you head out, the game introduces "Hideouts." These are kinda handy...you gradually heal while in them, and you can manage items and save the game, just like at the telephone booths. Unlike telephone booths, though, you can remember events in the game (rewatch cinemas) or look at your rate for completing things (the "results"). You can talk to your neighbors about it, if you'd like, but there's really only one other place to go here--the beach. Go ahead out there and you'll find Izumi sitting there, all gloomy. She doesn't want to eat. Choose the bottom choice to see if something's happened to her at school. She asks if it's a bad thing to have no parents, no family.... Choose the bottom choice again and Kiryuu explains to her that she does have a family. He can never be her father, but, he and the other orphans are all like family. Actually...you can choose either one, for your reference, for both of those questions. Those are just the nicer-sounding answers. In she goes--and everyone actually waited for her! Even though they were so eager to eat. Get used to these touching moments, guys. There are plenty of them in the orphanage scenes. Some time later, Haruka brings Kiryuu an eviction notice. Seems they've been left there a lot lately, and those two weirdos in the blue truck (the Nakahara Construction Truck) have been snooping around a lot. They drive of when Kiryuu comes to see them. So...you'd better go see what the heck is going on with these pinheads. They're in Ryukyu Village, which you can reach by going to either end of the main street. You're kinda limited here, but you can nose around town if you'd like. When you go to the plaza near the M Store and Coin Lockers, Kiryuu will spy the blue truck. The two dornks are eating popsicles. The one in the Hawaiian shirt is Shimabukuro Rikiya, who's known as the "Tough Guy Habu." A habu is a snake native to Okinawa. Rikiya tells Kiryuu that the Ryuudou House, a local yakuza gang, doesn't like people like him who come slinking down there from the mainland, and tells him he'll have to go to their office to get to the bottom of this. It's supposed to intimidate him, but, it doesn't. Kiryuu starts to walk over there, and Mikio, the fat dude, pulls out his phone to call them. Rikiya won't let him...instead, he tries to threaten Kiryuu some more, and then pulls off his shirt, showing his tattoo. Kiryuu says it's a nice snake tattoo, and Rikiya gets pretty angry. "That's not a 'snake'--it's a habu!! I've got a tough habu there! The habu is the soul of Okinawa!" He's pretty serious. If you can take him out, he'll take you to his yakuza group's hideout. So, beat him up! Kiryuu struts around, asking how a mainlander's punch feels, and tells Rikiya that he promised. He has to take him to the office. And, he does. Mikio runs on ahead...and you're supposed to follow Rikiya. Be- fore you go, Kiryuu asks about the tattoo...and why there's no eye. It turns out that the tattoo artist died. But, Kiryuu thinks that a great tattoist would be able to finish the tattoo, because they read you and tattoo what they see. In other words, the tattoo reflects you, not the other way around, so, Rikiya doesn't need to worry so much about finding a great tattooist as just being a great guy. As he runs past people on the street, they all talk to him. It's clear that they value their relationship with the people around town. Once you reach the office, in Kiryuu goes. Mikio fetches Nakahara Shigeru, head of the Ryuudou House. About the room are things that say stuff like "Honor" and "Loyalty." Kiryuu spies a young girl sketching in the sun. In walks Nakahara--the dude in the undershirt. He says he understands Kiryuu really handed it to Rikiya and asks Saki to leave to discuss the land thing with Kiryuu. When Kiryuu asks, he says that Saki's not realy his daughter; she's kinda been taken in by him. Then, he suddenly goes bck to talking about the land deal. Nakahara knows that Kiryuu runs an orphanage. He explains that he didn't really do anything bad here; it's just that their hands are tied. Kiryuu wants him to explain. He says that it's land they've had for a long time, and even though it's all residential now, they suddenly need to buy it all up. There's a resort planned for the area...though Kiryuu hasn't heard of it. Nakahara explains that there are plans for a huge resort, along with an expansion of the U.S. military base. He explains that it's a chance for Okinawa. He was born and raised there, and his Ryuudou House works for Okinawa's future. So, he needs that land. He even offers to lend some money to Kiryuu to help him rebuild somewhere else! Kiryuu tells him he's gonna turn it down. It's surprising to Nakahara, but, Kiryuu says that even if that's the reason Nakahara gives, that's just plain old selfish actions of a bunch of gangsters. Kiryuu says that it matters to the children and he won't take their home away from them, and Nakahara stops him as he goes to leave, drawing his sword. Nakahara says that although he may be 60, there's no way he's gonna sit there and take a lecture from some mainlander. But, Kiryuu calls him on it, saying that there has to be some other way for Okinawa than to drive the ofphans off their land. He warns him that if he wants to come around and try some funny business, he's ready for him, anytime. He storms off, but, his words seem to reach Nakahara.... CHAPTER 3 --------- "THE LAND RIGHTS WAR BEGINS" (KENRYOKU RAISHUU) Missions Available (11/11 possible): Kidnapping? (Yuukai?) I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1 Hanashi) The Brewer's Treasure (Shuzouka no Takara) The Fall Guy (Butsukaru Otoko) The Rose Balsam Song (Tinsagunu Uta) Challenge from a Hustler (Hustler kara no Chousen) Okinawa Soba Delivery Race (Okinawa Sobaya Demae Race) Make the No. 1 Cabaret Club Girl! (No.1 Kyabajou wo Tsukurou!) Tsuchiya Mika of Flawless Kaneshiro Nao of Flawless Unten Saya of Flawless Hitman Missions: (None) Locker Keys Available: (None) If you didn't notice, this is the first chapter when you can do side missions. These are found around town, after fulfilling certain requirements, here and there. They give a lot of experience, money, and items--plus they help you get 100%, if you wanna do that. I won't spoil the surprise if you don't want to know, but, let's just say the last one's pretty interesting and gives you a very powerful reward. I should also mention that this chapter has a lot of side games in it. If you didn't know, there are all sorts of little skill games and gambling side games you can play in the Ryuu ga Gotoku universe. The rewards of these vary, and some are used for side missions. For instance, you can fish at the beach in front of the Morninglory by going over to that fishing pole and hitting the Circle button. There's a flashing light in the front yard of the Morninglory you may have noticed. This is a worm, which is used as bait. The supply of worms is actually infinite, but, you can only have one at a time--so once you've used one, just go back to the yard and you'll find another. There's also a flashing light next to the fishing pole--this is a little magazine that has tips for you, if you can read Japanese. Anyway, I just thought I'd point out some of the fun little diversions in this game outside the main story, since they'll become available in this chapter. On to the story. We see a news story from a few days after the incident with Nakahara. Both the Minister of Defense, Tamiya Ryuuzou, and the Minister of Land, Infrastruc- ture, and Travle, Suzuki Yoshinobu, are coming to visit Okinawa. Tamiya is working on a proposal to expand the U.S. base, while Suzuki is working on a rider-like proposal that will, at the same time, build a resort in the area. Suzuki explains that he thinks that the Ballistic Missile Defense system introduced in the bill is probably in Japan's interest, but, he also says that he wants to show the ministers that it's in their best interest to contribute to the area's prosperity at the same time. Then, there are interviews with some of the "man on the street" types, who seem to feel that the base isn't really in the interest of the people of Oki- nawa, but...they all seem to be into the resort idea. There's Kiryuu, smoking, watching the TV. He turns off the news after the important report, and Haruka asks if that means they'll have to leave. She thinks that if they have to leave, they'll have nowhere to go. What will they do? But, Kiryuu says he won't let that happen, and tells her to trust him. And then he stands there, doing nothing, and you're on your own. Don't worry, though--the game will give you direction soon enough. As a matter of fact--it gives it to you right as you turn to walk away! Haruka tells you that Shirou's been pretty unhappy since coming home from school that day, and so, Kiryuu decides he should go have a look and see if he can help the boy out. He's in the communal room the kids use. You'll find it easily enough by turning right down that hallway. It's the big room past your hint room. You can ask Taichi on the beach first, and he'll say he's probably in the kids' room--which is where he is. When you talk to him, he just shrugs you off, saying nothing's the matter. No matter which choice you make, he'll say the same thing, so, just keep on asking until you run out of options. Kiryuu ain't getting anywhere with him, so, he decides to go ask the other kids and see what they know. Talk to Taichi and Mitsuo on the beach. Kiryuu says he seems depressed after school, and Taichi says that he's been like that a lot lately. It seems he's being bullied at school. Kiryuu calls the school, but the guy he talks to, Hashimoto, doesn't seem to be too cooperative. In fact, he seems very defensive, as if Kiryuu's trying to sully their reputation, and suggests that he work on taking better care of the kids in his orphanage instead. He then hangs up, and Kiryuu decides to go talk to Shirou again. Shirou admits he's being bullied, but stops Kiryuu when he says he's gonna go talk to the school again. He doesn't want you to talk to his teacher.... So, Kiryuu decides to get at the heart of the matter. He thinks he'll ask around again. You can talk to the other kids, if you want, or you can cut to the chase and talk to Taichi again. This time, he's talking to Haruka. Kiryuu asks him to find out who's been bullying Shirou, and he says there's no need--he's already seen the kid do it. His name is Yoshinori--Hashimoto Yoshinori, son of his teacher. Kiryuu decides he'd better go talk to Shirou to see if it's true. I know...there's an awful lot of running from one kid to the other here. Well...get used to it, I suppose. This happens a lot in this game. It seems the kid's been threatening him, because his daddy's golfing buddies with a congressman named Akasaka. Guess what that means? Yeah...you're gonna go play golf. Before he leaves, Kiryuu tells Shirou to just off and hit that kid next time he starts his crap. Before you can leave, your neighbor, Mr. Miyara, talks to you about the bully- ing. He doesn't think Akasaka is the kind of guy who'd pull some kind of chenanigans on the Morninglory at all. He suggests you go play golf with him. You get to the golf course by the monorail. It's called the South Seas Country Club (Nan'you Country Club). But, why not look around town and do the side missions first? When you're ready to go, answer the second choice at the monorail station (the first one is to go to the Morninglory, the bottom one to stay in Ryukyu). Of course, you can't just go into a country club without a membership. When you get there, the receptionist stops you, but a guy comes up and says he was looking for someone to play golf with, so, why don't you go play with him? When Kiryuu asks who he is, he reveals that he is none other than Congressman Akasaka himself. Kiryuu can't let this opportunity go--he plays golf against him. If you're struggling with this part, don't worry. You can actually not win the game and still get through this part of the story. You can also retake your shots in your first play through the game's story. He talks to you about the Morninglory and agrees to help you out with it if he can. That's great news for Shirou. Oh--he also says you can go back to the country club. You'll always be his guest, so, you can always use the place now (for free, too!). Head back to the Morninglory. When you get there, why, Akasaka's already there! He's the type who when he gets it in his head to do something, he jus up and does it. The kids come home and Kiryuu tells them to say hello to the guest. Shirou shows up and he's all beaten up! But, he says that he beat the other kid. Akasaka is impressed! Suddenly, up walks Mr. Hashimoto, with his kid--who has a nice, bloody nose. He's there to see what Kiryuu intends to do about the "bullying" his kid has gotten (yeah--he's pretty much just a jerk). He then is shocked to see Akasaka there. Akasaka says he's impressed with the children at the orphanage, and Kiryuu says he lets them live their lives their own way. Akasaka turns to Hashimoto and says maybe that's something he should think of at his school! Yoshinori, Hashimoto's kid, points to Shirou and asks what they're gonna do to him. Akasaka chides him, and Yoshinori leaves--but not before cursing. Akasaka turns to Hashimoto and says it looks lke things are pretty rough for him, too. Hashimoto runs off. Well, that's settled, but you're not out of the woods yet. After Haruka comes home, a good dinner sounds really nice. Walk into the Morninglory, though, and something's up in the kids' room--Taichi is complaining that he wants something he lent someone back. Kiryuu doesn't wanna see Taichi and Ayako fighting, so, he decides he should check in on them. Walk to the room, and Kiryuu will just kinda evesdrop a bit. It seems Taichi lent Ayako 1,000 yen. And...she doesn't have it anymore. Can he wait until their next allowance? But, Taichi can't--he wants a new manga that's only gonna be available that day. Taichi gets mad and calls her a liar, telling her to pay him back when she can. So, go talk to her. Kiryuu asks why she can't pay him back. It's not like her. Did she drop it or something? No...she tells Kiryuu she's had it stolen, and by someone in the Morninglory, no less. Kiryuu's gonna get to the bottom of this. He wants everyone to get together for a meeting now. That means you have to go and find them, first. Start by talking to Ayako, since she's still right in front of you. You'll find Haruka in the kitchen, Riona in the laundry room, Eri and Izumi in the front yard, Taichi in the street, and Keiji, Mitsuo, and Shirou at the beach.\ Once you've got 'em all, go into the dining room. Kiryuu explains everything. He then asks the kids if they know what happened to the money. One by one, the kids start accusing each other, so Kiryuu just kinda lets it go, rather than have them fight. Go towards the kids' room, and you'll see Eri doing something suspicious. Kiryuu asks if she was in Ayako's bag, but she says "no" and runs away (gee, could he have suspected her from that shot earlier where she was the only kid not looking him in the eye when he talked about the theft?). Ayako asks what's up and Kiryuu says Eri's been in her bag. She goes in, and finds that the 1,000 yen is back in her wallet. Go to the beach and you'll find Eri all sad, but, Kiryuu wants an explanation. It seems she promised a friend to go to a movie, but she didn't have any money. She gets picked on so much for not having money, since her allowance is so low compared to the non-orphan kids. So, Kiryuu explains to her that he understands but that she did something very wrong in taking something that didn't belong to her. Then, he compliments her on returning the money, and on telling him all about it. Eri thinks nobody will forgive her for causing trouble. Ayako comes and Kiryuu tells Eri to be brave and say what she did. But, Ayako already knew. In fact, she apologizes. She saw Eri take the money, but, she didn't stop her. Then, they hug and apologize and cry and it stuff...aww. It's cool to have kids sharing tender moments while some huge, stoic, muscle- bound yakuza looms over them with an uncomfortable smile, huh? Well...it is what it is. I know a lot of people were expecting tougher stuff from the story, and it's coming. Trust me. Maybe I'm getting old, but this sort of stuff is fine to me, too. Anyway, they don't want everyone to freak out on them, so, Kiryuu devises a plan. He's gonna call everyone back to the dining room. Go in the room yourself and Kiryuu will start explaining to everyone that the money has been found. They ask who stole it, but he says that nobody did. In fact, it was all a misunderstanding. He's called them there to apologize. He tells them that a few days ago, he was holding some money that Eri had found. They seem shocked and ask Eri about it. She says she found 1,000 yen in the yard, and Kiryuu says that the chance of that being Ayako's money is very high! In fact, he can't think of any other explanation. Then, everyone starts apologizing. Haruka heads back into the kitchen to make dinner. Go in after her, but Taichi will suddenly come running to you. He says some bad dude's come to the Morninglory--the dude with the short perm! That would be Rikiya. Have a look outside (run down to the beach) and Kiryuu will shrug it off when he doesn't see anyone, thinking Taichi was just mistaken. But, when you go back to the Morninglory, someone calls out to Kiryuu. Kiryuu tells Rikiya he's still not moving, but, Rikiya says he's actually there for Kiryuu's help--not about the eviction notices. It seems something's happened to Saki, the girl who was with Nakahara when you visited earlier. She's gone missing, and they can't call the police, because she's not really Nakahara's daughter. Saki can't speak. When she witnessed her father hang himself, she just stop- ped talking. He was a gambler who ran up some huge debts and just ignored life at home. Her real mother isn't so great, either. She never really cared for Saki or the family, always just running around from man to man. She had left them long before her father committed suicide over the debts. The Ryuudou House went to collect on the debts, and they found Saki there in that horrible situation. Nakahara is an old-fashioned man who felt that it was their responsibility to take care of this poor kid when no-one else would. At first, they seemed to think of taking care of her as a chore, but, Nakahara soon warmed up to Saki, and now thinks of her as his own, real daughter. Nakahara's been trying to keep her inside so her real mother won't ever find her. Even still, she's suddenly vanished. So, Kiryuu asks what they want him to do. They want him to come take care of Nakahara, who's in a bad way, and is real drunk and crazy. Rikiya keeps calling Kiryuu "brother" ("aniki"), which is a respectful term that yakuza use for each other. Kiryuu gets angry about that, since he's the second-in-command of the Ryuudou House. Rikiya tries to tell him it's OK if he calls him "aniki," but, Kiryuu gets upset and tells him he doesn't want to be called "aniki" by some yakuza in front of the children like that. Of course, Rikiya doesn't listen. He knows Kiryuu's a cool, tough dude, and someone you can rely on, so as he goes to fetch the car, he calls him "aniki" yet again. Kiryuu just gives up on that fight, apparently. You're automatically forced back to Ryukyu Village. Run with Rikiya over to the Ryuudou House's headquarters. Inside, you'll find Mikio rubbing his neck, with a nice black eye. He tells them that Nakahara's drunkenly throwing things around inside. Nakahara's room is in bad shape. There's a table thrown against a wall, a couple of the lanterns on the ground, and Nakahara, with a bottle of awamori. He asks Kiryuu to come back some other time and they can discuss the land deals, but, Kiryuu tells him that he's there because Rikiya has told him all about Saki. He asks why Nakahara doesn't go looking for her on his own, but, Nakahara says that might be a bad idea. He believes that Saki has run away because she doesn't like living there with him. He thinks she's gone to be with her real mother, and laments, "Am I really worse than that ****** horrible woman?" Kiryuu can't convince him to go look for her, so, he offers to go find her himself and hear from her whether she wants to be with Nakahara or her real mother. He says that he's like Nakahara, and can't just let things like this alone--and that he's not doing it for the eviction business, either. Outside, Kiryuu and Rikiya discuss where to look. Rikiya tells him that they haven't checked First Town, but that they can't go there because that's the ter- ritory of the Tamashiro Group, a rival yakuza syndicate. So, Kiryuu decides he should head up there and see if anyone's seen her. As he goes to leave, Rikiya says he's coming with him--even if it's to a rival territory. He's really headstrong! Go to the intersection of Ryukyu and North Ryukyu, and an older woman will come running up. She says that she saw Saki going around in First Town with a strange woman. She then hits on Kiryuu, but that's neither here nor there. So, a red dot is put on your map at the M Store in First Town. Head up there, and you'll be stopped before you can go in the store. These guys are Tamashiro Group members, and they want to know what yakuza group you're from. Kiryuu says he's not a yakuza, but they see Rikiya there with you. Kiryuu tries to play dumb a bit, but the only response he gets is that they don't want no poor yakuza coming willy-nilly into their terf. They also mention something about "that kid," so, it's time to leap into action! After you beat them up, Kiryuu wants them to spill the beans. Rikiya asks if they really kidnapped Saki. But, the guy tells you they never kidnapped her-- her mom brought her to them. Why? Because she's their boss's woman. So, it's time to go bust some heads and get your way into their headquarters. It's marked with a red dot. Before you can go in, Rikiya decides he'd better run and get the rest of the crew. Kiryuu notices the sketchbook on the ground, and sees a surprising sketch there. So...he knows it's definitely Saki's. As you start to go in, some weird dude with a backpack and a stutter walks into you. This is Kamiyama Renta, a local weapons geek, who's here to give them some kind of weapons they ordered. He tells you about the weapons dealer, which is located right nearby in that van. So, the two of you pop in for a bit, and Kamiyama tells you that he, too, runs a shop--on the second floor of a building near the Ryuudou House's head- quarters. He then gives you an Instructional Staff, a weapon you can equip from the start menu to one of the three slots available, which can be accessed during battle quickly by hitting the appropriate direction on the D-Pad. When you come in, they think you're from the Ryuudou House. Kiryuu asks where Saki is. They tell her he's up in the office of their boss, Tamashiro Tessei. So...get to it! This is your first action stage. Beat people up and break the glowing barriers to progress. Note that you can throw dudes out windows here when in Heat Mode. Tamashiro is really a jerk. He's manipulative, and very criminal. When Kiryuu arrives, he seemed to have expected it--and he seems to be using Saki as money in the bank so Nakahara will give up the ghost and he can take over the land. Saki's mother is there, and even she seems upset. She thought that had told her to go and get Saki so that the three of them could live a nice life together--but, he tells her he has no use for an old girl like her. I mean, he can obviously get any woman! After you beat up Tamashiro, he wonders why such a guy is in Okinawa. In run Rikiya and Nakahara. He calls to her, and then looks hurt. So, Kiryuu tells her that he's been sad because he thought she wanted to go to her real mother. He asks her which one she wants to be with, and her mother starts laughing. "What daughter? What kid? You guys are such idiots! You know, because of this girl...I've had my life all messed up!" Rikiya comes to attack her, since she's saying such horrible things right in front of her own kid, and she pushes him away, telling him not to touch her and that she'll just give the kid to Nakahara if he wants her so much, and leaves. If there's any doubt in Nakahara's mind, Kiryuu tells him to look inside the sketchbook to find the answer. There's a cute sketch of Nakahara, and a caption that reads "Together Forever." So, he runs and hugs her. Nakahara thanks you back at his office, and suggests you guys drink together, in a kind of ceremony where you become like brothers. It's a gangster thing, so, Kiryuu looks kinda upset--he's not a gangster anymore. But, Nakahara doesn't care. He wants to drink with you. Suddenly, Daigo walks in. He says he can take the cup, if he wants--I mean, he is a yakuza, after all. He's there for the land purchase deals about the resort. He and his corpor- ations are trying to get in on those--including the group working under them, the Tamashiro Group. Minister Suzuki has asked the Tamashiro Group to soak up all the land. It seems like everyone's relying on the yakuza groups controlling the areas to get the land on them. Daigo's there to try and convince Tamashiro to stop trying to force people off their land. He goes on to explain that the two proposals are together as riders, on the same bill, but he thinks that Tamiya is going to withdraw his proposal for the base, and just leave the one with the resort. The guy with him is Touma, an attache to Minister Tamiya. He's from Okinawa, and he wants to see what's best for the area done. It seems Tamiya has proposed the base expansion project together with the base, so that he can lend a little more legitimacy and urgency to the idea, then withdraw. That way, the resort will surely succeed. He explains that they need money to flow into the area, and Nakahara dis- agrees. He says that what should be important to them is Okinawa itself, not the money. Although government officials might think that money is important, so it doesn't matter if one or two peoples' lives are upset, you know, that land they're taking is what people are living for. Where they're working. Touma looks sad. At any rate, Daigo decides he won't lay a finger on Okinawa. He wants Kiryuu to live his life there, raising orphans, as he wished. He and Touma leave. Nakahara asks Kiryuu, after Daigo leaves, why they kept calling him "fourth chairman all the time." Only then does he suddenly realize who Kiryuu is--the famous man who was once head of the Toujou Association, the Dragon of the Doujima. CHAPTER 4 --------- "THE MAN IN THE SKETCH" (KAKARETA OTOKO) Missions Available (40/40 possible): English Conversation Solicitor step 1 (Eikaiwa no Kan'yuu step.1) English Conversation Solicitor step 2 (Eikaiwa no Kan'yuu step.2) Lost Child Hunter (Mayoigo Hunter) The Lost Keys (Nakushita Kagi) Love's Cupid (Koi no Cupid) A Family Full of Love (Aijou Ippai Kazoku) Love's Cupid Continues (Zoku Koi no Cupid) Find the Shisa (Shi-sa- wo Sagase) Love's Cupid Continues Again (Zokuzoku Koi no Cupid) Find the Purse-Snatcher (Hittakurihan wo Sagase) Dirty Money and the Debtor pt. 1 (Yami Kinyuu to Shakkin Otoko Dai 1 Hanashi) The Man Who Wanted A Sea Bream (Tai ga Hoshikatta Otoko) Dirty Money and the Debtor pt. 2 (Yami Kinyuu to Shakkin Otoko Dai 2 Hanashi) The Fall Guy Strikes Back (Butsukaru Otoko no Gyakushuu) Drinking Duel (Sakenomi Taiketsu) The Seven Wonders of Ryukyu Town #1 (Ryuukyuugai no Nanafushigi Sono1) The Seven Wonders of Ryukyu Town #2 (Ryuukyuugai no Nanafushigi Sono2) The Seven Wonders of Ryukyu Town #3 (Ryuukyuugai no Nanafushigi Sono3) The Seven Wonders of Ryukyu Town #4 (Ryuukyuugai no Nanafushigi Sono4) The Seven Wonders of Ryukyu Town #5 (Ryuukyuugai no Nanafushigi Sono5) The Seven Wonders of Ryukyu Town #6 (Ryuukyuugai no Nanafushigi Sono6) Mikio at Market (Mikio to Ichiba) Golfer Boss (Shachou Golfer) Hide-and-Seek in the Morninglory (Kakurenbo in Asagao) Teach Mame to Sit (Mame ni "Osuwari" wo Oshieyou) Teach Mame to Roll Over (Mame ni "Omawari" wo Oshieyou) Teach Mame to Fetch (Mame ni "Tottekoi" wo Oshieyou) A Trip Before Marriage (Konzen Ryokou)* Love Letter In A Bottle (Binzume Love Letter)* Hitman Missions: (None) Locker Keys Available: All Okinawan keys except no. 17 Tokyo keys nos. 4, 6, 15, 16, 18 Well...finally, you're back to the present--the present in the prologue, in the hospital, looking at the sketch of Kazama Shintarou. A phone call comes to Kiryuu's cell phone, so he answers. It's Kashiwagi Jun, current head of the Kazama Group--and a powerful ally to Kiryuu and Kazama Shintarou in the past. Kiryuu tells him he's in the hospital right now, and asks i fhe can call back later, but, it's important. Kashiwagi tells him Daigo's been shot, about an hour earlier. Kiryuu is clearly shocked by the news. Even more shocking is when Kashiwagi tells him it was apparently by a man who looks exactly like Kazama Shintarou. He then says when he figures out what's going on, he'll call him again. Kiryuu tells them that Daigo got shot, and Rikiya remembers meeting him a year earlier. Kiryuu tells him that it's the probably the same gunman. Just then, the operation ends, and the doctor comes out to talk to them. It seems 3 bullets were fired at close range, and that it will take a week or so for Nakahara to recover. The good news is that they've removed the bullets, the bad news is there's only about a 50% chance of recovery. Presumably that night, we see Kiryuu on the beach. Haruka comes to him, and tells him all the kids are asleep. She then asks if Kiryuu's going back to the Kamuro District. He doesn't seem 100% certain, but...he will probably have to go. Rikiya shows up. He wants Kiryuu to take him with him to Kamuro. He knows Kiryuu's gonna head up there because of these land deals...and he wants to go, himself, so he can look for the man who shot Nakahara. Kiryuu refuses. He wonders who will watch over Saki if Rikiya just ups and goes to Kamuro. Haruka suddenly says she can take care of Saki and the others at the orphan- age. Kiryuu looks upset, but...he has no argument left. He agrees to let Riki- ya come with him. He says he'll meet him the next day at night, and that he should wait for him at the office. Once he's gone, Kiryuu tells Haruka to tell Rikiya what's up after he's gone. He's gonna leave him there...it's too dangerous for Rikiya in Tokyo. Haruka says it's cold and asks to turn in, but Kiryuu thinks he's gonna stay up a bit. You now have control. You can go around and take care of the side missions that are available, or you can go inside and talk to Haruka to get her to come with you, so you can build her trust. The first option is to keep going around, the second to turn in for the night to continue the story. If you choose to keep going around outside, she'll ask if she can come with you, to which the first answer is for her to go to bed, the second to have her go with you. Talk to her inside the orphanage if you want her to stay there again, choosing the first choice. That'll just put her back to her original position, where you can go out alone or with her or turn in. Keep in mind that you can only do most sub-missions without Haruka or any other person around, but, if you want her items from raising her trust, now's as good a time as any to do that. The next morning, Mikio and the boys are trying to catch a dog in the yard for some reason. It looks like they're gonna give it a good thrashing (again, for some reason...is that like a common thing to do, to beat the crap outta dogs or something?). Izumi wants them to stop, so she runs over. Kiryuu wants to know if she knows the dog or something, but, it scares her, snapping at her, and runs off. Mikio suddenly remembers the dog. Apparently, he was kept by some bar owner in First Town. It was a nice dog back then, but now, it seems to be going a bit nuts. He guesses the poor thing was left behind when the bar owner moved. Off they go to find the dog, and you're meant to go find them (of course). As you go to leave, some guy in a straw hat is there. Mitsuo is telling him you guys don't need ice cream, and that he should shove off (guess he thought the dude was there to sell ice cream?). It seems he's looking for you, actually. Kamiyama told him about you. His name's Yonashiro Shouji. Apparently, he's Kamiyama Renta's teacher, and he's gonna help you learn weapons styles. Choose the top choice to have him teach you. He'll go down to the rock at the east end of the shore (that's off to the left as you run to the beach from the Morninglory). Be sure you go and talk to him to learn how to use weapons like the kali sticks, nunchaku, and tonfa. It's optional, of course, but I'd totally recommend doing so. His training is very simple. Beat him while he uses the different types of weapon. You may use healing items, so bring some with you. You should be able to learn all three types. After you've learned all the styles from him, he'll tell you he remembered something when fighting you--the days when he wandered the world, following his dream of learning all about weapons styles. He guesses he'll go to find one of his masters, a Chinese martial arts master living in Osaka. He tells Kiryuu this master is actually an old woman called "White Lotus." Kiryuu knew her in the second game as "Old Lady White." Anyway, off he goes! And you can continue with your story. You'll find the dog at the dead end in northeastern First Town (to the east of Flawless). It runs off when Kiryuu approaches it, which initiates your very first Chase Battle--only, it's not as involved as Chase Battles will be later. For now, you should know that holding down R2 makes Kiryuu run faster. You don't need to catch the dog. You just need to chase it around until it comes to a certain point in North Ryukyu, north of the Monorail Station. Kiryuu traps the dog next to a black moped. Mikio and Izumi aren't far be- hind. Izumi asks if she can keep him. She starts to cry when Mikio says "no," because helooks just like Mame, the dog she had when she was younger. Kiryuu agrees that if she can tame the dog and take care of him, she can keep him. First things first, she has to decide what food to give it. You have four choices here: dog food, a hamburger, milk, or a bone (in that order). If you choose dog food, you'll find it's for sale in the M Store (19th item from the top, 270 yen). If you choose a hamburger, go to Smile Burger and get take out. The milk you can get at M Store (26th choice, 130 yen), and the bone...you have to check both M Store locations to find out they just don't have those. Anyway, go get the item and come back to Izumi and Mikio and talk to them. No matter which one you chose, he's not satisfied. Now, she wonders if he needs to play. You have four choices again of things to give him: a rubber ball, for which you will need to go back to the Morning- lory and talk to Kouji in the kids' room, a foxtail, which you can get from talking to Miyara on the street near the beach, a doll, which is in the shelves at the kids' room in the Morninglory, or a bone, which you can't get. No matter which one you choose, again, he won't be happy. But, Izumi won't give up, and Mikio won't just leave her there. So, you decide to leave them. You can just enter a store and come back out or you can go back to the Mor- ninglory area and come back--either one will advance the story. Kiryuu will suddenly think about how he's worried and should go check on them, so, go do so. Mikio promises to help build a doghouse for him, but, the dog (now called "Mame") still cowers away. Suddenly, a bunch of Tamashiro idjits show up and tell them to get out of there way--they wanna buy suff and they're blocking the entrance. One of the guys hits Mikio when he mentions he's from the Ryuudou House, but Mame goes kinda nuts and runs and bites the guy. The other guy swings a wooden plank at the dog, but hits the first guy in the leg instead in typical comic fashion. In one of the most surprising turns of events, a cop shows up and goes after them when he sees two people fighting like that. Is that the one cop that's ever done that in this series's history?? Well, Mikio has no choice now. He's gonna go back and get the doghouse ready. Away the three of them go, and you can go back to the Morninglory to advance the story, or stay for a while to wrap up any side missions, if you want. Rikiya's waiting for you there. You told him you'd be leaving that night, but you didn't tell him when. So, he's come to find the time. Remember, Kiryuu's gonna ditch this guy. He tells him 8 and Rikiya says that's pretty late. Seems he's already packed, too, which makes Kiryuu a little uncomfort- able. Rikiya then points to the two kids, Mitsuo and Riona. Seems like Mitsuo's gotten a bit of a crush on Riona. Mitsuo tells Riona that one of their classmates, Okada, has a really rich family that owns 3 movie theaters. So, anyway, um...he's got two tickets to a movie from Okada. They expire that day, though, so he needs to use them quick- ly. He explains that nobody in his class is free, so...anyway, he's asking her out to the movies. She can't though. She's already agreed to do something with someone else. When he asks what and who, she tells him it's none of his business, and then suggests maybe he should take Shirou or someone. Rikiya says, "Aw, poor Mitsuo--he was shot down. I guess he just doesn't know how to read women enough to win them over." Kiryuu responds, "And I suppose you do?" Rikiya laughs and acts like it's obvious he does understand women--I mean, look at his sexy haircut! Kiryuu laughs, but Rikiya just shrugs it off that probably, Kiryuu just doesn't understand because he doesn't get women. Kiryuu responds that he does so know how to treat a lady, and so, they decide to have a bit of a competition. Choose the top choice to agree. Here's what Rikiya proposes: you both go and get some clothes for Mitsuo to make him really fetching. Whoever makes the best little casanova wins! As you leave, Kiryuu's neighbor, Miyara, tells you he overheard. He then tells you there's a great, fashionable kids' clothing shop in Ryukyu, just to the east of the main intersection with North Ryukyu. Head on over. Talk to the guy in the beret. First, you have to choose the clothes you'll get for Mitsuo. First choice is a Polo Shirt with an American Flag. Second choice is a Polo Shirt with Dragon Print. Next, the accessory. The first choice is a Ten-Gallon Hat, and the second is Sunglasses. It doesn't matter which one you choose, but, you'll get some pretty funny words and Mitsuo looks pretty funny in both outfits or any combination. Go back to the Morninglory and talk to Rikiya on the street. Mitsuo seems to think Rikiya's got really crappy fashion sense, and Kiryuu agrees, telling him he's just got some outdated, faux-punk fashion popular in the '90s in Japan called "Yankee." (Of course, he's one to talk--his Hawaiian shirt is the first change to his outfit in like 15 years or so). He puts his clothes on poor Mitsuo, and Rikiya makes some harsh comments. Anyway, Kiryuu thinks that now it's time for Mitsuo to go and try again with Riona. She looks at him like he's from outer space and says his weird clothes don't fit him at all. Especially now, she'd be embarrassed by him, so...no way would she go to the movies with him liking like that. But, she won't go anyway, since she's got some other business. Mitsuo wants to throw in the towel, but Kiryuu tells him to be a man and not give up just because of one silly invitation to a movie. Mitsuo says he thinks Okada's a better target for Riona and all, so, he thinks it's all kinda a moot point. But, Kiryuu convinces him to keep trying, if he really cares for her. He agrees, and decides that he'll just go with Taichi to the movies for now. As you go to leave the Morninglory, at the gate, Riona comes to get you. She's looking for Haruka, but, she can't find her. She needs help making a bento lunch for one of her friends she's gonna go play with and wants to make some duruwakashii, a kind of paste with taro, vegetables, and pork eaten in Okinawan cuisine. So, Kiryuu will show her. She's surprised that you can make something other than curry! Once you leave the room, Haruka shows up, and Kiryuu eavesdrops. Haruka asks why she's making bento box lunches...maybe, she's going on a date? Riona says "yes," though there will be other people there, so it's kinda like a group date or something. Haruka asks if it's a date with Mitsuo, but Riona gets angry and says an emphatic "no." Haruka says that she thought the two of them went together well, since he seems to like her so much, but Riona cuts her off. She says that to put it bluntly, she really doesn't like Mitsuo at all. She doesn't want a black kid like him caring for her! Haruka is shocked. Riona tries to say that's not what she meant, and then she leaves. Kiryuu's pissed at her. Suddenly, Taichi comes in. He asks what's up with Riona. Kiryuu is surprised to see Taichi, and asks if he was invited to the movies by Mitsuo or not. Ta- ichi says that it's a love story and it'd be embarrassing for two guys to go together. Kiryuu asks what happened to Mitsuo, and Taichi tells him he left, but he didn't seem his usual, happy self. It's time to go look for Mitsuo. Go to the plaza near the M Store on Ryukyu and the Coin Lockers to find him. He's stalking Riona, who's on her date--she and another girl, and two boys. The other girl, Takako, is laying her doughy eyes all over Okada, the boy Riona likes. She asks where they're going. Apparently, there's a pool at a nearby hotel that his dad owns. Takako and the other boy, Mamoru, seem impres- sed and want to go. But...Riona can't go. She always wears long sleeves because she was burned in a fire that claimed her parents' lives some years ago. She seems a little put off by the idea, so Takako suddenly remembers and tells everyone about the burns on Riona's body and how she wouldn't want to go because of them. Mamoru grabs her by the arm and pulls her sleeve up to show everyone. Takako won't look, and Okada makes a disgusted face, even saying it's repul- sive. That makes Riona cry, so, Mitsuo comes in and busts him one in the face. He gets his own from Mamoru, and then the kids walk off, leaivng Riona to cry. Mitsuo offers his hand to help her up, and she asks if he's disgusted by her burn or not. He says of course he isn't; he knows it's really painful for her. He also mentions he's got burned-looking skin all over (wow). So, she hugs him, apologizing. Back at the orphanage, Izumi tends to the wounded Mitsuo, and Rikiya and Kiryuu look on. Rikiya wonders what on Earth happened, and Kiryuu says Mitsuo's clearly better with the girls than Rikiya, but Rikiya points out that Kiryuu's clothes didn't do the trick at all. Anyway, Rikiya leaves to go get ready. Again, you're left with no direction. When you leave the Morninglory, however, Kouji comes running out. He wants to play baseball. Kiryuu figures that there's still some time before he heads out to the airport, so, he agrees. So head on down to the beach. Kouji notices a kid hanging out there, and he asks Taichi who it is. He doesn't know him. Haruka suggests they go ask if he wants to play, so, Kouji and Taichi head over to him. His name is Akira. He hesitates, saying he's never played, and he's probably really bad at it. But, Kouji and Taichi encourage him, and he joins in. Go talk to Kouji on the beach. He'll ask to play with them--which kinda gets you a preview of the baseball mini-game. Basically, you have to time your swing with the pitch to hit the ball, and you can turn and aim in different directions with the analog stick. Hit ten pitches to continue with the game. So, the kids break up into teams and start playing a game. You're left on your own again, so, if you want to advance the plot, try to go back into the Morninglory. Haruka comes running to you. It seems something's happened to Akira. His mother is there, asking just what the hell is going on with you guys. It seems he fell while going for a fly ball and hit his head. His mother gets really furious and says that Akira can't play sports. Kiryuu asks if maybe there's something wrong with him physically, but, his mom just gets mad and says that it's too dangerous, so she's forbidden him from playing. Kiryuu says the balls are rubber, the bat plastic. It's not like real base- ball. How could it be so dangerous? But Kouji seems to think it's his fault. After all, he feels like he practic- ally forced the kid to play. Suddenly, in comes Hashimoto, teacher over at the Ryukyu Town First Element- ary. Akira's mother asks him if he's going to just sit by and watch as this sort of thing happens. She wants to know what kind of school he's running where this can happen! Kiryuu says it has nothing to do with the school, and Hashimoto gets angry, accusing Kiryuu of causing trouble again. When Akira's mom asks, he tells her one of the kids there beat up his son. So, she assumes those rotten kids at the Morninglory have gone and beaten up her poor Akira! She even accuses Kouji right to his face of being a bully. Kiryuu says Kouji's not that kind of kid, but, she demands proof. She then asks Hashimoto to go call the cops, who agrees to go immediately to them. Just then, Akira wakes up, and his mom tells him not to worry--the police are on their way. Akira turns to Kouji and apologizes. He thinks he let him down by being so bad at sports, when Kouji went to all the trouble to be nice to him and try to get him in with the other kids. He also says he really had fun playing baseball for the first time! He says he'll try hard and practice, if he lets him on his team. Her mom objects, shocked that he'd want to play baseball. On top of that, he wants to play with these orphans? She'll never let him. He cuts her off and says that he wants to play baseball. He wants to do what he's decided. He also says that Taichi and Kouji and the other kids are really nice--much nicer than those other kids at school. He's always been jealous of them, getting along so well there. It's the opposite of school--there's no bully at the Morninglory. She looks shocked, and asks if he was bullied at school. He nods. When she asks him by which kid, he says it was Hashimoto's son. That makes his mom furious. She flies into a rage all over Hashimoto, who eventually runs off. Kouji and Akira, meanwhile, become friends. After that charming incident (well, it was nice to see that jerk teacher get burned, I guess), Haruka asks if you're heading out. Choose the top choice to say you still have stuff to do before you go or the bottom choice to call all the kids together and cast off. NOTE: You should choose the top choice, definitely. You can do a few side missions here. You can choose to go around with her in the bottom option or to go alone in the top choice, so you can do the "hide-and-seek" and "teaching Mame" missions. If you choose to go around with Haruka, talk to her again at the Morninglory and choose the bottom choice to have her wait again. When you're ready, talk to Haruka and choose the bottom option. She calls everyone together. The kids are surprised to see you wearing that same old gray suit and wine-red shirt, so they ask what's going on. Kiryuu explains that he's off to Tokyo on business, and also introduces Saki to them, telling them she's gonna stay there with them and he'd like them to treat her well. He also tells them she can't speak. She looks apprehensive, but the other kids seem ready to take her in. Haruka gives you your plane ticket. Then, she says there's still time, and wonders if you'd go with her so she could do the shopping for that evening. She needs to go to the Municipal Market. Kiryuu agrees, and you have Haruka in tow now. As you walk out to the street, you'll notice a girl in a bikini dqancing around in the water...that's Mizuki, a girl who was in side missions in the last three games (yes, even Kenzan!). In the last couple of games, that guy with her (Akimoto) was her boyfriend... kinda. She's a cabaret club girl, and he fell for her, but was very jealous and suspicious. Truth be told, he probably should be suspicious of her, but that's not the point. The point is that he threatened to kill himself over her in the first game. In Ryuu ga Gotoku 2, he threatened to kill himself AND her. In the side missions, Kiryuu was able to talk him out of it. This is actually the initiation of a side story. You can talk to them if you want to start it (I'd definitely recommend doing so as you'll never get a chance to do this, or the two missions that need you to have completed this mission first!). Or, you can just go to the market. If you choose to talk to them, I'll leave that part up to the missions section of the FAQ. Either way, you're going to have to go to the Municipal Market with Haruka, spend some time in there, then go back to the entrance to have her come to you. Then, you have to head off to the Monorail. If you want to follow the mission, while in the Municipal Market, go to the second floor, then go to Stone Market afterwards and see the events with the couple there. Then, choose to go back to the Morninglory at the Monorail. Haruka asks if you're heading out to Tokyo. The top choice is to stay in Okinawa, followed by the usual three choices (Morninglory, South Seas Country Club, or to stay there). The bottom choice is to head out to the airport. When you do make that choice, Kiryuu will send Haruka home and decide to get on the monorail. He's suddenly interrupted by a half-African-American guy in black. This is Mack Shinozuka, who thinks you look really cool. He thinks he can get the best shot from you. Kiryuu has no idea what he's talking about. So, Mack introduces himself and explains that he's wandering the world, trying to get the greatest photograph. So, Kiryuu introduces himself, too. But, he's pressed for time, so he asks if there's something Mack needed...? Mack asks you if you know about "Revelations" (Tenkei). These are things people learn from divine inspiration--things people just find by chance, as if Heaven lead them there. Mack's looking for that kind of moment, so, he's traveling the world to take pictures of them. He thinks Kiryuu should think of doing that, too. Kiryuu apologizes for acting so suspicious. But, he tells Mack he doesn't even have a camera, and Mack waves him off. No problem! He's got a cell phone, doesn't he? Kiryuu has his doubts. Will a cell phone be able to take such a great pic- ture? But, Mack tells him it's a matter of course, and brings Kiryuu over to the intersection of Ryukyu and North Ryukyu to show him what he means. Then, he brings you over to where some old lady is looking drowsy on a moped. He's sure something will happen there! He thinks that if you take a picture of some wonderful thing there, then you should be able to post a blog about it. Kiryuu doesn't know what he means, so Mack shows him how to blog from his cell phone. Here's the basic idea: there are techniques around Ryukyu Village and the Kamuro District to be learned by "Revelation." When you find the right spot (which is always hinted to in e-mails to your cell phone from Mack), look at the target in question with the R3 button's reticle and hit the "Circle" button. This initiates a mini-event where the person does something interesting, and where you're prompted to hit buttons to take pictures. Then, you have another prompt--a set of three different ideas to blog about. The choice is timed, unlike just about every other dialogue choice in the game (except Answer x Answer, of course). So, try it out. Go into R3 and place the reticle over the lady. It'll zoom in slightly. Hit "Circle" when prompted to start the event, then hit Triangle, Square, and X when it prompts you on the screen. Choose the first idea, that her leaping and turning through the air was truly graceful. You then get to see his blog post about it, and you learn the Leaping Mastery technique. Zipping forward, the old lady is distracted by a billboard with a famous Korean actor's face on it. His name is I Ryujeon, and he was in the last game, too. She zooms right into a car and flips, end over end, to land gracefully, unaware of what happened as she is distracted, thinking of him saying "I'm I Ryujeon" and "I love you" over and over. Having talked to you about revelations, Mack promises to e-mail you if he finds any more, and says "bye!" (tho' his dialogue says "Adieu!"). As you run away from that spot, you'll get a mail from Mack in pretty crummy written Japanese (well, it is his first e-mail in Japanese, I suppose). He asks you to post your Revelations to your blog. You can now go to the airport with the third choice on the Monorail Station menu, but I'd really recommend that you went to the Morninglory. There's one more side mission that must be done at this point in the story, if you want to get 100% of them. There's one other point later on to get this side story, but if you save it to the last Chapter, you'll miss your chance. Anyway, off you go to Tokyo. Meanwhile, in Minato in the Tokyo area, we see a man punching a bag. That's Mine Takayoshi, head of the Hakuhou Group of the Toujou Association. In comes his secretary. She tells him an emergency meeting for the Toujou Association heads has been called and asks what he should do with the IT Venture company he had a meeting with, and he says to cancel the meeting. At the same time, in Chinatown, in Yokohama, we see a chef looking really frightened as someone butchers a pig. That huge guy is Hamazaki Goh. He's talking about what a weird country China is. They'll eat anything, even cats and pigeons. Then, he accuses the guy of being a member of their mafia. The guy protests, saying he's just a chef, but Hamazaki won't hear that. He wants 1,000,000 yen a month from the guy. He then slams down with the butcher knife where the guy had his hand...and cuts the head off a duck. Finally, he says he could cut a guy's head off with this sharp, Chinese knife. He says he's heard that this chef's cooking was good, and so he holds his head up where he can watch as he eats the head of the duck right in front of him. In comes Hamazaki's underling to tell him about the emergency meeting. The chef says he can't pay, and so, Hamazaki puts a suitcase down in front of him, saying he's sorry to have scared him like that. He just wanted to do business with him after all. So, he's giving him this suitcase of money as payment for his troubles. He then turns and makes a ridiculous, ridiculous face that would have fit in well with silent movies, and tells the guy to give him a call if he changes his mind. When the guy opens the suitcase...? Boom! So much for that, huh? Also at the same time, we hear a woman and man going at it--very roughly. We're in a yakuza office, but the boss is in there with some woman. Just then, one of the guys answers the phone and gets notice of the emergency meet- ing. In comes the head of their group, a tough guy named Kanda Tsuyoshi. He asks what time the meeting starts, and when the men are a bit confused, he slaps one of them. He heard the phone, so he knew what it was about. Then, he walks down the line and slaps every member present, who then thank him. He tells them to go and get money from Mine, and to tell Hasebe to go do that "business" they discussed, then smilingly boasts that it's time for war. Mine gets the phone call from Kanda. He looks surprised when Kanda asks for a billion yen with little or no cause, and asks why. Kanda tells him it's for war, of course! Back in Kamuro...Kiryuu strolls into the area. He notes how little the place changes--and then notices clients getting thrown out of the Stardust Host Club by yakuza. Before he can meet with Kashiwagi, he figures he'd better go see what's going on over there. Just then, you get a call from Mack telling you about some "judo girl" in Kamuro. She's across the street from Stardust, near the little alleyway, being harrassed by a drunken businessman--if you want to get that revelation. You can take a moment to buy stuff, if you need to--you're about to walk into a boss battle. Go into Stardust. The guy with cornrows is Hasebe, a member of the Nishiki- yama Group. He's been sent there by his boss, Kanda Tsuyoshi, to buy up all the shops around town, but Kazuki refuses to sell. Kiryuu shows up. Hasebe doesn't know who he is, but Yuuya tells him who he's talking to. Hasebe respectfully asks that you let things alone here, but Kiryuu can't do that. So, he says that you're the one who picked the fight. Are you OK with that? Of course Kiryuu is! Trash this punk. Be careful--he pulls a sword out for half the fight. Defeated, he realizes there's no way he can beat you. When Kiryuu tells him to explain everything, he says you're too late already, and that Kashiwagi's probably already dead. He then tells you the war's already started, and passes out. CHAPTER 5 --------- "THE CURTAIN RISES ON THE WAR" (TATAKAI NO MAKUAKE) Missions Available (67/69 possible, **--mission starts here, ends later): Chase the Debtor (Shakkin Otoko wo Oe) Cat Watcher (Neko Watcher) Manga Artist Debut (Mangaka Debut)** The Runaway Phone Chat Girl (Terekura Iede Musume) The Big Prize Scam (Ooatari no Wana) Clearance Sale (Tatakiuri) Chasing A Full Stomach (Manpuku Chaser) An Old Gentleman's Memories (Roushinsji no Omoide) Try And Hit Me Again! (Kaette Kita Naguttemiroya) High-Tech Peeping (High-Tech Nozoki) Taxi Driver The Dragon Palace Restoration (Ryuuguujou Futatabi) Run from the Crossdresser (Okama kara Nigero) The Water Purifier (Seisuiki) I Wanna Go to Tokyo pt. 2 (Toukyou ni Ikitai Dai 2 Hanashi) A Tale of Ramen (Ra-men Monogatari)** Is She Talking About Me...? (Ore no Koto?) Photographical Evidence (Shinjitsu wo Utsusu Shashin) The Worrysome First Draft Pick (Nayameru Draft 1rin) How To Win At Love Darts (Ren'ai Darts Shinan) Great Genius Showdown (Unchikuou Ketteisen) Death Bowler Araki Sayaka of Club Ageha Sakurai Rina of Club Ageha Nishiyama Rihou of Club Ageha Nemu of Club Ageha Momochika Eri of Club Koakuma Mutou Shizuka of Club Koakuma Ayukawa Rina of Club Koakuma Hitman Missions: (None) Locker Keys Available: All Tokyo keys except nos. 14, 21, 24, 25, 29, 35, and 48 Kiryuu and Yuuya are sitting at a table, having a drink after the fight. Yuu- ya's a bit nostalgic, but Hasebe's final words have made Kiryuu a little worried for Kashiwagi. Kazuki tells the cops it was just a fight between some hosts and sends them away so there's no trouble, but the cops are still gonna be around a bit, so Yuuya tells Kiryuu not to go running to Kashiwagi just yet. After all, even if they couldn't prove anything, nobody wants to hae to talk to the cops like that. After sending them away, Kazuki comes to join you. He says he's sure the cops will clear off in ten minutes or so, and then sends Yuuya to go be lookout for a bit outside to tell them when the coast is clear. While he's waiting for the cops to clear off, Kazuki talks to Kiryuu about the Toujou Association's present state. Since Kiryuu left town, it seems like the Association's been in trouble because of the Nishikiyama Group still. The Group's first head, Kiryuu's childhood friend, Nishikiyama Akira, caused a lot of trouble in the first game, and his successor, Shindou Kouji, was no differ- ent. Now, Kanda's going around hassling local businesses and it looks like he's ready for a fight. Kiryuu says he's sure Kashiwagi, head of the Kazama Group, won't just stand by and watch this Kanda guy cause too much trouble, but Kazuki notes that as the Association's second-in-command, Kashiwagi can't really do much otherwise he'd start a war within the Association's various factions. It seems they've gotten a bit of money lately, too. Kiryuu assumes that their forceful ways have caused people to give them money. It looks like they're kinda bullying their way around, and Kazuki notes they've even expanded their territory within Kamuro, which kinda disgusts Kiryuu because it's not very loyal to the other groups in the association. Anyway, it's caused a bit of a tiff lately. Anyway, Kazuki says that he and his neighbors have been worrying that becuase of the strict opposition the two groups have to each other now, there must be a huge war brewing within the Toujou Association. He figures that the Nishikiyama guys were planning to buy his club to make a base of operations against the Kazama Group, based in the nearby Millennium Tower, so he turned them down. Just then, Kiryuu gets a call to his enormous cell phone. It's Kashiwagi Jun, head of the Kazama Group. He asks Kiryuu to come to Tokyo straight away--which is cool, seeing as he's already there and all. He tells Kashiwagi he's in Stardust, and Kashiwagi looks out and sees the cops are there, so he asks what happened. Kiryuu explains about Kanda's attempt to buy the place, and then asks if Kashiwagi is OK--I mean, he was threatened just a minute ago, and all. So, Kashiwagi thinks Kiryuu should talk to him right away. Kiryuu agrees to head to the Millennium Tower and meet up, and Kashiwagi warns him that his life may be in danger, too. Kiryuu starts to leave, but Yuuya comes running up to tell them that the cops have left and are now standing in front of the Millennium Tower. So, Yuuya suggests that you take side streets over to Pink Street, then come back to the little alley near Nakamichi so you can avoid the cops. Kazuki warns Kiryuu that there are other people around he's got to be careful of--weird foreigners in black suits. They seem to be looking for Daigo's location...so, he figures they've got something to do with the shooting. He doesn't know who they are, but he's sure they're not on your side. You have control of Kiryuu again, and you can nose around and pick up coin locker keys, buy items--but you can't play the side games and such just yet. You also can't go very far. There are policemen at the end of many of the streets, and Kiryuu doesn't wanna get hassled by them. So, it may be best just to go through this part of the story rather than explore too much yet. Don't worry, there's a point coming very soon where you have freedom to explore the whole city. I will warn you there's a boss nearby, though, so you'll probably want to get any healing items you need from Poppo Mart, Don Quijote, or the take-out from Smile Burger. Anyway, to get where you're going, you'll have to take the little alley past the Third Park that's right north of Stardust over to the next big street, Nakamichi. This is where a lot of restaurants are, a Club Sega arcade, and Don Quijote, the local bargain store. Next, you should run east to the next big street, Pink Street, via either the alley running east from the Club Sega or the one south of it, where the Ebisuya Pawn Shop is located. You can head east from there to Senryou, if you want, but there's really no point as the only shops in the area are Karaoke-Kan and Love In Heart, neither of which are available at the moment. Instead, run north to the alley that was blocked by the cops and then run west into it, towards the Poppo Mart in the middle of the Nakamichi area. Run north along that little alley towards the Millennium Tower, but even that path is blocked by a cop, so you gotta run east into that little back alley behind the Poppo Mart and nearby shops. Suddenly, Kiryuu is approached by a guy who looks like Wesker from the Bio- hazard/Resident Evil games, and a few dorky-looking suits. He asks who they are, but they don't answer, so he guesses they can't speak Japanese. It's time for a showdown. The big dude (who looks kinda like Wesker and has a blonde mullet) is pretty tough, so be careful of him. Beat the crud outta 'em! Beaten, the men get back up, and Kiryuu asks if they're the ones looking for Daigo. He then asks who hired them, and the big dude draws a gun. When a siren sounds, he jerks his head to the other guys, and they get outta town. Anyway, Kiryuu can now go north to the Millennium Tower. But as you go north, Kiryuu will notice a foreigner in a black suit. He thinks he's probably in league with those jerks from before, so he walks up to him. The guy runs, tho' (who could this mysterious guy be?! you probably have no idea at all, right?). Anyway, this is your first *real* Chase Battle. Chase Battles are kinda obnoxious and they definitely take getting used to. Unfortunately, you can't really practice them until later. According to Aerith on the GameFAQs boards, losing this one apparently doesn't count as a "continue," but I can confirm that it does later on! You have to hold down the R2 button to make Kiryuu run, like before with the dog--only now, you may notice two meters. One has your endurance, the other has the guy your chasing's endurance. Running faster with R2 will slowly eat away at endurance, so you should probably only lose it when you're ver close, when you're cutting into the inside nearing a turn and the guy's on the out- side, or when you're on a straight path. You have to avoid things in Chase Battles, and you have to use the X button to jump over certain obstacles. You'll also get an "X" prompt near things like the hoods of cars--things Kiryuu can do things such as sliding overtop of them. Hit the X button then, too. Bumping into things and running takes away your endurance, but what about the target? Well, you have to hit Square next to him to do a shoulder charge and knock his endurance down. Once his endurance runs out, you got him! ...and once yours runs out, it's curtains. So be careful! This chase won't be too hard, though, because it's kinda like a warm-up. Later, you'll be able to practice these, and train to build up your meter and do more damage with your tackle. Guess what, it's Mack Shinozuka. He apparently ran because he was afraid you were someone who was mad at him for taking a picture. Suddenly, he recognizes you, and Kiryuu finally recognizes him. He saw you fighting from far away and took a picture. Well...he tried, any- way; by the time he took the picture, the fight was over. He also says he's impressed by your running ability. He then tells you he's got a special place he'd like to show you sometime, and Kiryuu agrees, but Mack gets an e-mail from a friend to go drinking. He guesses he should go see his friend and that he'll show you this special place some other time. So, off he runs, and Kiryuu notes that their little chase sure took up a lot of time. He figures he should hurry to the Millennium Tower. I'd say you should definitely think about going around town now that the cops are gone and looking around, playing around at side games, and completing the various and sundry missions that have become available, because going to the Tower will end this chapter. Before you can do anything, you get another e-mail from Mack. Seems there's a drunk pole-dancing near Asia, the strip club! Just so you know, this is another Revelation--and you need to actually pay and enter Asia first, then go see a show there, keep watching when it prompts you so you can see the girl pole dance, and then come back out to find the guy on a lamppost. In this chapter, you can also open up the Dragon Palace, or Ryuuguujou, a place to go gambling. It's also a place where your old master, Komaki Soutarou, has his dojo, so it kinda behooves you to go and find him and train again. You can also learn some techniques if you visit Minamida in the little empty space at the Champion District, who runs the Inner Fighter 7 virtual reality video game machine. There's a lot to do in Tokyo. You may as well do it while you can! Kiryuu says you should rush off to Kashiwagi, but there's no real-time clock here, or anything. You can spend as much time as you'd like having fun before you go to the Millennium Tower. When you're ready, go ahead in the Millennium Tower by one of the entrances on the south side (where the flashing red dots are). Run down one of the escalators to the bottom floor and back to the elevators. You can go up the long escalators to the third floor's elevators, too, but all roads lead to Rome here. Examine the elevators and choose the top option to go to the top floor and meet Kashiwagi in the Kazama Group's office. Kashiwagi is looking out his window at the city. He tells you time is short and he has a lot to tell you about the emergency group head meeting they had that day. That big oaf is Kanda, punching the seat in anger over the idea of bringing Kiryuu in on it. Kashiwagi explains that he has to turn to someone who knows about working with other groups now. Mine agrees. He knows he's pledged loy- alty to Kanda and his group, but he also knows Kiryuu can help (Kiryuu defeated both of the previous heads of Kanda's organization). Kanda yells at Mine and spits his cigarette onto his jacket. Hamazaki is against the idea, too. He thinks they have to go and get retrib- ution for the attack. He doesn't think Kiryuu will help with that. Mine thinks it's time to rebuild and regroup, and he suggests Kiryuu's help is essential. But Kanda gets mad and reminds them that he'd rather go and kill Kiryuu in revenge, than give him the seat again. Kanda tells him this whole time he's just been running some headquarters aimed at raping women, and Kanda gets angry. So, Hamazaki says he doesn't really care about Kiryuu or anything, but he doesn't want to hand the seat over to Kanda, either. Kashiwagi gets upset. This isn't the time to be talking about who succeeds to the seat...Daigo's still alive! Hamazaki turns to the quiet one of the group, Majima Gorou. He'd like to know his opinion, too. Majima sighs and says they're just a bunch of idiots. He doesn't care what they do, and he tells them to go ahead and do whatever they want. As he goes to leave, he remembers something and gives them one final word: if they bring this fight to his terf, he's not gonna let them get away with just a few scratches. Then he leaves, and notes to himself that there's a lot of trouble coming for Kiryuu. Kashiwagi is sure that some of the groups already know Kiryuu's in town. He thinks he should watch out for Kanda. When they start talking about the shooting, Kiryuu shows Kashiwagi the sketch of the man who looksl ike Kazama. He then explains that it was sketched by a witness of the shooting of the head of the Okinawan syndicate, the Ryuudou House. Kashiwagi realizes that if both the Okinawan syndicate head and Daigo were shot by the same man on the same day, it has to have something to do with the Okinawan land purchase deals. He explains that a year ago, Minister Suzuki asked the Toujou Association to buy up the land by force, but that Daigo re- fused because of the Morninglory. Kiryuu asks where Daigo is staying, and Kashiwagi tells him it's at a hospital he trusts, but that it's best if nobody knows the location--not even Kiryuu. Kashiwagi wonders how the man who shot both men could possibly have done it only two hours apart like that. But before there's an answer, the lights go out. A blackout...? It looks like the rest of Kamuro is fine. A helicopter comes down, and a spotlight shines on the two men, followed by some kind of vulcan-like machine gun, that blasts into the place. Kiryuu dives down, and then looks around the office...and finds Kashiwagi, riddled with bullets. Kashiwagi's final words are to ask Kiryuu to find the man in the sketch. He has to be the link to the troubles...and he's sure it has to be a link to a traitor in the Toujou Association. At the base of the tower, police start to assemble. It's time for Kiryuu to make like a ghost and get the heck outta there. Before he goes, he takes the sketch of the man who looks like Kazama Shintarou. CHAPTER 6 --------- "ALLIES" (KYOURYOKUSHA) Missions Available (86/89, *--missions MUST be completed in this Chapter, **--mission begins here, ends in a later chapter): The Dragon of the Silver Screen (Ginmaku no Ryuu) I Ryujeon at the Movies (Gekijoumae no I Ryuujon) Run from the Crossdresser!! (Okama kara Nigero!!) A Punk's Filial Piety (Chinpira Oyakoukou) Stardust Kiryuu Suspected of Pickpocketing (Kiryuu, Suri Giwaku) Shoplifter G-Men (Manpiki G Men) Try And Escape Me! (Nigetemiroya) Dotting the Eye (Garyoutensei)* A Girl From Back Home (Doukyou no Onna)* Bodyguard Job (Youjimbou Irai)** The First Bodyguard (Hitorime no Youjinbou) The Second Bodyguard (Futarime no Youjinbou) My Husband's Been Acting Strange Lately (Otto ga Saikin, Hen nan desu) Chasing A Full Stomach Again (Matamata Manpuku Chaser) The Apprentice Ramen Chef (Ra-men'ya Minarai) Chain Stalkers The Worrysome New Employee (Nayameru Shinnyuu Shain) A Satisfying Yakuza (Iyashiikei Yakuza) Retirement (Tsutomeake) Hitman Missions: Batsu the Executioner (Shikei Shikkounin Batsu) Koutarou the Murderer (Koroshiya Koutarou) Rags Hasutani (Borofu no Hasutani) Mr. & Mrs. Oda the Killers (Oda Kiri Fusai) Eagle-Eye Shuu (Taka no Me no Shuu) Locker Keys Available: Tokyo key no. 25 Kiryuu is soaked in blood as he exits the tower. A policeman notices, so he runs. That's always smart, by the way, boys and girls. Police love when you run from them. But, I guess he'd at least be interrogated for hours, after all, so off he goes. He seems to get away from them, but one of the cops notices and starts to come over...it's time for a Chase Battle. Make it to the goal on the map with- out running out of endurance. Run with R2 and avoid the cops--if they grab you, you'll have to tap X furiously to get them off. When you get to the intersection near the old Tougenkyou/Shangri-La brothel, someone calls to Kiryuu. It's Date Makoto, the ex-cop-turned-reporter who helped Kiryuu out so many times before. He asks you to have a drink with him. You have to follow him to his bar. Make sure you don't press to hard on the Left Analog Stick when cops are around...if you're running, you'll attract attention. A good tip is to stay behind Date a bit, and then stop running when he does, then note where he started running again and start up again once you reach the same point. So, up you go to the bar. It's the same place Kiryuu used to go when he was younger with his childhood friends, Nishikiyama Akira and Sawamura Yumi, but it's got a new bartender now that the old one's dead. It's been renovated and renamed "New Serena." Date has a crush on the barkeep, actually. It's a little obvious. In comes a young guy, who can't even stand to drink the liquor there. He asks for some water, and passes Date the pictures he needed. Date seems to thank him and the guy gets a little angry. After all, that young guy? He's Date's boss now!--even if it almost seems like the reverse. He's onto some things about the case brewing now about Suzuki and the land purchases and the Toujou Association. You now have three pictures to choose from, and he'll tell you all about each Toujou Association group head. The left is Kanda, the middle is Mine, and the right is Hamazaki. He explains that Kanda is the third head of the Nishikiyama Group, tho' Kiryuu's never met him. It seems he went to jail for rape. When he worked under Nishikiyama, he was just some wild punk who liked women and fighting, but after he got out of jail, he's been trying to build the power and spread the territory of the Nishikiyama Group. He's already built a huge territory after the war with the Omi for some inexplicable reason. Date says he's a short- sighted guy who only thinks of women and territory. He explains that Mine is head of the Hakuhou Group. He's a young guy with lots of money who has his base in the harbor area (Minato-ku). He's a bit of a yuppie; he's young and obsessed with work and driving fine automobiles and such, who's amassed a large fortune with insider trading. He's sure tons of Mine's money has been spent on the Toujou Association, especially on the Nishikiyama Group. It seems that Mine was a normal businessman until Kanda came and got him to join the Toujou Association. Introduced to Daigo by Kanda, Mine has become a group head. Kiryuu aks if that means that Mine's under Kanda's thumb, but Date feels that Mine doesn't really need Kanda now that he's head of his own group. He says that he's probably shrinking away from Kanda. Date calls Hamazaki a guy who looks like a male porn star. He's called the "Hama Emperor," because his name is Hamazaki, his territory is Yokohama, and maybe because he can "hamaru" (a kind of expression for trapping and pressuring enemies so they have no way out). Date's sure he has some connection to the Chinese mafia, the Se Waa. Hamazaki only seems to have about ten underlings or so. There's no way he could take over that whole area, which has about five hundred or a thousand Se Waa troops in it, without even them putting up a fight. So, Date figures Hamazaki is there as some kind of front for the Se Waa. He thinks he might have something to do with the plan regarding the Okinawan Resort land purchases. Kiryuu notes that means the Chinese mafia must be after the land, too. Once you've heard about all three, choose the last one (with the big red "X") to exit this mode, or go back and hear about whichever one you'd like. Kiryuu tells Date that Kashiwagi tells him someone within the Toujou Asso- ciation definitely betrayed them, and that that person is connected to the person who shot Daigo. He then hands the sketch to Date and explains about the man shooting both Daigo and Nakahara. Date is surprised by the sketch, of course. Kiryuu says he's not sure if it's Kazama or whatever, and he's not sure about who was behind the helicopter...he wonders just where the enemy is. Date suggests it's probably Kanda who killed Kashiwagi, so, he's as good a starting point as any. He knows that Kanda's men are always abducting women and taking them to Love Hotels, so, he's sure if Kiryuu can find these men, he'll find Kanda. He also asks the bartender to give Kiryuu use of the room in the back. This is your "Hideout." She says it's alright, and notes that it's OK only for her special customer, Date--and also because you're her type of man. That makes Date jealous, of course, so they all tease him. Flustered, Date tells Kiryuu he should get after Kanda already. You have control of Kiryuu again. As you exit New Serena, a call comes. It's from Rikiya. He chides you for ditching him in Okinawa like that, and tells you he's in Kamuro right now! He's left everything in Mikio's hands and come here to get the guy who shot his boss. He apologizes for selfishly making up his mind like that, but Kiryuu also apologizes. After all, he just left Rikiya in Okinawa like a jerk. He asks Rikiya where he is, but Rikiya doesn't know Kamuro, so he has no idea. He tells Kiryuu he's on a street with big buildings and lots of neon signs. That could be just about anywhere, so Kiryuu tells him as soon as he finds some kind of marker, he should let him know and he'll come over. A few steps later, Rikiya will send a message that he's on a sidestreet near some huge tower. Kiryuu wonders if he means he's on Nakamichi or Taihei. It doesn't matter which one you choose, but the top choice, Nakamichi, is closer. He isn't there, so, another e-mail comes and says he's in front of a conven- ience store. You have four choices: Poppo on Tenkaichi, the Poppo near Naka- michi, the Poppo on Shouwa, or the M Store on Shichifuku. He's at the M-Store, not to ruin the surprise or anything, but you can choose the other ones and go to them if you want; you'll just get angry e-mails and have to choose other ones on the list. Before you go running off to meet him, you may want to go and take care of some of the missions that have opened up. It's up to you. You can always do them later--but note that there are two missions that must be completed in this chapter if you're going for 100%. The two in question must be done WITH Rikiya around, though, so don't sweat it just yet. Go to the M Store. Rikiya's not there, but Kiryuu suddenly gets a phone call from him. He tells you that he's in a park nearby, where people are trying to abduct some girl! The nearby park would be the Children's Park, around the corner, to the west, on the north side of Shichifuku. Leave, and you'll get a message from Mack. You can get a new revelation at the bowling alley. So go to the park. A bunch of yakuza are demanding that Rikiya get out of their way and let them take the girl. When Kiryuu tells them he doesn't like them just taking the girl like that, the guy shows him the Nishikiyama Group button on his lapel. They think he's scared for some reason, but he's not scared at all. Kiryuu tells Rikiya these are the people he's been looking for. So, they're gonna kick Kiryuu's butt, supposedly. Kiryuu says that the lower yakuza soldiers are still the same, just like the old days, flashing their buttons to intimidate people. He says he'll put them in their place--by beating the snot outta 'em. After Kiryuu beats them up, they explain that they were ordered to go and get a big, strong-looking woman. It seems Kanda isn't abducting women to rape them...he's got this particular fetish of forcing women who hate him to give him massages. ...Um, what? Anyway, they tell you he's at the "Red Brick Hotel" in room 403, up in the Hotel District. It's a "Love Hotel," which is basically an hourly hotel you take someone to have some fun with when apparently there just isn't anywhere else. So, Rikiya's coming with you. Go up to the Red Brick Hotel. It's the red dot on your map. Just so you know, this will be another action stage, complete with boss at the end. So...you may wanna get some healing items. I also have to warn you this is probably one of the most hilarious parts of the game coming up. The lady behind the desk stops you and tells you this is a love hotel and she's not allowed to let businessmen in there...it's for couples only! Rikiya has a great(?) idea. He grabs your arm and winks, saying you two are an affectionate ocouple. She gives you the key to room 401, and they head to the elevator. Rikiya leans against Kiryuu lovingly, and Kiryuu shoves him away. They knock at Kanda's door, and he opens, saying you were late. Kiryuu says that he thinks he has some time to chat to him, and Kanda asks who he is. When he tells him, he looks nervous and suddenly bolts, running through the hotel in only his underwear (hey, it could be worse--it could be that scene in Borat). Rikiya decides to go downstairs and look for him after you beat up the guys, while Kiryuu's gonna go up. It's a bit of a hide-and-seek part, where you gotta look in the right rooms. Don't worry; it's actually not bad at all to look in the wrong rooms--it just wastes a little time and is a little funny. You can only check rooms with the light on next to them. Here are the rooms he runs to: 603, 406, 704, and then he goes up to the top past the rope to the penthouse. Follow him there to have the boss battle. He stalks Kiryuu like a crocodile in a very shallow pool, then jumps up and grabs his neck, demanding to know why Kiryuu's there. Kiryuu asks why he did such a sudden thing, and Kanda responds by telling him he should be the one asking Kiryuu that. It seems they can't just talk about things, so Kiryuu's gonna have to beat him up. When he runs to get weapons, you can't do much to him, and you can't really do much when he has them. Use your own weapons around the room to get him or to guard his attacks so he'll break them. When his life gets low, he'll go and grab one of those huge, round, stone objets in the wall. Avoid the attack with the button prompt on the screen. When his health gets low enough, I don't even really know if I should describe the final moments of this fight. I'll tell you to follow the button prompts, though. I'll just say it's pretty hilarious. Kiryuu demands what Kanda knows, and demands to know if he shot Kashiwagi. But, it really looks like he doesn't. Kanda thinks that Hamazaki probably shot Kashiwagi. As Rikiya shows up and Kiryuu turns to him, Kanda draws his dosu and runs to stab Kiryuu, who spins and kicks him in the face, knocking him out. It's OK, though; he probably really doesn't know anything. Kiryuu then tries to convince Rikiya to go back to Okinawa, but he refuses. Kiryuu finally gives in, but he makes him promise not to act on his own when he sees the man in the sketch. Then, Kiryuu asks him to go drinking with him. He wants to show him the good side of Kamuro. Rikiya wants to go eat some barbecue, so, head on out to Karai (Han Rae). I have to warn you that right after you go to Karai, you'll have an opportun- ity to do a side mission you can miss if you're not careful, that will cost you 100% (if you're going for that). So be careful! After going to Karai, talk to the guys standing around outside to hear about the tattoo artist so you can do the "Dotting the Eye" mission. You'll also get a message from Mack at this point so you can do the next revelation on Pink Street. In Karai, offer to pay with the top choice. It'll cost 65,000 yen. Outside, you can either choose the bottom choice to call it a night, or the top choice to keep going with the sightseeing. I'd recommend finishing the sightseeing. He asks to go to Don Quijote. Take him there, and he'll buy so much stuff, he'll have too much to carry, so take him to the Coin Lockers. You have the same option--the top choice to keep showing him around, or the bottom choice, to just call it a night. You may as well do the top choice, as you get a reward for taking him around. So, it's decided that you guys should go to the park nearby and drink the booze he bought in memory of Kashiwagi. Go to the nearby Third Park. Rikiya asks you what kind of person Kashiwagi was. You have two options for two questions, and one answer is serious, while the other is a little comical-- especially the second set of questions, where the bottom choice is that Kashiwa- gi liked Soumen. The top choices are both serious, real answers, and will give you the best rewards. Rikiya says he wants to go to a strip club, but Kiryuu doesn't seem to feel like it anymore. So, Rikiya heads back and a phone call comes to Kiryuu. It's Date, and he has something he wants to talk about, so go back to New Serena. In front of New Serena, Kiryuu hears people yelling in the back alley. So, he goes there to investigate. One guy gets hit as a final warning to leave the other guy alone, so Kiryuu walks up to see what's goin on. His name's Ibuki. He recognizes Kiryuu right away, but Kiryuu doesn't remem- ber him. He was a member of the Kazama Group, apparently. Ibuki seems like he's going to collapse, so Kiryuu takes him home. His "home" is really more of a base of operations, a place called "Kamuro Castle." From here, Ibuki runs a group called the "Hard Life Association (Ken- seikai)." They apparently help out yakuza who have left their associations so they can live honest lives. This weird, castle-like place was once a theme restaurant. It seems they show them this prison-like place to make them want to live an honest life. This was created by Kashiwagi. Kiryuu thinks that sounds just like him. They've got a big problem, though. Seems some of the people who've reformed are going back to take revenge upon them, calling themselves the "Avengers." They seek out the yakuza about town like hitmen. Long story long, it's up to Kiryuu to go and get these Hitmen. That's where your missions come in, and you get them from this guy. They're a side thing, so you can do them now, put it off to later, or just not do them at all, if you like. See the section on them in the missions part of the FAQ for details. Back in New Serena, Date asks Kiryuu if he met with Kanda. Kiryuu did meet with Kanda, of course, but he's got Rikiya to think of now, too, so he surpris- es them with a request to let Rikiya also use the room. Then he explains who Rikiya is, and Date is shocked to find another man living in his woman's place. The bartender chuckles and says not everyone who comes to see her is a middle-aged man like Date. That was just revenge for a comment Date made about her age a little ways back. Rikiya arrives, and the bartender notes what a fun, happy guy he seems to be, which makes Date even more jealous, of course. He complains to Kiryuu that he couldn't ever make that strip club--he really wanted to see what they were like in Tokyo! Before you get on with the main story, you can talk to Rikiya here to go around town with him. I'd highly recommend you do so--this is another oppor- tunity to complete a mission that will otherwise be impossible to do in story mode, so you won't get 100%! See the Missions section for details. If you do decide to go after missions, bring Rikiya back and talk to him in Serena after finishing the mission and choose the top option to drop him off, then go ahead out again and finish up the few missions left in the chapter. To make the story progress again, talk to Date again at the bar and take the bottom option. Date then asks Kiryuu to talk about Kanda. For some reason, that's the very end of the chapter. CHAPTER 7 --------- "MAJIMA GOROU" Missions Available (96/101 possible, **--mission starts here, ends in a later chapter): Just Chasing A Full Stomach Again (Hatamata Manpuku Chaser) The Red Balloon Connecting Mother and Son (Oyako wo Tsunagu Akai Fuusen) Super Catch Brand Purse-Snatcher (Brand Hittakuri) Try And Catch Me! (Tsukamaetemiroya) Queen of Kamuro (Kamurochou no Joou) Run from the Crossdresser!!! (Okama kara Nigero-!!!) The Third Bodyguard (Sanninme no Youjinbou) The Fourth Bodyguard (Yoninme no Youjinbou) Armed Robber (Goutourannyuu) Be Careful When Renovating (Reform ni Go Youjin) Tuna Fund** Hitman Missions: Kurenai of the Silver Bullet (Gin no Dangan Kurenai) Zen the Black Hyena (Kuroi Hyene Zen) Tokoyami the Masked Assassin (Fukumen no Ansatsusya Tokoyami) Locker Keys Available: Tokyo key #21 Hamazaki talks on the cell phone talking about Kanda getting beaten and how his group is now all messed up by this Dragon of Doujima. He tells the person he's talking to that Kiryuu's finally coming around about this Okinawan business, and then cautions this person that Kiryuu's gonna be coming right up to him, because he's the one who talked to Suzuki about the resort plans. He then says that the person who might be the most easily suspected of shoot- ing Daigo is the person he's talking to--Majima Gorou. He says he's sure Daigo understands the desire to claim all of Kamuro as his own territory. He then asks him to close up this little hitch in their plans and leaves. As Rikiya slumbers, Kiryuu looks at the sketch of Kazama. Suddenly, Date comes in with a scoop, bringing their newspaper in. It looks like the resort plans have been reintroduced, and the person who talked to Suzuki about making the deal, despite Daigo's orders to stay away from land purchases, is none other than Majima Gorou. Date seems surprised that Majima would be involved in the land deal, but this proves he's got something to do with the incident. He wonders if it's possible that Majima could be the one who shot Daigo and Kashiwagi. Of course, Kiryuu says that's impossible. But, Date reminds him that Majima *is* still a yakuza, after all--even if he appears an ally. Kiryuu says that he doesn't believe a true yakuza would go back on a promise like the one Majima made two years ago. Date says he can understand how Kiryuu wants to trust his old friend, but he asks him what he'll do if the trail does lead to Majima. Kiryuu says that he's gonna take care of whoever's behind this--even if it's Majima. He then abruptly gets up and leaves to see Majima. Date stops him, caution- ing him that he shouldn't just go traipsing off to Majima if he doesn't know whether or not the guy's his enemy. But Kiryuu won't heed his warnings. He asks Date if Majima's still up in the Sai no Kawara area, and Date tells him that he's still there and if he wants to get there, he'll still need to go through the public restroom at the West Park. "West Park" is a misnomer. The park is in the northeast corner of your map. To get to see Majima, you need to go into the restroom there, past all the stalls to the last one, and out the back door. Well--you normally go there that way. This first visit, you just walk up and choose the bottom choice to enter. Of course, it's probably a good idea to take care of the missions and Hitman missions you'll find along the way. As you exit New Serena, you'll get a message from Mack telling you about a kid who saw a sign in Kamuro at an adult novelties shop, that said they have toys. The kid wants to go get toys, but his dad doesn't know how to explain it to him--it's pretty funny, and it's another Revelation. You may want to stop and get that first (it's on Koenmae, on the south side, near the West Park actually). Once inside, Kiryuu walks to the office, headquartrs of the Majima Group. There's nothing but a desk inside, with a phone that says people should pick up the phone and dial "0-0-7." Only laughter comes out (when did Majima become the Joker?--yes, I know his English voice actor for part one was Mark Hammill). When Kiryuu exits, the whole group has assembled outside. Apparently, this was some kind of weird security, because it's very dangerous these days within the Toujou Association. Anyway, he takes you downstairs to the underground area of the Sai no Kawara, a place of gambling and the underground fight arena once run by a man called "Sai no Hanaya." Hanaya is an ex-cop who became...well, a spy, basically. He gathers information on all the goings-on in Kamuro through a network of infor- mants. Majima asks you to follow and leads you back towards his real office. He takes a turn and ends up walking into the underground coliseum, where no-holds- barred street fights were once held to delight an audience (at presumably high prices). In the abandoned, dark place, Majima notes how nostalgic he feels. It was here he fought Kiryuu two years ago. Kiryuu asks him what's up with the resort plans in Okinawa, and Majima's smile fades. When Kiryuu asks why he went to Suzuki like that, Majima tells him it was for Daigo's sake. He figured he'd make things easier for Daigo with that deal, but Kiryuu notes that Daigo ended up refusing...though that got him shot. Majima doesn't get it at all. Kiryuu tells him he's sure he couldn't have come up with that land purchase deal on his own like that; someone had to have told him about it. But Majima doesn't answer. You know...even if he's been tricked into this, he can't just go tattling about who did it! He is a yakuza, after all. So, he snaps his fingers, and on come the lights, down comes the cage. The announ- cer starts to talk about how you two are finally in the ring again...and Kiryuu understands. Majima just wants another fight. Beat him. He's a little more powerful than before, but his main tactic is to dash around quickly and stab you. Bear in mind that although his knife attacks can't normally be guarded, single-handed weapons like knives can be reversed with the Flowing Catch. When his purple aura activates, he'll dash around like a loon, but if you can hit him out of it, he'll stand there, tired, and you can combo him like mad. Now that he's gotten that out of his system, he'll tell you everything, in his office in the back of the underground Sai no Kawara. CHAPTER 8 --------- "THE MAN WITH THE PLAN" (EZU WO KAKU OTOKO) Missions Available: (None) Hitman Missions: (None) Locker Keys Available: Tokyo keys nos. 14, 24, 29, 35, and 48 (Tokyo keys complete) Back in the office, Majima tells Kiryuu he was told to go to this Suzuki guy by Hamazaki. After Daigo decided to withdraw from the land deal, Hamazaki approached Suzuki about the land deals. He'd make all kinds of deals if he could get the land purchase to go through--including construction rights. Majima could use those. Majima tells Kiryuu the photograph was leaked to the press by Hamazaki, who obviously wanted people to think the Majima Group was connected to Suzuki. This way, if there's some kind of scandal, the only guilty ones would be Suzuki and Majima. He apparently thinks that once Majima and Suzuki are ar- rested, he'll get complete control of the plan and make all the money himself. He then tells Kiryuu that Hamazaki seems to have another goal. When he met with him, he told Majima he wanted to take care of all of the Toujou Associa- tion. Majima figures Hamazaki probably knew all these bad things with Daigo and Kashiwagi and Kanda would happen, so...maybe he planned it all! Suddenly, someone says "That's not all," and the desk and floor tremor and lower on a huge lift. Below the room, there's another room--a room full of computers and monitors. That guy sitting at the desk? That's Hanaya, the legendary spy and informant. Hanaya thinks Hamazaki was planning to take the whole resort and sell it to the Chinese mafia. Kiryuu asks why that would be, and Hanaya shows him a pic- ture--a picture of Hamazaki shaking hands with Lau Karlung, a man who kid- napped Haruka three years ago. Kiryuu defeated him then, and thought he died from the injuries--partly because lots of people in the first two games said he was dead. Hanaya nonchalantly dismisses that; he says Lau just left Japan at that time and has been laying low. The next photograph shows the resort plans, discussing the deal between Hama- zaki and Lau's organization, the Se Waa. They were going to sell it to them because they were goin to apparently build a casino for mobsters underground beneath the resort. Kiryuu wants to know why Hanaya has been studying Hamazaki so closely, and he tells him it's because he was asked to do so by Daigo. It seems Daigo's suspected for over a year that a traitor had appeared in the Association. So, Majima guesses it must have been Hamazaki who shot Daigo and Kashiwagi. But Hanaya's not so sure. He then reveals a picture of the man who looks ex- actly like Kazama. He thinks something's really not quite right with the whole picture. Kiryuu shows him the sketch, but before they can explain it, some people show up in Kamuro--Lau and the Se Waa. Seems they're after Rikiya. They also speak Mandarin, which is weird considering he's got a Cantonese name and all, but I'm just nitpicking I guess. Kiryuu immediately calls Rikiya to warn him, but some weird guys come and kidnap him. This chapter doesn't have too much in it in the way of side missions, because once you leave the Sai no Kawara's above-ground area, you'll be in a rather long action stage. You'll have a boss at its end, but I should warn you there's also a rather obnoxious Chase Battle placed in the middle. If you lose it, it's Game Over. It's OK if you don't mind continues or if you're playing on Premium New Game or something, so you've built your Chase Gauge up. Otherwise.... You can save at the Majima Group Headquarters. It's one of your hideouts now. The only other things to do before heading out? Why, get the last coin locker keys, or how about nipping over to the Underground Coliseum and fighting a few tournaments? When you're ready, go to the door and choose the bottom option to head on out. Beat guys. Beat 'em up. Sounds easy...well, it kinda is! Break barriers when you come to them and...beat more guys! After you beat the high-ranking Se Waa soldier, he'll run off rather than tell Kiryuu where Rikiya is. You have to catch him, and the first time you try, you haven't been able to build up your endurance by training with Mack quite yet. So...don't worry! Chase Battles do get easier once you can do that. It's not always gonna be hard. You may want to completely let off the R2 when you have to corner. Or, when a lot of people are around. That way, you won't lose control or bump into things while running (which will cause you to bounce around and lose energy). After you catch him, he'll send you off to...why, fight more guys, of course. Beat guys, break barriers, and then beat the high-ranking soldier guarding the building they're holding him in. After that, you'll be able to go to the roof and meet Lau himself. On the roof, two Se Waa soldiers hold Rikiya. Lau is there. He's kidnapped Rikiya and done all this just to get revenge on Kiryuu--even his cooperation with Hamazaki was all to get to you. First, he fights with a polearm, then a sword, and then with claws. Beat him! As Kiryuu goes to save Rikiya, Lau grabs his leg and tells them to kill Rikiya in front of Kiryuu. Suddenly, both of the soldiers are shot. By whom? Kazama. Lau says he thought he was dead, and Kazama shoots him right in the forehead. I guess Lau won't be back after that! Kiryuu calls to him and asks if he's his old boss, Kazama. He also asks if he shot Nakahara and Daigo, and Kazama turns and calmly says "So, you're Kiryuu Kazuma, huh?" He uses the English word "you." Then he says "Beautiful eyes. Like I heard from my brother before." Well...guess that explains that! (kinda) CHAPTER 9 --------- "THE RUSE" (BOURYAKU) Missions Available (103/107 possible, **--mission starts here, finishes in a later chapter): The Mars Fighter Invades Tokyo (Toukyou Shinryaku Kasei Fighter) The Alps Tea Shop Murder (Kissa Alps Satsujinjiken)** I'll Tell You Your Fortune (Anata no Unsei, Uranaimasu) The Fifth Bodyguard (Goninme no Youjinbou) The Panicking Pickpocket (Suri, Ooawate) The Telephone Booth (Denwa Box) Hitman Missions: Sameshima the Firearms Expert (Juuki Master Sameshima) Lorentz the Panther of Corsica (Corsica no Hyou Lorentz) Locker Keys Available: (None) After the fight, Majima, Date, Kiryuu, and Hanaya meet in the office and try to figure it out. Rikiya's there, too. He looks a little crestfallen. He asks why the guy with the moustache who shot his boss saved him. Kiryuu tells him to go back to Okinawa, and Kiryuu says they're not even sure if that man from the picture is an enemy or an ally, and that Rikiya's being there is not going to really help. For once, Rikiya agrees. The phone rings. Apparently, the head of the Hakuhou Group, Mine Yoshitaka, is coming directly to the Sai no Kawara to meet them! He brings a large, heavy suitcase. He seems surprised that there's such a place in Kamuro, and Kiryuu asks what he wants. He puts the case on the desk and opens it...and what's inside shocks the men present, though they don't show us. It's Kanda's head. The night before, we see Kanda at Mine's, losing his temper over his loss. Mine sits there, looking nice and bullied. Kanda smashes an expensive-looking vase and the orders Mine to get troops and money so he can get Kiryuu. Mine asks him to calm down...this is his ofice, after all. In his rage, Kanda grabs a bunch of expensive antiques and wrecks them, plus he overturns Mine's shelves. He promises Mine to make him the head director underneath him when he goes and takes Kiryuu's head with his money and soldiers, which he's sure will make him the next chairman. Mine tells him the stuff he's broken are all worth about 100 million yen, and Kanda says it's just money, but Mine says it's not that, it's that Kanda isn't worth that much. So, he goes to punch Mine, who responds with a quick jab to the gut that sends Kanda reeling. He hits him a few more times, then leaves, ordering his troops not to kill him there--he's already made enough of a mess out of that room. He says that Kanda's not really worth so much either, and then explains that he has his soldiers looking for Hamazaki, but...he's not sure they'll find him. After all, he's probably not in Japan anymore! Lau's troops have probably thrown him off a pier somewhere because of the perceived failure of protecting their boss. He then explains he's gonna head back and make sure there's no war between the Toujou Association and the Chinese mafia, and tells Kiryuu to take care of himself--he's so important to the Association now. Kiryuu asks if that's how he was instructed by Daigo, and Mine thinks Daigo probably wouldn't do anything like this. But, he's got to do what he knows and what he himself can do. He says something else--he's not sure why Daigo puts so much value on Kiryuu. I mean, they're going to miss this huge opportunity just because of his orphan- age. It's not like they're just volunteers for the Association! In other words, he explains he's going to do what's best for the Toujou Association--just as Daigo would want him to do. He also tells Kiryuu that he takes care of everything that gets in his way--all of them. Majima notes how different Mine seemed from his usual self. But, he guesses it's OK. Now, they don't have to worry about revenge from Kanda, and that schemer, Hamazaki's probably food for the fishes. Those are all the people who would be after Daigo, so...that's probably the end of that. Date tells him that although Hamazaki's gone and now his organization will be destroyed by the Se Waa, well...it's not like it was that simple, was it? If this guy who looks like Kazama is the shooter, well, who gave the order? After all, if Hamazaki was behind everything, why would he have hired Kazama, who he then would have ordered to take Lau out? Kiryuu asks Hanaya to look into the Hakuhou Association and the guy who looks just like Kazama. He then asks Majima to get the remaining Kazama troops. If they let things continue in disarray, other yakuza groups will come and take away their land. It's time to send Rikiya off to Okinawa. Talk to him, then lead him to the nearby taxi. Right after you send him off, a phone call comes to Kiryuu's cell phone. It's Defense Minister Tamiya Ryuuzou. He asks if Kiryuu knew he was working with Doujima Daigo over the Okinawan deals, and Kiryuu tells him he heard about it from Tamiya's attache, Touma. Tamiya says that after Daigo fell, someone inside the Toujou Association began working with Suzuki. That's why he had to introduce the B.M.D./base expansion proposal again. Kiryuu doesn't quite understand...by reintroducing the bill, isn't he trying to start the resort again proposal again, too, since they're a package deal? Tamiya says that it was kinda a blindsiding attack and he had to act. Kiryuu asks what he wants with him. Tamiya says he has something to ask of Kiryuu, and Kiryuu gueses it's to stop the resort plans. Tamiya says it's not-- well, not exactly. Stopping the resort will naturally come with his request. Kiryuu again has no idea what Tamiya's asking, really. So, Tamiya asks him to come hear him out at the Diet Building. After he agrees, Kiryuu realizes he should talk to Date about this, so he calls him. Date says there's no way he'll let Kiryuu go without taking him along and asks if he should go on to the meeting spot, but Kiryuu thinks it'd be kinda bad if Date showed up first, so he'll go meet him at New Serena. But, before you head out, you may as well take care of your recently opened side missions and such! For instance, Mack Shinozuka is standing just to the west from the West Park (Sai no Kawara) area, on the south side of the street. Talk to him to improve your Chase Battle game (finally!). You also get a mes- sage for a revelation near the Club Sega on Nakamichi. When you're ready, go talk to Date. Kiryuu seems to trust Tamiya, but Date cautions him that he's sure he's up to something--I mean, he's a politician, after all. When you're ready to go, choose the bottom choice and go with Date to Taihei, in front of the Millennium Tower. Talk to the guy next to the limo, and he'll recognize Date and tell him reporters shouldn't be at this meeting. But, Kiryuu is able to convince him, so away you go to the Diet Building (if you choose the bottom choice). You're about to find out most of the plot here. It's a little aggravating because Tamiya keeps stopping you to see if there's anything you want to ask, and you have to go down the list and choose each one, one after another. Tamiya says you're younger than he expected, and when he's told Date's name, he seems to know all about him. He offers them a drink, but they turn him down. Getting up from behind his desk, he has a seat with them. He explains that he thinks they should stop the resort plans, and Kiryuu reminds him that if he does that, he'll lose the base expansion project, too. Tamiya says that's OK-- he was never going to go through with it anyway. So, Kiryuu asks him to explain the whole thing. Tamiya agrees, because he's got something to ask of you too. You have three choices: Tamiya's real objective, who shot Daigo, and what request Tamiya has for you. Choose the top option and he'll explain that he was after destroying a power- ful, illegal group called the "Black Monday." Date knows them--they're a huge, illicit arms corporation that was once based in New York, run by a guy named Andre Richardson. To lure him out, Tamiya created the base project, because if Japan had the Ballistic Missile Defense system, the rest of the Eastern hemi- sphere wouldn't be able to touch them for several decades. So, he's sure that Richardson wouldn't be able to stay away from that because other countries would need new weapons to compete. He'd have to come and get these weapons and do huge deals with other governments in the area. So, the plan was all a fake from the beginning. But, he still needed it to look kinda legit, so he approached Suzuki and talked to him about the resort plans so that he could trick the other ministers and introduce this ridiculous- sounding bill. It never was for a power struggle between him and Suzuki...he says younger, more foolish ministers might want that, but not him. Then he asks if there's anything else you want to hear about. Choose the middle option to hear about the guy who shot Daigo. Tamiya doesn't know who shot him, but Date says something about the guy who looks like Kazama, and the minister asks to repeat that. He's not sure if it's the same Kazama, but...he knows Kazama Jouji, the younger brother of Kazama Shintarou. He says it kinda figures that Kazama Shintarou wouldn't tell you about his family, because his brother was kinda his enemy. He was in an elite group of cops, while Shintarou was a yakuza. He says that Kazama Jouji actually made the plan with him, and that he used his "organization" to follow the plan. He then reveals that the "organization" he speaks of is none other than the C.I.A. Jouji works for the U.S. government. A new option has appeared--you can ask about the CIA as the bottom choice. May as well hear that before you hear about Tamiya's request. Kiryuu asks why Jouji is working for the CIA while living in Japan, and Tamiya explains that he's going after Richardson and the Black Monday. Date asks why he's shooting people like this, and Kiryuu asks if it really was him? Tamiya's not sure, but it's very possible. The orders from the CIA are: 1. To pass the base expansion project and use it to flush Richardson out, then to arrest him 2. Elimination of those who oppose Tamiya says that the guy who attacked Kiryuu earlier was a CIA agent, and that it's very possible that the CIA also shot Kashiwagi. Kiryuu asks why Jouji would do that, being a Japanese person, and Tamiya explains that Jouji was ousted from his role in the police because of his ties to his brother, and he went off to the U.S., finding someone who would still take him in. So, he's sure he treats the CIA like his organization, and follows its whim as if it were his yakuza boss. Talk to him again and choose the third option to ask about Tamiya's request. He wants you to save two people. The first is Touma, his attache, who ran off to Suzuki when he learned his homeland wouldn't be getting the wealth from the resort because it was a fake plan. He's also run off to the Toujou Association, and has trusted the whole thing to Mine Yoshitaka. The other man is the person who has been ordered to silence Touma--Kazama Jouji. You now have another option to choose at the bottom--Mine. Of course, they used them to get the land earlier, as we know. When Daigo backed out of it, he was shot. It seems they must have told Mine about the land deal, and Touma went to Mine to offer him 100% of the deeds to see this through. He worked hard at it back then because he loves Okinawa and wanted to make it wealthy. Once he found out it was a fake about a year ago, he went to Mine to get the whole thing to pass. After you've heard all about everything, Kiryuu recaps, saying he finally knows what's going on. Tamiya asks you to stop Jouji. He wants you to save Touma. Even if he betrayed them, and even if he knows too much, Tamiya doesn't want to kill Touma. He likes him, and he worked under him...so, he doesn't want to see him die. He thinks Touma can actually become a great statesman. Date tries to say it's too dangerous, letting him live for such a small reason, but Kiryuu tells him that's not really a small reason at all. He knows that Tamiya is old-fashioned and wants to protect those who worked for him, and that's very honorable. So, it's decided that Kiryuu should go down to Okinawa and save Touma. Tami- ya is impressed by Kiryuu, musing that it's amazing that there's still a guy like him in the yakuza. Just then, Suuki's Secret Police show up. They want to stop Kiryuu at any cost. Kiryuu sends Date off--someone has to tell people what's going on. He then decides to fend off the police...so, beat them! After a few waves, all seems lost, until a truck comes speeding in, all but mowing down the lines of troops around you. It's Majima, here to get you out of there! CHAPTER 10 ---------- "SETTLING THE SCORE LIKE MEN" (OTOKO NO KETCHAKU) Missions Available (118/119 possible, *--only chance to do this mission): Love's Cupid - The Finale (Koi no Cupid Kanketsuhen) English Conversation Solicitor step 3 (Eikaiwa no Kan'yuu step.3) I Wanna Go to Tokyo pt. 3 (Toukyou ni Ikitai Dai 3 Hanashi) The Car that Gets Struck (Atarare Car) Go After the "M" Funds (M Shikin wo Oe) English Conversation Solicitor step 4 (Eikaiwa no Kan'yuu step.4) Chasing A Full Stomach Forever (Eien Nare Manpuku Chaser) Catch the Black Market Broker (Yami Broker wo Toriosaero) Dirty Money and the Debtor pt. 3 (Yami Kinyuu to Shakkin Otoko Dai 3 Hanashi) The Seven Wonders of Ryukyu Town #7 (Ryuukyuugai no Nanafushigi Sono7) The Fall Guy Throws in the Towel (Hirakinaotta Butsukaru Otoko) Two Fathers (Chichi Futari)* (Previously available missions that can finally be completed in this chapter: The Manga Artist Debut, A Tale of Ramen, Tuna Fund) Hitman Missions: Sentetsu the Wild Stallion of Kamuro (Kamurochou no Arama Sentetsu) Supernova Avenger Yuuto (Fukushuusha no Shinsei Yuuto) Executive Avenger Gohren (Fukushuusha Kanbu Gohren) Akitsu, the Man With No Past (Kako no Nai Otoko Akitsu) Kengo the Wild Man (Kyouki no Otoko Kengo) Tetsuji, Returned (Demodori no Tetsuji) Issen the Assassin Trainer (Satsujinjutsu no Shi Issen) Egami the Blind Hitman (Moumoku no Hitman Egami) The Super-Swift Blade, Arasaki (Shinsoku no Yaiba Arasaki) Arase, Leader of the Avengers (Fukushuusha Shuryou Arase) Locker Keys Available: Okinawan key no. 17 (all keys complete) For some reason, Mine has a picture of himself when he was a child on his desk. He remembers doing well on his test, and his father being proud. He also remembers not even having a baseball bat or mitt...so he couldn't play baseball with them. He was too poor. On his deathbed, his dad asked him to please work hard, study hard, and be a success. He dies, saying he's sorry he couldn't save him. Someone knocks. It's Katase, his personal assistant (the one we got a good look at in her first appearance, for some reason). She's got it all set for him to go to Okinawa. Before he leaves, she tells him she thinks he's overdoing it a bit lately and she hopes that he takes care of himself. He tells her not to worry. Budding office romance, perhaps? On the TV, the news reports about the incident at the Diet Building, and Kiryuu asks the matron to turn the TV off. Date remarks that he thinks Kiryuu better get a move on--soon, it'll be kinda hard for him to make it to Okinawa. Kiryuu says he's gonna go alone, and Date objects. He says that Mine's men will probably be out in strong force. Majima is apparently in New Serena with them. He says he should let him order his men to go with him, but Kiryuu turns down the offer. He explains that this business with the Morninglory is his own personal thing, and he has to take care of it himself. Majima insists a bit, saying that there will be both the CIA and Mine's troops there--they'll probably see it differently. But, Kiryuu notes that he won't be alone in Okinawa--he'll have the Ryuudou House. Majima then tells Kiryuu he'll watch over things here with the Toujou Assoc- iation while he's gone. So, it's decided that Kiryuu will head out alone. You can get there from the taxis. Now, for you completists who wanna take care of things right away, I should tell you two things. First of all, there are a lot of things to take care of, mission-wise. Secondly, you should know that you can spend 30,000 yen to take a taxi to the airport and then fly to Okinawa, but that you can spend 30,000 yen again at the monorail station in Okinawa to return to Tokyo. You can only do this until you take the monorail to the Morninglory! After that, you're stuck on the story's rails and you gotta let them run their course. Before you do anything, you'll get a mail from Ibuki about the Hitman missions. Seems you can take some in Okinawa by going to the Ryuushou Shogi Parlor to the west of the Monorail Station. Once you're ready, take the Monorail back to the Morninglory. As you reach the Morninglory area, another message from Mack arrives, talking about the last Revelation--but you can't get that until Evening, so, nevermind. As you near the Morninglory, it starts a cinema. Kiryuu is back, and all the kids come running. He's surprised to see Nakahara there, all bandaged up. He comes and greets you and Kiryuu asks about his health. Seems he'll get better. Rikiya asks if Kiryuu's found anything out about the man who saved him, and Kiryuu explains. They're shocked to hear about the CIA, and Kiryuu says that they're after something, but he can't talk to them about it. He explains that they didn't really need the land, but they needed the purchase deals to start up for their plan. They don't quite get it, so Kiryuu tells them about a major enemy of the U.S. being forced out of hiding by the expansion law. (So, he did talk about it, even after he said he couldnt'...?) They ask how he found all this out, and he tells them Defense Minister Tamiya Ryuuzou told them, to their shock, and explains about Touma and how he's come to save him. Just then, the phone rings. It's Tamiya. He tells you that Touma's in a meeting all day today in the prefectural office--probably about the Okinawa resort deal. He's sure he won't be targeted while he's in the office, so he figures tomorrow will be the big showdown. He's not sure at what time, but the meeting will end tomorrow and Touma will be able to do as he pleases. He's sure that's when Jouji will go after him. So, when he knows where he's going, he'll call you. Well.... Were you worried that by coming to Okinawa, you'd have to go through some babysitting again? Because, guess what? So, anyway, the Ryuudou House dudes split, and Kiryuu's got time to hang out at the kiddie table. Mitsuo and Taichi watch as Kiryuu tells Riona and Ayako all about his trip, bored. Taichi says he thinks they have pro-wrestling going on every day in Tokyo, and Mitsuo says he's sure they don't. Taichi remarks that Mitsuo hasn't even been to Tokyo. How would he know? So, Mitsuo returns the favor, since Taichi's never been there, neither. This tiny argument makes Taichi challenge Mitsuo to a wrestling match, to which Mitsuo seems to roll his eyes. He calls him a wrestlig nut. Anyway, off they go to the beach to slam it out a few times (for a change). Haruka comes to ask Kiryuu where Taichi is. He was supposed to go to the market for her! So, looks like Kiryuu's gonna have to go whip that boy into shape. Those of you who like to get 100% of everything as quickly as you poss- ibly can would do well to note that if you go to Ryukyu Village now, you'll get a message from Rikiya telling you that you can now use the Hideout in the Ryuudou House headquarters. That means the last coin locker key is now available. Go talk to him on the beach and Taichi will tell you he's busy. Kiryuu asks "busy doing what? You're supposed to go shopping! Be sure and do your chores!" He says he'll go in five minutes because he's in the middle of a 15-minute wrestling match and Kiryuu has to give in and tell him to make sure he goes right at the end of the match. He even forces Mitsuo to go. Run up to the street. Taichi throws Mitsuo down and goes to do his finishing move--the Taichi Kick! Mitsuo ducks and Taichi sails overhead, landing and passing out. Mitsuo pins him for three seconds, and claims victory, but Taichi won't get up--he's too busy wheezing on the ground. Panicking, Mitsuo runs to the Morninglory, calling to Kiryuu. Kiryuu brings him inside the Morninglory and lays him out on his futon. He calls for a doctor, who explains that it's clearly asthma. He still has some tests to run, because there are a lot of things that could cause that--it could be that it wasn't a condition he was born with, but something like cigarette smoke or car exhaust that set it off. As Taichi lies there, overhearing them talking in the entrance, the doctor says that stressful activities could have caused it, too. He suggests that Taichi be prohibited from wrestling. Go in and talk to Taichi. Rikiya's asking him to go fishing with him, but it's not really working. He looks really down. He wants to wrestle, dern it! Rikiya tells him he can't right now, and Taichi says that it's not just "right now;" he won't be able to wrestle for his whole life! If he wrestles, he'll have an asthma attack and die. He wants to wrestle and become famous and make a lot of money for the Morninglory. Kiryuu tells him to just grin and bear it. He asks if it's really his dream to become a wrestler, and points out that if it is, he should just not give up on it. For now, all he can do is bear it.... But he shouldn't give up. Rikiya agrees. He can't wrestle right now, but there will surely be a day in the future when he can! He also notes how fun it is to watch wrestling--he can kinda research it that way! He's come up with the idea to give him a special match while he still can't wrestle. This part's actually kinda rad. Rikiya's gonna set up the ring and you're going to help him put on a wrestling show for the kids. Go to Ryukyu Village and you'll get a message from Rikiya that the ring's already set up. Go to the beach in front of the Morninglory and talk to Rikiya. There's a ring there. It's time to put on masks and luchador it up. Rikiya becomes Ricky Mask and Kiryuu becomes Dragon Mask. Mikio will become the ref. Choose the top choice if you still wanna mess around Ryukyu, but the bottom if you wanna get on with it. Do the moves the kids call out. First, do three throws, then two drop kicks, then get knocked down (with strikes) on purpose. Then, you get put in Heat Mode. Hit Triangle near Ricky Mask to use a suplex on him. Ricky Mask goes for a foreign object!! In comes Taichi, who does his finish- ing move--the Taichi Kick. Ricky Mask is down! Here's the cover! One...two... three! Taichi wins! He seems OK, even if he's wrestling. The doctor comes running up and explains that it wasn't the stressful activity at all--he's got a food allergy. He had soba for lunch...apparently, he's allergic to wheat. So like...he didn't eat his lunch and then saved it in his pocket and pulled it out mid-air while drop kicking or something...? Because food allergies that choke you usually happen, like...pretty fast. That settled, Kiryuu starts to go into the Morninglory--when he's run into by Haruka. Kiryuu asks where she's off to in such a hurry and she says she's just gonna go buy stuff for dinner. He offers to go with her, but she wants him to relax. Kiryuu's got a moral dilemma. It looks like she's maybe off on a date, or something...? Should he follow her? It doesn't matter which way you choose; he'll eventually just decide to follow her anyway. On the way out, Taichi will stop you for the Young Magazine he wanted, if you started the Manga Artist Debut mission. If you have the 50 issues, he'll give you a gold plate. So go to Ryukyu Village. You'll find Haruka near the alley near Blue Seal Parlor. She's reading a bill posted to one of the electricity poles advertising part-time work. Kiryuu asks her what she's doing and she runs off, north to First Town. Next, you'll find her at the corner near Tamashiro's--the parking lot near Karaoke-Kan. She's meeting with two guys who are telling her it's actually very easy, all she has to do is hand these things out like pamphlets to whoever asks for 'em. One of the guys tells her she's lucky, because this kind of work pays well and is easy, so it's really popular. Usually, they post the bill and then immediately fill the position. Kiryuu approaches, and the guys run off. He asks who they were and she says they just asked her directions, and then runs off. Run over to the bridge by the monorail. Some Host-looking guy comes up and asks for one of...whatever she has and takes it. For some reason, Kiryuu has apparently lost 100% of his brain and wonders if maybe that was her boyfriend. Then, some jerk comes up and asks for one, and Kiryuu gets a little confused. Another guy comes and Kiryuu thinks there's no way that guy's not some kind of schemer. He also thinks he's a little too old to be Haruka's boyfriend, so he approaches, and she runs off again. So go back to the Morninglory. Inside, it's dinnertime. She's made them sukiyaki! She says that she's gotten good at this from practicing so much. Mikio shows up and tells Kiryuu Haruka was seen with some dishonest-looking men. Oh no, Haruka! Be careful! After dinner, Haruka says she's got some errand to do and heads out, despite Kiryuu's protests. It's late, after all. Of course, that means it's time to go find her! I should note that you can finally get that last revelation at this time. Go back to the corner at the parking lot near Karaoke-Kan. Kiryuu hides behind the corner and watches to see what she does. First, she meets with the two guys, then a cop comes and she plays dumb, to their delight. Get a little closer again, and customers come up. Kiryuu will hide again. You can interrupt her after each customer, but the one that'll advance the plot are the two shady dudes. If you come by for the yakuza, you'll have a fight, and you'll have to run from the cops. After each one, choose the top option to stop them, or the bottom to just watch and wait for the next guy. When the two guys come, interrupt them and you'll have to fight them. Beat them up. Turns out, they were making fake credit cards. Rikiya and Mikio come up. It turns out? Haruka heard them talking and thought they were saying that they had to use less food for the Morninglory because of money problems, with the raise in rent and stuff, but they weren't talking about the Morninglory. They were talking about the Ryuudou House's headquarters. The rent had gone up and they were using too much food--because of Mikio (hurhur, he's fat!). But, they'll think of something...probably, Mikio will have to diet. You can now take Haruka around and build her trust up to your heart's content. It's OK--I won't tell anyone if your heart's content is to not take her around at all. Haruka's gonna go take her bath. Why don't you go ask if everyone else washed and did their homework and stuff? When you go into the kids' room, Kiryuu spies on Izumi and overhears her ask- ing Ayako for some money. She's just got to get Mame a toy she saw at the pet shop. Ayako's only got 550 yen left from her allowance...and the toy is 500 yen. She lends her the money. After Izumi leaves, in comes Shirou. He's complaining about his teacher, who thought he cheated on the math to get 100, so he's got some Japanese homework-- which is his worst subject. She agrees to help him. Kiryuu comes in and asks if she's taken a bath. Haruka's in there, so she has to wait. He then starts to talk to her about how she has to take care of the kids so much and is cut off when Haruka gets out, so Ayako goes to take a bath. When you leave the room, Haruka comes strolling in. Kiryuu stops her and tells her about Ayako and how he thinks she might be overdoing it a little for the other kids' sake. Haruka says Ayako's just like that--she's very respons- ible, and the other kids can come to her because she won't yell at them like Haruka will. The next day, Haruka and Ayako are standing around, talking about food to make. Izumi comes in and Ayako asks if she bought the toy. Seems they were sold out, so she used the money to go buy candy with her friends instead. Shirou comes in and Ayako asks how the homework went. Seems it was printed on the assignment that the theme had to be 400 characters long, while the one she wrote with him was less. He yells at her for it and Haruka tells him not to yell at Ayako like that. Shirou runs out, but then so does Ayako. She just couldn't take it anymore. Haruka goes and rounds up the troops. Kiryuu starts to talk to them about Ayako. You can choose any of them. The list is Shirou, Mitsuo, Kouji, Taichi, Izumi, Eri, and Riona. Talk to each of themm, one after the other. Go near the Coin Lockers in Ryukyu. You'll see Ayako, and she'll dart off. This is a Chase Battle--but you can't shoulder charge her. Don't want you smashing the poor little thing. Bring her back to the Morninglory. Everyone apologizes to her, and give her presents...coupons for help for stuff around the house and such. Taichi gives her coupons for help with homework, and everyone laughs, saying she wouldn't need such a thing from him! Nakahara and the crew come by, and Kiryuu gets a call from Tamiya. He tells him that the meeting just ended. Seems Touma's gone off to some drinking spot in First Town, but Tamiya doesn't quite know. When he was down there, he was introduced to lots of people and shown lots of places. Touma really liked one that had a pole dance show. So, you gotta go to First Town and find the pole dance club. If you wanna do the missions, you HAVE TO DO ONE OF THEM NOW WHILE IT'S STILL EVENING, SO...be careful. You won't have a chance to come here in the evening later! Talk to the man at the intersection near Karaoke-Kan. He's advertising the cabaret clubs around. The pole dance one is Canal Grande, and it's straight up to the north, at the T-junction past the M Store and Flawless. Talk to the guy in front of the building and when you're ready, choose the bottom option to go in. Touma is there, alright--across the room from Kiryuu as he ascends that set of stairs. He's bragging about making Okinawa more prosperous. Kazama is there, too--walking up the opposite stairs (the ones closer to Touma). Kiryuu races over there. Will he be too late? Jouji draws his gun and points it at Touma. The girls take off. Kiryuu shows up and tells him to stop. He tells him that he knows the reason why he shot Nakahara and Daigo and why he needs to kill Touma, and then tells him that he knows he doesn't want to kill him, even if it's an order from the CIA. Touma thinks it means Tamiya wants him dead, and tries to run, but Jouji shoots next to him and stops him. He says that it's the same to him as getting an order from his yakuza boss, getting an order like that from the CIA, and goes to shoot Touma. Kiryuu interferes and tells him to run. He then tells Kazama he promised Tamiya he'd save Touma and then Kazama, and Kazama says Tamiya is too naive and doesn't know who his enemy is. Now, it's time to fight the brother of Kiryuu's father figure. Beat him. Jouji says he's getting old. Kiryuu points out that if Jouji were any younger he'd have beaten him. He then says he'll forget about that boy over there, then, and Touma was there all along...he hadn't run away. He's impressed that Tamiya wanted him to save him. Kiryuu tells him the reason he saved him is just because he likes him. Even though he betrayed him and went to Mine, he just felt that it meant Touma really wanted to save Oki- nawa. He also tells him he thought he'd make a great statesman. Touma is moved, and falls to the ground, crying, apologizing to Tamiya. CHAPTER 11 ---------- "THE CRISIS" (KIKI) Missions Available: (None) Hitman Missions: (Complete) Locker Keys Available: (Complete) If you've kept up with your side missions and such, this chapter will be fairly short. It's just gonna be story and a fight, basically. But this is a very important part to the story. After their fight, Kiryuu and Jouji rest in the Canal Grande. Jouji actually passed out a bit there, sleeping on a couch. He sits up and asks Kiryuu how long he was asleep. It was about an hour. He asks what appened to Touma, and Kiryuu tells him he went off to Tokyo to be with Tamiya again. Kiryuu asks if Jouji will be alright. I mean, he let his target escape. Jou- ji points out that it's Kiryuu who let Touma get away. He then tells him that he realizes now that although the CIA is everything, he should also follow his own intuition. Rather than blindly following orders, he should do what he feels he has to do in order to accomplish the CIA's goals. Kiryuu asks if he shot Nakahara and Daigo to accomplish those goals. Kazama doesn't want to explain at first, but then he finally does. It seems he's not the one who shot the two. When he met Daigo, he reached for something in his coat pocket. Being a gangster, Daigo naturally thought he was going for his piece, but he wasn't. Kazama's partner, the guy who fought you in the alley after you defeated Hasebe when first returning to Tokyo, saw a weapon was drawn and fired to protect them. A similar thing happened with Nakahara. He then says it was very regrettable what happened, so Kiryuu tells him that Nakahara's been released from the hospital, and he can go meet him face to face if he wants. But, Jouji says that although he really does want to see him, as a CIA agent, he knows he can't. So, Kiryuu will apologize for him. Jouji says that would be best, and asks Kiryuu to also apologize to Doujima Daigo for him. Kiryuu asks if he knows where Daigo is, and Jouji looks stunned that Kiryuu wouldn't know. He asks if anyone besides Kashiwagi knew, and Kiryuu says he's sure of it. Jouji asks Kiryuu what he thinks Mine would do if he knew where Daigo was. He points out that Mine can only view Daigo as the opposition at this point, and so, he'll probably find him. Kiryuu asks if Mine knows where Daigo is, and Jouji says there's a high possibility. He says that if there's any slim chance at all that someone else knows Daigo's location, then he's doomed. So, Kiryuu asks where Daigo is. Jouji says he's in Tokyo, in the Tokyo City Hospital. He says that he'd better hurry if he wants to make it there before Mine gets to him. Suddenly, Taichi shows up. Something's up at the orphanage! The Tamashiro goons showed up that afternoon with pickaxes and hammers. Tama- shiro shoots both Rikiya and Mikio in the leg (why not in the head?). Mine is there, too. He tells Haruka that he doesn't want to do this, and he thinks that it's all Kiryuu's fault that it had to come to this. They're all Kiryuu's victims, in the end. She slaps him, and he slaps her down. In the come to wreck everything, and one of them walks over to Mame's dog- house. Izumi gets in the way, but she's knocked down easily. She grabs the guy's leg, and he raises his hammer, hitting the doghouse-- --or, rather, Mikio's back. He covers the doghouse and says he won't let them destroy it. After all, he built it! So, the guy hits Mikio in the back of the head with the sledge hammer. Down he goes, head covered in blood. He apolo- gizes for being weak, and passes out. That's that for the doghouse. Nakahara gets up to go to Mikio, and Tamashiro comes to confront him. So, he says that if Tamashiro's after him, he gladly gives himself over--just so long as he spares the children. But, Tamashiro tells him that wouldn't be enough. He still has scars from a year ago. So, his men take Nakahara away, as he calls to his men to come in with a bull- dozer and knock the place down. Mine and Tamashiro laugh like silent movie villains or something, and we return to the club to see Kiryuu's super-angry scowl. He says he's off to the Morninglory, and Kazama nods. But, what about Mine? Kazama notes that he might be too late; Mine might al- ready be headed to Tokyo to get Daigo as they speak. Kiryuu says he has to head out to the orphanage, so Kazama offers to help him get to Tokyo. After all, he still has business in Tokyo. He's sure that since Mine certainly must have con- nections with the Black Monday, Richardson will definitely be there at the Tokyo City Hospital. Kiryuu notes he's heard of this Richardson, and Kazama nods. He explains that nobody knows what Richardson looks like, but that they know he must be the head of the Black Monday. He's manufactured all this to lure him out and catch him, so he definitely needs to head back to Tokyo. He tells you to hurry to the orphanage and he'll get the transportation ready. You have Taichi running with you, so I don't even know if it's possible to do too much side mission stuff if you're looking to wrap up anything. Don't worry; you'll have a chance to come back to the Okinawa area in the next chapter. I have to warn you that it's night now, and it'll also be night in Chapter 12, so if you had to do something like the golf mission.... Well, that place is only open during the day. You'll have to start a save data in the Premium Adventure mode to do that mission, or start over the story. Go to the Monorail Station and head to the orphanage. It's wrecked. Kiryuu Mikio's head is bandaged, but he's not looking too good. Everyone's crouched over him. Kiryuu is defeated. The kids run to him for comfort, but he excuses himself and goes to Rikiya, asking how Mikio is. Mikio opens his eyes when he calls to him and apologizes. He then asks him to go save Nakahara, and Kiryuu swears to do so. Then, Mikio loses consciousness. Later, everyone's asleep on a tarp under the stars. Rikiya talks to the hospital on the phone. It seems they were able to save Mikio's life. Kiryuu stands up and gets ready to go to the bullfighting ring outside of town, which has been made into the new TAmashiro headquarters. As he goes to leave, Rikiya tells him he's coming with him, and limps up to him. Kiryuu turns him down again, ordering him to the hospital. He says if he comes like this, he'll just die a dog's death--he'll just die needlessly. Riki- ya says he just wants to be an independent, real man. Kiryuu tells him he's sure there's a time when he will be able to put his life on the line as a man, but it's not today. He then asks him to believe in him for now, and leaves. Head to the taxi in town and taks it to the bullfighting ring--it's the third option. There are bulls in the ring. Kiryuu looks around and spots Tamashiro, waiting for him on the steps. He says he finally meets you again, and Kiryuu asks him where he's taken Nakahara. But, Tamashiro tells you not to rush into it. He's been looking forward to your "reunion" for a year. He tells you when he heard from Mine that he'd be facing you again, he was very happy. He tells him Mine's already gone back to Tokyo, and that he has two roles here--to destroy the Morninglory, and to delay Kiryuu. They bring Nakahara out and throw him in front of one of the bulls. Kiryuu runs to save him, but Tamashiro stops him, saying that if he shoots the gun in the air, the fighting bulls will run and attack the nearest target--Nakahara. Suddenly, the gang closes in on Kiryuu. Tamashiro wants to see him killed before the bulls get Nakahara. In comes Rikiya, who asks you not to be mad at him. It seems Saki wanted to go to Nakahara, and Rikiya couldn't let her go alone, so he came with her, against Kiryuu's wishes. He then tells Tamashiro he's called cops on him, and that they'll be there any second. Even if he's a gangster, he called the cops because he thinks Tamashiro's not worthy of a real fight. So, Tamashiro shoots in the air and tells Nakahara this is the end for the Ryuudou House. One bull eyes Nakahara and rushes towards him. Saki suddenly cries out, "Father! Father! Watch out!" Suddenly filled with strength, Nakahara stands and grabs the bull by the horns, throwing it down. He says he's suddenly had that old self of his come back now with that, and he's leaving the rest in Kiryuu's hands. Kiryuu asks how long it'll take before the cops go, and Rikiya says about 7 or 8 minutes, so Kiryuu decides he should beat all those guys by then. Beat the guys, then beat him. He calls guys in twice. They have weapons. Might as well beat them and get the weapons. Kiryuu approaches Nakahara, and Rikiya and Saki come in the bullfighting ring, too. But, Tamashiro's not down for the count. He reaches for his gun, and as Nakahara congratulates Saki for talking and apologizes for worrying her, Tama- shiro gets his gun ready and stands to shoot at Kiryuu. But, standing in front of Kiryuu, is Rikiya, who gets hit right in the chest. Down he goes. Kiryuu catches him, and Tamashiro laughs. He says it's not like a real fighter to turn his back on his opponent like that! But, before he can shoot Kiryuu, a bullet goes through his head. It's Kazama Jouji. But...he's too late for Rikiya. Kiryuu covers the wound, while Rikiya asks where he was hit. Kiryuu tries to tell him it'll be alright and that he should hang in. Rikiya puts his hand on Kiryuu's. "Brother...is this...a meaningless, 'dog's death'...? Brother...did I save you...? If I did...it's alright with me." He says it was great fun, meeting Kiryuu, and wonders if he's now a great, independent man...? Kiryuu's tears fall on Rikiya's hand. Rikiya tells him he's the gretest man he's known and tells him not to lose to that Mine, no mat- ter what. Then, he goes limp. Kiryuu yells at him. "Don't you go dying on me!" But...it's too late. He apologizes, then dies. As Kiryuu goes into hysterics a bit, Jouji walks up and puts his hand on his shoulder. CHAPTER 12 ---------- "WHERE THEIR AMBITIONS LED THEM" (YABOU NO HATE) Missions Available (123/123 possible--complete): Date's Pride (Date no Hokori) The Fall Guy in Tokyo (Toukyou ni Kita Butsukaru Otoko) The Couple Who Wouldn't Learn (Korinai Futari) Amon (The mission "The Alps Tea Shop Murder" continues to this chapter) Hitman Missions: (Complete) Locker Keys Available: (Complete) This is it--the big gun-down. Mine is on the plane, headed to Tokyo. His underlings talk about Mine and how they wanted to see the look on Kiryuu's face when he saw the ruined Morning- lory. One of the underlings says it's great; once Daigo dies, there won't be anything to stop Mine. He'll be chairman, for sure. One of the underlings says Mine was just a brat, after all. Suddenly, Mine is there talking to them. He asks what they're talking about, and they say how happy they'll be when he's head of the organization. He then asks what there is to be so happy about. The guy looks confused, and Mine pulls a knife and pins the guy's hand to the chair with it, shouting in his face. "Will it really be so great when Daigo dies, huh?? Will it??" He then calmly sits back down, while the two underlings stare at him in shock. Kiryuu is with Kazama at the military base. A supersonic spy plane is pre- pared for them. That's how Kazama got to Tokyo so quickly. Kiryuu reaches to shake Jouji's hand, but he refuses. He says once Mine and Richardson, he'll shake his hand, but not before then. They're not out of the woods yet! Kiryuu asks Haruka to come with him. She agrees. The plan is simple; Kiryuu will go in the place and look for Daigo, while Jouji will head to the roof in a helicopter. Daigo rests in his hotel room, meanwhile. Mine is there, watching over him. In comes one of his underlings, telling him he's got a call from Richardson. He speaks to him in English, saying there has been no change in the plan and that he understands what Richardson wants him to do. Here you are again at the gate to Kamuro. Kiryuu stops at it, looking at it very seriously. Haruka asks if he asked her there because he's not sure if he's gonna survive this. She wraps her arms around him, and he puts his hands on her shoulders and pushes her back to look in her eyes. He apologizes to her, and tells her he just wanted to walk these streets with her again. He says it was selfish and he should have just left her in Okinawa, but she grabs him tight again and says she's really happy. So, you can go around with her and get her trust raised and stuff to your heart's content. You'll need her around for one of the side missions, too. If you want to drop her off, do it at New Serena. In front of New Serena, an African-American CIA agent shows up. His name is Rick Langley. He says he was given the message to tell you that if you need to go back to Okinawa, you should go to the airport and he'll have the jet waiting to spirit you back and forth. Go in New Serena and Kiryuu will explain that he's off to take care of Mine and he'd like Date to watch over Haruka in the meantime. Date agrees. Talk to Haruka. Use the top choice to have her go around with you, or if you're ready, use the bottom choice to have her stay. You can talk to her again and choose the top choice to have her go around with you again, if you want, so you can drop her off here and take care of missions, then come back and get her if you want to raise her trust level or whatever. Just, before you go to the taxi and head out to the hospital, you'll need to drop her off. Go to the taxi alone and Kiryuu's phone will ring. It's Jouji. He says that he's sent a message to all members of the CIA working in Japan that they should support your mission, but that it seems like not all members got the message. He's not sure why. So...not all of them may be on your side here. Inside, of course, all of Mine's men are ready to pounce on you. Kiryuu says his famous line that he's said in all the games: "Those of you who wanna die, come at me!" You'll have to beat these guys first to find out where Daigo's room is. The fat guy at the very end of this long fight in the foyer area will know. Keep going, beating guys blocking the way up down along the way, breaking lockers to get items. Run through the next area, mindful of gunmen. Then fight through the next room. Watch your sides and break the beds set up as barriers. There are guys with machine guns...but they shouldn't pose much of a threat. Beat the goons in the elevator and tap "X" to avoid the guy who looks like Ibuki. Once it stops, you're almost to Daigo's room. You can break the par- titions and chests in this room to get items. Proceed to his room. He's not there. The CIA agent from before is, though. You know, the blonde dude with almost a mullet...the guy who looks like Wesker. He says you just missed them, takes off his glasses, and says he would have killed you when he first met you, if he knew back then. Then he points up and says Mine's taken Daigo to the roof. Too bad Kiryuu only seems to understand the "roof" part. Guess those "conversational English" side missions really didn't work at all. Beat the guy up. Go back outside to head to the roof, and CIA agents will come meddling. Beat them. They all have firearms and like to sidestep all over the place. Before Kiryuu can make it out of the room, a gunshot breaks the silence. It's that numbskull again. This time, he uses guns. Beat him again! In the elevator, Kiryuu is confronted with wave after wave of agents. Beat them. Mine waits on the roof next to the unconscious Daigo. Kiryuu runs through the doors to the roof and calls to him. Mine says he's glad he could come, and explains that he's not after the head of the Toujou Association, really. Truth be told, he's actually seriously concerned about Daigo. Daigo's the only person who cared about him. Everyone else has been using him for money or whatever. He explains that he's an orphan, just like Kiryuu. He knows the same deep pain that only an orphan can. He's become powerful--very powerful, with this money. He'd do whatever it took to get that money, study as hard as he could. Money was the only thing that could get him the things in life he wouldn't get from family or society. But, he's realized that it was all a lie. Humans are allliar,s in his mind. They all lie and deceive and manipulate. There are no bonds between people. He thought he could find such bonds and loyalty within the world of the yakuza. That's why he went into the Toujou. He says that Daigo was the only person who didn't see his money or his age...just liked him for his ability. But he's here now to end Daigo's life. He thinks that Daigo's pretty much already dead anyway, and can't bear to see this strong man he admires so much just lying there, hooked into tubes and such. He levels his gun at Daigo. Kiryuu asks if he's not got a small flaw in his logic. As long as Daigo's still alive, there's still a chance. He asks if Daigo's trying so hard to live, how could he just snuff it out like that? Mine says it's just like Kiryuu to say that. He says that Daigo liked that about him. He wonders from where he musters this loyalty...him, an orphan just like himself! He'll kill him, and then he'll kill Daigo. And then he'll become the top. But, Kiryuu asks, what then? He says he knows now why people always turn away from him. It's not because of money or anything; it's because he doesn't believe in anyone else, so nobody can love him or believe in him. But Mine won't hear none of this. Kiryuu pullsh is shirt off and says that apparently, Mine's not the kind of guy Kiryuu can reach with words. He'll have to do it with his fists. Of course, Mine's not willing to back down from the fight. Not at all, in fact. He tells him to please go ahead and teach him what he can this way...by beating him. Beat him. In the end, Mine collapses, unable to continue. Kiryuu also slumps down, exhausted from battle. Mine wonders how he could have lost. His phone rings. It's his assistant, Katase. She wants to know what to do, and he says that only she cared about him. but, as soon as he says that, it seems some guy is there at his office, asking for money. She doesn't know what to do with his meetings. He puts the phone down, and laments that he actually just didn't have enough money. He's always believed in only money.... Katase keeps cal- ling to him to help, but he doesn't listen. He says that he's just wanted some- one to trust him this whole time...guess he couldn't buy it. He hangs up the phone. He looks up at the sky and wonders...is this what it feels like when it's all over? Kiryuu helps him up. But, just then, the CIA agent shows up. Mine explains that they're not CIA...they're Black Monday agents. And that guy? He's Andre Richardson (what a shock that practically the only American guy we meet turns out to be Richardson!!). Richardson aims his gun at Mine. Time to take out the trash. Both Kiryuu and Mine know too much to let them live. Suddenly, Daigo slips off the gurney and rolls to get the gun, then shoots at Richardson, who swears (uh-oh!). Shot in the body, Richardson falls. Kiryuu catches Daigo. He asks if he's alright, but Daigo's more worried about him. He looks concerned when he sees Mine there and asks if he's alright. Mine looks lost. He's betrayed the only person he felt respected him, after all. But before this reunion can get under way, Richardson gets back up (why do they always do that?). he really looks like a vampire or something. He staggers towards them, but Mine jumps up and runs towards him, taking several rounds to the arms and body. He grabs his arms and carries him to the edge of the building, then falls with him. He only regret that he hadn't met Kiryuu sooner.... What's that, like a 30-story suplex? There's Haruka and Kazama. Way to be late as usual, man. Well...I guess he saved them once, when Lau had them. Daigo turns to Kiryuu and asks if Mine was the traitor. Kiryuu shakes his head and says Mine was no traitor. Back in Kamuro, Yuuya and Kazuki are saying farewell to Kiryuu yet again. He promises to come see them again, though. Haruka shows up and Kiryuu goes to leave. Suddenly, someone calls to him. It's Hamazaki. He's lost everything, all because of Kiryuu. Kiryuu tells him that if he's prepared to die, he can do whatever he'd like. He asks him to join with him...he'll help him reform, if he's willing. Hamazaki asks if he can really trust him like that, and Kiryuu holds his hand out to him. Hamazaki says he'll test that trust, and walks forward, plunging a knife into Kiryuu's stomach. He mocks him, saying his preparedness to face death and belief in people reforming and all--that's all crap! Can he possibly believe those things now, now that he's faced with death? Kiryuu looks to him and says he can. He falls, and Haruka comes running while Yuuya and Kazuki grab Hamazaki. Kiryhuu says he was taught how to trust people by Mine, and looks up to the sky.... Watch the whole credits and see the little epilogue. I won't spoil it here, I guess. --------------------------- 4. QUICK STORY WALKTHROUGH --------------------------- NOTE: The steps in parentheses are optional CHAPTER 1 --------- - Look at at least one gravestone. Choose to remember, or not to remember. - (Look at each gravestone, remember things from earlier games) - Talk to Sayama, say you're done paying respects - Talk to Yuuya outside of Stardust - (Raise Haruka's trust around town) - Go to Emoto's Clinic, fight street punk (battle tutorial) - Go in Emoto's Clinic, talk to Kazuki, talk to Emoto - Talk to Haruka, (choose to keep her with you to raise her trust), choose to leave her behind and exit clinic to advance story - Fight Street Punks at intersection (battle tutorial) - Enter Millennium Tower, go to elevators, go to roof - Defeat Boss 1: Majima Gorou CHAPTER 2 --------- - Talk to Izumi at the beach - Go to Ryukyu Village - Go to the M Store in East Ryukyu Street - Defeat Boss 2: Shimabukuro Rikiya CHAPTER 3 --------- - Talk to Shirou in a room inside the Morninglory - Talk to Taichi and Mitsuo on the beach - Talk to Shirou inside the Morninglory - Talk to Taichi in the Morninglory's front yard - Talk to Shirou inside the Morninglory - Talk to Miyara, the neighbor to the Morninglory - Go to Ryukyu Village - Go to the South Sea (Nan'you) Country Club by monorail or taxi - Play golf (choose to retry bad shots) - Go to the Morninglory by monorail - Talk to Akasaka at the Morninglory's front yard - Talk to Ayako in her room, Haruka in the kitchen, Riona in the laundry, Eri and Izumi in the yard, Taichi in the Morninglory hallway, and Kouji, Mitsuo, and Shirou at the beach - Enter the dining room - Enter the kids' room, see Eri run away - Talk to Eri at the beach - Go to the dining room - Go to the kitchen - Return to the Morninglory from the beach and talk to Rikiya - Return to Ryukyu Village with Rikiya - Go to the Ryuudou House's office - Talk to the old woman at the intersection of Ryukyu and North Ryukyu - Defeat Tamashiro Group Members in First Town - Enter the Tamashiro Group office, go through battle stage to the top floor - Defeat Boss 3: Tamashiro Tessei CHAPTER 4 --------- - Talk to Haruka (choose to go with her, to go out alone, or to turn in for the night) - Talk to Yonashiro on the street - (Undergo training with Yonashiro on the beach) - Go to Ryukyu Village - Find the dog at the dead-end in northeastern First Town, Chase Battle - Talk to Izumi, decide which of these four to give the dog: 1. Dog Food -> M Store 2. Hamburger -> Smile Burger 3. Milk -> M Store 4. Bone -> Ask at both M Stores - Talk to Izumi, decide which of these four to give the dog: 1. Rubber Ball -> Shouji in his room at the Morninglory 2. Foxtail -> Miyara (the neighbor) next to the Morninglory gate 3. Doll -> In the shelves of the kids' room in the Morninglory 4. Bone -> Talk to Izumi - Walk away, wait for Kiryuu to think to himself that he's worried about them - Return to Mikio and Izumi - Go to the Morninglory - Event with Rikiya at the Morninglory's gate - Talk to Miyara, the neighbor - Go to Ryukyu Town - Go to shop just to the east of Kariyushi Arcade on the south side of Ryukyu Street, buy accessories - Go back to the Morninglory - Talk to Rikiya on the street - Go to leave the Morninglory, see event with Riona - Go to Ryukyu Village - Go to the plaza near Smile Burger and Coin Lockers and the M Store - Return to the Morninglory - Talk to Kouji - Play baseball, successfully hit 10 balls - Talk to Akira - Talk to Haruka in front of the Morninglory, choose to go with her - Go to Ryukyu Village - Go to the Municipal Market - Walk around a bit, return to the entrance - Go to the monorail station, talk to Mack Shinozuka - Talk to Taichi on the phone - Go to the monorail, choose to go to Tokyo - Go into Stardust, defeat Boss 4: Hasebe CHAPTER 5 --------- - Go past the Third Park to Nakamichi, south to the sidestreet running to the east to- Pink Street, north to the alley running to the west to the Nakamichi Poppo Mart, north and east to the alley behind the shops - Defeat Boss 5: Man In Black - Go north towards the Millennium Tower - Chase Battle with Mack - Talk to Mack - Go into the Millennium Tower, take the elevator to the top CHAPTER 6 --------- - Chase Battle, run from police - Meet Date - Follow Date, slowing to walk when he walks near police - Enter New Serena - Leave New Serena, talk to Rikiya on the phone - Mail from Rikiya, choose a place and head there - Mail from Rikiya, (choose anywhere but the M Store on Shichifuku, go there, get another Mail from Rikiya, repeat), choose the M Store on Shichifuku, go there - Mail from Rikiya - Head towards the Children's Park (the park on Shichifuku West) - Defeat Nishikiyama Group Members - Go to the Hotel District, go to Red Brick Hotel - Battle stage, defeat Nishikiyama Group members, go up to floor 6, room 603, to floor 4, room 406, to floor 7, room 704, up stairs to penthouse - Defeat Boss 5: Kanda Tsuyoshi - Take Rikiya to Karai (Han Rae) - Take Rikiya to Don Quijote - Take Rikiya to the Coin Lockers - Take Rikiya to the Third Park (near Stardust) - Answer Rikiya about Kashiwagi (your choices change the reward) - Go to New Serena, meet Itou, learn about Hitmen - Go to New Serena, talk to Date - (Talk to Rikiya, go back out on the town) - Talk to Date again CHAPTER 7 --------- - Go to the West Park on the northeast corner of the map, go in through the last stall in the toilet, go to door, enter Sai no Kawara - Go to the Majima office, pick up phone, go outside office, talk with Majima - Defeat Boss 7: Majima Gorou (again) CHAPTER 8 --------- - Leave the underground Sai no Kawara area - Leave the Sai no Kawara area - Action stage, defeat Se Waa Members, defeat Se Waa Lieutenant, break barriers, defeat Se Waa Lieutenant, Chase Battle against Se Waa Lieutenant, defeat Se Waa Members, break barriers, defeat Se Waa Lieutenant - Defeat Boss 8: Lau Ka Lung CHAPTER 9 --------- - Talk to Rikiya, take him outside Sai no Kawara, take him to a taxi - Talk to Tamiya on the phone, then to Date on the phone - Talk to Date in front of New Serena - Go with Date to the car near the Millennium Tower, talk to Tamiya's agent - Talk to Tamiya, choose to hear about things until you run out of things to hear about - Defeat Security Police CHAPTER 10 ---------- - Take a taxi to the airport, fly to Okinawa (30,000 yen) - Go to the Morninglory (note: you can fly back and forth for 30,000 yen here until you go to the Morninglory...then, you lose that choice) - Go to the Morninglory's entrance - Talk to Taichi - Go to the Morninglory's entrance - Talk to Taichi on the beach - Talk to Taichi in his room - Go to Ryukyu Village - Rikiya mails that you can use the Hideout in Ryuudou House's office, also that he's done setting things up - Return to the Asagao, talk to Rikiya on the beach - Do the things the children ask you to do during the match - Talk to Haruka, make any choices - Go to leave the Morninglory, talk to Taichi (give him Young Magazines) - Go to Ryukyu Village - Find Haruka at west Ryukyu Street near the Okinawaya - Find Haruka in west First Town at the corner near Tamashiro's - Find Haruka again near the bridge near the monorail station - Go to the Morninglory - Go into the Morninglory - Go to Ryukyu Village - Find Haruka in First Town, at the parking lot near Tamashiro's - Watch Haruka, (interrupt her when people come, including a chase battle with the cop and a battle with the yakuza), interrupt her when the two guys come - Defeat Fraudulent Card Makers - Return to the Morninglory - Go into the Morninglory - Talk to Ayako in her room - Leave the room, talk to Haruka - Talk to all the kids at the table during the event - Go to Ryukyu Village - Talk to Ayako near the Coin Lockers - Chase Battle with Ayako - Go to the Morninglory - Go to the Morninglory's front gate - Phone call from Tamiya - Go near the doghouse - Go to Ryukyu Village - Talk to the man at the main intersection in First Town advertising cabaret clubs - Talk to the man advertising Canal Grande in north First Town, enter club - Defeat Boss 9: Kazama Jouji CHAPTER 11 ---------- - Go to the Morninglory - Go into the Morninglory - Go to Ryukyu Village - Take a taxi to the Bullfighting Ring - Defeat Tamashiro Group Members - Defeat Tamashiro Tessei (Boss, but not listed in trophies :/ ) CHAPTER 12 ---------- - Enter New Serena - Talk to Date - Talk to Haruka, choose to stop going around with her (talk to her again to start going around with her again, then talk to her again to stop again when you're ready to advance the plot) - Take a taxi to Tokyo City Hospital - Defeat Hakuhou Group Members, defeat Hakuhou Group Executive - Defeat Hakuhou Group Members, take elevator, defeat Hakuhou Group members, enter Daigo's room - Defeat Crooked CIA Agent (Boss, but not listed in trophies) - Exit room - Defeat CIA Agents - Defeat Crooked CIA Agent (Boss, but not listed in trophies) - Take the elevator, defeat CIA Agents - Defeat Boss 10: Mine Yoshitaka -------------- 5. APPENDICES -------------- ------------- 5a. Missions ------------- One of the things that makes this series great, but also can be pretty aggrav- ating, is the amount of side materials. There have always been side stories in the Ryuu ga Gotoku series which have very little (or, nothing at all) to do with the main story. But, you get lots of experience for doing them, plus items and money. They always end with the final mission being for a powerful, hidden boss, if you didn't know. The reward for beating him is usually something pretty good, and this game is really no exception. Before you jump in here and start reading about how to get through these missions, I thought I needed to clarify a few things. First of all, these missions CAN BE COMPLETED AT ANY TIME AFTER THEIR STARTING POINT. I list what chapter you can do them in, but, except for four missions, you can do them when- ever you please in the story after the point at which they become available. I got a lot of complaints for my previous FAQs from people who seem to have ignored the fact that these side missions don't necessarily have to be done exactly when they are made available in the story. So, to repeat you CAN DO ALMOST ALL MISSIONS (EXCEPT 5 MISSIONS) AT ANY TIME IN THE STORY ONCE THEY HAVE BEEN MADE AVAILABLE. The Chapter I list them at is NOT THE CHAPTER THEY NEED TO BE COMPLETED IN. Here are the five in question: CHAPTER 4 (RYUKYU) - While going around with Haruka "A Trip Before Marriage" ("Konzenryokou") CHAPTER 4 (RYUKYU) - After talking with Mack Sinozuka "Love Letter In A Bottle" ("Binzume Love Letter") *you can also do this one later while looking for Ayako, but, you have to have completed "A Trip Before Marriage" first* CHAPTER 6 (KAMURO) - while showing Rikiya the town "A Girl From Back Home" ("Doukyou no Onna") CHAPTER 6 (KAMURO) - while showing Rikiya the town "Dotting The Eye (Garyoutensei)" CHAPTER 12 (KAMURO) - you need Haruka "The Couple Who Wouldn't Learn (Korinai Futari)" *only because you need to have completed "A Trip Before Marriage"* That's all I know of for now. You should be careful of those four. All other ones, you should be able to do at other times, if you wish. That's why I don't give the entire walkthrough for missions in the Chapters I list them in for the main story walkthrough. The other thing you have to understand about missions is that most of them have prerequisites. In order to get certain missions to show up, you need to have first completed another mission. Often, to have completed the mission you needed to complete first, you'll also have had to already complete yet another mission before that, and so on. So, if you're looking for a certain mission and the guy in question just isn't where he's supposed to be, you probably haven't completed the mission you need to have completed in the first place to start the ball rolling. So, if you can't find the guy you're supposed to see, DO OTHER MISSIONS. Make sure you do all of them. Another thing you should know about prerequisites is that you often have a character such as Haruka or Rikiya in tow during the game's story, and, besides three of the four missions I listed earlier, you usually are supposed to be ALONE. As in, without Rikiya, Haruka, Ayako, Taichi, Date, or whoever follow- ing you around. If you do manage to complete all 122 missions (which includes the cabaret club girls and "grooming the #1 cabaret club girl" missions) before the last mission plus the 20 Hitman Missions, and you've done all the IF7 training, and you're hoping to get that really powerful reward for clearing all missions, beware. The hidden boss is no joke. Bring lots of healing stuff. 5a-I. Overall Mission List --------------------------- This list is the way the computer lists missions. Since they don't use "??"'s, or any kind of placeholder, and since they don't go in the order of when the missions occur in the story, it may be a little hard to figure out which ones are missing without this list. This may not help people who can't read any Japanese, but I hope it can help someone some way. When you call up the pause menu with the Start button, the sixth option from the top is for your missions. The top choice is for your side stories, and the bottom choice is for the Hitman Missions. It'll probably be fairly easy to tell which of the Hitman Missions you didn't do, but, it might be hard for the 123 other missions. Here is a list of those the way they appear when you've at least initiated all of them: Date's Pride (Date no Hokori) Two Fathers (Chichi Futari) A Girl From Back Home (Doukyou no Onna) Dotting the Eye (Garyoutensei) A Trip Before Marriage (Konzen Ryokou) The Couple Who Wouldn't Learn (Korinai Futari) The Dragon of the Silver Screen (Ginmaku no Ryuu) A Satisfying Yakuza (Iyashiikei Yakuza) The Alps Tea Shop Murder (Kissa Alps Satsujinjiken) Stardust The Seven Wonders of Ryukyu Town #1 (Ryuukyuugai no Nanafushigi Sono1) The Seven Wonders of Ryukyu Town #2 (Ryuukyuugai no Nanafushigi Sono2) The Seven Wonders of Ryukyu Town #3 (Ryuukyuugai no Nanafushigi Sono3) The Seven Wonders of Ryukyu Town #4 (Ryuukyuugai no Nanafushigi Sono4) The Seven Wonders of Ryukyu Town #5 (Ryuukyuugai no Nanafushigi Sono5) The Seven Wonders of Ryukyu Town #6 (Ryuukyuugai no Nanafushigi Sono6) The Seven Wonders of Ryukyu Town #7 (Ryuukyuugai no Nanafushigi Sono7) A Tale of Ramen (Ra-men Monogatari) Go After the "M" Funds (M Shikin wo Oe) Love Letter In A Bottle (Binzume Love Letter) The Red Balloon Connecting Mother and Son (Oyako wo Tsunagu Akai Fuusen) The Worrysome First Draft Pick (Nayameru Draft 1rin) I Ryujeon at the Movies (Gekijoumae no I Ryuujon) Find the Shisa (Shi-sa- wo Sagase) Chain Stalkers Chase the Debtor (Shakkin Otoko wo Oe) Challenge from a Hustler (Hustler kara no Chousen) Is She Talking About Me...? (Ore no Koto?) Manga Artist Debut (Mangaka Debut) The Worrysome New Employee (Nayameru Shinnyuu Shain) Love's Cupid (Koi no Cupid) Love's Cupid Continues (Zoku Koi no Cupid) Love's Cupid Continues Again (Zokuzoku Koi no Cupid) Love's Cupid - The Finale (Koi no Cupid Kanketsuhen) Try And Hit Me Again! (Kaette Kita Naguttemiroya) Try And Escape Me! (Nigetemiroya) Try And Catch Me! (Tsukamaetemiroya) Hide-and-Seek in the Morninglory (Kakurenbo in Asagao) An Old Gentleman's Memories (Roushinsji no Omoide) My Husband's Been Acting Strange Lately (Otto ga Saikin, Hen nan desu) Shoplifter G-Men (Manpiki G Men) Kidnapping? (Yuukai?) The Man Who Wanted A Sea Bream (Tai ga Hoshikatta Otoko) Find the Purse-Snatcher (Hittakurihan wo Sagase) Catch the Black Market Broker (Yami Broker wo Toriosaero) Mikio at Market (Mikio to Ichiba) The Car that Gets Struck (Atarare Car) Chasing A Full Stomach (Manpuku Chaser) Chasing A Full Stomach Again (Matamata Manpuku Chaser) Just Chasing A Full Stomach Again (Hatamata Manpuku Chaser) Chasing A Full Stomach Forever (Eien Nare Manpuku Chaser) Drinking Duel (Sakenomi Taiketsu) How To Win At Love Darts (Ren'ai Darts Shinan) Taxi Driver I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1 Hanashi) I Wanna Go to Tokyo pt. 2 (Toukyou ni Ikitai Dai 2 Hanashi) I Wanna Go to Tokyo pt. 3 (Toukyou ni Ikitai Dai 3 Hanashi) Super Catch Photographical Evidence (Shinjitsu wo Utsusu Shashin) Lost Child Hunter (Mayoigo Hunter) The Brewer's Treasure (Shuzouka no Takara) The Dragon Palace Restoration (Ryuuguujou Futatabi) The Runaway Phone Chat Girl (Terekura Iede Musume) Tuna Fund Brand Purse-Snatcher (Brand Hittakuri) Dirty Money and the Debtor pt. 1 (Yami Kinyuu to Shakkin Otoko Dai 1 Hanashi) Dirty Money and the Debtor pt. 2 (Yami Kinyuu to Shakkin Otoko Dai 2 Hanashi) Dirty Money and the Debtor pt. 3 (Yami Kinyuu to Shakkin Otoko Dai 3 Hanashi) The Fall Guy (Butsukaru Otoko) The Fall Guy Strikes Back (Butsukaru Otoko no Gyakushuu) The Fall Guy Throws in the Towel (Hirakinaotta Butsukaru Otoko) The Fall Guy in Tokyo (Toukyou ni Kita Butsukaru Otoko) The Mars Fighter Invades Tokyo (Toukyou Shinryaku Kasei Fighter) Clearance Sale (Tatakiuri) Retirement (Tsutomeake) The Telephone Booth (Denwa Box) The Panicking Pickpocket (Suri, Ooawate) A Punk's Filial Piety (Chinpira Oyakoukou) Great Genius Showdown (Unchikuou Ketteisen) Cat Watcher (Neko Watcher) I'll Tell You Your Fortune (Anata no Unsei, Uranaimasu) Be Careful When Renovating (Reform ni Go Youjin) The Lost Keys (Nakushita Kagi) Run from the Crossdresser (Okama kara Nigero) Run from the Crossdresser!! (Okama kara Nigero!!) Run from the Crossdresser!!! (Okama kara Nigero-!!!) Death Bowler The Big Prize Scam (Ooatari no Wana) Kiryuu Suspected of Pickpocketing (Kiryuu, Suri Giwaku) A Family Full of Love (Aijou Ippai Kazoku) The Rose Balsam Song (Tinsagunu Uta) Golfer Boss (Shachou Golfer) The Water Purifier (Seisuiki) The Apprentice Ramen Chef (Ra-men'ya Minarai) Queen of Kamuro (Kamurochou no Joou) Armed Robber (Goutourannyuu) Okinawa Soba Delivery Race (Okinawa Sobaya Demae Race) High-Tech Peeping (High-Tech Nozoki) Bodyguard Job (Youjimbou Irai) The First Bodyguard (Hitorime no Youjinbou) The Second Bodyguard (Futarime no Youjinbou) The Third Bodyguard (Sanninme no Youjinbou) The Fourth Bodyguard (Yoninme no Youjinbou) The Fifth Bodyguard (Goninme no Youjinbou) Teach Mame to Sit (Mame ni "Osuwari" wo Oshieyou) Teach Mame to Roll Over (Mame ni "Omawari" wo Oshieyou) Teach Mame to Fetch (Mame ni "Tottekoi" wo Oshieyou) English Conversation Solicitor step 1 (Eikaiwa no Kan'yuu step.1) English Conversation Solicitor step 2 (Eikaiwa no Kan'yuu step.2) English Conversation Solicitor step 3 (Eikaiwa no Kan'yuu step.3) English Conversation Solicitor step 4 (Eikaiwa no Kan'yuu step.4) Amon Make the No. 1 Cabaret Club Girl! (No.1 Kyabajou wo Tsukurou!) Araki Sayaka of Club Ageha Sakurai Rina of Club Ageha Nishiyama Rihou of Club Ageha Nemu of Club Ageha Momochika Eri of Club Koakuma Mutou Shizuka of Club Koakuma Ayukawa Rina of Club Koakuma Tsuchiya Mika of Flawless Kaneshiro Nao of Flawless Unten Saya of Flawless 5a-II. Kamuro Missions ---------------------- CHAPTER 5 --------- Chase the Debtor (Shakkin Otoko wo Oe) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: At the Square in front of the Theaters Right near the Club Sega and such, in the middle of the eastern end of Theater Square, a guy speaking Osakan dialect will suddenly say he can't pay what he doesn't have. Someone will yell at him, telling him to pay already. Kiryuu looks to see what's going on. Some guy wearing what looks like a referee's outfit or something (maybe he works at Foot Locker) runs by, laughing at a yakuza in a...well, a suit of some nauseating color, anyway. He outruns him and the yakuza curses. Kiryuu calls to him, and the yakuza gets angry and curses at him, telling him it's none of his business...and then recognizes him as the former head of the Toujou Association. His name is Shibayama, and he's been trying to collect money owed by this guy, Motoyama, for a long time now. He asks you to help--pick the top choice to agree and he'll show a picture of the dork. Seems he owes 10 million yen (wow). Anyway, after you take the job, you can find him at one of five places. When you get near him, you'll get a call from Shibayama telling you Motoyama's been spotted nearby. You'll have to find him and talk to him, then beat him--though he dashes around like a lunatic. So, it's recommended that you pick up an object and hit him with it. The time you get increases with the number of times he gets away--but your reward goes down, from 100,000 for the first try to 80,000 at the second try, 60,000 at the third, 40,000 at the fourth, and 20,000 if you catch him at the last spot. Here's where he'll be: Kouenmae - In front of a blue tarp near the sidewalk Nakamichi - One of the workers inside Smile Burger Pink - Atop the neon sign for Pink Street (the girl's legs--you gotta use first-person view to see him) Champion - In front of the karaoke machine in Atenshi To the west of Theater Square - Inside Mach Bowl, at the lane all the way in the back One really easy way to get him is to go near the entrance to Mach Bowl while in Heat Mode, then go inside and find him. Go near the door to Mach Bowl, where a bowling ball is lying on the ground, pick it up, and stand far away, locked on with R1. That's the way you use a bowling ball's Heat Action. He won't be dashing around too much because you're far away...just hit Triangle and beat him in one hit. 1. See man chasing debtor in Theater Square, top choice 2. Find Motoyama in one of five locations above 3. Defeat Motoyama REWARD: 20,000 yen - 100,000 yen, 3,000 experience Cat Watcher (Neko Watcher) TIME OF DAY: Any PREREQUISITES: Clear "Chase the Debtor" STARTING POINT: West Shichifuku, north side, east of Children's Park Near the M Store in Kamuro, on the north side of Shichifuku, there's a woman in a purple dress and white jacket. As you get close to her, she calls out to you to ask if you've seen a cat. Seems she's looking for a cat that has a spot on its back shaped like a map of Italy. She calls him "Perro" (obviously an intentional misnomer because it means "dog"). Kiryuu decides to check sushi retaurants to see if cats are hanging out around them. There are a bunch of cats near them, indeed, but you can just go straight to the one that has Perro. He's hanging out at the intersection of Tenkaichi and the little street running off to the east that has the Third Park on it near "Manzoku Sushi." To get ahold of him, you'll have to have some catnip, so go to Poppo Mart and buy some for 498 yen (the 31st item from the top). Then, approach Perro and give it to him. Kiryuu brings the cat back automatically to the owner, who chides him and tells him not to go out anymore. 1. Get close to woman on north side of west Shichifuku (near Children's Park) 2. Examine Perro at the north side of the west end of the street running off east from Tenkaichi that has the Third Park on it, while you have Catnip in your inventory 3. Give catnip to Perro REWARED: 30,000 yen, 2,000 experience Manga Artist Debut (Mangaka Debut) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: In front of an M Store or Poppo Mart in Tokyo (NOTE: This mission starts in Tokyo and ends in Okinawa, so it may span a few chapters in Story Mode) When you near a Poppo Mart or M Store in Kamuro, you'll get a call from Taichi asking for a copy of Young Magazine (a monthly collection of chapter comics). Go inside and buy him one. Now go over near the coin lockers. You'll see a guy in the middle of the street, lying there, with issues of Young Magazine all around him. Talk to him. Kiryuu asks if he's alright, and the guy just kinda waves him off. Choose the top option to help him. It seems he's fallen over under the heavy weight of his backpacked, which is stuffed full of Young Magazines. He tells Kiryuu he's bought all the issues of that magazine, but before he can explain, he realizes he's got an important meeting in Alps Tea Shop, and runs off. So go to Alps. Get close enough to the young man with the backpack and the guy sitting down and hit Circle to overhear their conversation. It seems he wants out of some deal--so much that he'll give back the 10 million yen he's borrowed. The other guy won't let him--it's gone too far to stop now. So, the guy in the beret and backpack says he can't uphold his end of the deal. Now's not the time for him to be drawing comics. The other man says that if he's worried about his father, he'll explain it to him. But. the artist says his father's not so easy to talk to about this sort of thing and he's just gonna give up. The other guy tries to encourage him, saying he's sure that he can definitely draw a hit comic. He says that as his editor, he'll give him all the help he can get. The artist (named Hirono) goes to leave, and bumps into you. He recognizes you as the person who helped him before, but he just leaves anyway. Talk to the editor. The guy thinks you know Hirono, so Kiryuu tells him he just found him lying on the ground, and the editor thinks it's because he's been working himself so hard. Kiryuu tells him that no; it was because he was carrying around that heavy bag full of comics...but, he lets it go and just asks who that guy is. The editor explains that it's Hirono Tsutomu, the great mangaka!--or, well...he's sure he *will* be a great mangaka one day, anyway. It seems he's won the "Chiba Tetsuya Prize" (Chiba Tetsuya is a famous mangaka who did the "Ashita no Joe [Joe of Tomorrow]" series) from Young Magazine. It seems he's sold out all issues of that magazine, but he still is trying to quit the comics business (guess that's why he bought all those magazines!). Anyway, his father is a famous doctor in Okinawa. Kiryuu tells the editor he's from Okinawa, and he's not sure when he's returning, but he'll help the guy out with talking to Hirono's father. The editor agrees and says he'll meet Kiryuu at the OPA hotel...it's at the west end of Ryukyu Street, near Stone Market. Before you go, make sure you have a copy of the Young Magazine with you. In Okinawa, on the south side of Ryukyu Street to the west of Stone Market, you'll see the editor. Talk to him with a copy of Young Magazine in your hands. It seems Hirono's father isn't a doctor, really--he's a pharmacist. He runs Maeda Pharmacy over in Kariyushi Arcade. The editor seems a little upset about something so Kiryuu asks him what's the matter and he tells him he thinks he saw Hirono at the station. He doesn't want Hirono to spot him talking to his father, so he asks you to go alone. Talk to the man at Maeda Pharmacy, and he'll explain all about the situation. It seems that his entire family has been nurses, pharmacists, and researchers-- never a *real* medical doctor. So, since he figured Hirono had the ability, he'd encourage him to become a doctor. He gave him manga and all, but one day, he made him throw them all in the river so he could give up on that silly dream and focus on being a doctor. He feels that he threw his son away that day, and he has no chance to ever be with him again. Truth be told, it was his dream that his son become a doctor, not his son's dream, and he understands that now. He'd just be proud of him so long as he didn't give up on his dreams. Kiryuu says there may still be time to reach his son, so he's gonna go look for him by the Kubochi River, where he may be about to throw all those Young Magazines in. He's at the bridge near the Monorail Station. His editor's there. Choose the second choice to ask Hirono if he's come to give up on his dreams of becoming a mangaka. To kill his dream off, he's come to throw them in the river. Suddenly, his dad shows him. He tells him there's no need for him to give up on his dream of being a mangaka. He asks him why it was he made him throw all the manga in a river and told him his family had been doctors to pressure him, and then explains that it was only partly to make him give up. He also wanted him not to make the same mistake he, himself, had made. Seems the reason he bought him so many manga is because he actually loved manga! He even wanted to be a manga, but he didn't have the talent to get the Chiba Tetsuya Prize or anything. He just kept trying to draw manga and didn't study enough to become a doctor. So, all is well, and Hirono can get back to his debut. If you bring the 50 Young Magazines you get as a prize to Taichi later, you'll get a Gold Plate as a reward. If you're in story mode, you may want to go wrap up all the other missions you can do here and Tokyo first, because going to the Morninglory will make it so you can't go back to Tokyo until Chapter 12. 1. Get call from Taichi outside a convenience mart, buy a Young Magazine 2. Talk to man with backpack fallen near Coin Lockers, top choice 3. Go into Alps, talk to editor 4. Go to Okinawa, with Young Magazine on your person, talk to guy on south side of the street east of Stone Market 5. Go to Maeda Pharmacy, talk to owner 6. Talk to guy at west side of eastern bridge across Kubochi River (near mono- rail station) REWARD: 50 Issues of Young Magazine, 10,000 experience The Runaway Phone Chat Girl (Terekura Iede Musume) TIME OF DAY: Any PREREQUISITES: Go through "The Manga Artist Debut" until you agree to meet the editor in Okinawa STARTING POINT: Near the entrance to the Third Park Across the street from the Third Park, there's a guy on the ground, surrounded by girls. They're angry at him for bothering them, and they say they don't know the "Nami" they're talking about. Kiryuu shows up and they run away. He asks why the girls were bothering the old man, and he explains that his daughter, Nami, has run away, and that his neighbor told him she's been seen in Kamuro. He says that he's asked the girls around her age around here, but that they just get pretty angry, and Kiryuu says that the girls of Kamuro will think you're hitting on them if you start talking to them, is why. Anyway, he has no clue where Nami could be--just that she's in Kamuro. He notes that she probably doesn't have much money, so, Kiryuu suggests she's probably working somewhere. The father wonders what kind of job a 20-year-old girl could possibly get in Kamuro, but the two of them already know it's probably some kind of cabaret club nonsense. Just then, a guy comes up to advertise some new kind of "telephone club" called "Honey." It's like a cabaret club, but, you don't even have to go any- whre! So, you know, age and appearance won't matter too much, and you don't have to feel so embarrassed to go in and talk to the girls. He then gives you a package of tissues advertising "Honey." Anyway, the guy thinks you're fit to talk to call this club and talk to Nami. He's gonna go find this telephone club himself, but he gives you his number in case you can find anything out. Go to your items screen and highlight the tissue, then hit Circle to use it and call Honey. The girl who answers asks if you wanna take her out to eat. Kiryuu tries to tell her he's actually just got something to ask her, but she just mentions going to Karai (Han Rae) and so Kiryuu just decides to go see her in person. You should know you're going to have to pay 20,000 yen there. She's waiting outside the restaurant. Talk to her. Inside the restaurant, she laughs and tells you she doesn't know all the other girls in the agency, but then she rembers something. Probably, the girls' at the burger joint. It's a 24-hour business, so a lot of homeless types wander in there and just drink coffee all day. She notes that a lot of guys like you used to be there, but it's recently just been a lot of girls. Probably, she's one of them. Then, Kiryuu buys her whatever she'd like. It's gonna be 20,000 yen. Go down to Smile Burger. There's a girl standing around outside. When you get close, she asks if you're the one who called. When Kiryuu doesn't know what she's talking about, she apologizes, but he then asks if she's from the tele- phone club, and she says "yes." Kiryuu then asks if her name is Nami. She asks how he knew, and Kiryuu says her dad is in town looking for her, so he calls the old man. She protests, but her dad shows up to take her home. Just then, a bunch of street punks show up. That dude's Kouto, who took Nami in when she came to Toukyou. He even told her how to make money in the tele- phone club. He then tells the dad he's made her into an adult in just a few days. Nami's dad busts him one. He says he'll lecture Nami later--right now, it looks like Kouto needs a lesson instead. Beat them up. After the punks run off, Nami's dad turns to her and demands she give it up and come home already, so she slaps him and tells him that attitude is exactly why she left in the first place. Kiryuu tells her to please listen to him, pointing out that people who actually stand up for themselves in this day and age like that are rare. She responds by saying that a woman has to lose so much to make it there in Kamuro, and then she agrees to go with her father, and he thanks Kiryuu, saying he won't forget that as long as he lives. 1. Talk to man lying on the ground surrounded by girls near the Third Park 2. Press Start, highlight tissues from Honey, hit Circle to call 3. Meet Chika outside of Karai, pay 20,000 yen 4. Meet Nami outside of Smile Burger 5. Beat punks REWARD: 100,000 yen, 3,000 experience The Big Prize Scam (Ooatari no Wana) TIME OF DAY: Any PREREQUISITES: Clear "The Runaway Phone Chat Girl" STARTING POINT: Just east of the Poppo Mart in Nakamichi Just east of the entrance to the Poppo Mart in the Nakamichi area, on the north side of the street, a guy is cowering, muttering to himself about a scary person and wondering if he can trust him or not. Talk to him. He says he can't trust anyone--not anyone at all, and that everyone's just out to get him! He then attacks Kiryuu when he asks what's wrong. Beat him. Kiryuu tells the guy to calm down and tell him what's going on after that. The guy tells him he's won the lottery. Probably, he's won about 300,000,000 yen (that's about 3 million bucks). So, he thinks everyone's gonna be out to get him so they can get his money. He wanted a bodyguard, but he doesn't have enough money right now. He asks Kiryuu to be his bodyguard...take the job with the top choice. Kiryuu goes with him to the nearby taxi and he says he'll come back and pay him later--I mean, he's gonna have 300,000,000 yen soon, right? Go in and out of a shop to pass the time and if you check the missions in the start button menu and highlight that mission, the text will say that it's time to go see the guy again. Go to the taxi area and talk to the guy. Kiryuu seems to think the guy's gonna duck out of paying, but the guy tells him that he was mistaken. The number did win the lottery--a month ago. He hasn't won anything at all. So, the guy says that he realizes now that money isn't everything--in fact, it's not much of anything at all. He's glad he didn't win; money brings more problems (that's OK; I'll take it from any of you readers who feel the same--I don't mind). Then he gives you 50,000 yen. You can also pass this mission ("Complete") by choosing the third choice in the first place and actually checking the ticket yourself, but why do that when you can have a higher reward? You only get 30,000 yen that way. 1. Talk to man near Poppo Mart in Nakamichi, beat him 2. Either agree to take him to the taxi with the top choice, go in and out of a store and return to the taxi spot and talk to him again, or choose the third choice to check the ticket REWARD: 30,000 yen, 2,000 experience or 50,000 yen, 2,000 experience Clearance Sale (Tatakiuri) TIME OF DAY: Any PREREQUISITES: None A weird guy in a coat and fedora is standing at the intersection near Karaoke- Kan. Talk to him and he'll say he's got something to show you, then take you down the alley a bit and show you a fine bag. He's slashing the price down to 50,000 yen--no! 40,000 yen. You can just buy it with the top choice, or you can choose the third choice to ask him to slash the price. He'll go down to 36,000 yen, then you'll only have two choices--the top choice to buy, or the bottom choice not to buy. If you choose the bottom choice and then talk to the man again, he goes down to 35,000 yen, the lowest he'll go. With the bag in your possession, go into Ebisuya Pawn Shop and talk to the owner. He notices right away that the Platinum Bag you're carrying is a fake, and he'll say they don't buy imitations. So go back to the guy in the fedora. He seems glad you have it. Kiryuu tells him it's a fake and the guy says he'll buy it back for 70,000 yen. Choose the bottom choice not to sell it to him and he'll raise it to 100,000 yen, then to 200,000 yen, which you can do, but you'll fail ("Finished") the mission. Instead, refuse yet again, and then again when he asks a second time. You'll have to fight him. After you beat him, he explains that he's gotten himself into trouble with debt, and so he's become a shady delivery man of sorts. He was supposed to sell the bag to a tough-looking guy to pass a car key along to him, but he sold it to you instead. You can choose the top choice to give it to him for a re- ward of 50,000 yen, a French Hadnbag, and 5,000 experience, or you can choose the bottom option to hold onto the key. If you hold onto the key, go to the Millennium Tower. There's a white car there that kinda looks like a PT Cruiser or something, across the street, at the corner of Nakamichi and Taihei. Get close to it, and Kiryuu will auto- matically wonder if he should use the key or not. Make the top choice to open it. There are books inside. Kiryuu doesn't understand. Up come three guys in suits, telling you not to touch their stuff. Beat them. Seems they're a bunch of gangsters who have a lot of books filled with puppy pictures. They seem embarrassed, but they just happen to like cute things. So, they pay you some money to keep your mouth shut. 1. Talk to guy in fedora by Karaoke-Kan, bottom choice three times 2. Talk to guy in fedora again, buy with top choice 3. Take bag to Ebisuya Pawn Shop, talk to worker 4. Talk to guy in fedora again, bottom choice, bottom choice, bottom choice, bottom choice 5. Defeat guy in fedora, bottom choice 6. Go near white car on south side of street near Millennium Tower, at corner of Taihei and Nakamichi, top choice 7. Beat gangsters REWARD: 300,000 yen, 5,000 experience Chasing A Full Stomach (Manpuku Chaser) TIME OF DAY: Any PREREQUISITES: Finish "Clearance Sale" STARTING POINT: In front of Karai (Han Rae) Talk to the worker in front of Karai. He's calling for help because someone ran off without paying. He points to a fat guy in jeans running away. The guy ate enough kalbi for 15 people! Pick the top choice to go after him, but be warned--it is a Chase Battle (albeit an easy one). The man easily affords the whopping 40,500 yen he owes. The shopowner is a little surprised by this, so he asks why he's running, and the guy says he's after some bautiful, manly, epic adventure, and looks up to the heavens roman- tically. The shopowner tells him that's a load of bull and tells him never to return to his shop, and the guy says that it's just as well--all this running's made him hungry. So, where should he eat and run on next? The shopowner tells you the man's gotten a bit of a reputation lately, and is well-known for skipping out when he owes restaurants. 1. Talk to shopkeep outside of Karai Korean Barbeque, top choice 2. Win Chase Battle against Dasher REWARD: Staminan Royale, 2,000 experience An Old Gentleman's Memories (Roushinsji no Omoide) TIME OF DAY: Any PREREQUISITES: Finish "Chasing a Full Stomach" STARTING POINT: East entrance to the Millennium Tower Go near the east entrance to the Millennium Tower. A couple of punks are harrassing some old dude sitting on a bench. Seems they're asking him to pay them so they can show him where something is, but he doesn't want to pay be- cause he thinks he's not lost. Talk to the guy and Kiryuu will chase the punks off. Turns out the guy's just tired from walking so much. It's been over 60 years since he's come to Kamuro, so he asks if you know where Turtle Street (Suppon Street) is. That's the little alley running off to the west from Tenkaichi, just north of the Poppo Mart there. He's looking for a shop called "Jinsei (Life)." So, go over to Suppon and check it out. There's a guy standing in front of a bar called "Gotchin." Talk to him to ask him about this "Jinsei" place, and he'll explain that it was there a long time ago across the way, in a building that's now a video store. Seems the rent was raised and the owner could no longer afford it, so he's moved his place over to the Champion District. It's in the southeast corner of Champion. Get close and you'll see an old dude getting harrassed by a debt collector. Choose the top option to help him, in which case you'll have to fight some yakuza, or the bottom one to just see what happens--but why pass up a fight? Go back and talk to the old man. He thinks he has to go apologize to the guy and wants you to take him there, so choose the top choice to lead him to the Champion District. He calls to the owner: "Tanoue! It's me--Zaizen. Zaizen Shintarou." He apologizes to Tanoue for stealing the money they got back when they were in business together in their black market days. Seems he took ten million yen from them. Tanoue's not going to take it, but the yakuza who were trying to collect the debt before overheard the conversation and stick their noses in and take the money. It doesn't matter how you answer here; either way will cause a fight. After you beat them, Tanoue explains why he won't take it. The money he owes them isn't Zaizen's fault; he borrowed the money for an operation for his wife, who has cancer. He met her because after Zaizen took his money, he had nothing, and had to sell even his shop and move in with someone running a sushi shop. That's where he met his wife, so he feels like he owes Zaizen. Zaizen gives the debt collectors all the money anyway, and tells them never to bother Tanoue again. He says he didn't do it for Tanoue; he did it for his wife, as thanks for deciding to spend her life with such a knucklehead. Then he says that he'll accept free drinks at Jinsei for life as repayment. 1. Approach old man at east entrance of Millennium Tower, talk to old man 2. Go to Suppon Street, the alley to the north of Poppo on Tenkaichi running to the west, talk to bar owner 3. Go to Champion District's southeast corner, top choice to fight yakuza, beat them 4. Talk to old man at Millennium Tower, top choice 5. Top choice to fight yakuza, beat them REWARD: 100,000 yen, 3,000 experience Try And Hit Me Again! (Kaette Kita Naguttemiroya) TIME OF DAY: Night PREREQUISITES: None STARTING POINT: Parking Lot at Shichifuku In the parking lot at Shichifuku, a guy is standing around with a crowd of people around him. Talk to him. People who played Ryuu ga Gotoku 2 might recognize him. He's a sort of street fighter, who takes money from people to have them try to hit him. If you do successfully hit, he pays a prize. He's lost only once--to Kiryuu! It costs 3,000 yen, but you'll make 50,000 if you hit him. He asks that you not use weapons or anything like that this time, so picking up a weapon and hitting him will still be a loss. Don't worry--you can retry if you fail. It's pretty easy if you learn the Komaki-Ryuu Sabaki Uchi (Komaki Style Punishing Strike), and then do a shoulder charge by swaying forward and hitting Triangle. 1. Talk to man in parking lot at Shichifuku, top choice 2. Hit him once before your time runs out (60 seconds) REWARD: 50,000 yen, 3,000 experience High-Tech Peeping (High-Tech Nozoki) TIME OF DAY: Night PREREQUISITES: Finish "Try And Hit Me Again" STARTING POINT: The intersection of Taihei and Senryou, southeast corner You'll see a supposedly sexy woman (the game calls her that, anyway) standing at the south side of the street at the corner of Taihei and Senryou--near where the "Tougenkyou / Shangri-La" place was, if you played the other games. She'll run up to you when you get close enough and ask if you wanna do something nice. She looks you over and notes your physique. You've got a good body and nice eyes. The top choice is to turn her down, but choose the bottom option to hear what she wants you to do. It seems someone's been peeping in on her. From the parking lot she leads you to, you can see her apartment's window. She wonders if you wouldn't mind keeping watch for the peeping tom. This is a mini-game involving the R3 button's first-person perspective. You'll need to find all four targets, one after another. They're all somewhere nearby. - A man in underwear dangling from the fire escape to the east, trying to get away from his lover's husband - A cat with a fish in its mouth on a building on the north side of the little alley off to the west across the street - A lady bending over on top of the building on the south side of the little all off to the west across the street - A guy standing atop a duct on top of the building on the north side of the parking lot, trying to conquer his fear of heights Once you see all four of those, you'll get a call that the peeping tom seems to be around. He'll appear on the side of her building, the north one in the parking lot, hanging onto a duct. He says something almost incomprehensible about people vanishing from the streets for a year now, and how anyone who's seen him lurking in the shadows of the streets must be killed. Beat him. He complains that the military-training-style martial arts he learned by mail seem to have amounted to nothing. The lady comes running and asks if you caught the peeping tom, but seems surprised at the weird goggles the guy has on. He happily explains that they're night-vision goggles used by the U.S. armed for- ces, and that he can see everything at night like it was the middle of the day, and he can even look into peoples' rooms. She asks if he looked in her room, and he says that he did, but only by chance. He has no interest in three-dimensional women...plus, he doesn't like cheap, showy women anyway-- *slap!* 1. Go near woman at intersection of Taihei and Senryou, agree to do as she asks with bottom choice 2. Enter first-person mode, see four targets listed above, hitting "Circle" when the reticle is over them, then answering the phone call each time 3. After phone call, enter first-person mode, pass reticle over man on wall, hit "Circle," defeat man REWARD: 50,000 yen, 3,000 experience Taxi Driver TIME OF DAY: Night PREREQUISITES: Finish "High-Tech Peeping" STARTING POINT: Western end of Shichifuku (near Children's Park) Near Children's Park at the west end of Shichifuku, there's a drunk guy jumping up and down on a taxi. Talk to the taxi driver, and choose the top selection to hear what's going on. Seems the drunk guy didn't want to put on a seatbelt, and he's freaking out and jumping up and down on the cab now. Choose the top choice again to stop the guy. That means you have to beat him in a fight, of course. Unlike the "Fine Automobile" quest in Ryuu ga Gotoku 2, you should NOT hit the drunk against the car. If you do, you'll get less of a reward from the cab driver and you'll fail ("Finished") the mission. 1. Talk to cab driver near entrance to Children's Park at west end of Shichi- fuku, top choice, top choice 2. Beat punk REWARD: 20,000 yen, 2,000 experience or 5,000 yen, 2,000 experience The Dragon Palace Restoration (Ryuuguujou Futatabi) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: Outside the Dragon Palace Outside the building that was the Dragon Palace (Ryuuguujou) in the second game near the west end of Kouenmae before it goes to the Hotel District, you'll see a bunch of hoodlums sitting around on the ground. You can't interact with them. Go past them to the west and north a bit to the dead-end street on the north- east side of the Hotel District and you'll see a bunch of hoodlums harrassing a homeless man. He asks you to save him from them. It seems these are the "Homeless Hunters." They say they're there to throw out the human refuse. Choose the top option to beat them up. Now go back near the entrance to the Dragon Palace. There are some homeless guys there getting ready to go teach the Homeless Hunters a lesson. Kiryuu tells them he's gonna go clear these Hunters out and reopen the Dragon Palace. You'll automatically go to fight them. Beat them, and their leader will come down. Beat him, too. The homeless guys need to rebuild a little after that. They'll call you when they're done so you can use the casino inside the Dragon Palace. Run a bit away and the call will come...it really doesn't take long. 1. Run past punks crouching in front of Dragon Palace's entrance 2. Go to northeast dead-end street in Hotel District, top choice, beat punks 3. Go back to Dragon Palace's entrance, beat punks, beat leader REWARD: 3,000 experience, use of Dragon Palace Run from the Crossdresser (Okama kara Nigero) TIME OF DAY: Any PREREQUISITES: The Dragon Palace Restoration STARTING POINT: Shichifuku, near M.E.B. Near M.E.B. in the middle of Shichifuku, a couple is having an argument. The red-dress wearing "woman," Michiru, is quite obviously a man, but Kiryuu doesn't notice. Choose the top option to break up the fight, and you'll have to beat the guy up. Michiru's taken a liking to Kiryuu. She wants to call you "darling." Kiryuu is a bit repulsed by this, but Michiru says she's gonna give you a kiss as a reward. This is another Chase Battle, but it's the type where you're running away. Run until Michiru's endurance drops--and tap X quickly when "she" grabs you! 1. Go near couple arguing in front of M.E.B., top choice 2. Beat man 3. Run from Michiru REWARD: 2,000 experience The Water Purifier (Seisuiki) TIME OF DAY: Any PREREQUISITES: Finish "Run from the Crossdresser" STARTING POINT: Anywhere (after solicitation e-mail arrives) After you clear the mission where you have to run from Michiru, your phone buzzes. You've got some junk mail from a company called "IH Water Purifiers." They say you've been selected as a tester for the "Super IH Water Purifier" and that all you have to do is go and take a free survey to get a Super IH Water Purifier. They have limited supply, so only the first 30 people will be able to get in on this--better hurry. Apparently, they're on Kouenmae. On Kouenmae, behind the block that has Club Koakuma and Karai, a man in a yellow jacket is standing around, calling to people on the street. Talk to him and take the top option to follow him to the office. They congratulate you on winning the chance to test the product, and then they go into a speech about how great it is. It usually costs a million yen, but you've won it for free! You just have to pay the 300,000 yen installation fee. Refuse with the top choice, and they'll get insistant. Refuse again with the top choice, and they'll fight you. 1. Get e-mail about water purifiers after running from Michiru 2. Talk to man in yellow jacket near the center of Kouenmae, on the south side of the street, agree with the top choice 3. Refuse with the top choice, refuse with the top choice 4. Defeat yakuza REWARD: 50,000 yen, 2,000 experience I Wanna Go to Tokyo pt. 2 (Toukyou ni Ikitai Dai 2 Hanashi) TIME OF DAY: Any PREREQUISITES: Clear "I Wanna Go to Tokyo pt. 1" STARTING POINT: Inside Smile Burger In Smile Burger, Kaede, the girl who wanted to go to Tokyo in Okinawa, will call to you. She's got herself a job in Smile Burger. She gives Kiryuu some french fries for free. Leave and come in, and the manager's yelling at her for eating on the job and taking food home. He fires her. Talk to her and she'll head out to look for other work. Run for a bit and an e-mail will come from Kaede. She's got herself a new job at Gelateria Kamuro. Head over there and you'll notice the usual worker with nobody in front of her, while Kaede is off to the side with a huge line. Get close and she'll call to you again. The checkout girl calls to the manager and asks her to take Kaede off scooping duty...she's taking too long! Of course, the manager lets her go. But, she's not giving up yet! She'll keep looking for work. Leave and as you run around a bit, another e-mail comes from Kaede. This time, she's at Mach Bowl, so go pay her another visit. As soon as you walk in, she's getting fired again. Seems she was letting people play on credit; she was letting them say they'd pay later. Kiryuu suggests she go into the nightclub business. As you go about the city from there, you'll get two e-mails. The first is about how she tried to become a cabaret club girl, but was turned down at all of them. The second, though, tells you she's found work at Atenshi. Head on over there. A line of men go into the place as you show up. The place seems hopping as you go in! In fact, Kaede greets you and tells you it's all filled up and wonders if you'd mind waiting in line outside. She then realizes who you are, and the guests and her both explain that everyone thinks she's fun and likes to hear about her Okinawan ways and all, so she's quite popular. Even the madam of Atenshi (actually a transgendered person, as we know from Ryuu ga Gotoku 2) comes and tells you what a great job Kaede's doing. Kaede says she really thought she'd get fired again, but she's glad she found a place to work in Kamuro. Run around for a bit and you'll get another e-mail from Kaede saying that it's gonna be hard on the madam of Atenshi, but she just thinks Tokyo isn't for her, after all. The guests at Atenshi have convinced her that she just doesn't really fit in, so she's going back to Okinawa. 1. Enter Smile Burger, leave, and enter again, talk to Kaede 2. Get e-mail from Kaede 3. Get close to Kaede inside Gelateria Kamuro 4. Get e-mail from Kaede 5. Enter Mach Bowl 6. Get e-mail from Kaede, get another e-mail from Kaede 7. Go to Atenshi in the Champion District, enter Atenshi 8. Get mail from Kaede REWARD: 50,000 yen, 3,000 experience A Tale of Ramen (Ra-men Monogatari) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: Kyushu Ichibanboshi Ramen (NOTE: This mission starts in Tokyo, but part of it is in Okinawa, so you may not be able to complete it for a few chapters) Outside Kyushu Ichibanboshi Ramen, you'll hear people shouting about cup (instant) ramen. Go inside. The owner is yelling that he doesn't think that instant ramen tastes anything like his Kyushu Ichibanboshi, and the man with the cup ramen protests that it's the finest tonkotsu (pork bone) instant ramen available. The owner tells him that his shop's Kyushu Ichibanboshi name has to be something people can believe in, and he doesn't want to associate it with that rubbish cup ramen. Then, the guy runs off. The owner then tells you not to worry about it and asks you to order. Talk to him and he'll explain that his son used to run the shop, and he sent him off to Kyushu to learn the real taste of ramen. He'll also tell you that this guy you just saw has been annoying him lately to put his shop's name on a line of ramen. Go outside and talk to the guy. He looks at Kiryuu's face enough to make him freaked out. The guy tells him he thinks Kiryuu looks like someone who loves ramen, and Kiryuu admits that he does like it. So, the guy introduces himself as Ueda, a man working for Ace Cook Foods. They make cup ramen. He's come to Tokyo from Osaka to try and get the rights to make a line of cup ramen based on Ichibanboshi's stuff. But, the taste hasn't been up to snuff, so he's had to redo the recipe 7 times already. He asks you to taste it. Choose the top choice. Just as the shop owner was saying before, it lacks the rich taste of the real thing. Ueda looks upset. Apparently, the guy running Ichibanboshi won't tell him the recipes and has told him to make it up himself, but he keeps failing. Choose the top choice to ask him if he's really tried EVERYTHING, like he says he has. Kiryuu tells him to rethink it as the idea that he's not making the same soup offered in the restaurant, but rather, a cup noodles. He has to figure out a way to make a cup noodles that tastes appropriate, rather than trying to figure out how to make the same exact soup and make it into cup noodles. Encouraged, the guy runs off. In front of the Millennium Tower, at the edge of the sidewalk not too far east from the save point, you'll find Ueda. Get close to him. It looks like some gang members have knocked some cup ramen out of his hand and are harrassing him. They don't want to answer his questions. Talk to him and then beat the guys. He's inspired by your trouncing those guys. He realizes if he crushes pork bones into tiny pieces, he should be able to make a bone extract. Off he goes. Go back to Ichibanboshi. The cook seems a little impressed and tells the guy he guesses it's not bad for cup ramen, with the delicious taste of pork bone in it now. But that's not enough for Ueda. He takes offense at the "for cup ramen" remark and asks what's missing that would make the guy approve of it more. The cook tells him it's nice and all, but there's too many little pieces of bone now. So, the guy says he's off--but he'll be back. The shopkeep asks where he's going, and he says Kyushu, to learn how ramen should really be made! He leaves. The shopkeep wonders what happened, and Kiryuu explains. Go to Okinawa (this happens in Chapter 10 in the story mode). Ueda is standing around in the middle of the street, just north of the intersection at Ryukyu and North Ryukyu. He tells you someone in Kagoshima told him to go taste the soba in Okinawa and asks where a good soba place is. Help him out with the top choice. He's pretty serious, going to Kyushu and then to Okinawa. Go down to Warabaa. Talk to the guy. He gets the idea to put pork skin in the broth, then runs back to his office in Osaka. What a nut! The lady tells you he ate 10 bowls there! So go to Tokyo and enter Ichibanboshi. The chef there admits to the young guy that this is really a delicious cup ramen and agrees to give it the Ichibanboshi name. The guy from Ace Cook jumps up and down in joy, and then turns and gives you a sample. 1. Enter Kyushu Ichibanboshi, talk to owner 2. Exit, talk to man just to the north of shop, top choice, top choice 3. In front of Millennium Tower, talk to Ace Cook man, beat guys 4. Go back in Kyushu Ichibanboshi 5. Go to Okinawa, talk to Ace Cook man on North Ryukyu, top choice 6. Go to Warabaa, tal to Ace Cook guy 7. Go to Tokyo, enter Ichibanboshi REWARD: Sample "Kyushu Ichibanboshi Pork Bone Ramen", 10,000 experience Is She Talking About Me...? (Ore no Koto?) TIME OF DAY: Any PREREQUISITES: Undertake massage therapy at Love In Heart STARTING POINT: Bantam Talk to Tsubaki Ayana, the girl from Love In Heart. She's sitting at the bar. She asks if you remember her. Choose the third option from the top to say "Love In Heart." The two of you will have a drink and exchange a few pleasant words, get to know each other a little. Then, you get a choice to ask about what's bothering her or not--choose the top choice. She goes on to explain that her lovelorn woes and that she doesn't think she's good enough for the object of her affections. As the conversation goes on, she talks about her man...you have a few choices here, and each one seems to kinda point towards Kiryuu. You have three options, but you actually have to ask all three questions about the guy before the story progresses and she goes to use the restroom. Yuuya runs up to you. He overheard a little and suggests it's you she's after, though Kiryuu says she's just asking him for advice, is all. Back she comes and Yuuya clears off. Choose the top choice to hear more about her trouble. She says she's not sure if she's good enough for him, and Kiryuu protests, saying he thinks a lot of guys would be very happy if an attractive girl like Ayana liked them. She looks happy, but tells Kiryuu he might be wrong--there's something she's never told him. She was born a man. Ayana is a transgendered person; a woman born in a man's body (the same goes for the voice actress she's modeled after!). We get a bit of a sex ed lesson here that I probably can't go into on GameFAQs, but anyway, she asks Kiryuu if it's impossible to go out with a guy, and you can answer either way (I usually just pick the top choice to tell her everyone has things to overcome and she's just got a pretty big obstacle in her way). In the end, she thanks you, and decides to just tell Kentarou to his face. Kiryuu seems surprised. Kentarou? That's right...she's not after Kiryuu, after all. Yuuya comes, having over- heard a little bit of the conversation, and asks who this Kentarou is. Kiryuu tells him, and he thinks that's too bad for Kiryuu. Kiryuu then tells him about the transgendered part. Yuuya seems upset; he says that not being able to even tell THAT about a woman means he's kinda a failure as a host. Then he notes that, even knowing she's a transgendered male, if she were to profess her feelings to him, he'd really give it some serious consideration. Then he tells you she was a great girl, and it's too bad she didn't like you. 1. Use Love In Heart 2. Talk to Tsubaki Ayana at bar in Bantam, third choice 3. Top choice, top choice, top choice, only choice, top choice, top choice, top choice REWARD: 5,00 experience Photographical Evidence (Shinjitsu wo Utsusu Shashin) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: Any convenience store in Tokyo Examine the magazine rack at any of the Poppo Marts or at the M Store in Tokyo and look at FRIDAY. When you've looked at it, a weird guy is watching Kiryuu. Exit the shop and Kiryuu will notice that guy again. He shows you a page from an old issue of Friday from two years ago that has the incident at the Millen- nium Tower in Ryuu ga Gotoku 1. Kiryuu's in the article. The guy explains that he's looking for the guy standing behind you in the photo. It's his father, who ran out on him when he was 13. Kiryuu does remem- ber seeing that guy somewhere, but he can't put his finger on exactly where. Kiryuu tells him to call Friday, but the guy's out of battery power, so Kiryuu calls instead. He asks the guy about the man in the picture, and the reporter starts to tell him about the "Dragon of Doujima," but Kiryuu cuts him off and says he's after the guy behind him. The reporter doesn't know, but he suggests Kiryuu try asking the freelance photographer they used, Yanai. He thinks Yanai is probably drinking at Shellac in the Champion District. As you enter, the kid is there. The photographer tells him where he can find the guy and he runs off. Kiryuu talks the photographer, who asks Kiryuu if he doesn't recognize that guy behind him in the photo. The truth may be a little shocking to those who played the first game, but if you did, and you remember this guy, it's Hirata. Hirata, the head of Peace Finance, the company you went to collect debt from as your first task in the game--the place that was just a battle tutorial. It seems he was there on the Millennium Tower day to stab you in the back. Yanai was shocked to see that man with the murderous intent in his eyes, so he followed him and found everything out from him. Well, it's your turn to go find him. He's in front of the West Park (Sai no Kawara/Purgatory) area at the eastern end of Kouenmae. Talk to the kid. He's got a knife. Kiryuu tells him to wait a second and hear his father out, but the boy (named Tatsuo, by the way) won't hear any of it. He knows you're to blame, so he attacks you, too. After you beat him, his father tells him he'll go ahead and die. He explains that it's not Kiryuu's fault that he ran out on him--it was just his own fault for getting all that debt. So, he's been homeless for over ten years...but, he's happy to have seen that boy again. He wanted to see him again, and to apologize. Of course, Tatsuo really just wanted to meet his dad again, deep down. They hug, and Yanai is there to take photos. There are some things you can do that follow up the story of the Hiratas, but you don't necessarily have to do them. The mission is complete. Near Stardust, a call will suddenly come from Yanai. He tells you that they've done a write-up of the incident with the Hiratas. If you wanna see the article, go talk to the guy who runs Shellac. So go there. He'll give you a copy of next week's Friday, which has the story about a photograph that reunited the family. 1. Examine magazine rack in Poppo Mart or M Store, look at Friday, leave store and talk to kid 2. Go into Shellac, talk to Yanai 3. Talk to Hirata Tatsuo, beat him (optional: get call near Stardust, talk to owner of Shellac) REWARD: 8,000 experience The Worrysome First Draft Pick (Nayameru Draft 1rin) TIME OF DAY: Any PREREQUISITES: Get 1160 or more points in the Hard Course in Yoshida Batting Center STARTING POINT: Yoshida Batting Center As you go to leave after getting a high enough score to get a prize in the Hard Course in the batting cages, an old man will approach and tell you he saw you really hit a few beauties out there. He asks what team you're on, and Kiryuu tells him he's not a pro. The guy asks you a favor. There's a guy who comes to the batting cages who wears a professional baseball jersey. He'd like you to challenge him and beat him. Leave and come back in. The guy is in the middle of the lobby. Apparently, he was the number one draft pick 10 years ago--tho' he's in the minors now. Take the challenge with the top choice. I have to warn you, he's not easy. The basic idea on hard is to fill up the numbers. You get more points for finishing off rows or columns, so, you'll not want to leave one open for him. You get points for hitting the target that pops up once all 9 spots are filled in, too, but he doesn't seem to go for it so much. Anyway, you'll want him to finish off all 9 because the target only stays up for one hit after that and you'll want it to be your hit. If you lose, you can retry over and over. A good tip is to miss some so he'll be the ones starting rows. You can even miss two in a row and then pick up the third and keep doing that, if you know what you're doing. Anyway, once you beat him, you humble him. The old dude shows up--turns out, he's his coach. He tells him that he was too focused on winning to play well. Actually, I think he was too stupid about winning. I mean, his tic-tac-toe or bingo or whatever strategy was horrible. 1. Get 1160 or more points in the Hard Course in Yoshida Batting Center 2. Exit and re-enter, talk to Unknown Baseball Guy, top choice to try 3. Beat him at the game REWARD: Nail Bat, 3,000 experience How To Win At Love Darts (Ren'ai Darts Shinan) TIME OF DAY: Any PREREQUISITES: Play the 01 Game at Darts in Bantam 5 times STARTING POINT: Bantam After you play 5 games of 01 darts in Bantam (even single-player), a guy named Masaki approaches you. He whispers to you about the girl sitting at the bar, named Kanae. He's finally gotten a date with her, and he'd like to impress her. Choose the top choice to take his challenge, and she'll actually ask you to beat the guy to put him in his place. You can win or lose, and still pass the mission. If you win, you get 50,000 yen, but if you lose, you'll only get 10,000. You can also refuse the man and come back and talk to him again to start it again. If you win, he'll finally get over this silly darts idea and take her on a real date to a nice restaurant, so she's very grateful and gives you 50,000 yen. 1. Play "01 Games" of Darts 5 times in Bantam 2. Accept challenge with upper choice 3. Beat guy (or lose) REWARD: 50,000 yen, 3,000 experience, 10,000 yen, 3,000 experience Great Genius Showdown (Unchikuou Ketteisen) TIME OF DAY: Any PREREQUISITES: Play Answer x Answer 3 times After playing Answer x Answer 3 times, walk away and come back to the machine. Seems some guy calling himself the Great Genius (Unchikuou, literally "King Knowledge") wants to challenge you--well, he wants to use you as training. Seems he's not confident in pressure situations. Your reward depends on whether or not you win, but you'll still get a "Com- plete" ("Pass") either way. 1. After playing Answer x Answer 3 times and walking away, walk close to an Answer x Answer game 2. Top choice 3. Win or lose REWARD: Great Genius Medal, 3,000 experience (win) or Great Genius Keychain Strap, 3,000 experience Death Bowler TIME OF DAY: Any PREREQUISITES: Get over 200 points in 10-Frame Bowling As you go to walk away after getting over 200 points in 10-frame bowling (by yourself), a really weird guy calls to Kiyuu. He says he's the all-time champion of Mach Bowl, Death Bowler. He then challenges you to a duel, putting the title of "Death Bowler" on the line. You can accept with the top choice, but note that losing this 3-frame game with him will give you a "Finished" (Failed) mark for your mission!! If you choose the bottom choice and ignore him, you can come back and talk to him again to start the duel. I'd suggest you do that, save, and then come back if you want "Complete" (Pass) for all missions. When you beat him, he offers his afro, but Kiryuu doesn't take it. So, the guy gives him his pork cutlet boxed meal instead. Crushed, he leaves, calling Kiryuu the "Death Bowler." Kiryuu wonders what the hell was up with that guy, anyway. 1. Get 200 points or higher in single-play 10-Frame Bowling 2. Top choice 3. Win REWARD: Tonkatsu Bentou, 3,000 experience Araki Sayaka of Club Ageha TIME OF DAY: Any PREREQUISITES: Complete the 6 other Tokyo cabaret club girls' stories Romance Araki Sayaka of Club Ageha (see appendix) REWARD: 30,000 experience Sakurai Rina of Club Ageha TIME OF DAY: Any PREREQUISITES: None Romance Sakurai Rina of Club Ageha REWARD: 5,000 Experience Nishiyama Rihou of Club Ageha TIME OF DAY: Any PREREQUISITES: None Romance Nishiyama Rihou of Club Ageha REWARD: 5,000 Experience Nemu of Club Ageha TIME OF DAY: Any PREREQUISITES: None Romance Nemu of Club Ageha REWARD: 5,000 Experience Momochika Eri of Club Koakuma TIME OF DAY: Any PREREQUISITES: None Romance Momochika Eri of Club Koakuma REWARD: 5,000 Experience Mutou Shizuka of Club Koakuma TIME OF DAY: Any PREREQUISITES: None Romance Mutou Shizuka of Club Koakuma REWARD: 5,000 Experience Ayukawa Rina of Club Koakuma TIME OF DAY: Any PREREQUISITES: None Romance Ayukawa Rina of Club Koakuma REWARD: 5,000 Experience CHAPTER 6 --------- -Before Meeting Up With Rikiya- The Dragon of the Silver Screen (Ginmaku no Ryuu) TIME OF DAY: Any? PREREQUISITES: None STARTING POINT: At the Theaters (east end of Theater Square) NOTE: This one's picky. I recommend saving first if you're going for 100% complete. At the east end of the Square in front of the Theaters, in front of the theaters themselves, a man in sunglasses and a beret is talking to two crew members, one of which is a guy in a white jacket with his arm in a sling. Seems he's directing a movie and his star got injured. When the director sees Kiryuu, he thinks he's perfect for the role. Choose the bottom option to agree. It looks like a period piece ("jidaigeki"). He tells you you'll be OK, even if you haven't read the script, just so long as you remember your lines. Your character is Tatsu, a man who's come seeking vengeance upon Yamashiro, who killed his father. Here's the deal: the lines in the script are too normal. They tell you to respond correctly, but the thing is, you need to improvise things. In fact, they don't give you that direction, telling you instead to remember your lines, so if you know Japanese, you might fail this mission (get "Finished") if you follow their instructions! You're supposed to give the line that sounds most like a yakuza's line. For instance, the line "I'm here for vengeance upon my father's killer (Oyaji no kataki wo uchi ni kita)" is changed to "I came to pay you back for doin' my boss in (Oyaa yarareta "kaeshi" ni kita ze)." I'll tell you the response that best sounds like a yakuza. Part of the script, of course, is the fights. So, you have to accomplish certain things during the fights. If you fail this, you'll also fail the mission. Ready? Choose the bottom choice. Here's what you gotta do: - First Fight: Choose the bottom choice, then beat first Sakurai (the guy with short hair), then Choukai (the long-haired guy), then Matsukaze (the guy with the beard), then Ootsuki (the bald dude) - Second Fight: Choose the second choice, then beat the enemies, first using an environment Heat Action, then using the sword's Heat Action, then using the Dharma Statue's Heat Action (those little, round, red statues near the boss) - Third Fight: Choose the top choice, then defeat Yamashiro while your Health Gauge is flashing red (while you're low on Health). - Final dialogue: Choose the bottom choice. If you did it right, the guy loves your improvised lines. As Kiryuu changes, the crew stares at his back, realizing who he is. The film was about the first head of the Toujou Association, the Dragon of Kamuro, and the dragon tattoo on Kiryuu's back shows he's a yakuza. They all bow deeply to him as he leaves. 1. Talk to director in front of the theaters, agree with bottom choice 2. Bottom choice, beat short-haired guy, long-haired guy, bearded guy, and bald guy, in that order 3. Second choice, beat enemies, finishing at least three with Heat Actions, being sure to first use an Environment Heat Action, then the Sword's Heat Action, then the Dharma Statue's Heat Action 4. Top choice, defeat Yamashiro while health is low (flashing red) 5. Bottom choice REWARD: 200,000 yen, Sakura Fubuki (a sword weapon), 10,000 experience I Ryujeon at the Movies (Gekijoumae no I Ryuujon) TIME OF DAY: Any? PREREQUISITES: Clear "The Water Purifier" STARTING POINT: In front of the Theaters at Theater Square NOTE: This one's also very picky and I highly recommend saving before attempt- ing it if you want 100%. In front of the theaters at the east end of the Square in front of the Theaters, a bunch of fans are gathered, going crazy. They're here to see I Ryujeon, a Korean star--and one who Kiryuu helped out in Ryuu ga Gotoku 2 by showing him the sites of Kamuro. Talk to the one jumping in the back. She'll ask you to get his autograph for her. Take the top choice to help her. This is very obnoxious. You have to get up to I Ryujeon without bumping into one of the older women assembled there. You basically only have a few mili- meters of space to squeeze in, so push the right stick all the way so you can have the camera look down at the ground to help. If you bump into the fans three times, you fail the mission. Once you're in front of I Ryujeon, Kiryuu will ask for a signature. Choose the top choice to say you've met him before. He recognizes you as the guy who showed him around Tokyo. Suddenly, a bunch of yakuza show up. They want him to come and visit their headquarters, because the boss's girl seems to like him. He has another en- gagement, but they won't take "no" for an answer. So beat 'em up! I Ryujeon will even fight with you (heh). Kiryuu brings the autograph back to the fan for his reward. 1. Talk to old woman in red I Ryujeon jacket near theaters, top choice 2. Get in front of I Ryujeon without bumping into fans 3. Beat yakuza REWARD: 5,000 yen, 5,000 experience Run from the Crossdresser!! (Okama kara Nigero!!) TIME OF DAY: Any? PREREQUISITES: Clear "I Ryujeon at the Movies" STARTING POINT: Taihei, near the Matsuya by the Millennium Tower Near the Millennium Tower on Taihei, you'll run into Michiru again. It's time to run a second time! 1. Go near the Matsuya by the Millennium Tower 2. Chase Battle--run from Michiru REWARD: 3,000 experience A Punk's Filial Piety (Chinpira Oyakoukou) TIME OF DAY: Any? PREREQUISITES: Clear "Cat Watcher" STARTING POINT: Near the Poppo Mart on Tenkaichi Near the Poppo Mart at Tenkaichi, at the intersection with Suppon Street right to the north, a guy calls out to you. He's in trouble. He lied to his mom about his job, and she's in town to visit. Agree to help him with the top choice. Kiryuu doesn't even know the guy's name. His mom talks to him about Masa- hiko, and he's confused. The guy laughs and tries to play it off like you're a dork for not realizing who she means. When she asks why you're dressed like that, choose the top choice and tell her it's a relaxed business atmosphere. When she asks why you guys can't go to the office, tell her the second choice that there was some accident recently (there was some trouble, actually, since the Millennium Tower was shut down after Kashiwagi's office was shot). Off you go to eat Korean barbecue. Just then, a loan shark runs up trying to collect the 100,000 yen the guy owes. Choose the top choice to pay the 100,000 yen for the guy. He'll play it off like you're the one with debts. When Masahiko excuses himself from the table to pay the bill, his mom turns to you and thanks you for helping him out like this. She knows he's lying. She gives you your reward, and repays you for the debt you paid (plus 10,000 extra yen). Kiryuu takes the guy aside and tells him to treat her right. 1. Go near intersection just north of the Poppo Mart on Tenkaichi, top choice 2. Top choice, second choice, top choice (pay 100,000 yen) REWARD: Sushi Assortment, 110,000 yen, 2,000 experience Stardust TIME OF DAY: Any? PREREQUISITES: Clear "A Punk's Filial Piety" STARTING POINT: Inside Stardust Outside Stardust, you'll see speech balloons that people are arguing inside over a second location. Go inside to see the end of the argument. Kazuki explains that the guy who was just there is Kyougoku, a manager of many host clubs and cabaret clubs in the area. He's trying to pursuade Kazuki to open a second Stardust location in Yokohama. Yuuya is talking to some guy named Eiji in the bar. Talk to him, but he'll tell you he's too busy to chat right now. Then, Kiryuu will overhear the conversation, where Eiji is trying to convince Yuuya to become the owner of the second location in Yokohama. Yuuya notes he's the manager of that Stardust-- what will happen if he leaves? Leave the club and Yuuya will call your cell phone. He asks to meet in Bantam to discuss the situation. He's there with Eiji, and they ask you to go talk to Kazuki about this. This is an opportunity Yuuya can't let get away! So go back to Stardust. The hosts are divided on two sides--one supporting Yuuya, one supporting Kazuki. Talk to Yuuya. In the heat of the argument, Kazuki fires Eiji, and he leaves with Yuuya. Talk to Kazuki, and he'll ask you to meet him in the Alps Tea House. Go to Alps. Kazuki shows up and says it really got to him to see Yuuya, who he trained to be a host all these 7 years or so, against him, so he lost his temper. Near the Third Park, Kiryuu spies Eiji going into the little back alley across the street. He follows him and overhears him on the phone, telling someone that Yuuya is stupid and sure fell for it. Seems he works for Kyougoku. So beat him up! Kiryuu will then call Kazuki and tell him to bring Yuuya to see. Eiji tells you to go to Kyougoku's office in the Millennium Tower. Be- fore you go, Kazuki just runs off, and Yuuya roughs up Eiji a bit. Head to the Millennium Tower. Police guard the entrance. Yuuya comes run- ning up and leads you to the back entrance. Kazuki's in Kyougoku's office, beaten up. He apologizes to Yuuya for ever doubting him. Kyougoku threatens them, asking if they'd rather have their bodies thrown in the mountains or the sea. Beat them! 1. Enter Stardust, talk to Yuuya 2. After phone call, go to Bantam 3. Enter Stardust, talk to Yuuya, talk to Kazuki 4. Go to Alps Tea House 5. Go near the Third Park, beat Eiji 6. Go to the entrance to the Millennium Tower, beat Kyougoku and bodyguards REWARD: 100,000 yen, 8,000 experience My Husband's Been Acting Strange Lately (Otto ga Saikin, Hen nan desu) TIME OF DAY: Any? PREREQUISITES: Clear "An Old Gentleman's Memories" STARTING POINT: Bantam Go near the woman wearing glasses at the end of the bar in Bantam. She's muttering to herself about someone hiding something. As Kiryuu orders, she recognizes him. Her name's Satou Ryouko. She's heard about Kiryuu from her husband, who did some work for the Toujou Association. She asks you to help her husband. He's apparently planning to kill somebody! It seems he's taken a job on the up-and-up in a restaurant to make ends meet with her so they could get married. It seems he's been wandering around with a knife, hiding it from her, having secret phone calls, talking to his old friends.... She's noticed that they've been eating out a lot and travelling--where's he getting the money? She's sure he's doing some dirty work beyond just his job at the resetaurant--even if he swore not to. At any rate, she wants you to follow him and see what he's up to. Agree with the bottom choice. She says he'll be at Luk Laan Jong, the Mahjong place down near Ebisuya Pawn Shop, wearing red. Go near the parlor and he'll show up. Stay behind him, but don't get too close (note that he runs for a bit there on Nakamichi). He enters some building, so Kiryuu will call his wife. Kiryuu goes to leave, and the guy blocks his path, saying he saw him spying on him. The guy's mad. Beat him. He suddenly recognizes Kiryuu, who asks just what on earth the guy's up to. He explains that he thought it might not be a bad idea to become a chef, since he's already working as a part-timer at the restaurant, and so he's going to cooking school, though he's kept it a secret from his wife. 1. Get near woman in Bantam, bottom choice 2. Get near entrance to Luk Laan Jong, follow guy, but not too closely 3. Beat guy REWARD: 70,000 yen, 2,000 experience Kiryuu Suspected of Pickpocketing (Kiryuu, Suri Giwaku) TIME OF DAY: Any? PREREQUISITES: Clear "The Big Prize Scam" STARTING POINT: Near the Matsuya near the Millennium Tower At the intersection near the Matsuya near the Millennium Tower, a girl in a yellow-green jacket runs into Kiryuu. She notes her wallet's been taken, and accuses Kiryuu of stealing it. Talk to her, then press start to go to your items menu. Highlight the Unknown Wallet and press Circle to give it to her. She's rather insistant that you stole it. Some punks come and demand you pay 100,000 yen. Refuse with the bottom choice and beat them up. 1. Run into woman near Matsuya near the Millennium Tower 2. Press start, highlight wallet, press Circle 3. Bottom choice, beat punks REWARD: 3,000 experience Shoplifter G-Men (Manpiki G Men) TIME OF DAY: Any? PREREQUISITES: Clear "Kiryuu Suspected of Pickpocketing" STARTING POINT: The Poppo Mart on Shouwa (near Pink Street's south end) Enter the Poppo Mart on Shouwa and leave. The manager comes and accuses you of shoplifting. Kiryuu shows the guy his belongings (which don't contain stolen goods, of course). He gives you 1,000 yen for the trouble. It seems they're getting nicked lately, and he doesn't really have anyone to help because the shoplifters will just wait for his workers to turn away. So, help him out with the top choice. There are three suspicious customers here. As they go to leave, you'll be asked to stop them or not, one by one. Choose the top option to stop them and the bottom option to let them go. Only the second one, the guy looking at manga, is the thief, so don't stop anyone else. 1. Enter Poppo on Shouwa, exit, top choice 2. Bottom choice, top choice, bottom choice REWARD: 4,000 (total) yen, 5,000 experience Try And Escape Me! (Nigetemiroya) TIME OF DAY: Any? PREREQUISITES: Clear "Taxi Driver" STARTING POINT: The Parking Lot at Shichifuku The "Try And Hit Me!" guy is back in Shichifuku's parking lot. This time, he's arguing with his older brother, who wants to have a similar wager with you, but he wants you to try and outrun him. One try is 5,000 yen, and you get 70,000 yen for winning. 1. Talk to guy in parking lot in Shichifuku, top choice 2. Escape hin in Chase Battle REWARD: 70,000 yen, 3,000 experience Chain Stalkers TIME OF DAY: Any PREREQUISITES: Clear "Run from the Crossdresser!!" STARTING POINT: In front of Club Koakuma Talk to the girl wearing a pink jacket and white skirt in front of Club Koakuma on Shichifuku. It's been about three days now that she feels like she's being stalked. Choose the top option to help her out by looking for the stalker. First, a tall dude shows up. Follow him, but don't get too close. After a while, he meets up with some older guy in glasses. You can't really hear them so well. Make the bottom choice and go after the guy in glasses. After a bit, he meets up with some bald dude, who confronts him, accusing him of being the stalker. The glasses guy runs off, and the bald guy tells himself it's time to go get his money, and runs off, too. Follow him. He's there with the girl, accusing the tall guy of being a stalker, too. The tall guy asks what he's talking about--the bald dude is his target! It seems the girl asked the bald guy to find her stalker. She explains that she asked Kiryuu the same thing, and so they turn to the tall guy to see if he is the stalker or not. Just then, the glasses-wearing older dude shows up. He's her dad. He's asked the tall guy to look in on her to see if there weren't weird people about. But, it seems in the three days she's been there, they've pretty much all been guys handing out tissues to advertise for local clubs. Seems that her dad's the "stalker!" He's been having her followed and he knows so much about her daily routine and all. 1. Talk to girl outside Club Koakuma, top choice 2. Follow guy, bottom choice 3. Follow other guy, follow third guy REWARD: 50,000 yen, 5,000 experience -First Time Out With Rikiya- Dotting the Eye (Garyoutensei) TIME OF DAY: Night? PREREQUISITES: None STARTING POINT: Outside Karai (Han Rae), after taking Rikiya there Outside of Karai Korean Barbecue, there are a couple of guys near the south side of the street talking about tattoos. Choose the top choice in story mode to take Rikiya sightseeing some more, and he'll say he wants to go to Don Quijote. Talk to the two guys to hear about tattoos. Take Rikiya to the Ryuujinkaikan, the tattoo shop where Kiryuu got his dragon done years ago. It's behind the Karaoke-Kan on Pink Street. There's a red sign with a dragon on it...examine it with circle and go in. The artist thinks Rikiya's not ready to wear such a tattoo on his back. So, Rikiya gets mad and shows him the habu. Rikiya asks if the habu strikes fear into the guy's heart or not. Even though he admits it's a nice tattoo, he won't put ink in Rikiya's back. He thinks he'd need to prove himself. Outside, Rikiya complains that he thought the guy who put the tattoo on Kiryuu would be more understanding than that. Kiryuu tells him he's being rude. Go east to Pink Street. A bunch of guys are harrassing some young business- man and his girl, demanding money from them. Rikiya steps up. Beat them. Their leader, Muroto, shows up and shows his tattoo...of a heart with the word "Love" in it. He asks if you're scared, and Rikiya says he has no time for losers like that, so he and Kiryuu go to leave. Rikiya tells him he has no time for brats like him, and he just looks at the guy, who leaves. The artist was watching. He asks Rikiya why he didn't show Muroto his own tattoo, and Rikiya says he's not gonna waste it on a piece of garbage like that--he's too proud of it to go showing it off to any loser. he also tells him he didn't get the tattoo for himself--he tells him he did it for all of Okinawa. The artist asks Rikiya why he didn't hit the guy, and Rikiya again says he's not worth it. So, the artist agrees to finish his habu tattoo. 1. After taking Rikiya to Karai, after he asks to go to Don Quijote, talk to two guys across the street 2. Examine the Ryuujinkaikan, behind Karaoke-Kan on Pink 3. Go to Pink Street, defeat punks REWARD: 10,000 experience -Second Time Out With Rikiya (After Returning to New Serena)- A Girl From Back Home (Doukyou no Onna) TIME OF DAY: Night? PREREQUISITES: None STARTING POINT: New Serena After returning to New Serena in Chapter 6 after giving Rikiya a little tour and then meeting Ibuki, who dispenses Hitman missions, talk to Rikiya and pick the top choice to take him out to a strip club. Go to Asia. Choose the bottom choice to enter. Rikiya really enjoys the show! I know what they were trying to show, but Kiryuu just watches Rikiya's reaction the whole time. It's almost a little creepy, to be honest. Anyway, in the lobby, Rikiya says the Okinawan style is a little wilder, so he likes it there a little more. Kiryuu seems a little insulted by that; I mean, Rikiya even had a front-row seat and all! Just then, one of the girls, Natsumi is getting off work. Rikiya approaches and tells her she danced great, and wonders if she's been on TV or not. She introduces herself as "Natsumi." Rikiya says that's a great name, and then thinks he might actually know her. Yes; he's sure of it--she's Uesato Natsumi, his childhood friend! He was classmates with her in junior high. He says he heard that women change as they get older, but, wow--she sure has got- ten prettier! Natsumi shakes her head and tells him that "Natsumi" is just a stage name. She's not the same girl he's talking of. He almost buys it, but when she bows, her pendant drops off. It's a hibiscus pendant, and he recognizes it right away as Uesato Natsumi's pendant. In fact, he's still holding its mate, one she made for him on his birthday! She suggests the pendant is just one she bought somewhere, and he probably just bought his somewhere, too. After some silence, she confesses to Rikiya that she's Natsumi's older sister, Akie. She was sent to the mainland for school, so that's why he doesn't know her. Rikiya asks where she got the pendant from, and she says it's because Natsumi gave it to her, which makes Rikiya a little angry. Akie gets her bags and they all meet outside. Rikiya tells her he had fun tonight and tells her to say high to Natsumi for him. He also tells her he's the junior head of the Ryuudou House now, and gives her his phone number, tel- ling her to call if she needs anything. Run for a bit and a call does come from Akie. Seems she needs to talk to him about a stalker. She's near the ramen shop (Ichibanboshi). So, take Rikiya there (it'll be the green dot on the map). Rikiya chases off some guy who's proposing to Akie. Go a bit more and Rikiya gets another call from Akie. She's at the Yoshida Batting Center, being followed by another customer. Kiryuu says, "Again, huh?" but agrees to take him there. Go to the cages and Rikiya will chase him off. Go a bit more, and Akie calls yet again. Seems a scouting agent is being really pushy with her. She's in front of the Millennium Tower. Kiryuu com- plains this time, telling him, "Come on, already!" This time, Akie mentions to the scout that she has a bodyguard. In comes Rikiya to send the guy packing, but then asks her why her life here is so full of trouble. Then, she goes off again. Kiryuu asks Rikiya if he doesn't feel like he's being used at all. He'd do anything for her younger sister--for someone else from Okinawa. But, Kiryuu feels like he's getting suckered in here. At the intersection where the Poppo Mart is in Nakamichi, a loan shark is talking to Akie (don't worry; it's marked with a green dot, so you're not left in the cold). He wants her to make 3 pornos to finance her bad loan. Seems she owes 5,000,000 yen--though, she thinks it was only 4,000,000. Beat them. Kiryuu asks Akie if she has any idea how bad it is to get involved with these loan sharks. She says it started with only 300,000 yen, but it's become more so quickly. She thinks she's been tricked, and now she's had to work so hard as a result--plus, it looks like she's gonna be forced into pornography! Rikiya tells her he's gonna see what he can do to help her. Kiryuu tells him to stop, but he says he's gonna go talk to the loan shark, and to sell the old fishing boat his father left him, so he can go back to Okinawa with her and start over. So, off he goes. And, Akie decides to get back to the club, so Kiryuu stops her and asks if she's not even going to bother waiting for Rikiya. I mean, he is going to talk to loan sharks on her behalf! But, she goes away, and Kiryuu decides to check in on her a little more, so he goes to Asia to see what he can find. Akie's talking to two of her friends outside the club. They call her "Natsu- mi," and seem to be having a great laugh at Rikiya's expense. She even reveals that she made up the story about being the older sister, and that her name's not "Akie" at all! Seems it was actually her friend, Hiroto, who came up with the idea to use this yakuza buffoon to go clear up her debts for her. Kiryuu confronts them. He's not sure whether to call her "Akie" or "Natsumi," but he also says he doesn't really care. He's got to show her what Rikiya's going through, so he goes to take her, and Hiroto messes with him. So bust him up. Kiryuu then confronts Natsumi. He tells her if she really is Natsumi, she should think of Rikiya's feelings. He then takes her away to show her how Rikiya's just letting the loan shark and his crew knock him around for her sake. He tells her it's not a game to Rikiya. He's very honest and serious, and he'll die if it means to protect her--even though the only link he has to her is that she might be the older sister of a girl he knew in junior high. So, she calls out to him, and tells him to stop. Now's your chance to step in and break some faces, so, get to it! After the fight, Natsumi confesses. But, Rikiya knew all along. How could he not recognize her, after all? Rikiya tells her she doesn't fit in here in Tokyo, and that she should go back to Okinawa. So, she agrees, tearfully. And a bit annoyingly. He sends her off, then explains to Kiryuu that he recognized Natsumi by a scar on her hand she got from some coral when the two of them were swimming. 1. After returning from learning about Hitmen for the first time, talk to Rikiya in New Serena, top choice 2. Go see a show in Asia 3. Take Rikiya near the Kyushu Ichibanboshi Ramen shop, then near the Batting Center, then near the Millennium Tower, then to the intersection near the Poppo Mart in Nakamichi 4. Beat street gang 5. Beat Hiroto 6. Beat street gang REWARD: 10,000 experience -After Leaving Rikiya at New Serena- Bodyguard Job (Youjimbou Irai) TIME OF DAY: Any PREREQUISITES: Clear "The Dragon Palace Restoration," have visited Komaki's dojo at least once STARTING POINT: The casino in the Dragon Palace Go to Komaki's dojo in the Dragon Palace, then take the elevator again to the casino. There's a couple of guys arguing with a manager there. He recognizes you and tells you some punks are causing trouble, asking him for protection money. He asks you to scout for bodyguards for him. Choose the top option to agree. He tells you about someone he knows called Violence Tobita, who used to be a pro wrestler. So, you should go after him. He's in the Champion District, apparently. Now, just so you know, this mission will not be completed until after you have found all five bodyguards, which spans a few chapters. Each bodyguard gets their own mission, but once you find all five and get the message, come back to the casino for your reward. 1. Visit Komaki's dojo, use elevator to casino in the Dragon Palace, approach manager with ruffians 2. Agree with top choice, complete all five Bodyguard missions 3. Get e-mail, return to Dragon Palace Casino, talk to manager REWARD: 500,000 yen, 5,000 experience The First Bodyguard (Hitorime no Youjinbou) TIME OF DAY: Any? PREREQUISITES: Take job in "Bodyguard Job" STARTING POINT: Champion District In the northwest corner of Champion, there's a bum sleeping on the ground. That's Violence Tobita the manager at the casino talked about. Talk to him, pick the top choice to wake him, then beat him up. 1. Talk to Violence Tobita in northwest corner of Champion, top choice 2. Beat him REWARD: 2,000 experience The Second Bodyguard (Futarime no Youjinbou) TIME OF DAY: Any? PREREQUISITES: Clear "The First Bodyguard" then get message to cell phone STARTING POINT: In front of the chankonabe-style restaurant to the west of Karai on the north side of Shichifuku After clearing the first bodyguard job, run for a while and you'll get a message about the next one. It takes a while Seems there's a guy named Iwakuma who hangs out near the chankonabe restaurant (the one with the big painting of sumo wrestlers) to the west of Karai on Shichifuku. Talk to him, top choice, beat him. 1. Get mail about second job after clearing first one 2. Talk to Iwakuma outside restaurant on north side of Shichifuku at inter- section with Pink Street, top choice 3. Beat him REWARD: 2,000 experience Chasing A Full Stomach Again (Matamata Manpuku Chaser) TIME OF DAY: Any? PREREQUISITES: Clear "My Husband's Been Acting Strange Lately" STARTING POINT: In front of Kyushu Ichibanboshi Ramen Talk to the worker standing outside Kyushu Ichibanboshi Ramen. The fat guy in jeans is at it again, dining and dashing. Pick the top choice to get the guy. This is another Chase Battle, but it's not terribly difficult. The worker tells him he owes 950 yen, but if he skips out like that, he'll have to shut down. The guy freaks out and offers to pay 9,500 yen if it'll help. Seems he really loves that ramen! 1. Talk to worker outside Kyushu Ichibanboshi Ramen, top choice 2. Catch runner REWARD: Staminan Spark, 3,000 experience The Apprentice Ramen Chef (Ra-men'ya Minarai) TIME OF DAY: Any? PREREQUISITES: Clear "Chasing a Full Stomach Again" STARTING POINT: Inside Kyushu Ichibanboshi Ramen Enter the ramen shop and the owner wlil call to you. It seems his usual worker has gone into labor or something (his own words) and so she's off to the hospital. Choose the top option to help him out. You have to take orders and give them to him as he cooks. It's quite simple. The first was Chaa Siu Pork Bone Ramen, the third choice. The second order was Pollock (Mentai) Pork Bone Ramen, the top choice. The third order was for a Large Kyushu Pork Bone Ramen, the middle choice. The fourth order was for Double Kakuni Pork Bone Ramen, the bottom choice. The last order was for Kyushu Pork Bone Ramen, the top choice. 1. Enter Kyushu Ichibanboshi, top choice 2. Third choice, first choice, second choice, third choice, first choice REWARD: 20,000 yen, 5,000 experience The Worrysome New Employee (Nayameru Shinnyuu Shain) TIME OF DAY: Night PREREQUISITES: Complete "Try and Escape Me!" STARTING POINT: The Third Park There's a guy on the ground in the Third Park. Talk to him, and he'll ask for some water. Get it from the Poppo Mart nearby as the 24th item for 110 yen. Talk to him again and choose the top option, then give him the water. Seems he got too drunk, because as a new recruit, he can't really turn down the in- vitations he gets to go drinking. You have some choices to make here. You can tell him if he hates it he should quit it wih the top choice, tell him he's gotta learn to hang in there when he works with the second, or ask if he'd rather you did it, then, with the bottom choice. It doesn't matter what you say. Anyway, off he goes. And off you go. Go inside a nearby store and then exit to refresh the map, then come back and visit him again. Talk to him. He just can't fit in with these old dudes and he doesn't know what he's even working for. The top choice is for himself, the middle for money, and the third for women. It doesn't matter what you say, again. Off he goes. Go in and out of a shop again and talk to him yet again. This time, his friend from college has quit his work and is starting a new company, which is an IT company--which is a completely different kind of job! He has to make up his mind. Choose the top choice to tell him he only cares about money, or the bottom choice to tell him to do whatever he wants; you don't care. Again, it doesn't matter. Either way leads you to a fight. He's really easy. He complains about the pain and Kiryuu tells him that ever- ybody hurts when they get hit. He says everyone has to go through this stuff; we all gotta do stuff we hate so we don't make excuses and run away from our dreams. Preachy time for Kiryuu?...as usual, I suppose. 1. With mineral water in inventory, talk to guy in Third Park, top choice, give water, any choice 2. Leave, return, talk to guy in Third Park, any choice 3. Leave, return, talk to guy in Third Park, any choice, beat him REWARD: Staminan Spark, 2,000 experience A Satisfying Yakuza (Iyashiikei Yakuza) TIME OF DAY: Any? PREREQUISITES: Complete "Try and Escape Me!" STARTING POINT: South side of Shichifuku near entrance to parking lot Across the street from Shichifuku, a woman in a red jacket and pink skirt is apparently being harrassed by a suspicious guy in a blue jacket and beret. Get close and you'll overhear him asking if she's lost, and trying to get her to go with him to a nice place. Choose the bottom choice to tell him to take a hike. The girl thanks you, then says she's lost. She wants to go to Shellac. Kiryuu takes her there automatically, and she asks him to have a drink with her. Choose the bottom choice to accept. Her name's Tomoko. She's a college student. She asks Kiryuu what he does and he tells her he runs a child welfare facility in Okinawa. Since he uses a technical term, she thinks he might mean an old folks' home or something, but he explains it's an orphanage. Kiryuu notes that most people probably don't care about orphanages at all, so, it's natural to make that mistake. She thinks it's a fine thing, the volunteer life. She notes Kiryuu looks rough and wild, but he's really a nice person inside. Maybe, that's her type of guy. Just then, in comes her friend Fumiyoshi. He's mad at her for coming all the way out to Kamuro without him, though she protests that she gave up on him coming back to wherever they were staying. He tells her he e-mailed her, but she never responded. Seems she left her cell phone in the hotel. Choose the top response to tell the guy not to talk to her like that. He asks who you are, and she explains, so he just laughs and tells her she could go ahead and run around with this old dude, if that's what she's after. And off he goes. He's not gonna come see her again, he says. She seems stressed out by this goon. She sends him mails asking if she can see him but he sends her really mean replies. So, Kiryuu offers his ears to listen, and she says she'd love to, but first she'd better go get her cell phone. Choose the top choice to go with her to the hotel. She tells him to wait in the penthouse--she's gonna go to the convenience store and pick some stuff up. Kiryuu is confused. He can't enter her room! She responds that there's someone there already--her friend from the country, Aoi. Kiryuu knocks. A girl peeks around the corner. It's Aoi, who looks a little shy. They talk, and she mentions Tomoko told her about his job and all, and asks how he got such a thing. So, he tells her he relied on someone a long time ago and now he wants to take care of people who are all alone himself, so she tells him she's been lonely too. She asks how long he's been at his work and he says about two years, and then she asks how many girls there have been. He says "five." She doesn't think that's so many at all. He says they're still kids, so each one of them is a handful, and she's shocked--he even takes care of kids? "Of course," says Kiryuu. "And it's not just girls--there are boys, too." She notes the job sure sounds hard. After a little talk about the room and how Tomoko's taking her time, Aoi suddenly grabs him and throws him on the bed, asking him to teach her his pro skills. He stops her, but she says she's already paid, and he gets upset and tells her he hasn't been paid anything. She laughs and says her charge for her host has already been paid, so he just throws her off and goes to leave. Blocking his exit is the suspicious guy on the street trying to get Tomoko to go with him. Apparently, he's Aoi's husband. He says if you don't wanna get your butt kicked, you'll pay him 100,000 yen! Choose the bottom choice to refuse. Then, beat the dude up. Aoi's pissed. First, her host comes and leaves without doing anything, then some punk comes in and starts a fight! And she paid that Tomoko so much, too! It turns out, he's NOT her hubbie, after all. He explains someone asked him to come in here and act like he was Aoi's husband to get money from some guy. He was hired by Fumiyoshi. So, Kiryuu heads off to Shellac. There, Tomoko is telling Fumiyoshi it was easier than she thought it would be. At first, she thought nobody would try to save a girl from a punk, but it just happened as they planned! Beat Fumiyoshi up. 1. Get near girl on south side of Shichifuku, across the street from the park- ing lot, bottom choice, bottom choice, top choice 2. Bottom choice, beat guy 3. Beat guy REWARD: 10,000 experience Retirement (Tsutomeake) TIME OF DAY: All PREREQUISITES: Clear "Stardust" STARTING POINT: The gate at the southern end of Tenkaichi Get near the gate at the southern end of Tenkaichi, and a guy will call out to a girl, asking where Dr. Emoto's clinic is. She ignores him, and he looks up- set. Talk to him. Seems he wants to pay his respects to the good doctor, for the first time in 15 years. Choose the top selection to take him there. Emoto recognizes him as Tatsumi, and Emoto explains that he was in prison for the past 15 years and must have just been released. Choose the top choice to show him around Kamuro. Take him to the Millennium Tower. It wasn't built yet when the guy was sent to jail, and he asks if it's true that a helicopter attacked it. Kiryuu says "yes," and tells him there've also been two explosions there. Suddenly, some punks show up. Beat them! Next, Tatsumi wants to see the Tougenkyou (translated as "Shangri-La" in the Yakuza games). It's at the east end of Taihei, at the corner of Senryou, the northeast side. He's surprised it's not still a soapland brothel, and Kiryuu tells him it was destroyed 3 years ago. Those punks found him. They knew a womanizer like him would head to the Tougenkyou. Beat them again! It seems there was a war back then, and he was a group head. His actions caused the deaths of many underlings and besmirched his organization's name, so he went to prison and ewas thrown out of the organization. Now, they all seem to hate him. There's one last place he wants to go--to the West Park, the park in north- east Kamuro (the Sai no Kawara area). That place has changed, too. They were going to build the Kamuro Hills building there, but the plans got put on hold. There's no more homeless town. Tatsumi remembers meeting his boss here. As he reminisces, his boss sudden- ly shows up. He says he's come not for vengeance, but just to say his goodbyes to him and dismiss him entirely. He tells him that even if he's forgiven him, there are still too many people who hate him and this isn't a place for him. Before he goes, he just wants to ask one thing: what his son is doing. They told his son Tatsumi had died, so he wouldn't know, and left him with his mother. CHAPTER 7 --------- Just Chasing A Full Stomach Again (Hatamata Manpuku Chaser) TIME OF DAY: Any? PREREQUISITES: Clear "Chasing A Full Stomach Again" STARTING POINT: In front of Gelateria Tokyo Guess who's back? Back again? Talk to the shopowner of Gelateria Tokyo, who's standing on the street in front of her shop. The fat guy in a black t-shirt and jeans has run out on another bill. Chase him again. He goes into a long spiel about how he's some master dine-n-dasher, and how their life is hard because they have to run on full stomachs and all, and then he asks if you understand his sentiment. The top choice is to tell him to just pay the money already, and the bottom choice is to tell him to stop skipping out on bills. It doesn't matter which one you choose--it'll just change the dialogue during the next (and final) full stomach chaser mission. I usually pick the bottom choice. As he watches the shop owner walk away, the dine-n-dasher turns to you and asks what this burning feeling in his chest is. Did he eat to much...? Or, is it watching that woman walk away like that? Maybe that's the real, romantic manly ideal he's been striving for? 1. Talk to woman outside Gelateria Tokyo, top choice 2. Win Chase Battle REWARD: Staminan Spark, 5,000 experience The Red Balloon Connecting Mother and Son (Oyako wo Tsunagu Akai Fuusen) TIME OF DAY: Evening, Night? PREREQUISITES: Clear "Shoplifter G-Men" STARTING POINT: Near the Coin Lockers, on Nakamichi Talk to the little boy crying about his balloon on the west side of the north end of Nakamichi. Kiryuu notices it in the air. Choose the top option to follow the balloon. Keep it in your sight and follow it to the Children's Park at Shichifuku's west end. It ends up stuck to a tree, deflating. Before Kiryuu can get it to bring it back to the boy, some woman calls to him and asks if it's his. Kiryuu tells her about the boy, and she asks if he's around 10. Seems she's the mother of the lost child. Kiryuu automatically leads her back to be reunited with her son. 1. Talk to kid on west side of northern end of Nakamichi, top choice 2. Follow balloon REWARD: Caviar-Skin Handbag, 8,000 experience Super Catch TIME OF DAY: Any? PREREQUISITES: Clear "Chain Stalkers" STARTING POINT: The intersection by the parking lot on Shichifuku At the T-junction next to the parking lot on Shichifuku, there's a guy adver- tising a club there. They call these guys "catches" in Japan. Talk to him. He says he'll lead you to a nice bar--it's happy hour there, now. He'll lead you there and let you have all you can drink for 5,000 yen. The bottom choice is to pay him 5,000 yen, but the top choice is to tell him it's too expensive. Choose that, then talk to him again and he'll offer you all you can drink plus time with two cabaret club girls--all for just 5,000! Again, choose the top choice to tell him it's too expensive. The third time you talk to him, he'll make the offer to talk to the boss and have them let you take any girl you like out on an after-hours date afterwards. Refuse again with the top choice. This time, he says you can get your first two hours with the girls for only 1,000 yen--but don't tell the other customers. Refuse again with the top choice, then talk to him yet again, and he offers to let you have your first visit free. This time, the top choice is to refuse anyway, and the bottom choice is to go ahead to the shop--choose that one. You can actually just accept at any other time, but why do that if you can get it for free? Anyway, he's not leading you to a shop. He's just looking for rich people to swindle. Out come other guys wearing the same red-and-white jacket to mug you. Beat them. 1. Talk to catch in intersection at the Parking Lot on Shichifuku, bottom choice to pay 5,000, or top choice four times, then bottom choice to not pay 2. Beat guys REWARD: 100,000 yen, 3,000 experience Brand Purse-Snatcher (Brand Hittakuri) TIME OF DAY: Any PREREQUISITES: None? STARTING POINT: In front of Le Marche Pass by the couple to the east of the entrance to Le Marche to overhear them talking about a purse-snatcher, then enter the store and talk to the worker. He tells you that there have been many reports of thieves stealing brand-name bags these days, and that they've managed to catch a couple of them, but it looks like a band of these purse-snatchers is going around. So buy a handbag. You can buy any handbag there, but I'd recommend the Italian Handbag (the 11th item, 87,000 yen) because it's the cheapest. You'll automatically leave the shop, and some guy will run by and snatch your bag. He runs off down Pink Street, so when you follow, Kiryuu will wonder where the guy turned. The couple from before is there. They recognized the thief and tell Kiryuu to turn left at the ramen shop with the "Tengu Club" sign. It's not a very visible clue, so I'll tell you now, you should just run down to the Poppo Mart near Nakamichi. The guy talks to himself, saying that he thinks he outran Kiryuu, but he thinks he's gonna really be a stubborn dude and keep looking into it, so he'll ditch the evidence and come back for it later. Choose the bottom choice to let him ditch it and look for his hideout. Then, beat them up! 1. Overhear couple outside Le Marche 2. Enter store, talk to shopkeep, buy bag 3. Run to Pink Street, then to the Poppo Mart at Nakamichi, bottom choice 4. Beat punks REWARD: Caviar-Skin Handbag, 3,000 experience Try And Catch Me! (Tsukamaetemiroya) TIME OF DAY: Any PREREQUISITES: Clear "The Worrysome New Employee" STARTING POINT: Shichifuku Parking Lot In the parking lot at Shichifuku, the two brothers from the "try and hit me" and "try and escape me" missions are talking to their big brother. Talk to him, and he'll make a similar wager--that you can't catch him. It costs 10,000 yen to try and you get 100,000 yen as a prize. Just like the other two missions, you can try over and over. You'll proabably have to.... 1. Talk to man in Shichifuku Parking lot, agree with top choice 2. Win Chase Battle REWARD: 100,000 yen, 5,000 experience Queen of Kamuro (Kamurochou no Joou) TIME OF DAY: Any PREREQUISITES: Clear "Try and Catch Me!" STARTING POINT: East end of Shichifuku, north side There's a guy standing around on the north side of Shichifuku near its eastern end, in front of a shop called "Alpha." Get close to him, and he'll call out to you. He asks if you can keep a secret. Pick the top choice to say "yes." Seems he has something to ask of a tough guy who can keep a secret. He asks Kiryuu if he knows the actress, Takahashi Makiko. She's very famous, but she really loves to play around at night clubs and such, so she's given herself the nickname "The Queen of Kamuro." She's gotten herself a date with some number one host, which is OK because she is an adult and can do whatever she wants, but it would be pretty bad if she had her picture taken. Accept the job with the top choice. Refuse with the bottom choice. You can fail this mission, so, you might want to refuse and save first, if you haven't saved already. There are five paparazzi you'll have to stop. You should run on ahead of Makiko and the host, talking to each photographer before he can take a picture (before the couple get close to them). 1. The guy who was pointed out to you just before the couple start, across the street. 2. The guy just to the right as they turn the corner to the street leading up to Kouenmae, standing in a doorway. 3. The guy across the street and a little north from the second guy, right inside the side-alley where Works Kamiyama is. 4. Straight ahead down the street, at the north side of the T-junction with Kouenmae, just to the left of something covered by a blue tarp 5. A guy in a cap walking back and forth near the taxi on the north side of the street. It's actually way easier than it sounds. Once you know where to look, you can actually just leave the couple strolling way behind you while you run ahead and take care of the paparazzi. 1. Talk to guy at east end of Shichifuku, north side of the street, top choice, top choice 2. Talk to the five cameraman along their route REWARD: Italian Lady's Perfume, 100,000 yen, 8,000 experience Run from the Crossdresser!!! (Okama kara Nigero-!!!) TIME OF DAY: Any PREREQUISITES: Clear "Super Catch" STARTING POINT: The north end of Nakamichi At the north end of Nakamichi, Michiru's back! You better run...and then? There she is again! Run again...and she'll find you again! Escape all three chase battles. As he turns to run away this last time, he sees...another Michiru?? Seems that one's named "Makoto." They go to the park, and explain that there are three "sisters," and two of them, Makoto and Hiromi, are trying to help Michiru by catching you. Kiryuu calls them brothers and Hiromi gets insulted, insisting they're sisters. At the end, suddenly, we see the guy from before, who apparently thought you were now dating Michiru and became jealous. It seems HE was actually a woman wearing men's clothes the whole time! He says that only Michiru understands him, apologizing for the fight before. So, our crossdressing couple is finally reunited! ...um, and...two crossdressing siblings watch on. 1. Encounter Michiru at the intersection near the Coin Lockers 2. Win three chase battles REWARD: 50,000 yen, Silence Shoes, 5,000 experience The Third Bodyguard (Sanninme no Youjinbou) TIME OF DAY: Any PREREQUISITES: Clear "The Second Bodyguard," wait for message to cell phone STARTING POINT: The back alley across the street from the Third Park After beating Iwakuma, wait for a message to your cell phone again. This time, go to the little back alley across the street from the Third Park. Some thug shows up behind you and tells you not to move. Choose the top option to tell him who you are and beat the guys who show up. 1. Get mail about the third bodyguard after finding the second one 2. Go to the alley across the street from the Third Park, top choice 3. Beat punks REWARD: 3,000 experience The Fourth Bodyguard (Yoninme no Youjinbou) TIME OF DAY: Any PREREQUISITES: Clear "The Third Bodyguard," wait for message to cell phone STARTING POINT: In front of Asia Strip Club After clearing getting the third bodyguard, you'll get a message from the man- ager at the Dragon Palace's casino asking you to try and recruit the weapons nut at Asia. Go there and talk to the doorman, who knows you're from the Dragon Palace, so he sends you right in. There's a guy on the floor with old-style headphones on. If you talk to him, he won't respond, so talk to the man guarding the door inside and he'll tell you they're having troubles with the guy with headphones on...seems he keeps bringing knives and stunguns in. So, talk to him again. This time, fight him when he gets mad. 1. Get mail about the fourth bodyguard after finding the third one 2. Go to Asia, talk to doorman, go inside, talk to usher guarding the door 3. Talk to squatting man with headphones, beat him REWARD: 3,000 experience Armed Robber (Goutourannyuu) TIME OF DAY: Any? PREREQUISITES: Clear "Retirement" STARTING POINT: Koenmae, to the west of the West Park / Sai no Kawara entrance Standing in the street to the west of the West Park area on Koenmae, there's a guy in black. Talk to him. He's talking to himself about the M Store off Shichifuku, and then he runs off. So, go to the M Store. Go to the register, and a guy comes in with pliers and a ski mask to rob the joint. Beat him, and Kiryuu will tell him to turn himself in. He runs off. Choose the top choice to go after him, and talk to the guy on the corner. Choose the top option to tell him the guy had on a black jacket and he'll tell you he went to the park nearby. You can see him standing in front of the park, for some stupid reason, like an actor waiting for his cue to come on stage or something. When you show up, he runs into the park (I think he was supposed to be running the whole time). So go talk to him, then beat him up again. His girl shows up. She heard there was an attempted robbery at the M Store, so she came to see if it was him or not...seems he's doing this to try and pay back some of the debt they've accrued raising kids and all. Choose the top option to suggest he turn himself in. 1. Talk to guy in black jacket standing on Kouenmae, west of the West Park 2. Go to M Store, go near register, beat guy 3. Top choice, talk to guy on corner, top choice 4. Go to Children's Park, talk to guy, beat him, top choice REWARD: 30,000 yen, 3,000 experience Be Careful When Renovating (Reform ni Go Youjin) TIME OF DAY: Any? PREREQUISITES: Clear "Armed Robber" STARTING POINT: Near entrance to New Serena Just north of the entrance to New Serena on Tenkaichi, there's an old man stand- ing around. Talk to him. Seems he just got some remodeling, and he's got some huge bill from the company, called "Ashimoto Reform." He wonders if you know where they are, but Kiryuu has no idea. Enter New Serena, and the bartender will tell you she's run out of some food- stuffs and needs you to watch the store while she goes to get them. Agree with the top choice. So, in come the Ashimoto Reform construction guys. They're here to renovate the old buildings around Kamuro. They're going to try and hustle you into letting them work--keep turning down their requests with the second option. First, they wanna look for termites, then they wanna check your fire alarms-- just a whole bunch of scams, probably. They get mad and start a fight. Beat them. After the bartender comes back and gives you some money for your trouble, Kiryuu automatically talks to the old man again, who tells him that the presi- dent of Ashimoto Reform has been arrested. 1. Talk to old man near entrance of New Serena 2. Enter New Serena, top choice 3. Middle choice three times 4. Beat guys REWARD: 50,000 yen, 1,000 experience Tuna Fund TIME OF DAY: Any? PREREQUISITES: Clear "Be Careful When Renovating" STARTING POINT: Inside Sushiya Gin NOTE: This mission requires you to go to Okinawa to finish it, so even though it can start in Chapter 7 in the story mode, you won't be able to finish it until later. Enter Sushiya Gin. The chef recommends the maguro, the bluefin tuna. Order it with the top choice. The shady guy in a baseball cap next to you suddenly starts talking about the tuna. He introduces himself as Sawada and says he owns a seafood supplier. He tells you that the tuna are in danger of being fished to extinction. It seems he's trying hard to find a way to farm tuna. So, he asks if you want to invest in the "Tuna Fund." Choose the top option to invest. You have three options: 10,000 yen, 100,000 yen, or 1,000,000 yen. Don't worry; if you complete the mission, you'll get it back, plus a little bonus. It's really up to you how much to invest. Go to Okinawa (in Story Mode, you'll go there in Chapter 10). You'll get a message from Sawada about a huge tuna they've raised in Okinawa's Ryuukyuu Village. Seems they're nearby, in First Town. Go to the dead end in northeast First Town and choose the top option to go in. Turns out, it's not the Tuna Fund building at all. The guy has no idea what you're talking about. Better go back to Tokyo and sort this out. When you reach Tokyo (which can also be done in Chapter 10 in Story Mode if you return before heading out to the Morninglory to start the chapter's main story), you'll get a mail from Sawada again. This time, he says he's raising lots of huge tuna and he's inundated in orders, so he's going to need to expand his business, so he's asking for more money. Kiryuu thinks to himself that Sawada is probably at Sushiya Gin. Head over there and Kiryuu asks the sushi chef if he knows where Sawada is. The chef hasn't seen him recently, but he says his headquarters is near the Millennium Tower, on the sixth floor of the building with Green Rooms Realty. It's across the street to the South Entrance to the Millennium Tower, on the east side, south of a place called "Wild Jackson." Choose the top choice to enter. A bunch of other people who were hit by the scam are there, and they all seem to think Sawada's skipped town. Kiryuu thinks it's way too clean there for that, though, and waits as the others leave. Sawada shows--he was just hiding. He calls his cohorts to beat you up, so they can get their stuff together and run off to Hokkaido. You get your money back plus one of three different rewards, depending on how much you invested. Beat them instead. After you beat them up, you can go to Sushiya Gin and talk to the people out- side the shop to hear that the police mysteriously found him all beaten up and arrested him. 1. Enter Sushiya Gin, top option 2. Invest 10,000 yen or 100,000 yen or 1 million yen 3. Go to Okinawa, get message, go to dead end in northeast First Town, top choice 4. Go to Tokyo, get message, go to Sushiya Gin 5. Go to place on east side of the street north of Matsuya near Millennium Tower 6. Beat guys REWARD: Tuna and Egg Sandwich, 10,000 experience or Maguro Tuna, 10,000 ex- perience or Maguro Tuna (x 4), 10,000 experience CHAPTER 9 --------- The Mars Fighter Invades Tokyo (Toukyou Shinryaku Kasei Fighter) TIME OF DAY: Any? PREREQUISITES: None STARTING POINT: In front of the Millennium Tower Talk to the guy with a red jacket and orange knit cap. He recognizes you, and introduces himself as Kitagawa, part of the comedy duo from Osaka Kiryuu helped in a side mission in Ryuu ga Gotoku 2. The duo is called the "Mars Fighter." Kiryuu asks if he's just having some time alone up here in Tokyo, and Kita- gawa seems puzzled. He's there to be in a new TV drama, so he asks why Kiryuu would ask him if he's there to be alone. Kiryuu explains it's because the "other half" of the duo needs to be there for his success...or so he thought back in Osaka. He tells him Minamisawa vanished again on him 6 months ago, a half-year after they came to Tokyo. Ever since Minamida vanished on him, Kitagawa has been working on his own in variety show appearances and on dramas. But...he's still worried about the guy. He's heard he was here in Kamuro, so he's gonna find him and bring back the comedy duo, the Mars Fighters! He gives you his picture, and asks ou to look for him--then he's called away to the drama. Go to Kouenmae. Behind the parking lot, in that block to the west of West Park, Minamisawa is standing around. Talk to him. Kiryuu says he's causing trouble, and the guy wants him to act more like a "tsukkomi" (kind of like the straight man) and grab his head and complain that he's really causing trouble. You mention that you saw Kitagawa and he's told you everything, and asked you to get him back to the Mars Fighters--and his friends encourage him, too. But, he seems too proud. Kiryuu automatically calls Kitagawa to arrange a meeting, and Minamisawa protests. So, it's time to fight him! Minamisawa just can't face Kitagawa--not like that. His "boke" skill (the funny man of the duo who ge4ts hit on the head generally) is very rusty, so he asks you to be the tsukkomi. Kiryuu agrees, just for once! This is actually a take on a famous gag here about your neighbor's wall, but it's kinda hard to translate literally into English. The (rather bad) joke is supposed to go, "I hear your neighbor's fence got damaged!" And the other guy is supposed to act shocked and say this long, drawling "heee" (sounds like "hay") sound that's kinda like a shocked "whaaaat?" It just so happens that "hei" also means "wall" or "fence." It's kinda like "What'd the ocean say to the shore?" "--Nothing; it just waved." Anyway, choose the third choice and Kiryuu looks sternly at the guy setting up the really bad joke and crosses his arms. ".... So...?" he says, rather than finish the joke. Everyone thinks he played a great tsukkomi. 1. Talk to guy in red jacket and knit cap in front of Millennium Tower 2. Talk to guy on north side of the street at Kouenmae, behind the Parking Lot on Shichifuku 3. Beat guy 4. Bottom choice REWARD: 10,000 yen, Minamisawa's Autograph, 5,000 experience The Alps Tea Shop Murder (Kissa Alps Satsujinjiken) TIME OF DAY: Any to start, Night for most of the mission PREREQUISITES: None STARTING POINT: Outside of Alps Tea House NOTE: If you're in story mode, this becomes available during the day, and you will have to wait until night to finish the mission, so it will span more than one chapter There's a girl handing out flyers outside the entrance to Alps Tea House. As you near her, Date's boss (called "the youngster" all the time) recognizes her. Kiryuu calls to him, and the girl notices them. She recognizes Date's boss as the reporter who wrote the story that sent her older brother off to prison. She's there passing out fliers to ask for his release, becuase she feels he's been wrongfully imprisoned for 6 years. So, into the shop you go with Date's boss, and he explains the whole thing. Seems the girl's name is Akechi Nozomi. Her brother, Yuuichi, worked at Alps 6 years ago. He supposedly came in one day and saw his lover in his boss's arms, so he killed him. There were many things wrong with the case and Date's boss had his doubts, but he had to turn in a good story, so he went with the plain, superficial idea that Yuuichi killed his boss. This has sullied the Akechi family's name, so his sister stands there handing out flyers now. Choose the top choice to help Date's boss with the matter. He gives you his old notes. Apparently, after they closed, a man named Asai was wrapping up the cash business, while Kinoshita, the waiter, was busing tables. Yuuichi went to throw out the trash and saw the locker room door open, where he found Oda, his boss, holding Usami, the waitress Yuuichi was going out with. He went in and smashed Oda's head with an ash tray, then left. Kinoshita went to check on him when he took a long time coming back and saw him running out the back, so he went and checked in on the locker room and found the crime scene. The basic premise is to gather witness testimony by interviewing different people. The first thing to do is to get the investigator's notes on the case. Go to Bantam at night. Detective Maeda is there, at one of the tables. Talk to him. He recognizes Kiryuu, naturally, as the former fourth chariman of the Toujou Association. Kiryuu is rather famous, of course. Kiryuu asks him about the murder 6 years earlier, and he says he has no doubt that he got the right man. He tells you there are four things going against Akechi Yuuichi, which also exonerate the others involved. Those would be alibis, witness statements, motive, and fingerprints. You can ask about them in that order. You can't advance the plot until you've talked about all four of them. Anyway, it's time to go snooping. Go to Club Sega at Theater Square. You'll find Imagawa there, in the center, in the back of the store. He's working there now. Ask him all four things--alibi, what he saw, who would have a reason to kill Oda, and if he could have been using gloves, so he wouldn't leave finer- prints. Then, choose the last option to stop asking him. He asks if you're accusing him, and Kiryuu says he isn't, but Imagawa seems to think everyone there picked on him and would make accusations like that. He also claims that someone stole all of his belongings out of his locker that same day. Next, go to Mach Bowl. Usami Sawako is there, wearing a uniform, putting something in the lockers. Talk to her. Again, ask all four questions, then the last one. She didn't actually see Oda get killed because she ran off when she was caught with him, and she never would have dreamed Yuuichi killed him that day. Kiryuu notes that nobody really saw Yuuichi kill Oda. Next, go to the Poppo near Nakamichi. Asai is htere--he's the one with brown hair. Talk to him and repeat the questioning. It seems that Oda harrassed other women at the store, too. Some girl named Saitou was harrassed by him and quit over it. When you stop asking him about things, Kiryuu naturally asks about Imagawa and how his items were all stolen (why does everyone in this thing have names from the Sengoku era?!). Whether you choose to suspect him or not, it turns out that he did take the guy's wallet and CD's. He wouldn't need his uniform, tho'--you can't sell that for much money. So, the second piece of evidence from Asai's interview is that he didn't steal the uniform from Imagawa's locker. Go back to Alps. Kinoshita is there, right near where you order. Talk to him and interrogate him. He tells you that he saw someone leaving by the back, and though he didn't see clearly, he's sure it was Akechi Yuuichi, because he was wearing a waiter's uniform. Now, go to the Sai no Kawara area, all the way to the back office, and meet with Hanaya to see what he knows. As soon as you reach the office, you'll automatically go see him. He already knows what you want. That's how it is for a guy with his ear to the ground, I guess. You only have two things to ask him about: the murder weapon and the finger- prints. Ask them both. There's a piece missing at its edge. Reportedly, some customer dropped it on the ground and it chipped off. He tells you that Akechi was bringing it back to dispose of it with the trash, and that they wash the ash trays every day, so all the fingerprints on that ashtray were put there on the day of the murder. He shows you the fingerprints. The ones in red are Akechi's. The others are probably guests. Kiryuu notes that the real culprit's fingerprints may be among those other ones on the ash tray. Head back to Alps. A woman is there, talking to Kinoshita. She's heading to a nearby host club, but she just thought she'd drop by first. Kinoshita grum- bles about her, "That Yuuko...!" Date's boss talks to you about her. It seems she's Kinoshita's wife. Kiryuu praises Date's boss for knowing so much about things, but he responds that he knows her because she used to work here. The shop's camera confirms, however, that she wasn't there that particular day. So, Kiryuu wonders if he shouldn't go to the nearby host club (that would be Stardust) and check her out, even if it seems like she had nothing to do with the events that day. In Stardust, Yuuya explains that this lady's still very young but she's been spending a lot of money there for 4 or 5 years now, because she's started up some agency with goods marketed to young women. She walks over and asks who Kiryuu is, and Yuuya tells her that Kiryuu's not one of the hosts there, so she gives Kiryuu her card, saying it's too bad he's not. Leaving Stardust, Kiryuu decides it's best to go check with Maeda at Bantam. So, get on up there! Maeda laughs off the idea of Maeda not being the culprit again, but Kiryuu notices he's looking over the case file. Kiryuu peruses the list of items seized at the crime scene and is surprised to find something. He says that there can be no doubt--Akechi is not the one who killed Oda and fled the scene. He then asks the surprised Maeda to gather all those involved in the case at Alps, and looks up at the camera, lighted from below with shiny textures, looking actually kinda scary himself. Tho', I don't think they intended that. Go to Alps. Time to get Poirot on them. You'll have to choose different testimonies and such to answer each question that arises in the explanation, but if you choose the wrong one, it reportedly won't matter because Kiryuu will just shrug it off and make you choose again. Anyway, here's the order in which you need to choose the things on your list, numbered from 1-11, from top to bottom: 1st time - 4th item 2nd time - 2nd item 3rd time - 5th item 4th time - 8th item 5th time - 3rd item, second prompt right after that: 7th item For the sixth prompt, you'll get a different list, with pictures of the poss- ible suspects. You may have already guessed, but it's Kinoshita Yuuko, the second one over from the right on the bottom row. Kiryuu strikes a pose straight out of Gyakuten Saiban and points at Yuuko. Everyone is shocked. Kinoshita turns to his wife and asks if it's true. She says that she has no reason at all to kill Oda. Time to get crackin' with more evidence. 7th time - 6th item 8th time - 11th item 9th time - 10th item 10th time - 9th item Kiryuu claims that Yuuko, who had been seeing Oda at the time, came to the store and put on Imagawa's uniform, sneaking in to see her Oda who had been cheating on her with Akechi's girl, Usami. She killed him with the chipped ash tray and left with the uniform on with expert timing so that she could frame Akechi up for it. She still deines it, but Kinoshita tells her to stop her lying. He knew she was there that day. He says he could smell her perfume that day. He liked her back then, too, and he thought of her perfume as a wonderful smell, but not anymore. He's tried to talk to her about that day, but only got snapped at. He says he didn't want to believe what it meant...he needed Kiryuu to come along and pry into things to break his silecne. But, he regrets now that his silence has had poor Akechi Yuuichi in prison for 6 years. Finally, Date's boss asks her, and she admits guilt. It seems that after she came in the back way to see Oda and found him with Usami, she went into the next room and hid. When Akechi came and saw, he confronted Oda, and Usami ran out the back. He chased after her, and that's when Yuuko had the chance to go in and confront Oda herself. She kill him and changed into Imagawa's uniform to cover her tracks as she left (quick thinking for a crime of passion if you ask me). 1. Go to the entrance of Alps 2. Go to Bantam at night, talk to Maeda at table, ask all questions 3. Go to Club Sega at Theater Square, talk to Imagawa against the back wall, ask all questions 4. Go to Mach Bowl, talk to Usami at lockers, ask all questions 5. Go to Poppo at Nakamichi, talk to Asai at counter, ask all questions 6. Go to Alps, talk to Kinoshita near register, ask all questions 7. Go to Sai no Kawara, undergound, back office, ask both questions 8. Go to Alps 9. Go to Stardust, get close to Yuuko 10. Go to Bantam, talk to Maeda 11. Go to Alps, follow appropriate items when prompted as listed above REWARD: 200,000 yen, 20,000 experience The Fifth Bodyguard (Goninme no Youjinbou) TIME OF DAY: Any PREREQUISITES: Clear "The Fourth Bodyguard," get message to your cell phone STARTING POINT: M.E.B. After clearing the fourth bodyguard, you'll get a message around the Coin Lockers area, talking about the last guy the manager wants you to recruit, Gatling Sendou, the boxer. He tells you to try to find him at MEB. Go to MEB. He comes in and knocks the guy down. Kiryuu walks over to talk to him. Choose the bottom choice to say you'll show him a good club. He wants to see a photo of the girls there, but Kiryuu doesn't have that, so he turns away. Talk to him again and fight him. After you complete this mission, you'll get a message from the casino manager. Go there and you'll finally complete that mission. REWARD: Anger Bracelet, 5,000 experience I'll Tell You Your Fortune (Anata no Unsei, Uranaimasu) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: Pink Street, southern end, west side of the street There's a fotune teller at the west side of Pink Street, near Club Ageha. Talk to her, and she'll offer to tell you your fortune. Agree wit the top choice. She reads your fortune, saying you're the hero type and you've got talent to accomplish anything you want, but you live a life filled with troubles. She can tell you more, but it'll be 120,000 yen. Normally, it's 150,000, but for you, she'll make an exception. She tells you to remember that lots of people count on you, as the hero type, and that someone you trust is betraying you. She says it's actually to your advantage to keep being taken advantage of. If you let a doubtful nature enter your heart, it's really gonna be bad. Run south a bit. A girl will call to you. She says she's been ripped off by this fortune teller and asks you to meet her at the Club Sega at Nakamichi. So go over there. Talk to the three girls there. None of the fortune teller's readings are true. They want their money back. Head over to the fortune tel- ler. She's telling the girls who were lined up before that she's gonna give them a bonus, because she was able to scam you out of 120,000 yen. Up come her son and a bunch of ruffians...beat 'em up! The lady says that although she has a bit of a scam going, well...you have to admit, her prediction was true! Someone you trusted at that moment was trick- ing you--she, herself, was tricking you! When Kiryuu doesn't laugh, she sighs and notes she doesn't seem to "have it" anymore. Maybe she should just retire. Kiryuu tells her it's brave of a person to be able to retire, and she happily agrees and runs off. The three gals who were swindled show up. They want to know where the fortune teller is. Choose the top choice only if you want your 120,000 yen back, but choose the bottom choice to tell them you didn't see anything and you'll get a crystal ball, which is woth 200,000 yen. Run south and talk to them again. They were looking for her, but they just couldn't find her anywhere, so they give up. She calls to you and thanks you for not turning her in. 1. Talk to fortune teller on west side of Pink Street, near Ageha, top choice 2. Spend 120,000 yen with the top choice 3. Go south, get approached by girl 4. Meet girls in front of Club Sega at Nakamichi 5. Return to fortune teller, beat guys 6. Go south, talk to girls, bottom choice REWARD: Crystal Ball, 3,000 experience The Panicking Pickpocket (Suri, Ooawate) TIME OF DAY: Day, night (not evening) PREREQUISITES: Complete "I'll Tell You Your Fortune" STARTING POINT: West Taihei At the west end of Taihei, near Emoto's Clinic, a dude in a hat comes running up and bumps into Kiryuu, stealing 40,000 yen from his wallet (how do you steal just a certain amount from a wallet?). Chase him in a Chase Battle. He drops money along the way...collecting it will bring you back your 40,000 yen, but you can ignore it and just catch the guy. You get a reward anyway. 1. Bump into guy near Emoto's Clinic, have 40,000 yen taken 2. Chase Battle REWARD: 100,000 yen, 5,000 experience The Telephone Booth (Denwa Box) TIME OF DAY: Any PREREQUISITES: Clear "The Panicking Pickpocket" STARTING POINT: Save Point at Theater Square Near the phone booth at the Square in front of the Theaters, you'll hear the phone ring. Choose the top choice to answer. Some guy says he has something very important to you, and if you want it back, you'll go to Le Marche and get him an Italian Necklace. He tells you to bring it to the phone booth in front of the Poppo Mart on Shouwa. You don't have to go through that, though. There's a guy south of Serena on Tenkaichi in front of the building on the west called "Kamuro Slot House" who's on the phone. Talk to him. Kiryuu heard the noise of the slot house behind the guy, so he tells him if he's gonna do something like that, he might try doing it from a quieter place. Beat him up! 1. Go near Save Point in the Theaters Square, top choice 2. Go to the slot house south of New Serena, talk to guy, beat him REWARD: 50,000 yen, 8,000 experience CHAPTER 12 ---------- Date's Pride (Date no Hokori) TIME OF DAY: Night? PREREQUISITES: None STARTING POINT: Outside Le Marche Date's looking in Le Marche's window. Talk to him. He's got a little errand to run, so Kiryuu asks what he did with Haruka. He tells him he left her with the matron of New Serena. Kiryuu asks him what he needed to buy from this store, and Date tries to kinda brush him off. So, he asks if he's gonna buy something for someone special, and Date asks Kiryuu not to laugh. It's for the matron of New Serena. Kiryuu's not surprised, so Date looks a little embarrassed and yells at him. Anyway, you can choose the top option to tell him to give it up or the bottom one to get a good one. I usually choose the bottom one, but I hear it doesn't matter. In he goes, out he comes, with a ring. It seems he asked her what her ring size was, saying she was about the same as his daughter, Saya. It seems Date's the one who set the matron up there at Serena after Reina died, and he fell in love with her because of her attitude, which got her through some rough patches. So, go back to Serena with Date. The matron is talking to a customer. He's come back to Kamuro from a far- off, foreign country. She turns to Kiryuu and Date and tells them Haruka's in the back. As the other guest pays and gives Date a look as he leaves. Date then gives her the ring. She frowns and says that he's just joking. That ring is for Saya, isn't it? He's serious, tho'--it's for her. He's al- ways liked-- She interrupts him, telling him to leve. She's closing up for the night. She also asks him not to come around anymore. Date mopes about it a little outside and Kiryuu tells him to just let it go for today. He's sure there's some reason behind this, so he tells Date he'll go find out for him. Go back in Serena and Kiryuu talks to the matron, telling her that Date's really serious about this. The matron explains that she was married once, a number of years ago, to a cop. He was killed trying to save her from a robber. Even though Date's quit the force and become a reporter, she still can only think of her dead husband when she sees him. Kiryuu says Date's not her dead husband, but it doesn't matter. She still has that person's memory in her heart, and knowing that Date used to be a cop, she'll always think of him. Leave Serena and head to the Third Park. Date's there. Approach him, and Kiryuu will tell her all about it. Seems Date knew about that incident. He explains that her dead husband worked under his command in the police and was done in by a guy named Tsukishima, who was going around committing armed robbery. When Tsukishima grabbed the matron and used her as a hostage, her husband dropped his gun out of fear of shooting his wife, and was killed. The police rushed in and got the matron away from Tsukishima, who was sent off to prison. But, the matron's husband was already dead. Feeling responsible for his underling, Date's been watching over his widow all this time, though he believes she doesn't know that he was the one in command of the operation. That was a whole nine years ago...now, he's grown so close to the matron. He just wants to be with her. He suddenly remembers he's seen that guy at the bar before. Yes--! He was Tsukishima! Date says he remembers the guy said he came back to Kamuro to meet someone, and assumes he meant the matron. So, off he runs. You'd better go to New Serena. The matron isn't there, and neither is Date. Haruka tells you that a man came and took the matron out the back, and that Date followed them. So, go out the back exit. Tsukishima is there. Again, he's got the matron hostage. He tells Date he's been after him, even if he's quit the force. He was surprised to find that woman there. Kiryuu whispers to Date that he'll be the distraction for him, but before he can do anything, Tsukishima's underlings show up. He tells them to take care of you--but not to kill Date; he's gonna have fun toying around with him. So off they go, and you're left to contend with the riff-raff. Beat them up. Date's down the alley a bit, right before Tenkaichi. Get close to him, and he'll say he's sure Tsukishima's taking her to the spot he killed her husband. He also says this is his fight and runs off alone. Run around a bit. You may have to take a while, or you may have to walk in and out of a building first. Anyway, go near Club Sega on Nakamichi and you'll get a all from Date's boss. He tells you he saw them heading to a building near Nakamichi. It'll have a green dot on it. It's at the end of the weird, narrow alley behind the Mahjong parlor. Go there. Date's on the roof, pleading with Tsukishima to let the matron go, but he saw how Date seemed to be close to her in there. Kiryuu walks up and says he doesn't like people using women to win their fights, and apologizes to Date for coming against his will. Tsukishima sicks his dogs on you. Beat them! But, it's a little too late. Date has his gun, Tsukishima has his gun, and he's pointing it to her head again. The same thing is about to happen. He says he's sorry to say bad things about the man, since he's dead and all, but he thinks that turning your back on a fight like that is wrong. He thinks he has to fight to protect. That's his pride! And his answer! So, they shoot. Date is hit in the arm, Tsukishima is hit in the chest and killed. After the fight, the matron tells Date she needs more time to think it over. Kiryuu tells Date it's good that she's not mad at him anymore, and Date's boss suggests they go to the office and write up a piece on this story. Date's infuriated by that idea, and his boss insists, saying that a policeman's pride is great and all, but he's a reporter now. He should have pride in reporting a great story! 1. Talk to Date outside Le Marche, either choice 2. Follow Date to New Serena 3. Enter New Serena 4. Talk to Date in the Third Park 5. Enter New Serena, exit out the back 6. Beat thugs 7. Run over to Club Sega, wait a while or go in and come out of a store, get phone call from Date's boss 8. Go to building near Kamuro Castle in the narrow alley going to the south, beat thugs REWARD: 20,000 experience The Fall Guy in Tokyo (Toukyou ni Kita Butsukaru Otoko) TIME OF DAY: Night? PREREQUISITES: Clear "The Fall Guy Throws In the Towel" STARTING POINT: Near the Millennium Tower Walking around near Bantam is the guy with his big group of thugs. Get close and he'll fall down. They start into their little scam, and the guy recog- nizes Kiryuu, getting up and explaining that he gave up the scam in Ryukyu. A rival gang of thugs come up. Their leader demands that the fall guy pay back the money he took from one of his group's members with the scam. He turns to you for help. Choose the top option and save him by beating up the thugs. After you save him, the guy and his group promise never to do that again. He gives you a reward and then they run off. REWARD: 150,000 yen, 8,000 experience The Couple Who Wouldn't Learn (Korinai Futari) TIME OF DAY: Night PREREQUISITES: Have Haruka with you, clear mission "A Trip Before Marriage" STARING POINT: In front of the Millennium Tower There are a couple of businessmen near the steps to the Millennium Tower, talking in speech balloons about Akimoto. Talk the guy on the right. It's Akimoto's boss. He asks if you haven't seen him around. It seems he left him a message that he's gonna jump from the Millennium Tower! The co- worker turns to him and says it's weird--hasn't Akimoto just gotten back from Okinawa with his fiancee?? Didn't he seem really happy that time? Haruka asks if it's the same Akimoto, and Kiryuu says he hopes not, but...that it certainly does seem that way. The businessmen want to go, but they probably won't be able to get in the Tower. Haruka asks what you should do. Choose the top choice to go in. Head to the back elevator and choose the top choice to go up. There are shoes and a suicide note there. Go and investigate them with the Circle button. It seems you guys were too late. Mizuki comes running, calling to Akimoto. She reads the letter. He apolo- gizes to her for things coming to this, and for causing her so much trouble. He also says he's happy for all the times with her, whether they were happy or sad. He says he couldn't earn her love in the end, but...well, he had fun! He apologizes again, and thanks her again, then says "goodbye." Mizuki cries her eyes out. She wonders...did he really die?! She thought they'd be together forever! She goes to the edge of the roof and apologizes to Akimoto for causing him so much pain, and then says she'll be there soon...she's gonna go be with him! Kiryuu yells to stop her, but she turns and tells him not to try it. She's done such awful things to Akimoto...so, she has to die! Kiryuu yells at her again. He asks if she thinks that would really make Akimoto happy or something?? She says it was her fault, and Haruka says that although she may have caused Akimoto pain, Akimoto still loved her! She says that even if it's painful, she has to go on living. As she cries, somoene suddenly starts talking about leaving those old, smelly shoes there. It's Akimoto, who comes running over to her, and asks why she's crying. Did that yakuza do something to her? She's shocked Akimoto isn't dead yet, but he explains that he wanted to go get a different pair of shoes to leave. Those are too old and smelly. He wanted to leave the shoes she told him to buy in Okinawa. She pushes him for making her upset like that, and he starts to fall, so she reaches over and saves him. He says that was close--if he'd died there, how could he have committed suicide?? Mizuki slaps him. Then she hugs him. She apologizes to him for lying to him and taking his money like that. But...he was different. He wasn't like her other clients. He always smiled and laughed with her, and he always thought of her feelings and all. She begs him not to say he's gonna die again. If he weren't around, she has no idea what she'd do with herself. So, Akimoto asks if they can go back to the first time they met and redo things. They call to each other and hug tight, and Akimoto apologizes, saying he'll be with her forever. Haruka and Kiryuu leave. Akimoto and Mizuki say they love each other and kiss. How long you guys think it'll last? One year? I'm betting one year--when the next Ryuu ga Gotoku comes out. 1. Talk to businessman in front of Millennium Tower with Haruka in tow, top choice 2. Go to elevator in the back, examine it, top choice 3. Go over to shoes, examine them REWARD: 20,000 experience Amon TIME OF DAY: Night? PREREQUISITES: Complete all IF7 Training, all Hitman Missions, and all 122 other side story Missions STARTING POINT: Kamuro Castle NOTE: This is a particularly strong enemy--Amon is to Ryuu ga Gotoku as the "Ultimate Weapons" are to Final Fantasies. Have lots of healing items and be prepared for a rough fight. Finish all 122 other missions (you can "fail" / "Finished" them, and you can complete only one of the "Make the #1 Cabaret Club Girl" girls). Undertake all IF7 training. Beat all the Avengers (Hitmen). Talk to Ibuki. He asks you if you know about a guy named "Doctor Minamida." Choose the top choice to tell him you do (he's the Doc. Brown-esque guy with the Inner Fighter 7 machine). Ibuki has yous it down and explains that while he was researching the Hitmen, Minamida's name kept coming up. Kiryuu asks if he's one of the Hitmen, but he says he's not really one of them. Rather, his name keeps coming up when they research this "Amon" guy, whose true identity is unknown. If you didn't know from the previous games, Amon Joh is a powerful enemy, who always seems to want to kill Kiryuu to prove he's the best of the best. He was even in Kenzan!--well, as a guy just like him named Amon Jounoshin. It seems that until Arase turned up, Ibuki believed Amon was the man behind the Hitman organization. Every time he tried to find anything out about the guy, all leads just went to dead-ends--except when he researched this Minamida guy. He says he's not sure what the connection is between Minamida and Amon, but he knows now that Kiryuu is Amon's next target. He tells you, then, that you should be careful if this Minamida guy knows you. So, head over to the IF7 area and talk to him. He asks if you've come to play again, and Kiryuu says "yes." Minamida looks down. He says that there's something he's always meant to tell you, but he's just been unable to. He's running from someone. It's not a debt collector, or anything like that--some- thing much more serious. It seems he built that machine for a man--a very fearsome man--who told him all about Kiryuu. Kiryuu guesses it's Amon. At first, Minamida turned him down, but what made him accept Amon's proposal was the very plan itself--to make a machine that would go into your mind and give you experiences. He wasn't even sure if he could make such a thing. He then notes just how horrifying Amon is. He saw his fights when he tested the machine.... Something that powerful shouldn't exist in this world! At first, he thought he was just making a machine to practice his fighting tech- niques with...but then he realized that it's a feedback system. He means that the machine will recreate people you've faced before. So, he's fought his past fights and learned more from them. Minamida fled from Amon, knowing that he needed to stop this guy. There were only two people who gave Amon a hard time on the machine: an old man (he must mean Komaki) and Kiryuu. Kiryuu asks if Amon knows where Minamida is, and Minamida says he's positive that he doesn't. Just then, both Minamida's and Kiryuu's cell phones ring. Guess who? He says that the Amon clan doesn't tolerate failure. He's got to kill you to end this. He knows your cell phone number--but that's not all! He knows the locations of all the people you love. Amon then thanks the man who betrayed him, Minamida. He's used him to col- lect data on Kiryuu. Minamida says that's impossible, but Amon laughs at him and points out that he came to Minamida with the plans a year ago. He had the plans because he already had built the machine himself! Anyway, it all ends up in him challenging you. He demands that you go to a secret arena in the heart of the mountains at night. He sends you a map over your cell phone. You can go to the dojo at night. In story mode, it'll be the third option from the top. He's tough. There seems to be almost only one thing that will ever hit him-- the Triangle while blocking parry. That does hardly any damage, but you can just stand there and do it to him over and over until he starts somersaulting. For that part, just try and sidestep and stay at just a little bit away from him to counter with a few hits. It's almost useless to use Finishing Blows, and even if you have infinite Heat or the ability to use Heat Actions without being in Heat Mode, you'll notice that you have almost no opportunity for Heat Actions. It does help with guarding his weapons, though...except bombs and gunshots. After you defeat him, he begs Kiryuu to kill him. Kiryuu says he's told him before that he won't kill. Amon asks what Kiryuu would do if he told him that if he let him live now, he'd just go and kill all the people Kiryuu loves. Kiryuu tells him he won't let him do that, though. Kiryuu won't do that either! He won't let him force him to be part of this morbid sense of morality. He tells him that if he wants to try again, he should just regain his strength and challenge him some other time. He leaves, and returns to Minamida, who is shocked to learn that Kiryuu spared Amon. Kiryuu explains that he doesn't kill people, and besides, if Amon ever returns, he'll beat him then, too. 1. After clearing all other 122 missions, all Hitman missions, and undertaking all courses of IF7, talk to Ibuki at Kamuro Castle 2. Talk to Minamida at his usual place near Champion 3. At night, take the taxi to the Secret Mountain Arena 4. Beat Amon REWARD: The Golden Gun (this is your reward for clearing all 123 missions. Go claim it from Bob Utsunomiya after the mail from Sayama) 5a-III. Okinawa Missions ------------------------ CHAPTER 3 --------- Kidnapping? (Yuukai?) TIME OF DAY: Any? PREREQUISITES: None START LOCATION: On North Ryukyu, south of Umachii on the west side of the street Go near the woman talking to the veterinarian. She asks him where Takuya is. He tells her that someone came, saying he knew her, and that he was there to pick Takuya up. She then reveals that someone has asked her to come alone--and not call the police--if she wants to see Takuya again. She then says that if anything hap- pened to her little Takuya, she wouldn't know what to do. Kiryuu wonders if a kidnapping has taken place. Talk to the woman. The doctor wants to call the cops, but the girl asks you to go and look for Takuya on our own. Choose the top choice to look for Takuya. The two of you go to the location. You can either choose the top choice to go in yourself, or the bottom choice to let her go in and watch to see if she needs help. Either choice will get you a "complete." Around the corner, you'll find the guy who kidnapped Takuya, so...beat the crud outta him! It turns out that Takuya is a (horribly-rendered to the point of being very frightening) dog. Well...at least you helped, huh? 1. Go near woman near Umachii 2. Talk to woman, choose top choice 3. Choose either choice 4. Beat punk REWARD: 10,000 yen, 2,000 experience I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1 Hanashi) TIME OF DAY: Any? PREREQUISITES: None START LOCATION: Near the Maeda Pharmacy in Kariyushi Arcade Near Quickly and the Maeda Pharmacy, a girl suddenly runs up to you. Talk to her. She noticed you seem like you're from Tokyo. Her name's Kaede, and she'd like to go live in Tokyo, actually, so she wants you to tell her all you can about life there. Choose the top choice to go with her. You can answer anything you'd like for the conversation. 1. Run into girl near Quickly/Maeda Pharmacy 2. Talk to girl, top choice 3. Any choice during conversation REWARD: Okinawan Pork Spare Ribs Burger Combo, 2,000 experience The Brewer's Treasure (Shuzouka no Takara) TIME OF DAY: Any? PREREQUISITES: Finished "I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1 Hanashi)" START LOCATION: In Municipal Market area, in the alley running east from Maeda Pharmacy There's a guy getting harrassed by a yakuza-looking guy in the alley. Get near them, and it will be clear he's cowering before a debt collector. If you talk to him, the debt collector will clear off, and the man will explain that he's Matsushima, an awamori (Okinawan liquor) shop owner. He'll tell you that he has a huge debt, but that he actually knows where some treasure is buried--and it seems to be right near the Morninglory Orphanage! Choose the top choice to help him look for the treasure. He'll tell you an old rhyme written about it: "When you get close, you will hear the sound of waves, don't be drunk by the king, be drunk by the turtle, golden foam." Go back to the orphanage. On the street, you'll see two kids, planning to meet up at the turtle rock again tomorrow. Obviously, there's a turtle-shaped rock to find on the beach. It's in the western side of the beach. In front of it, you'll get the option to look with circle. Kiryuu will call Matsushima over, and the two of you will start dig- ging for treasure. For some reason, it prompts you three times--but your only option is to keep digging. Once you find the treasure...it turns out to be one of the oldest awamori liquor bottles around. The debt collector finds the liquor, and offers to cancel the entire debt the man has for it. Seems his boss really loves awamori and he's gonna go win his favor that way. 1. Go near man cowering in alley near Quickly 2. Talk to man, choose top choice to help 3. Go to Morninglory Area, see kids on street 4. Go to rock in western beach area, use circle to check rock 5. Dig three times REWARD: Shisa Belt, 2,000 experience The Fall Guy (Butsukaru Otoko) TIME OF DAY: Any? PREREQUISITES: None STARTING LOCATION: West First Town, near main intersection in First Town Running around in First Town, you'll come across three wise guys walking around in a group. Bump into them, and their leader will fall down, and claim he's hurt. You have three choices. The top choice, to not pay, will get you in a fight, plus you'll get 10,000 yen given to you by the scam artists. The second choice is to pay the 10,000 yen they've asked of you. This will end the mission, but, you get no reward. It does give you "Complete" (you don't fail the mission), though. The third choice is to pay 100,000 yen. If you have that much, go ahead and choose this option. The reward will be the most--and it's also the funniest, storywise. The hurt man springs to his feet to make sure you've really given him 10,000 yen. You'll have to fight, but they'll give you 120,000 yen in re- payment. 1. Go to First Town, look for three men near main intersection near Karaoke- Kan. 2. Bump into them. 3. Choose top choice to fight them and get 10,000 yen, middle to pay 10,000 yen, and the bottom choice to give them 100,000 yen, but get 120,000 back after you beat them. REWARD: 10,000 yen or 120,000 yen (minus the 100,000 you have to pay), 2,000 experience. The Rose Balsam Song (Tinsagunu Uta) TIME OF DAY: Any? PREREQUISITES: Finish "The Fall Guy" mission STARTING LOCATION: Monorail Station Right near the escalator to the monorail is a guy playing a sanshin--a type of shamisen (three-stringed banjo-like instrument) used in Okinawa. Talk to him to hear a tune. He tells you it's the Rose Balsam, or Tinsagunuhana, an Okinawan folk song. Next up is the Moon's Beauty. Before he can start, some punks suddenly come and tell him he's not allowed to sing there. They tell everyone else to shove off--including Kiryuu. Choose the top choice to stop them--which means you have to fight and defeat the punks. The man reveals he's singing the song his grandma, who died last year, taught him. Kiryuu tells him to hang in there. 1. Go to the Monorail Station 2. Talk to man playing sanshin 3. Choose top choice to save him 4. Beat punks REWARD: Saataa Andaagii (an Okinawan fritter), 2,000 experience Okinawa Soba Delivery Race (Okinawa Sobaya Demae Race) TIME OF DAY: Any? PREREQUISITES: Order at least two times at Warabaa Ramen STARTING LOCATION: Warabaa Soba After you've ordered at Warabaa at least twice, leave the area and come back (as in, go to the Morninglory Area and come back to Ryukyu Village). The lady running the shop should now be standing in front of the stand, with a worker who looks really upset. Get close, and you'll see her scolding him. Talk to her. It seems he's taken too many delivery orders and doesn't have time to deliver them. Choose the top choice to order food, or the bottom choice to offer to help with deliveries. You have 5 minutes to get the three deliveries: one to Maeda Pharmacy, one to Mahjong Camp, and one to Ryukyu Nights. You should do them in that order to make time. Go deliver them and run back to talk to the soba stand owner again. If you take too long, you'll fail the mission ("Finish" mark instead of "Complete"). 1. In two separate visits, order food at Warabaa Soba 2. After leaving Ryukyu Town, come back 3. Talk to Warabaa owner, choose bottom choice 4. Run to Maeda Pharmacy, then to Mahjong Camp, then to Ryukyu Nights in under 5 minutes REWARD: 10,000 yen, 3,000 experience Challenge from a Hustler (Hustler kara no Chousen) TIME OF DAY: Any? PREREQUISITES: Win at nine-ball billiards 3 times STARTING LOCATION: Aqua Sky After winning three times at nine-ball billiards (it can be against the first guy on the list, the easiest one), an old man comes and tells you you've got a keen eye for this sort of thing. He says you have the eye of a hustler, and asks if you've ever thought of turning pro. Kiryuu asks who he is, but the guy just leaves, saying if fate has it, you'll meet again. Leave, and come back in. Because, you will meet again. Right at the billiards table, you'll find him with some sad-looking guy. The man introduces himself as Shiraishi. He's a debt collector for a local casino. Seems the sad-looking guy owes him a tab from a few rounds of poker, but he's such a crybaby, that he figured he'd make a wager with him to beat any opponent in the Aqua Sky. That's you. Choose the top choice to play against him. You may want to save first, and retry this mission, if you'd like. If you win, you'll get "complete" (you'll pass the mission). Otherwise...you get a "finished" (fail). REWARD: 100,000 yen, 3,000 experience Make the No. 1 Cabaret Club Girl! (No.1 Kyabajou wo Tsukurou!) TIME OF DAY: Any PREREQUISITES: None STARTING LOCATION: West First Town Talk to the man in trouble in west First Town, find out about how his top cabaret club girl is making life difficult for him, offer to help. See section in appendices for details. REWARD: 100,000 yen, 5,000 experience or 300,000 yen, 10,000 experience Tsuchiya Mika of Flawless TIME OF DAY: Any PREREQUISITES: None STARTING LOCATION: Flawless Romance Tsuchiya Mika at Flawless. See section in appendices for details. REWARD: 5,000 experience Kaneshiro Nao of Flawless TIME OF DAY: Any PREREQUISITES: None STARTING LOCATION: Flawless Romance Tsuchiya Mika at Flawless. See section in appendices for details. REWARD: 5,000 experience Unten Saya of Flawless TIME OF DAY: Any PREREQUISITES: None STARTING LOCATION: Flawless Romance Tsuchiya Mika at Flawless. See section in appendices for details. REWARD: 5,000 experience CHAPTER 4 --------- English Conversation Solicitor step 1 (Eikaiwa no Kan'yuu step.1) TIME OF DAY: Any? PREREQUISITES: Finish "Kidnapping?" mission STARTING LOCATION: Near the Monorail Station Talk to the woman standing across the street from the Monorail Station. She's handing out free samples of English conversation texts. It says that if you see someone in trouble, you should ask "May I help you?" There's a white girl crouching in front of the Ebisuya Pawn Shop. She's saying "Ouch...help me...." Go and talk to her, and choose "May I help you?" She weirdly runs right into Kiryuu's arms, saying she hurts after falling down from avoiding a car. She then says you're a very nice person, and your English is very good, too! I mean, that doesn't really explain why she's leaning all up against you like you were some dashing romance novel hero or something, but, that's neither here nor there. She says if you study hard, she'll do nice things for you later. See you later! 1. Talk to woman across the street from the monorail station 2. Talk to woman next to Ebisuya, second choice REWARD: 2,000 experience English Conversation Solicitor step 2 (Eikaiwa no Kan'yuu step.2) TIME OF DAY: Any? PREREQUISITES: Finish "English Conversation Solicitor step 1" STARTING LOCATION: Near the Monorail Station Talk to the woman standing across the street from the Monorail Station. This time, she wants you to buy your English text for 10,000 yen. Choose the top selection to buy the book. You'll find the white woman in Kariyushi arcade, just north of Quickly. She needs to know where the station is (just like in the English conversation lesson! Convenient, eh?). Tell her "Go straight this way." She hugs you again, and tells you to study more...she'd like to get to know you better. 1. Talk to woman across the street from the monorail station, choose the first choice to buy book for 10,000 yen 2. Talk to woman near Quickly, top choice REWARD: Italian Wallet, 2,000 experience Lost Child Hunter (Mayoigo Hunter) TIME OF DAY: Any? PREREQUISITES: Finish "English Conversation Solicitor step 2" STARTING LOCATION: The entrance to Kariyushi Arcade from Ryukyu Street Talk to the sunglasses-wearing woman at the north end of Kariyushi Arcade, on the east side. Seems she's lost her daughter, Sakura! Choose the top choice to help her out. She tells you she's wearing a straw hat, so head down Kariyushi Arcade to the Maeda Pharmacy and talk to the girl across from it. Kiryuu calls the woman, but, it's not Sakura. She IS wearing her hat, though. She traded it with Sakura for a baseball cap. Go down the arcade, and find a girl with a baseball cap on. She's near Wara- baa Soba. Again, it's not the right girl. This time, she traded it for a hair ribbon. Go back up the arcade and you'll find a girl with a ribbon, who's near the big Shisa statue (that weird, green...monster thing). This time, it turns out she traded her ribbon for a cute backpack shaped like a doll. She's down at the end of the arcade, where it turns the corner towards the market. Talk to her, and she'll say she is Sakura, but...she's not lost. Kiryuu goes and gets her mom, and it's revealed that the mother was the one waiting in the wrong spot...so, it was a lost mother, not a lost child, after all. 1. Talk to woman at north end of Kariyushi on the east side, choose top choice to look for Sakura 2. Talk to girl across the arcade from Maeda 3. Talk to girl next to Warabaa Soba 4. Talk to girl next to Shisa statue near Maeda 5. Talk to girl at corner of Kariyushi and the Municipal Market REWARD: 3,000 yen, 3,000 experience The Lost Keys (Nakushita Kagi) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: Coin Lockers At the coin lockers area, there's a woman looking for some keys. This is your tutorial for the first-person view mode (kinda). Hit R3 and move the reticle up, along the wall behind her, over to the right to the higher balcony's rail- ing, until it rests on the key. Hit Circle. Then, go talk to her again to tell her where the key is. 1. Talk to woman crouching near coin lockers 2. Enter first-person view mode, look up to find key, hit circle 3. Talk to woman crouching near coin lockers REWARD: Okinawan key #33, 2,000 experience Love's Cupid (Koi no Cupid) TIME OF DAY: Any? PREREQUISITES: "The Lost Keys" STARTING LOCATION: Outside of Smile Burger You're about to meet a (sorta annoying) guy you'll see for a few sub missions. Talk to the high school student standing around outside the entrance to Smile Burger. Kiryuu asks him to move so he can go in, but, the boy suddenly asks him to make him a man. (No; dirty minds!) Choose the top choice to hear what he needs. Seems a girl who works at Smile Burger has caught his eye, but, he doesn't know how to approach her. You have three choices--to tell him to just go and talk to her, to have him write her a letter, or to give up. Tell him one of the first two. Then, three more choices show up--a third, new one is added. He keeps going in and taking your advice, but not being brave enough to act on it. Instead, he's getting really full, just ordering burgers over and over. The idea here is to run out of options except for having Kiryuu go and tell her himself. You can do this by just answering the top choice over and over for this part, until there are only two choices. The top one will be for the guy to just go ahead and tell her his feelings. After that, the boy brings you a King Burger Set. You can actually go straight past all the rigmarole and answer the bottom choice after the first set of choices to advance the story inside the shop, but, why do that when you can get something for free? Inside, you have three choices--to ask her on a date, to have her read a love letter, or to order a hamburger. Choose the middle choice. She'll say that Kiryuu's really more her type, but, she thinks it's sweet that the boy's come in so many times and kept ordering burgers just to be close to her, so, she doesn't see how it would hurt to go out with him once. 1. Talk to boy outside Smile Burger 2. Top choice, top choice, top choice, top choice, top choice, top choice, second choice REWARD: (maybe a King Burger Combo), 2,000 experience A Family Full of Love (Aijou Ippai Kazoku) TIME OF DAY: Any? PREREQUISITES: Clear "Love's Cupid" mission STARTING POINT: Northeast corner of the main intersection at Ryukyu and North Ryukyu There's a guy standing near Yanbaru Coffee, on the corner of Ryukyu and North Ryukyu, holding two, heaping-tall ice cream cones. Talk to him. He's got four, six-scoop ice cream cones to deliver. Of course, he can't carry them all by himself, so, will you help him? Choose the top choice to lend a hand. You have to walk to the M-Store over in east Ryukyu. That's not the easiest task, though...because you have to be careful, so, you can't run. Don't bump into people or cars! If you fail, you can try again at the cost of 1200 yen, with the top choice. You can retry until you get it and clear the mission, or, you can choose the bottom choice and fail it. It's up to you. It isn't really as annoying as it sounds, though, because you can actually cross the street at the crosswalk and go in the narrow space just off the curb where the cars can't hit you (except buses). Then, just turn and walk to the M Store--but be careful! Pedestrians are the real danger, and they will do almost anything to destroy you. You'll see them literally turn behind you and start homing in like missiles. Once you're in the little plaza area near the coin lockers, however, it's pretty easy to avoid them. Once you get there, it looks like he's bought too many cones. So, they give you one of the cones as a reward (yay). 1. Talk to man on northeast corner of intersection at Ryukyu and North Ryukyu, first choice to help him out 2. Walk over to the family waiting near M-Store on Ryukyu without bumping into people or cars, retrying with the top choice and 1,200 yen if needed REWARD: 6-Scoop Ice Cream Cone, 3,000 experience Love's Cupid Continues (Zoku Koi no Cupid) TIME OF DAY: Any? PREREQUISITES: Clear "A Family Full of Love" mission STARTING POINT: Outside of Flawless Cabaret Club If you go to Flawless in First Town, you'll see that drippy kid from the first "Cupid" mission--but he's in some crazy get-up. Talk to him, and he'll recognize you, then say that while he did get a date with that girl at the Smile Burger, she never returns his calls. So, he's given up on her. Now, he's smitten with some cabaret club girl. He runs off behind a nearby car to watch for her, so, go talk to him again. He's hoping he can see her after she gets off work. Suddenly, here she comes. Just so you know, the conversation changes depend- ing on whether or not you've already romanced this girl, Tsuchiya Mika, in the club. Either way, she ends up hitting on Kiryuu and thinking the kid is your son, or something. That causes the boy to run off all broken-hearted, the idjit. 1. Talk to boy outside of Flawless 2. Talk to boy behind car near Flawless REWARD: 2,000 experience Find the Shisa (Shi-sa- wo Sagase) TIME OF DAY: Any PREREQUISITES: Clear "Love's Cupid Continues" STARTING POINT: Just west of the entrance to Kariyushi Arcade on Ryukyu Street There's a couple standing just west of the entrance to the Kariyushi Arcade on Ryukyu Street's southern side. Talk to them. It seems they're looking for a certain shisa statue. Shisa are these good luck creatures, kind of like the Chinese guardian fu dog statues you sometimes find outside houses or businesses. They come in pairs, usually one with an open mouth, and one with a shut mouth. Anyway, they show you a photo, and want you to find that shisa statue. They're in Okinawa on travel and want to buy it as a keepsake. As you see shisa statues around town, you can examine them with the Circle button, and Kiryuu will call them over. The statue in question is up at the dead end to the east of Flawless, on the ground, on the north side of the street. As you come close, Kiryuu will notice it...walk up to it and hit the Circle button to call the couple over. They wanted a pair, but they've at least found that one. So, the decide to go in and ask the building's owner if they can buy it, and then their little house will be peaceful. But then the woman hints that she might be pregnant, and they may be getting an addition to their little household. 1. Talk to couple near entrance to Kariyushi Arcade from Ryukyu Street 2. Go examine the shisa statue on the ground at the end of the dead-end street running east from Flawless REWARD: 50,000 yen, 3,000 experience Love's Cupid Continues Again (Zokuzoku Koi no Cupid) TIME OF DAY: Any PREREQUISITES: Clear "Find the Shisa" mission STARTING POINT: At the Morninglory's gate The kid's back--this time, standing right at the entrance to the Morninglory. You don't even have to talk to him; he'll automatically call out to you. He keeps calling you "sensei" ("teacher"). He says that he's really trying hard, although he still doesn't have the nerve to ask girls out or to profess his feelings (protip: you don't need to officially 'profess' your feelings to girls, or anything--that only happens in movies and stuff and should be avoided in reality until you've been going out for a while). Anyway, he's come for your advice on how to talk to women. He asks you to go with him to the beach. Any choice you make is actually gonna have the same result here. Just so you know, he seems to have his eye on Haruka this time. The dialogue obviously changes on how you approach it and what you say. Usually, it ends up with him being seen as some kid again--not as a love prospect. Just so you know, the three choices you get are to tell him to talk to her directly, that he goes from crush to crush too easily, and to ask him to refrain from Haruka. In the end, he'll run off, hurt and cursing at you (big surprise!). 1. Go to the gate at Morninglory 2. Answer whichever dialogue choice you choose REWARD: 2,000 experience Find the Purse-Snatcher (Hittakurihan wo Sagase) TIME OF DAY: Any? PREREQUISITES: Clear "The Brewer's Treasure" STARTING LOCATION: The corner of Kariyushi arcade and the market area As you turn the corner from Kariyushi Arcade to the market, a guy snatches a woman's handbag and runs into the market. Follow him with the top choice into the market, or call the police with the bottom choice. If you followed him, he'll be at the bottom right-hand corner of the map (near the service doors to the left as you enter, all the way in the back). Talk to him to solve the case...it turns out, he's her grandson. What a dope. If you chose to call, she'll say it's probably her grandson, and that she doesn't want you to call the police. She doesn't want him going to jail, after all! She's pretty sure he's hiding back in the little shortcut behind the Blue Seal Parlor (the one that connects Ryukyu Street to First Town). So...go get him! This choice is better, because you'll have to beat him up. Either way, you get the same reward. 1. See purse-snatcher near the market 2. Choose to follow him, find him in the market's first floor in the back, talk to him 3. Choose to call the police, run to the little area behind Blue Seal, talk to him, beat him REWARD: 3,000 yen, 3,000 experience Dirty Money and the Debtor pt. 1 (Yami Kinyuu to Shakkin Otoko Dai 1 Hanashi) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: West bridge over Kubochi River There's a man balancing on the rail of the west brodge over the Kubochi River (near Aqua Sky). Talk to him, and choose the top choice to stop him from jumping. This initiates a dialogue where he explains that he has a lot of debts, and he's had to go to a loan shark. He's decided the only way to pay it back will be to commit suicide for his life insurance payment. Kiryuu says that's not possible; they don't pay on suicides right after you take out a policy. It doesn't matter how you respond after that; both reponses will get you a "complete." 1. Talk to man balancing on railing at bridge near Aqua Sky, choose top choice 2. Chose either option REWARD: Staminan Royale, 2,000 experience The Man Who Wanted A Sea Bream (Tai ga Hoshikatta Otoko) TIME OF DAY: Any PREREQUISITES: Finish mission "Dirty Money and the Debtor 1" STARTING POINT: Uonawa (fish shop on Municipal Market's 1st floor) Go to the first floor of the market, to the back, to Uonawa, the fish vendor you can go to buy bait (and also the guy you sell your catch to after the fish- ing mini-game). He's apologizing to some guy. Talk to him. It seems the guy placed an order over a month ago for some sea bream, which is eaten for celebrations and such in Japan. Kiryuu wants to shop, and the guy recognizes you as the one who helped out Nakahara. When Kiryuu asks what the problem is, he explains that the Ryukyu Sea Bream the guy ordered was sold to a sushi restaurant instead. He'll give you 200,000 yen to go to the sushi restaurant, Sansui ("Mountains and Rivers"), and buy it back. Choose the top option to agree. Sansui is located in First Town, just north of the South Island Cabaret Club (across from Aqua Sky). The owner is standing around outside--talk to him. You have two options here. He will sell the bream back--but for 300,000 yen, so, you'll lose 100,000 yen. That's the first option. The second option is to give him a different fish in its place. You'll have to give him a tuna (maguro) in that event...which is the hardest fish to catch in the fishing mini-game. Either of those two will work, and he'll give you the sea bream. You'll probably feel more macho going and fishing your own tuna, but, it is kinda time consuming. Anyway, once you have the sea bream, go back to Uonawa and talk to them to hand it over. The top choice will talk about the sea bream, then the next set of options, the first choice is to tell them it took 300,000 yen, while the bottom is to just let it go. Choose the bottom choice. 1. Go to Uonawa on the first floor of the Municipal Market, talk to shop owner, choose top choice to agree 2. Talk to owner of Sansui just north of South Island Cabaret Club, top choice to buy bream and lose 100,000 yen in the deal or second choice to give him a tuna 3. Return to Uonawa with the sea bream, top choice, bottom choice to let it go without collecting 300,000 yen REWARD: Silver Plate, 5,000 experience Dirty Money and the Debtor pt. 2 (Yami Kinyuu to Shakkin Otoko Dai 2 Hanashi) TIME OF DAY: Any PREREQUISITES: Clear mission "The Man Who Wanted A Sea Bream" STARTING POINT: Bridge near Aqua Sky The man's back on the railing, ready to jump again. Talk to him again. He explains that he talked to a lawyer about how he needed the money to go play around and gamble and stuff, and, the lawyer just gave him a lecture. So, Kiryuu tells him that suicide isn't the answer, and again, whichever choice you make in the dialogue will clear the mission, and calm the guy down. 1. Talk to guy balancing on rail of bridge near Aqua Sky 2. Choose either option REWARD: Staminan Royale, 2,000 experience The Fall Guy Strikes Back (Butsukaru Otoko no Gyakushuu) TIME OF DAY: Any PREREQUISITES: Clear mission "The Rose Balsam Song" STARTING POINT: Along North Ryukyu, past monorail station Across the bridge at the Kubochi River, near the Monorail Station, heading north to First Town, the punks pulling the "you've hurt me" scam are walking around again--with more tough guys. Bump into them again. Once again, he falls down, and once again, how much money you get from this deterimines how much you'll get (if any). If you refuse to pay with the top choice, you get 50,000 yen, if you can afford it and choose the middle choice to give 1,000,000 yen (holy cow!), you get 1,100,000 yen back for a net profit of 100,000 yen, and if you pay 100,000 yen, you...lose 100,000 yen. All three outcomes result in clearing the mission, but the first two have battles. I don't know why you'd want to, but, you can choose the last option to not fight anyone and lose money. 1. Find guy in white suit walking around with bodyguards north of the monorail station area, bump into him. 2. Choose top choice to not pay or middle choice to pay 1 million yen and then beat punks, or choose bottom choice to pay 100,000 yen REWARD: 50,000 yen, 3,000 experience or 1,100,000 yen, 3,000 experience, or just 3,000 experience Drinking Duel (Sakenomi Taiketsu) TIME OF DAY: Any PREREQUISITES: Clear "The Fall Guy Strikes Back" STARTING POINT: Inside Aqua Sky Note that you may want to save the game before this one if you want to get "Complete" on all missions, as it involves a game of chance you can only try once. If you haven't beaten Shiraishi for his side mission, but you've already won 3 times at nine-ball billiards, you'll also immediately go into that mission, so, if you want "Complete," you should take care of that one first. There's a weird guy dancing inside Aqua Sky. Talk to him. He wants to play a drinking game. Choose the top choice to play. The game in question is one where he twirls his finger around, and you choose to look in a direction (left or right). If you choose the direction he points, you lose, and you take a drink. If you choose the opposite direction, he loses, and he has to drink. Beat him three times to get him to pass out, to the bartender's joy--I mean, who wants to have an annoying person like that around, right? Note that the direction you look is random, so it is possible to lose. If you do, you're stuck with the bill--and a "Finished" (failed) mark. 1. Talk to dancing guy in Aqua Sky 2. Choose the right direction three times. REWARD: 50,000 yen, Ryukyu Shugou Legend, The Seven Wonders of Ryukyu Town #1 (Ryuukyuugai no Nanafushigi Sono1) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: In the plaza near M Store on Ryukyu Go near the three schoolgirls in the plaza near the Coin Lockers. They're talking about a weird urban myth going around that coin locker #44 is haunted. Seems there are sounds coming from it. Anyway, WHEN IT'S NIGHTTIME, go up there and investigate. As you get close, you'll hear what sounds like a train. Go closer and you'll hear it again. A bunch of street punks show up and tell you to leave...you can either leave with the first choice or talk ask them about locker #44, which will make them get angry. "You know about locker 44? Well, we can't just let you go, then!" Weirdly, it's time to fight them. After you do, you'll notice the key lying on the ground and pick it up auto- matically. Look inside the locker, and you'll get a suspicious cell phone. As you go to leave, a bunch of punks and a yakuza-looking guy are waiting for you. They ask you to give back the key. Of course...you're gonna have to fight them. Just like a Scooby-Doo episode, the guy made up the rumor of the haunted locker to keep people away from there. It seems he has sells modified cell phones that make it so you can always all with no fee. This way, he can sell them, give a key to the client, and not have to worry about the police (suppos- edly). 1. Go near group of three high school girls near coin lockers 2. Go to the coin lockers, ask punks about #44 (bottom choice), beat them 3. Go downstairs, beat punks REWARD: Okinawan locker key #44, 2,000 experience The Seven Wonders of Ryukyu Town #2 (Ryuukyuugai no Nanafushigi Sono2) TIME OF DAY: Any PREREQUISITES: Start "The Seven Wonders of Ryukyu Town #1" STARTING POINT: Near the shortcut near Blue Seal Harbor on Ryukyu Street Talk to the three high school girls standing at the north side of the street on Ryukyu, by the shortcut running from Ryukyu to First Town. You'll overhear them talking about how black cats are bad luck. Go north through the shortcut and you'll see one of these bad luck cats, right near the entrance to Aqua Sky. It meows at you, then runs away over the bridge. Does it want Kiryuu to follow...? Follow the cat around the corner under the escalators to the monorail. Get close, and the cat's owner comes running, thinking you're the one who stole her away. He's angry, so, beat him up. He apologizes afterwards, and gives a fellow cat fancier some Catnip. Go back west down the alley. There's a black cat down at the end, by the bridge. Talk to it...it seems to want something. Choose the top choice to give it the Catnip, and it'll run down the stairs, so follow it. There's some lady there, hunched over. Talk to her, and it seems that she needs water. If you don't have any, go buy some Suntory Tennensui (South Alps) mineral water from the M Store (25th item from the top, 110 yen). 1. Talk to high school students at alley next to Blue Seal Parlor 2. Run into black cat near Aqua Sky's entrance 3. Approach black cat under escalator to the monorail station, defeat guy 4. Talk to black cat near south end of bridge near Aqua Sky, give Catnip 5. Talk to woman down steps in shortcut between Aqua Sky and Blue Seal Parlor, give Suntory Tennensui (South Alps) REWARD: 10,000 yen, 2,000 experience The Seven Wonders of Ryukyu Town #3 (Ryuukyuugai no Nanafushigi Sono3) TIME OF DAY: Any PREREQUISITES: Clear "The Seven Wonders of Ryukyu #2" STARTING POINT: On the bridge near the monorail On the bridge near the monorail station, the three high school students are talking to a mother of one of the other students. Talk to them. Seems her daughter, Youko, left them to go back to school near the monorail station. She's gone missing now, though--tho' they don't think she's the type who would run away. One of the girls wonders if she got taken away by the Ghost of Ryukyu, while the other says it's surely got something to do with that weird foreigner they saw her with. Back at the monorail station, an African-American guy is hanging out, calling to passers-by. Talk to him. His name is Tom. He does little sightseeing tours for people, apparently, where he shows them some delicious barbecue. Choose the top choice to go with him. He gets you a drink, and Kiryuu feels really woozy.... Turns out, he's slipped you a micky. Kiryuu wakes up in some house, where the other people in the scam are yelling at Tom for not bringing another girl. This is some kind of slavery scam (probably in the sex industry?). Kiryuu's a little stronger than they thought, so, he gets up and confronts them. Beat them up! Kiryuu asks about Youko and saves her from them, then calls the cops. Funny how this is, like, the only crime that gets punished by the cops in this entire game. Anyway, the mom slaps Youko for making her worry so much. The cops explain that the group manufactured this whole "Ghostly Sightseeing" thing to make people not suspect what was going on. 1. Talk to woman with three girls on bridge near Monorail Station 2. Talk to Tom (the African-American guy near the Monorail Station), agree to go with the top choice 3. Beat criminals REWARD: 30,000 yen, 3,000 experience The Seven Wonders of Ryukyu Town #4 (Ryuukyuugai no Nanafushigi Sono4) TIME OF DAY: Any PREREQUISITES: Clear "The Seven Wonders of Ryukyu Town #3" STARTING POINT: At the southwest corner of the market area (south of the Ryuu- dou House's headquarters) Talk to the group of three high school students to the west of the Municipal Market. They're looking at a Goya Juice stand. Seems there's some kind of rumored, super-healing properties about this particular stand's juice, but, they always seem to be closed. After they leave, a boy runs up. He needs juice, so he starts calling to see if someone isn't there at the stand (even though it's closed). Talk to him, and choose the top choice to help him look for the person who runs the shop (which consists of Kiryuu doing exactly what the kid did--standing there, shouting). The old lady who ran the store comes and tells you she's closed it down. The boy asks her to make the juice, and she says she needs the ingredients--"goya," "kuruzaataa," "basanai," "dugwai," and "lemon." These are all Okinawan words except "lemon." They sell them in the market. So go to the first floor of the market, and you should find a lady off to the left selling produce. You need the fourth ingredient, Black Sugar ("kuruzaataa") for 800 yen. You need the sixth ingredient, Balsam Pear ("gooyaa") for 500 yen. You need the eight ingredient, Aloe ("dugwai") for 700 yen. You need the fourteenth ingredient, Island Banana ("basanai") for 2,500 yen. You need the thirteenth ingredient, the Shiikwaasaa ("lemon"--a type of Okinawa lemon), or the fifteenth ingredient, the Lemon Once you have those ingredients assembled, go to the lady and talk to her to have her make the juice. Seems she closd down the shop because the ingredients were getting too expensive. 1. Talk to three girls at the corner west of the Market 2. Choose the top choice to help the boy 3. Buy: Black Sugar, Balsam Pear, Aloe, Island Banana, Shiikwaasaa from the vendor in the Market's 1st floor 4. Return and talk to the old woman REWARD: Staminan Spark, 3,000 experience The Seven Wonders of Ryukyu Town #5 (Ryuukyuugai no Nanafushigi Sono5) TIME OF DAY: Any PREREQUISITES: Clear "The Seven Wonders of Ryukyu Town #4" STARTING POINT: In Kariyushi Arcade, in the northern part Talk to the three high school girls across the way from the Quickly stand in Kariyushi Arcade. They're looking at a coral necklace that's supposed to help you find love. The shop owner talks to you after that. Buy it with the top choice. Run down to the corner to the market and Warabaa, and you'll run into a woman. She notices your necklace and walks off...with 50,000 yen! Go back to the shop across from Quickly. The high school girl is there, ask- ing for her money back for the necklace. After talking to her and overhearing her conversation with the shop owner, talk to him yourself. It seems the guy was told by the manufacturer that he had to say it would be good for luck in love in order to get the necklace in, and it's a very popular necklace, so he couldn't refuse. He then tells Kiryuu where the office of the manufacturer is. It's in the same building as Kamiyama's weapons shop (on the second floor), south of the Ryuudou House headquarters. So, go over there and check it out. You'll see her arguing with a guy wearing part of a ceremonial outfit for shugendou practitioners and magicians and such. Talk to him to go into their office. They say you've been cursed, and that they can expel the eveil spirits. Don't accept with the top choie, as it costs money. Instead, choose the middle choice to return the necklace, and they'll get angry and fight you. Beat them. 1. Talk to high school student across the way from Quickly in Kariyushi, choose top choice to buy necklace 2. Go south to corner of Kariyushi and Market, bump into pickpocket 3. Talk to high school student across the way from Quickly in Kariyushi 4. Go to second floor of same building as Kamiyama, talk to man 5. Choose middle choice, beat yakuza REWARD: 100,000 yen, 3,000 experience The Seven Wonders of Ryukyu Town #6 (Ryuukyuugai no Nanafushigi Sono6) TIME OF DAY: Any PREREQUISITES: Clear "The Seven Wonders of Ryukyu Town #5" STARTING POINT: To the west of Warabaa soba Talk to the three girls to the west of Warabaa soba. They're talking about the Golden Pork, which apparently makes you beautiful if you eat it. They head into the market to get some. Go into the market, and on the first floor, off to the left of the entrance, a butcher is talking to the older woman who always seems to like you (the one who told Rikiya she saw Saki walking around with a strange woman). Talk to them, and she asks for the Golden Pork, but, the guy's never heard of it. After she leaves, talk to the butcher again, and he'll tell you that this has been going on for a while now, after they talked about this stuff on TV. It's supposed to be some pureblooded "Aguu" pork, but, such a thing would be very rare and not something you could actually buy at a supermarket. He also says that he bought some to sample, and the flavor and taste weren't like the Aguu Pork at all. He thinks it's just regular old pork. Then he tells you where to get it--at the second floor of the "Soki Menchu" building in First Town. It's near Flawless, to the east, on the north side of the street. When you get in front of it, Kiryuu will notice the place. Use the first op- tion to head on up. As you go to investigate, a comes by and says he got the Australian and Chin- ese pork in. He wants to know if they're gonna use that for the "Gold Pork," or if they should use it for a new product, like "Platinum Pork." He thought you were the boss's friend--not a customer. The boss tries to run away--fight him and beat him. What a surprise--it's a scam! After you beat the guy, the old woman and butcher come in to chew the guy out. 1. Talk to schoolgirls west of Warabaa 2. Go into the market, turn left, talk to man and woman, talk to man 3. Go to place north and east of Flaweeless, choose top choice to go in 4. Beat up yakuza REWARD: 50,000 yen, 5,000 experience Mikio at Market (Mikio to Ichiba) TIME OF DAY: Any PREREQUISITES: None STARTING POINT: Inside the market, in the middle of the first floor Inside the market, you'll probably notice Mikio standing right near the center of the first floor. Talk to him, and he'll tell you he's gonna patrol the market area. Choose the top choice to go with him. He strolls around really slowly and stops here and there to sample food and stuff. Kiryuu wonders if he's really patrolling, or if he's just out to play around and eat. It's not necessary to stand on top of the dude, or anything, as he takes a real long time to go from place to place. You just have to be there to talk to him whenever he does stop. He stops 3 or 4 times before getting to his final destination. Around the corner, at the very end of the aisle, he stops to talk to a few different vendors, and Kiryuu really wonders if he's there to eat or patrol. Just then, a woman screams. Seems she's being harrassed by some street punks. It's time for you and Mikio to spring into action! Beat them up. The woman then offers you some Blue Parrot Fish. Kiryuu can't resist. I guess that's why Mikio eats so much...? 1. Talk to Mikio in the center of the market's first floor 2. Follow Mikio around, meeting various vendors 3. Talk to Mikio, beat up punks REWARD: Blue Parrot Fish, 2,000 experience -After "Find the Dog" (Day)- Golfer Boss (Shachou Golfer) TIME OF DAY: Day (not evening) PREREQUISITES: Get better than par (+0 or below) in a competition round of golf STARTING POINT: South Seas Country Club After you play a competition of golf and get 0 or better, you'll overhear a company's president talking to his underling. He tells him it's boring to play a round with him and that he'd rather go up against someone who played golf better. The underling offers to go find someone else, and the boss asks him to do it quickly--he's decided to go golfing today! He'd really like to play someone at a professional level. The guy says he'll pay you for your efforts. So, you can choose the top choice to play against him! Don't worry; if you lose here, you still get a "complete" (you don't fail the mission). Your reward does vary however. If you win, you get 100,000 yen, a Staminan Spark, and 3,000 experience. If you tie, you get 50,000 yen and 3,000 experience, but if you lose, you get 30,000 yen and 3,000 experience. I should warn you that you're going to play 3 holes--and you'll have to beat a -2 record for them! Good luck! 1. Play 9 holes of competition golf, finish with 0 or better score 2. Agree to play with the top choice 3. Beat boss, tie with him, or lose to him REWARD: 100,000 yen, Staminan Spark, 3,000 experience or 50,000 yen, 3,000 experience or 30,000 yen, 3,000 experience -After the Baseball Event (Day)- Hide-and-Seek in the Morninglory (Kakurenbo in Asagao) TIME OF DAY: Day, Evening PREREQUISITES: None (after "Baseball" event in the story) STARTING POINT: The kids' room in the Morninglory The kids in the Morninglory are all sitting in their room, complaining about how boring it is (refrain from YouTube Poop jokes for now, please). Go in there and talk to Taichi. They all say there's nothing on TV, they're all done with their homework and stuff--they're just bored! So, they suggest playing hide-and-seek. Choose the top option to agree. You have to be careful here. You have to find Izumi LAST, otherwise you'll end the game early without finding some of the kids, and you'll fail ("finish- ed") the mission. Kiryuu counts to ten, and you're off! The basic idea is to hit R3 and place the reticle over the kids to spot them. - You'll find Taichi on the roof. To look at the roof, go near Mame - You'll find Eri under the table in the front yard. - You'll find Shirou behind the lumber shed - You'll find Izumi in the yard behind the blue net with the target on it-- but find her LAST!! 1. Go into the kids' room, talk to Taichi, top choice to agree 2. Go outside, zoom in on kids with R3, then confirm, top choice to call to them. To clear mission successfully, find Izumi last. REWARD: 3,000 experience Teach Mame to Sit (Mame ni "Osuwari" wo Oshieyou) TIME OF DAY: Day, Evening PREREQUISITES: Finish "Hide-And-Seek in the Morninglory" STARTING POINT: The front yard of the Morninglory Talk to Izumi, who's standing over near Mame in the yard of the Morninglory. She's trying to teach Mame to sit. Kiryuu says that when you teach a dog a trick, you gotta give them a reward. Choose the top choice to help her. Your only choice is to give the command. If he sits, use the top choice to give him a reward, but if he doesn't, use the bottom choice to make him do the trick again. 1. Talk to Izumi, choose top choice to help her 2. Give command 3. If Mame does the right trick, choose top choice. If not, choose bottom choice and repeat until the right trick (sitting) comes out. REWARD: 2,000 experience Teach Mame to Turn Around (Mame ni "Omawari" wo Oshieyou) TIME OF DAY: Day, Evening PREREQUISITES: Finish "Teach Mame to Sit" STARTING POINT: The front yard of the Morninglory Talk to Izumi again, and this time, she'll want to teach Mame to turn around in a circle. It's the same drill as before, only you gotta choose the top choice to give him the "roll over" command after first talking to Izumi. The other command is to sit. If he sits and scratches his ear or such, you have to keep talking to Izumi until he's ready to learn again, is all. If he does roll over, choose the top choice to give him a reward, but if he doesn't roll over, choose the bottom choice to have him go again. 1. Talk to Izumi 2. Give "turn" command with the top choice 3. If Mame doesn't listen, talk to Izumi again 4. If Mame does the wrong trick, choose the bottom choice, if he does the right one, choose the top choice to reward him. REWARD: 2,000 experience Teach Mame to Fetch (Mame ni "Tottekoi" wo Oshieyou) TIME OF DAY: Day, Evening PREREQUISITES: Finish "Teach Mame to Turn Around" STARTING POINT: The front yard of the Morninglory Talk to Izumi again. It's the same thing again. The top choice is the "fetch" command. When he fails, choose the bottom option to give the command again. When he succeeds, choose the top command to reward him. Once you've taught him all three commands, Izumi stands around, making him do all three tricks. When he "fetches," he's got something to give you--a Stamin- an Spark. 1. Talk to Izumi 2. Give "fetch" command with the top choice 3. If Mame doesn't listen, talk to Izumi again 4. If Mame does the wrong trick, choose the bottom choice, if he does the right one, choose the top choice to reward him. REWARD: Staminan Spark, 3,000 experience -While Taking Haruka Around, Before Going to Tokyo- A Trip Before Marriage (Konzen Ryokou) TIME OF DAY: Day (while taking Haruka) PREREQUISITES: (with Haruka) STARTING POINT: The beach in front of the Morninglory After seeing Akimoto and Mizuki frolicking at the beach, go and talk to them. They're as surprised to run into Kiryuu in Okinawa as he is to see them. These are recurring characters in the series. Akimoto is smitten with Mizuki, a cabaret club girl. He's jealous, though, so he threatened to kill himself over her in the first game. Kiryuu was able to talk him down off a roof. In the second game, up on the same roof, Akimoto again caused trouble because of his jealousy, this time threatening to first kill Mizuki, then himself. In the end, Mizuki lied that she was pregnant with his child, and that calmed him down (even though they've never slept together!). Akimoto gets angry, seeing Kiryuu. "Are you here to interfere in our love yet again?" he asks. Kiryuu says he's not; he's had enough trouble from Aki- moto's suicide threats already. Akimoto laughs it off. He says there's no reason for him to commit suicide; he and Mizuki are getting along great! Kiryuu notes that it's probably taken a lot of money to go on a vacation like this. But Akimoto tells him he's borrowed money for marriage and he's using it for the trip--though, they aren't officially married yet. Even Mizuki says that Akimoto is her fiance, unbelievable as it may be. Kiryuu nods, and says that's great, but then he tells them it's not a public beach, and that it's not even beachgoing season, anyway. Akimoto gets really angry and tells Kiryuu to shut up--it's not like Kiryuu owns the beach, right? Anyway, he and Mizuki decide to go to the market and get something to eat. Off they go, and Haruka wonders if they're really OK this time or not. So, progress with the main story and bring Haruka to the market. When she goes to do the shopping, go upstairs and you'll see Akimoto and Mizuki at a table. Mizuki tells Akimoto she feels bad that he's paying for stuff like this, and he says the price doesn't matter, compared to how much it means to be able to take her on a trip like this. He then asks where she wants to go next, and she says she kinda wants a souvenir. He seems to remember a place called "Stone Market...." Guess they'll head over there. Go to leave the market and Haruka will come running. She's done shopping, and she apparently bought a lot, so she's having them deliver it to the Morning- lory (believe it or not, you used to be able to have groceries delivered to your house in the U.S., too). The red dot will tell you to go to the Monorail Station, but, you should follow the green dot and go to Stone Market. There, you'll overhear another of their conversations. He's bought a whole lot of souvenirs. She thanks him, but he says it's no problem--these will serve as keepsakes of their first trip together. He then says he's so happy--he loves Okinawa! Just as Kiryuu and Haruka seem to think they're worrying too much about this, a hint of trouble comes along. Akimoto wants to go back to the hotel, but Mizuki says she left something at the beach. Akimoto says they'll go back and get it, but Mizuki says she's alright by herself. Akimoto is puzzled. Why? He can go with her! She tells him he has all those souvenirs, it's best if he just goes back to the hotel. He thinks it'll be alright and the two of them leave for the beach, but Mizuki looks a little disappointed. Kiryuu suggests they go check out what's going on at the beach. Hop on the monorail and go back to the Morninglory (top choice). You'll find Kouji at the beach. Talk to him. He'll tell you that the couple were fighting. Choose the bottom option to go look in on them. Akimoto and Mizuki are having a big fight at a seacliff, while people look on and wonder if someone should step in and stop them. That would be you. You reportedly only have to answer 3 of the 5 questions correctly, but you may as well answer them all. Akimoto accuses Mizuki of using him for his money. Haruka tells him to calm down, and he insists that he is calm. Then he accuses her again, so Kiryuu asks what's going on. He says he was first suspicious when she sold their ticket to move down to a lower class, and he had to sit next to some strange, old lady! He's sure she pocketed the difference in money. Choose the top choice--to say that she's just so nice to give her ticket to a stranger like that. Mizuki agrees, saying that the poor old woman had a bad hip, so she needed a better seat. Akimoto notes how nice she is, but it doesn't end there. He asks her next why they have to be in different rooms. She says that it's because her mom told her to do that. Choose the bottom option and suggest that she pretty much has to do what her mom says, after all. He still has serious doubts, though. I mean, why is it she still won't wear the ring, even if they're engaged? She says it's because she hates diamonds. She saw in a movie that so many people have to die for diamonds (which is true, if you're wondering), so she doesn't want to wear them. Choose the top choice to tell him that he should have tried to understand her feelings on that issue. Next, he confronts her with the documents he's seen--she's taken out a life insurance policy on him (dude better watch it)! She gets angry and says that if they're planning on building a life together, they'll need that kind of thing. Choose the top choice to tell him it's good to have a wife who takes care of things like that. Another thing he needs to clear the air over is her "pregnancy." She never had the kid. She tells him it's because she just thought she was pregnant. Choose the bottom choice to say that it just shows she really wants to have kids. The last thing he does is suddenly ask her to marry him right then, if she loves him. But, she shakes her head and tells him she can't. She calls him "brother," and he is surprised. So's everyone else. She suddenly tells him that she's really his younger sister--the two of them were (supposedly) sep- arated at birth. It looks like his life is over now that he can't be with her because she's his sister, but then he suddenly realizes that if he's her brother, he already is going to have a life with her! Alright! (WHAT?! Dude's got rocks rattling around in his brain) 1. Talk to Akimoto on the beach when Haruka wants to go shopping with you 2. Go to second floor of the Municipal Market while shopping with Haruka, see Akimoto and Mizuki 3. Go to Stone Market, see Akimoto and Mizuki 4. Go to Morninglory by monorail (top choice) 5. Talk to Kouji on the beach, bottom choice 6. Dialogue choices: top, bottom, top, top, bottom REWARD: 10,000 experience -After Learning About Revelations from Mack- Love Letter In A Bottle (Binzume Love Letter) TIME OF DAY: Day PREREQUISITES: Finish "A Trip Before Marriage" STARTING POINT: West end of the beach in front of the Morninglory Go to the west end of the beach at Morninglory (that's off to the right when going down to the beach from the orphanage). Kiryuu will notice a bottle washed up on the shore. Haruka runs up and notices it looks like there's a letter inside, so, Kiryuu reads it. "Yasu, it's been a half a year already since you went fishing. I guess you're not coming back to the harbor, huh? I'm done with the wedding ceremony. That dress we picked out together...it was really pretty. You know, without you, I just can't go on. I'll go out there, too.... Maybe we'll be happy together." Haruka thinks it's some kind of suicide note. Kiryuu thinks it looks that way. Haruka says she saw that same bottle for sale at a shop on the corner of Kariyushi Arcade, where it turns west to the market. She then asks that you go there and find out what's going on--and stop the suicide if you can! Note that if you're doing this in Chapter 4, going back towards Ryukyu will bring up the prompt to either go to Ryukyu Village, go to Kamuro, or not go anywhere. Choose the top choice and go to Ryukyu. The shop's on the northwest part of the corner. Talk to the woman there and Kiryuu will ask about the bottle. The worker says this boy named Akihiko bought it--he's bought one from them every year. She then tells you he's at the Ryuu- shou Shogi parlor. He'll be the only boy in there. Go talk to him. Kiryuu asks him if he recognizes the bottle, and Akihiko tells you he bought it, and then looks surprised to read the letter. He then quits in the middle of his game of shogi and tells you to go with him, then runs off to the monorail station. Talk to him at the station and he'll take you to the beach, running to that spot in front of the Morninglory. There's a lady throwing another bottle into the sea when you get there. It turns out to be Akihiko's mother...and the letter is really from 10 years ago. She really felt like killing herself back then, so she threw the letter in. But she had a feeling that Akihiko, still in her womb, was telling her to live. Every year since then, she's been throwing letters to Yasu there--that's why the boy's been buying bottles every year. So, it's really just a touching moment, even if it startled Kiryuu and Haruka. For your troubles, the lady gives you a Saataa Andagii (an Okinawa fritter). 1. Go to west end of beach in front of Morninglory 2. Go to shop on northwest side of southern end of Kariyushi Arcade, talk to worker 3. Go to Ryuushou, talk to kid, go to monorail station, talk to kid again REWARD: Saataa Andagii, 3,000 experience CHAPTER 10 ---------- Love's Cupid - The Finale (Koi no Cupid Kanketsuhen) TIME OF DAY: Any PREREQUISITES: Clear "Love's Cupid Continues Again" STARTING POINT: In front of the entrance to Smile Burger Guess who's back? He's standing around in front of Smile Burger. Talk to him, and he'll say he just has to have that worker in Smile Burger, after all. He tells you he's learned a lot from you and his experiences. He's gonna go and talk to her! So, Kiryuu tells him "good luck," and watches him go in. A few seconds later, Kiryuu gets worried, so he decides to follow him. Go inside. He's really being stubborn, so guys come to kick his butt. Watch with the bottom choice, and he'll get trounced. So, beat them. The worker asks you to stop this violence. She notes you've been bringing this guy in and just causing trouble all over the place. Kiryuu apologizes, and the girl turns to the guy to see if he agrees. Choose the bottom choice to let him respond on his own, and he'll say that he thinks people like Kiryuu must exist and act that way to protect people who need it! He just met her and all, but he really has strong feelings for her and wants to do whatever he can to protect her--even fighting guys like that. The worker decides that it takes a lot of guts to confess feelings like that, so, she'll give him a chance--as friends. Actually, you can give either answer both times, reportedly, and still get the mission passed ("Complete"). 1. Talk to guy outside Smile Burger 2. Go in Smile Burger, get close to register, either choice 3. Beat guys 4. Either choice REWARD: Italian Shoulder Bag, 5,000 experience English Conversation Solicitor step 3 (Eikaiwa no Kan'yuu step.3) TIME OF DAY: Any PREREQUISITES: Clear "Lost Child Hunter" STARTING POINT: Across the street from the Monorail Station (to the east) The lady's back, selling English conversation texts. Choose the top option to buy one for 20,000 yen. This time, the phrases are a little weird.... "I don't want to return," and "Don't love me." Go in Aqua Sky. The white girl's in there, at the bar. Talk to her. She tells you her name this time (Stacy). Choose the top choice when she says she doesn't wanna return to say "Don't love me." She says, "No.... Lovin' you...." Great writing, guys. 1. Talk to English conversation text seller across the street from Monorail Station, top choice 2. Go to Aqua Sky and talk to Stacy, top choice REWARD: Fine Italian Necklace, 3,000 experience I Wanna Go to Tokyo pt. 3 (Toukyou ni Ikitai Dai 3 Hanashi) TIME OF DAY: Any PREREQUISITES: Clear "I Wanna go to Tokyo pt. 2" STARTING POINT: Just north of Ebisuya Pawn Shop on North Ryukyu On North Ryukyu's east side, north of Ebisuya, you'll find Kaede talking to her friend. Talk to her. Seems she and her friend are gonna open an inn for the people she met in Tokyo. They all kept saying they wanted to see Okinawa some time. Her friend's family used to run an inn, so...it looks like things are gonna work out! You can find them in Aqua Sky and hear more about it later if you want. 1. Talk to Kaede on east side of North Ryukyu, north of the Pawn Shop REWARD: Caviar-Skin Handbag, 5,000 experience The Car that Gets Struck (Atarare Car) TIME OF DAY: Any PREREQUISITES: Clear "English Conversation Solicitor step 3" STARTING POINT: Intersection at Ryukyu and North Ryukyu Hit the circle button near the two guys talking at the southern side of the intersection on Ryukyu and North Ryukyu (at the entrance of Kariyushi Arcade) to overhear their conversation. They're talking about someone in a black sedan running a scam where they bump into you and demand you pay them for damages. Stand in the middle of the intersection and find the black car, then approach its front. When the guys demand you pay, choose the top choice to refuse and then beat them. Use a Heat Action that hits them against the car for a higher reward of 50,000 yen. If you fail to do that, you'll only get 30,000. 1. Talk to guys at entrance to Kariyushi Arcade at the intersection 2. Walk up to front of black sedan 3. Top choice, beat guys, use Heat Action against sedan REWARD: 30,000 yen, 3,000 experience or 50,000 yen, 3,000 experience Go After the "M" Funds (M Shikin wo Oe) TIME OF DAY: Any PREREQUISITES: Clear "The Car the Gets Struck" STARTING POINT: North Ryukyu, east side, near Ebisuya Pawn Shop South of Ebisuya on the east side of North Ryukyu (in front of a place called "Live Cat"), there's a guy talking to a woman. Talk to him to overhear their conversation. The man asks if she doesn't understand where he's talking about, and the worker responds that he's talking about something that happened a long time ago. She also notes that she thinks the "M Funds" are an urban myth. During the occupation of Japan by the allied forces after WWII, the second head of the General Headquarters' economic division, Major General William Murcutt, supposedly investigated valuablees such as diamonds and other pre- cious gems and metals gathered up by the Japanese army and hidden for a later time. Supposedly, large portions of these "M Funds" (named after Murcutt) are still hidden and are still being used as secret moneys by major institutions and powerful political families and such. Kiryuu overhears and asks what's up, so the guy explains that he has a treas- ure map of the area--though it's changed a lot in modern times. He's sure you've heard of the M Funds, which he believes were hidden by the Japanese Army at that location. He's going back to Tochigi in a week, and he wonders if you would mind helping him find this treasure. Choose the top choice to look for it. The map is turned sideways from the map on your menu, but it's the same area. Go to the general location of the "X" on the map--it's the parking structure near Karaoke-Kan. Hit Circle to investigate, and Kiryuu will call the guy. He shows up and decides to go dig behind the parking lot. the guy dug under an old jizou statue (Japanese ksitigarbha statue) and found a suitcase full of letters, tied together with rubber bands. The man explains that he pretty bad at fighting, so he was the letter-runner between the mainland and Okinawa. But, when the fighting got really bad and they got the retreat orders, he couldn't bear to bring letters to the families of the fallen, so he hid them. So, he made up the whole "M Funds" lie to get someone to help him look. The guy says that it's really too late now, but he has to get these letters to the families. Letters from Iwo--er, Okinawa, huh? 1. Talk to guy to the right of Ebisuya's entrance on North Ryukyu, top choice 2. Examine entrance to parking lot area near Karaoke-Kan in First Town REWARD: Warring States Period Chain Mail Shirt, 3,000 experience English Conversation Solicitor step 4 (Eikaiwa no Kan'yuu step.4) TIME OF DAY: Any PREREQUISITES: Clear "Go After the 'M' Funds" STARTING POINT: Across the street from the Monorail Station Talk to the lady selling English conversation texts again. This time, she's got the "English Conversation: Love Edition" for sale. Buy it for 55,000 yen with the top choice. Go south, towards the intersection, and on the east side of the street, Stacy is back, sitting at a table, sighing over you. Talk to her to try out your new English. She uses top-notch English to proposition Kiryuu, saying "Come to my room. Please love together." Choose the top option to give into those seduc- tive words (OMG is she a poet?!). The girl selling the texts shows up. She says that if you're that interested, you should probably buy the Master's Course! She'll give you a 15% discount. Even Stacy chimes in to sell it to you...speaking Japanese rather naturally. Choose the bottom and refuse to pay the 250,000 yen. In comes Mike, some American goon, and his two burly friends. You Damned, apparently. Beat them. You'll get all the money you've spent on the texts (85,000 yen) back, plus 150,000 yen, an Italian Ring, and 5,000 experience. Oooooops.... 1. Talk to girl selling English conversation texts across the street from the Monorail Station, top choice 2. Talk to Stacy on east side of street just north of main intersection at Ryukyu and North Ryukyu, top choice 3. Bottom choice, beat guys REWARD: 150,000 yen, Italian Ring, 5,000 experience Chasing A Full Stomach Forever (Eien Nare Manpuku Chaser) TIME OF DAY: Any PREREQUISITES: Clear "Just Chasing A Full Stomach Again" STARTING POINT: South of Ebisuya, east side of North Ryukyu Talk to the shop worker on the east side of North Ryukyu south of the Ebisuya Pawn Shop. He asks himself how long it's been since someone's run on him like this. Kiryuu asks what's up and he explains that he hasn't had a runner since way back before the current Japanese emperor was crowned (1989)! And there he goes--the same guy you chased before! Pick the top choice to go after him again. It's another Chase Battle. Kiryuu doesn't recognize the guy at first, because he's gotten so slim. That also explains why this particular battle was so hard. How'd he do it? Why, by dining and dashing! He says he even has a really popular blog about it. Kiryuu gives him a look and the guy just tilts his head and asks, "What's the matter?" The shop owner asks the guy to wash the dishes if he can't afford the 2,300 yen, but he has it (of course). The shop owner then thanks you and says he really doesn't understand young people these days. Kiryuu turns to the runner, who seems happy to be caught by Kiryuu again--the only person he says who can beat him. Kiryuu tells the guy to give up on this business, but the guy tells him that he's got a girlfriend now that he's famous. Apparently, it's that hot manager from Gelateria Kamuro!! Anyway, he's just done this today as a final run. He says that the romantic ideal for a man...is a woman, after all. Kiryuu says he doesn't really get this guy, but...well, at least it looks like this matter's finally settled. 1. Talk to man on east side of North Ryukyu, south of Ebisuya Pawn Shop, top choice 2. Win Chase Battle REWARD: Gold Plate, 8,000 experience Catch the Black Market Broker (Yami Broker wo Toriosaero) TIME OF DAY: Any PREREQUISITES: Clear "Dirty Money and the Debtor pt. 2" STARTING POINT: Municipal Market As you enter the Municipal Market, the manager comes to you. Seems there's some illegal business going on at the market he'd like you to stop. Seems some- one's selling the Iriomote Cat, an endangered species, in his market. He doesn't want to call the cops because that will shut the market down for a few days and he can't afford that, so he asks you to go confront the guy. Choose the top choice. He says the man in question is on the second floor, and you'll recognize him because he's a fat guy with a red Hawaiian shirt and green cap on. Go talk to the guy. He's the one on the left. Choose the second option when he asks where your proof is to tell him you don't need any, then beat the guys up. 1. Enter market, get approached by manager, top choice 2. Talk to man on the left as you look towards that side of the second floor from the staircase, middle choice 3. Beat guys REWARD: 50,000 yen, 3,000 experience Dirty Money and the Debtor pt. 3 (Yami Kinyuu to Shakkin Otoko Dai 3 Hanashi) TIME OF DAY: Any PREREQUISITES: Clear "Catch the Black Market Broker" STARTING POINT: Western bridge over Kubochi Guess who's back at the bridge near Aqua Sky? It's the guy who got in over his head with loan sharks. Seems this time, he paid 10,000 yen of one of his friend's loans as a favor, but the guy ran off, and the loan sharks came after him. Kiryuu tells the guy he's way too nice to others. Choose the top choice to help the guy and to have him lead you to the loan shark. Then beat the loan shark up. 1. Talk to guy balancing on railing of bridge at Aqua Sky, top choice 2. Beat dudes up REWARD: Staminan Spark, 5,000 experience The Seven Wonders of Ryukyu Town #7 (Ryuukyuugai no Nanafushigi Sono7) TIME OF DAY: Any PREREQUISITES: Clear "The Seven Wonders of Ryukyu Town #6" STARTING POINT: Bridge near Monorail Station Talk to the high school students at the bridge near the Monorail Station. It seems Haruko's dad got tricked by some scam involving an automobile at the main intersection in First Town near Karaoke-Kan. The owner claims he hurt the guy's car, and they've been coming around to collect money ever since. They called the cops, but her dad signed a letter admitting guilt and the police have a policy not to interfere with common agreements like that. Her friend, Chisato, throws some coins in the river, saying that if you throw them in at the Fountain of Trevi, your wish comes true--so why not at the Kubochi River? So go near Karaoke-Kan. To its south a bit, on the west side of the street, there's a black sedan. Examine it with Circle. As Kiryuu goes to leave, a guy runs up and accuses him of causing damage to the car and then just walking away. For some reason, he's quoted 2 million yen to repair the car. The boss suggests you just sign an I.O.U. for the 2 million yen. Then, he'll repair the car for only 10,000 yen. Choose the top choice to sign. Run to the east bridge over Kubochi and the guys will come to you. Only this time, they're asking 5 million yen. He brings you back to the office. Beat them up! After you get the Blue Precious Gem, 50,000 yen, and 8,000 experience, go back to the bridge near the Monorail to talk to the girls to have a little conclusion to the tale. Kiryuu will pick up the Happiness Coin. 1. Talk to high school girls on the east bridge 2. Examine black sedan just south of the intersection in First Town near Karaoke-Kan, top choice 3. Go to east bridge 4. Beat guys (5. Return to east bridge and talk to high school girls) REWARD: 50,000 yen, Blue Precious Gem, 8,000 experience The Fall Guy Throws in the Towel (Hirakinaotta Butsukaru Otoko) TIME OF DAY: Any PREREQUISITES: Clear "Drinking Duel" STARTING POINT: Alley running south along the Kubochi River, North Ryukyu The guy's back, wandering around wiht a pack of big dudes from the Ryuushou Shogi Parlor east then north up North Ryukyu. Bump into him again. Kiryuu asks if he's not going to fall down again, but he gets insulted. He gave that stuff up, reportedly. Beat them. 1. Run into guy with crowd of bodyguards near Monorail Station or on North Ryukyu north of the Kubochi River 2. Beat guys REWARD: 100,000 yen, 5,000 experience -After call from Tamiya, when going to Ryukyu to find Touma- Two Fathers (Chichi Futari) TIME OF DAY: Evening PREREQUISITES: First, get the call from Tamiya about Touma being at the club if in story mode STARTING POINT: The Ryuudou House's headquarters Talk to the slightly-overweight old guy (that's what the game calls him) standing around outside the Ryuudou House's headquarters. He's asking if that's Nakahara's house. He apparently has some business with Nakahara. So, Kiryuu offers to take him to his house, where Nakahara is at the moment. Back at the orphanage, Kiryuu brings the man to meet Nakahara. The guy introduces himself as Niigaki. Mikio suddenly reels in shock--it's his dad! It seems that he heard Nakahara got shot, so, he's come to get his son away from Nakahara--he doesn't want his son involved with some suspicious characters. He wants him to go work in Nagasaki. Mikio protests. The dad says that he's not gonna let him stay with someone who seriously got shot!! This isn't the movies, after all! He leaves, telling Mikio to get his stuff packed and go to Nagasaki. Mikio looks steamed, tho', and says he's not going. Nakahara turns to Kiryuu and explains that Mikio came running from his decent family who runs restaurants and such to the Ryuudou House because he didn't get along with his family or friends. Go talk to Mikio on the beach. Seems he just wants to make his own mind up. It doesn't matter what you say to him here. Suddenly, some yakuza from the Kansai area of Japan show up and start to harrass Mikio's dad. So go beat 'em up! Mikio asks his dad if he's OK, but his dad says not to touch him. He says that Mikio's just a gangster, just like those guys who threatened him just now! They always cheat and lie and steal. Kiryuu protests, saying that he's not sure exactly what's going on, but Mikio came to help him! If he hadn't been there, something bad would have happened. His dad tells him once again to go to Nagasaki and leaves. Mikio says it's weird...even though his dad was against it before, he would never have said such mean things. Outside Mahjong Camp, the kansai gansters are harrassing Mikio's dad again. They demand he return their accounting books. Kiryuu steps in. Beat them. Kiryuu talks to the dad and it's decided that he's gonna run off to the police with the accounting books. Kiryuu decides to go talk to Mikio. Better scoot over to the Ryuudou House headquarters. Mikio's not there. Kiryuu thinks maybe he's with Nakahara. Suddenly, a call comes from Nakahara, asking him to come right away. He gets cut off--something is up! Mikio strolls up in the background. He wonders if it has something to do with the cars racing around town, and notes that they went up to North Ryukyu. Mikio gets tripped up when he says that they're at his dad's house, because he calls his boss, Nakahara, the same word as "dad"--"oyaji," a word used in yakuza circles. Kiryuu asks him to lead him there. You have to run after him, but...you can just go there yourself if you know where you're going. It's near Umachii. So anyway, here's the businessman with two Osakan yakuza, demanding that Nakahara give him back the thing he stole. Mikio's dad is there, too, with the books. His real dad tells him to go away--it's too dangerous! But, his other dad, Nakahara, tells him to come fight with him. Anyway, you gotta beat these punkos. Their leader has the book! You have to go chase him in yet another Chase Battle filled with stupid passers-by. So, after you catch him, bring the book back to Umachii. The dad refuses to thank a gangster, so Mikio yells at him and tells him he got it because he's his son, not because he's a gangster. Nakahara tells Niigaki to let Mikio follow his own path, and Niigaki seems to think he can't just let that happen, but Nakahara convinces him that people need to do their own thing. Niigata turns to his son and tells him he's met a great man in Nakahara. He tells Mikio to only think of the Ryuudou House as his home now and to live out his life the way he's wanted to. Mikio thanks him. 1. Talk to Mikio's father outside the Ryuudou House headquarters 2. Talk to Mikio on the beach, any choice 3. Beat yakuza 4. Go to Majong Camp, beat yakuza 5. Go to Ryuudou House headquarters, phone call event, follow Mikio to Umachii 6. Beat gangsters 7. Win Chase Battle REWARD: 10,000 experience 5a-IV. Hitman Missions ----------------------- After Date calls you to come back to Serena while you're in the park remember- ing Kashiwagi, Kiryuu will notice men fighting behind New Serena and get in- volved. He takes the guy back to Kamuro Castle, south of the Poppo Mart near Nakamichi, and finds out what's going on. Seems the guy's name is Ibuki, and he's running an organization founded by the head of the Kazama Group, Kashiwagi Jun. Called the "Straight Life Association (Kenseikai)," it looks after retired yakuza and puts them on the straight and narrow. However, some of their ex-members are now being recruited by someone else, called the "Avengers." These guys are hitmen who are after the yakuza in order to get some kind of revenge against the Straight Life Association. Once you get to this point in the story, you can visit Kamuro Castle and take missions by talking to Ibuki. There are also some in Okinawa that are taken from the shogi parlor, Ryuushou, too. If you want to get the final side story to unlock, you'll have to see this through. The top choice will be to confirm the current Hitman missions, which can be then taken with the Circle button while highlighted (unless it's completed, of course). Once you take a mission, you can't go back on that. The middle choice is a little explanation about the Hitman missions in gen- eral, and the bottom choice is to forget about it. I should also note that there's a guy who plays at the sidewalk in front of the steps to the Millennium Tower, named Hideki. You can hear from him about each hitman mission. CHAPTER 6 --------- Batsu the Executioner (Shikei Shikkounin Batsu) REWARD: 50,000 yen Talk to Batsu at the parking lot at the eastern end of Taihei. Koutarou the Murderer (Koroshiya Koutarou) REWARD: 70,000 yen Talk to Koutarou in the West Park (at the entrance to the Sai no Kawara at the east end of Kouenmae). Beware! There's a chase battle before the fight. Rags Hasutani (Borofu no Hasutani) REWARD: 80,000 yen Talk to Hasutani, who's talking to a kid in the Third Park. Mr. & Mrs. Oda the Killers (Oda Kiri Fusai) REWARD: 90,000 yen **Mission appears once Koutarou the Murderer and Batsu the Executioner are done See the couple in Mach Bowl, follow the wife with the bottom choice Eagle-Eye Shuu (Taka no Me no Shuu) REWARD: 90,000 yen **Mission appears once Koutarou the Murderer and Batsu the Executioner are done Talk to Hideki, the busker singing at the steps of the Millennium Tower, then go back to Kamuro Castle and talk to the worker across from Ibuki, who will arrange for you to get to the roof of the Millennium Tower, with the top choice CHAPTER 7 --------- Kurenai of the Silver Bullet (Gin no Dangan Kurenai) REWARD: 100,000 yen Talk to him at Theater Square, on the west end (at the Mach Bowl buildling). Zen the Black Hyena (Kuroi Hiene Zen) REWARD: 120,000 yen **Mission appears once Kurenai of the Silver Bullet is done Talk to the lookouts on Kouenmae behind Club Koakuma and Karai. Beat them. Inside, beat Zen before hostage's life runs out. If the hostage dies, it's Game Over!! You probably want to save first on harder difficulties! Tokoyami the Masked Assassin (Fukumen no Ansatsusya Tokoyami) REWARD: 120,000 yen **Mission appears once Kurenai of the Silver Bullet is done Near the Dragon Palace, a guy sneaks up right behind Kiryuu and warns him that if he keeps looking for him, he'll kill him. Beat him. CHAPTER 9 --------- Sameshima the Firearms Expert (Juuki Master Sameshima) REWARD: 140,000 yen Talk to the guard in northern Senryou, near the entrance to Champion. Beat him, then the guys inside, then defeat Sameshima, who uses a machine gun. Lorentz the Panther of Corsica (Corsica no Hyou Lorentz) REWARD: 130,000 yen Talk to Lorentz in front of the Millennium Tower CHAPTER 10 ---------- NOTE: It's possible to go after all of these in Chapter 10, but the last two are back in Tokyo. If you want to do them in Chapte 10 rather than waiting for Chapter 12 to return to Tokyo in story mode, do all the Hitman stuff in Okinawa before going to the Morninglory on the Monorail, then take the Mono- rail back to Tokyo for 30,000 yen and take care of the last two then. Sentetsu the Wild Stallion of Kamuro (Kamurochou no Arama Sentetsu) REWARD: 150,000 yen Talk to Ibuki inside Castle Kamuro, and Sentetsu will attack. Supernova Avenger Yuuto (Fukushuusha no Shinsei Yuuto) REWARD: 180,000 yen **Mission appears once Sentetsu the Wild Stallion of Kamuro is done Go to Children's Park, at the west end of Shichifuku, beat punks, beat Yuuto. Executive Avenger Gohren (Fukushuusha Kanbu Gohren) REWARD: 200,000 yen **Mission appears once Sentetsu the Wild Stallion of Kamuro is done Talk to guards at the T-junction intersection near Karaoke-Kan on Senryou, beat them, beat Gohren's troops, beat 50 troops atop Millennium Tower. Akitsu, the Man With No Past (Kako no Nai Otoko Akitsu) REWARD: 110,000 yen Talk to Akitsu on the bridge near Aqua Sky. Kengo the Wild Man (Kyouki no Otoko Kengo) REWARD: 130,000 yen **Mission appears once Akitsu is done Talk to Kengo, south of the bridge near Aqua Sky in the back alley between Ryukyu Street and First Town. Tetsuji, Returned (Demodori no Tetsuji) REWARD: 150,000 yen **Mission appears once Kengo is done Talk to him at the northwest corner of the intersection at Ryukyu and North Ryukyu. Issen the Assassin Trainer (Satsujinjutsu no Shi Issen) REWARD: 200,000 yen **Mission appears once Tetsuji is done Talk to him on the second floor of the Market, beat his students, beat him. Egami the Blind Hitman (Moumoku no Hitman Egami) REWARD: 220,000 yen **Mission appears once Issen is done Talk to him to the west of Smile Burger, near the Coin Lockers. The Super-Swift Blade, Arasaki (Shinsoku no Yaiba Arasaki) REWARD: 250,000 yen **Mission appears once Egami is done Back in Tokyo, talk to Ibuki and take the mission. Then, go to the steps to the Millennium Tower. You know that guy, Hideki, who sings about the Hitmen, and who gives you hints? Talk to him. He'll be annoyed if you don't let him finish singing his song first, so let him cycle through all the verses without talking to him until he reaches just "...." When you talk to him, he sighs and says that because of your meddling, he can't just sit by anymore. Kiryuu asks what he means, and he says, "You're after the Avengers, aren't you?" Seems he's been there collecting data. He gets up and strolls away a bit, saying this is his last performance on the street. He'll go back to being the Hitman, Arasaki. Kiryuu asks if he means to run, and he acts like it's just a matter of course. This is a Chase Battle. Win it, then beat Arasaki Hideki. He runs off, telling you you'll never get his boss. Kiryuu calls Ibuki and says the guy went running to his boss, apparently. Ibuki asks you to return to the Kanseikai headquarters and discuss it. Even though Arasaki got away, Ibuki gives you your reward. Arase, Leader of the Avengers (Fukushuusha Shuryou Arase) REWARD: 300,000 yen (plus the Muramasa sword) **Mission appears once Arasaki is done Leave Kamuro Castle after the Arasaki event and return when you're ready. This is a hard one, so get some healing items and maybe save first. Talk to Ibuki. He says they were contacted by Arasaki, who told Ibuki to go to the roof of the Millennium Tower to meet the boss of the Avengers. Kiryuu decides to go, but Ibuki cautions him that it's almost certainly a trap. Kiryuu points out that if he doesn't go now, it'll probably be hard to find an opportunity to meet their boss like this. So, when you're ready, talk to the worker at the desk to go up to the roof of the Tower again. Arasaki is there. He explains that he was struggling to live after he stop- ped being a hitman, after aiming for the top. He said that he met the boss, who convinced him that he needed to have revenge upon the yakuza and then he'd be alright again. He's lost everything...and now that he lost to you, he's even lost his pride. He then tells you he won't let you meet the boss--he's gonna kill you instead! Fight him a second time. While Kiryuu tells the guy he can't beat him because he's only fighting for revenge, someone strolls up to the two. Those of you who played the first game might recognize this guy--he's Arase, one of the bosses from the first title. Apparently, he set all of this up so he could get his revenge upon you for beating him in the first game. This is a little ridiculous. While he fights you, so does Arasaki. When Ryuu ga Gotoku became Yakuza and was released in the U.S., lots of people started using my guide. There were two side characters that have always been kinda a pain, but there were only two story mode bosses I ever received e-mails about, asking for help: Majima and Arase. If you haven't noticed, Arasaki scoots around like Majima, and Arase still has his "gun fu." I mean, this isn't impossible, but it is a little crazy, so be prepared. After the fight, Ibuki shows up and calls to Arase. Arase is surprised he knows him. It turns out that they've been searching for Arase. Kashiwagi himself became concerned about him when he heard of his defeat because he felt that Arase would never be able to live a normal life. They've come to find him and help him, and their intentions are real. He's reluctant to trust them, of course. He's lost everything. Ibuki asks him to come to them and they'll fix him up. He says he's lost everything; there's nothing in his life he can fix anymore. But, Ibuki points out that he somehow was able to get all the Hitmen to rally under him, so he has to have some ability, right? Such an ability can't be wasted, so he asks him to come and join the Kanseikai. Arase refuses. He doesn't think Ibuki's way of thinking is wrong, but it's foolish. He does promise not to interfere anymore, and asks Ibuki not to interfere with him, either, in return. He then turns to Kiryuu and tells him that one day, they'll settle this matter. Kiryuu asks if it's OK to let them go like that. Ibuki says "yes," so Kiryuu asks where all this trust comes from, and Ibuki says that the Kanseikai is basically formed on the principle that they trust those willing to reform. Again, we see the "trust" theme in this game.... ----------------------------- 5b. Extra Skills & Power-Ups ----------------------------- You've got a lot to learn if you wanna build Kiryuu up all the way. I mean... beyond just leveling him up, that is. You've got to find all the revelations Mack tips you off to at different points in the story, you've got to meet and be trained by Yonashiro and Komaki, you've got to practice Chase Battles with Mack, you've got to use the "Inner Fighter 7" ("IF7" for short) machine to spar with bosses again, and you've got to read books bought from Kamiyama and the weapons stores. It may sound simple, but it does take more effort and time than you'd think. Since there's so much extra stuff to get Kiryuu, I'm gonna first list it the way it appears from the Pause Menu. Then, I'll go into the trainings a little more indepth. If you pause the game with Start, the third option from the top is for your abilities and leveling up. You may not know this, but if you hit Triangle here, you can view your abilities, separated by sub-categories ("genres," as the game puts it). I'll list them the way they appear, so you can see which ones are missing. I'll also say how to get them the same way the game does on this screen. BASIC CONTROLS Run/Walk Lock-On Grab an Enemy Foot Grab Prop Back Up Pick Up Weapon Guard (Bare-Handed) Guard (Armed) Sway Lingering Mind ("Zanshin") BASIC ATTACKS Rush Combo Finish Blow All-Direction Attack Blow Kick Charge Kick Turn Kick Drop Kick Hold Blow Hold Turn Blow Throw Enemy Ready Equipped Weapon Throw Weapon BASIC WEAPON SKILLS Single-Handed Weapon Spray Weapons Knife Weapons Samurai Swords White Lotus Polearm Techniques Pole Weapons Long Weapons Light Weapons Heavy Weapons Very Heavy Weapons (they mean items you can knock around in battle) Hammer Weapons Explosives Handguns ABILITIES LEARNED FROM "MIND" Maximum Fighting Spirit Addition - each Mind level up Status of the Red Phoenix - Mind lvl. 2 Understanding of the Iron Body - Mind lvl. 3 Status of the White Tiger - Mind lvl. 4 Understanding of the Thunder God - Mind lvl. 5 Status of the Dark Warrior - Mind lvl. 6 True Understanding of the Iron Body - Mind lvl. 7 Status of the Blue Dragon - Mind lvl. 8 Understanding of the Wind God - Mind lvl. 9 Status of the Yellow Dragon - Mind lvl. 10 ABILITIES LEARNED FROM "TECHNIQUE" Komaki-Style Cat Flip - Tech. lvl. 2 Rise Kick - Tech. lvl. 3 Speed Up 1 - Tech. lvl. 3 Lotus Style Flashing Energy Palm - Tech. lvl. 4 Double Finish Blow - Tech. lvl. 5 Komaki-Style Punishing Strike - Tech. lvl. 6 Speed Up 2 - Tech. lvl. 6 Down Reversal - Tech. lvl. 7 Bound Hold - Tech. lvl. 8 Kawachi-Style Breaking Throw - Tech. lvl. 9 Speed Up 3 - Tech. lvl. 9 Cancel Sway - Tech. lvl. 10 ABILITIES LEARNED FROM "BODY" Maximum Health Addition - each Body level up Escape Grade 1 - Body lvl. 3 Quick Stand 1 - Body lvl. 4 Reguard - Body lvl. 5 Throw Power Addition - Body lvl. 6 Quick Stand 2 - Body lvl. 7 Escape Grade 2 - Body lvl. 8 Throwing Grappling Power Addition - Body lvl. 9 ABILITIES LEARNED FROM "MASTERY" Red Gauge Addition 1 - Mastery lvl. 4 Red Gauge Addition 2 - Mastery lvl. 7 Red Gauge Addition 3 - Mastery lvl. 10 Pursuit Mastery - Mastery lvl. 2 Throwing and Crushing Mastery - Mastery lvl. 3 Swing Mastery - Mastery lvl. 4 Cowering Mastery - Mastery lvl. 5 Two-Headed Mastery - Mastery lvl. 6 Overall Heat Action Strengthening 1 - Mastery lvl. 6 Komaki-Style Unarmed Reversal - Mastery lvl. 7 Komaki-Style Harquebus Muffler - Mastery lvl. 8 Mounted Punches - Mastery lvl. 9 Overall heat Action Strengthening 2 - Mastery lvl. 9 Ultimate Mastery - Mastery lvl. 10 KOMAKI-STYLE FIGHTING TECHNIQUES Komaki-Style Cat Flip - Tech. lvl. 2 Komaki-Style Punishing Strike - Tech. lvl. 6 Komaki-Style Parrying Reversal - learn from Komaki Komaki-Style Tiger Killer - learn from Komaki Komaki-Style Flowing Catch - learn from Komaki Komaki-Style Dharma Evade - learn from Komaki Komaki-Style Unarmed Reversal - Mastery lvl. 7 Komaki-Style Harquebus Muffler - Mastery lvl. 8 Komaki-Style Skull Smasher - learn from Komaki Komaki-Style Swordless Rebirth - learn from Komaki Komaki-Style Dragon King Mastery - learn from Komaki TECHNIQUES LEARNED FROM IF7 Knuckles Weapons - Tamashiro Herculean Mastery - Kanda Taunting Cigarette - Majima True Lotus-Style Flashing Energy Palm - Lau Dragon God Protection - Kazama Status of the Asura - Kiryuu YONASHIRO-STYLE WEAPONS SKILLS Nunchaku - learn from Yonashiro Tonfa - learn from Yonashiro Kali Sticks - learn from Yonashiro REVELATION SKILLS Leaping Mastery - learn from Revelation Grapple Breaking Mastery - learn from Revelation Pole Dance Mastery - learn from Revelation Super Pursuit Mastery: Human Ten-Pin - learn from Revelation Forward-Rolling Mastery - learn from Revelation Self-Destruction Mastery - learn from Revelation Turnover Mastery - learn from Revelation Surprise Mastery - learn from Revelation Drunken Iron Mountain Mastery - learn from Revelation Super Pursuit Mastery - Hell on the Ground CLASSIC LITERATURE SKILLS Secret Sword: Ensnaring Kite Slashes - learn by reading book Secret Sword: Wild Bull - learn by reading book Sure-Kill Swords: Dancing Cat - learn by reading book Sure-Kill Swords: Twin Heavens - learn by reading book Powerful Sword: Making Flies Cry - learn by reading book Combined Kodachi - Illusory Wolf - learn by reading book ALL SUPER MOVES Environment Mastery Weapon Mastery Pursuit Mastery - Mastery lvl. 2 Throwing Crushing Mastery - Mastery lvl. 3 Swing Mastery - Mastery lvl. 4 Cowering Mastery - Mastery lvl. 5 Two-Headed Mastery - Mastery lvl. 6 Komaki-Style Unarmed Reversal - Mastery lvl. 7 Komaki-Style Harquebus Muffler - Mastery lvl. 8 Mounted Punches - Mastery lvl. 9 Ultimate Mastery - Mastery lvl. 10 Herculean Mastery - IF7 (Kanda) Cigarette Mastery - IF7 (Majima) Komaki-Style Planting Smash - learn from Komaki Komaki-Style Swordless Rebirth - learn from Komaki Komaki-Style Dragon King Mastery - learn from Komaki Leaping Mastery - learn from Revelation Grapple-Breaking Mastery - learn from Revelation Self-Destruct Mastery - learn from Revelation Pole Dance Mastery - learn from Revelation Surprise Mastery - learn from Revelation Turnover Mastery - learn from Revelation Forward Roll Mastery - learn from Revelation Drunken Iron Mountain Mastery - learn from Revelation Super Pursuit Mastery: Face Breaking Super Pursuit Mastery: Human Ten-Pin - learn from Revelation Super Pursuit Mastery: Hell on the Ground - learn from Revelation Secret Sword: Ensnaring Kite Slashes - learn from book Secret Sword: Wild Bull - learn from book Sure-Kill Swords: Dancing Cat - learn from book Sure-Kill Swords: Two Heavens - learn from book Powerful Sword: Making Flies Cry - learn from book Combined Kodachi: Illusory Wolf - learn from book 5b-I. Revelations ------------------ Scattered about both towns, there are scenes Kiryuu can witness in order to get a new move. Once you reach the appropriate spots in the story or complete certain side quests or other events, you'll probably notice something out of the ordinary, just waiting for you to watch. In order to view the event, you will have to have Kiryuu look at the subject in question with his cell phone (by pressing R3). The option to watch the event will come up with the "confirm" button. When you're ready, press the button and the sequence will start. Kiryuu takes pictures of the event with his cell phone. You'll be basically prompted to hit buttons at certain times. Don't worry; it's like your basic Quick-Time Event in Shenmue: the button sequence isn't random. Rather, it's always the same (depending on the Revelation event). Hit the correct buttons, and there will be a choice of 3 ideas to take away from the event. Choose the right revelation to have, and Kiryuu will blog about it from his phone and learn a new Heat Action. Often, when you progress the story a little bit, you'll notice your phone ring and that you have a new e-mail. It's from Mack Shinozuka, and it gives you a hint to where you can find the next Revelation that has become available. However...I understand the game's in Japanese (as I write this, anyway), and so, you may need a little more explanation than he gives. So, here, without further rambling, is a list of the Revelations: FROM CHAPTER 4 ON ----------------- SO FAST! (Sassoku) Where: RYUKYU, in East Ryukyu Street When: Chapter 4, day, before leaving for Tokyo (after talking to Mack) Who: An old lady on a scooter Buttons: Triangle, Square, X Top Choice: Flipping end-over-end and landing like that...how graceful! Reward: Leaping Mastery (Chouyoku no Kiwami) YOU SLIPPED UP--AND THAT GOT YOU HURT! (Techigai wa Kega no Moto) **NOTE: This one's available in the Demo, too** Where: KAMURO, Tenkaichi, accross the street from Stardust. When: Chapter 4, night, after coming to Tokyo OR: Demo, night, after beating Hasebe. Who: A high school girl being harassed by a drunk businessman. Buttons: X, Circle, Triangle Bottom Choice: That High School student...when she was grappled, she did a wonderful reversal! Reward: Grapple Breaking Mastery (Kaibaku no Kiwami) (Is it just me, or does this drunk guy sound just like Yanami Jouji...? Well, most people probably don't know who that is anymore, but...it sure sounds like him. He's not in the credits, tho'.) FROM CHAPTER 5 ON ----------------- THE DRUNK DOES HIS THING WAY UP HIGH (Yopparai to are ha takai tokoro ga suki) Where: KAMURO, outside of Asia (when exiting Asia after watching a show--keep watching until you've seen someone pole dance) When: Chapter 5, after the mail from Mack Who: A drunk dude (same one from the other Revelation?) poledancing up high Buttons: X, Circle, Triangle Middle Choice: He got up high with such a tight grip. I guess he was using the fact that grips with legs are three times stronger than those with arms? Reward: Pole Dance Mastery BALLS CAN'T BEAT A BALL (Kyuu ni tama wa katenee) Where: KAMURO, Inside Yoshida Batting Center When: Chapter 5, after the mail from Mack, after learning the "Darma Evade" (roll after sidestep) from Komaki Who: Guy using the batting cages Buttons: Triangle, Circle, Square Bottom Choice: So, it's "attack from below, then attack from above," huh? Reward: Forward Roll Mastery (Zenten no Kiwami) FROM CHAPTER 6 ON ----------------- STRIKE METHOD (Sutoraiku no sakuhou) Where: KAMURO, inside Mach Bowl When: Chapter 6, night, after the call from Rikiya in the M Store Who: Guy bowling Buttons: Circle, X, Square Top Choice: With a ball that big, you could knock all ten pins down. Reward: Super Pursuit Mastery: Human Ten-Pin (Chou Oiuchi - Jinchuugi) I SAW A SELF-DESTRUCTION OF ALMOST HISTORICAL PROPORTIONS FOR SOME REASON (Aru imi rekishiteki na jibaku wo mokugeki) Where: KAMURO, end of street running off to the east from Senryou, north of Shouwa When: Chapter 6, night, after defeating Kanda Who: Guy delivering noodles Buttons: Square, Circle, X Top Choice: Reward: Self-Destruct Mastery (Jibaku no Kiwami) FROM CHAPTER 7 ON ----------------- THAT'S...NOT THAT KIND OF TOY (Sore ha......omocha chigai da) Where: KAMURO, on Kouenmae, near The West Park / Sai no Kawara/Purgatory when: Chapter 7, day Who: Kid freaking out, asking dad to buy him toys Buttons: X, Circle, Triangle Middle Choice: He totally left his defenses down around his kid on his back. Reward: Turnover Mastery (Gyakuten no Kiwami) FROM CHAPTER 9 ON ----------------- CHARISMATISSUER (Karisumatissha-) **NOTE: This one's available in the Demo, too** Where: KAMURO, Nakamichi, south of Club Sega, west side of street. When: Demo, night, after beating Hasebe. Who: A lady bending down to get tissues used for advertising out of a box. Buttons: Square, X, Circle Middle Choice: The secret to her being able to get so many targets at once is her quickness of step. Reward: Surprise Mastery (Kyougaku no Kiwami) FROM CHAPTER 10 ON ------------------ HOW UNLUCKY (Un ga warukatta n da yo) Where: RYUKYU, in First Town's major interesection When: Day, after returning to Ryukyu and before going back to the Morninglory Who: A guy looking all cowardly Buttons: X, Triangle, X Bottom Choice: Man...you were unlucky. Reward: Super Pursuit Mastery: Hell on the Ground (Chou Ooiuchi - Yukajigoku) WHAT WAS THAT PUNCH STYLE? (Sore ha nanken da?) Where: RYUKYU, at the dead-end in northeastern First Town When: Evening, after returning to the Morninglory Who: A drunkard Buttons: Triangle, X, Square Top Choice: Reward: Drunken Iron Mountain Mastery (Suitetsuzan no Kiwami) 5b-II. Training ---------------- There are three masters you can find throughout the game: Yonashiro Shouji, a weapons master, Komaki Soutarou, Kiryuu's unarmed martial arts master from the previous titles, and Mack Shinozuka, a half-African-American, half Japanese guy who will train Kiryuu for Chase Battles. You get moves also from reading books bought from Works Kamiyama and by playing the Inner Fighter 7 (IF7) game designed by Minamida. Since you only need to buy the books, I'll only list the three masters and Minamida here. Everything else is learned by building Kiryuu up normally using experience. YONASHIRO SHOUJI ---------------- You'll find Yonashiro in Chapter 4, as you're preparing to go to to Tokyo. He approaches and talks to you, then goes to the beach and waits atop a large stone on the western side of the beach. His training is rather straightforward. The first time you fight him, he will simply take his hat off, and from then on, he'll be ostensibly fighting a bit more seriously. After that, it's just beat him to learn the technique! He'll be armed with the weapon you're going to learn, but you'll just be bare-handed. After beating him, you'll get the "True XXX Master Certificate," (where "XXX" is the name of the weapon), and you'll be able to use that weapon from then on. Yonashiro Training -> Defeat Nunchaku-wielding Yonashiro. Nunchaku -> Defeat Nunchaku-wielding Yonashiro Tonfa -> Defeat Tonfa-wielding Yonashiro Kali Sticks -> Defeat Kali-Stick-wielding Yonashiro That's it! This is really the easiest training you'll have to undertake. KOMAKI SOUTAROU --------------- After clearing the mission "The Dragon Palace Restoration," go near Stardust to run into one of Komaki's students, a homeless man. He recognizes you and gives you a letter from your old master, then tells you his dojo is in the Dragon Palace. Kiryuu tells him that life is peaceful in Okinawa and he hasn't really had need to use the moves he learned so much, so he's kinda forgotten them and he needs Komaki to teach him again. Naturally, Komaki agrees to teach Kiryuu, but before he can learn new techniques, he's gonna want him to remember the old ones. Komaki figures a plan to make Kiryuu remember--he'll have him fight three of his former students, who are now working in various parts of Kamuro. He sug- gests that by fighting people who know his style, it'll come back to Kiryuu. After he tells you where the three students are, you can hear the information again with the top choice or get on with it with the bottom choice. - The man in the white coat on Shichifuku right in front of M.E.B. advertis- ing a cabaret club: Komaki-Style Flowing Catch (Komakiryuu Ukenageshi) - Enter Sushiya Gin and you'll automatically encounter the worker: Komaki- Style Parrying Reversal (Komakiryuu Hajikigaeshi) - Enter Smile Burger and you'll automatically encounter the worker: Komaki- Style Tiger Killer (Komakiryuu Toraotoshi) These are three powerful reversal techniques. Komaki's kinda tricked you. After you beat these three guys, they quit their jobs and go back to their training. Guess he needed a way to get through to them. Before you can undertake your training, Komaki wants you to prove yourself again. Kiryuu at first thinks he means to fight Komaki himself, but he means for you to fight his number one student. It's not the easiest of battles, but it's not impossible. (Technique learned from battle: Komaki-Style Dharma Roll [Komakiryuu Daruma yoke]--this gives you the ability to roll after a sidestep, same as in Kenzan!) Now that you can learn from him again, you can choose the second option to find out about the "bound" system (kinda like a juggle system), the third to learn about grabbing opponents when they're down, the fourth option to learn about stunned enemies, the fifth option to learn about charging your Heat after certain Triangle moves (called "Lingering Mind [Zanshin]"), and the bottom op- tion to exit. Choosing the first option will ask about new techniques. To learn them, you need to have Kiryuu's "Mastery" attribute at level 7. When I play from scratch, I usually focus on building up Mastery just because it gives you Heat Actions. You can definitely have it up around that high by the 5th chapter. Talk to Komaki with your Mastery at level 7 and ask him about new techniques. He tells you there's a secret scroll of techniques passed on since the Edo Period (the "Gion Unarmed Style Scroll," for those who played Kenzan). When Komaki moved to the Dragon Palace, it seems a homeless man made off with the secret text. Again, he's asking you to go take care of his business. Talk to the bum on the trash can in the Children's Park at the west end of Shichifuku. Kiryuu asks if he's this Kamekichi guy who ran off with the scroll, but he's not. He tells you Kamekichi is at the betting place in the Dragon Palace. Go to the gambling place in the Dragon Palace. Kamekichi's right inside the entrance. He tells you he sold it at the Ebisuya Pawn Shop--better go buy it before someone else gets it! It's the bottom item, for 31,500 yen. Bring that to Komaki and you can finally learn these three new techniques: 1. Komaki-Style Swordless Rebirth (Komaki-Ryuu Mutou Tensei): when in Heat Mode, when opponent attacks you with a sword, hit Triangle when prompted by the "Goku" symbol at the top of the screen 2. Komaki-Style Skull Smasher (Komaki-Ryuu Hachikuzushi): when in Heat Mode, grapple an opponent and move them over to an object about waist- high, hit Triangle when prompted by the "Goku" symbol at the top of the screen 3. Komaki-Style Dragon King Mastery (Komaki-Ryuu Ouryuu no Kiwami): when in Heat Mode, after successfully landing the Komaki-Style Flowing Catch reversal and dizzying opponent, stand in front of them and hit Triangle when prompted by the "Goku" symbol The last one is kinda hard because you have to do it on Komaki himself. So, that's it! That's all you can learn from him--and you can do it all in Chapter 5, which makes you pretty powerful early on! MACK SHINOZUKA -------------- You'll first run into Mack in Ryukyu Village, near the Monorail. He's wander- ing around, looking for the greatest photo op in the world. Sensing a kindred spirit in Kiryuu, he teaches him how to start a blog and sends e-mails about people around both towns who might be great to photograph. This is the Revel- ation system, and you pretty much have to go through the tutorial. But, that's not all Mack is good for. In fact, that's not even what he's considered a "master" or "teacher" of by the game! In order to get the "Path to Training" Trophy, you'll need to meet all 3 masters--Yonashiro, Komaki, & Mack. You'll notice that if you go through the game's story, you'll naturally be forced to encounter both Yonashiro and Mack, and even if you take all the train- ing from Komaki and Yonashiro, you still won't have "met" Mack, by the Trophy's standards. In Chapter 5, after Kiryuu chases Mack down, Mack is impressed by Kiryuu's running skills. He tells him he knows a great place he's got to show him, but then he has to run. After the battle with Lau, you can encounter Mack again. He's standing on the south side of Kouenmae, near its east end, a little west from the entrance to the Sai no Kawara area (at the West Park). He's kinda tucked away against the "wall," musing over the Japanese liquor shop for some reason--so don't feel bad if you missed him. Talk to him and he'll remember that "great place" he talked about. He says it's in the Sai no Kawara area and runs off. Kiryuu figures when he has the time, maybe he'll go see what the guy's on about. Weirdly, if you do this in the Premium Adventure Mode, sometimes Mack just runs off-camera, but isn't removed from the playing field--he just stands there like a mannequin. Don't worry; he's still going to be there if you go to the Sai no Kawara. He'll end up standing next to the Majima Group Headquarters (your hideout at the Sai no Kawara Area). Talk to him, and he'll introduce a Majima Group member who just happens to be Mack's friend, and explain that they can make obstacle- course-like formations in no time at all for him to run around in. This is your Chase Battle practice. If you're struggling with Chase Battles, you're not alone. They can be pretty rough--unless you train with Mack and get your Chase Gauge up! There are four races you can take with Mack. They go from top to bottom, easiest to hardest, of course. The three where you chase Mack give you more Chase Gauge (that's your endurance for Chase Battles). You'll be happy to know that they are substantial increases to the gauge. The other one, the one where you run from Mack, will up the damage of your shoulder charge. Again, you'll need that. You also get prizes depending on your time. You'll notice that the top three times for each course will be displayed on the right in a little box. If you beat those times, you'll get stuff. Completists will be happy to know that it does get easier with practice, and it's more than possible to get the 40 seconds in Formation C to get the recipe for building weapons. Here's what you get: FORMATION A (Chase Mack) 1st Time Completing: Chase Gauge Max Up, unlocks Formation B 1st Place: Hyakkoumaru (a knife-type weapon) FORMATION B (Escape Mack) 1st Time Completing: Shoulder Charge Damage Up, unlocks Formation C Collapsible Hammer (since you run away from Mack until the time runs out, there is no way to judge by time, so you automatically get the hammer) FORMATION C (Chase Mack) 1st Time Completing: Chase Gauge Max Up, unlocks Final Formation 1st Place: Majima's Order Form (recipe for weapons) FINAL FORMATION (Chase Mack) 1st Time Completing: Chase Gauge Max Up 1st Place: Mack's Talisman INNER FIGHTER 7 (IF7) (MINAMIDA) --------------- In the space to the east of the little alley running south from the Champion District, there's a weird guy who looks like Dr. Brown (Christopher Lloyd's character) from Back to the Future. Talk to him and pay the 100,000 yen to have his "experience," and suddenly, yakuza show up. They don't like him doing business in their terf. Beat them. The guy introduces himself as Dr. Minamida, a game designer. He's the guy who made the YF6 game in Ryuu ga Gotoku 2's arcades. Now, he's developing a virtual reality game called "IF7" ("Inner Fighter 7"). The rules of this game are quite simple. After you defeat certain bosses, you'll be able to play a stage against them where you have to drain their health bar before they drain yours. There's also a time limit. Keep in mind that you can't use Heat Moves, and that some enemies are a little different. For instance, for the fight against Lau, you have to face three of him at once, or for the fight against Kanda, after you defeat him, another, bigger one ap- pears. The first time, you'll have to fight Tamashiro. But, after your first use, Minamida will cut the price down to just 10,000 yen per game. That's not so bad, I guess.... 1. Warrior of the Wicked Weapon (Tamashiro, Chapter 5): the ability to use Brass Knuckle type weapons, 2000 experience 2. Lust Giant (Kanda, Chapter 6): Herculean Mastery Heat Move, 2,000 exp. 3. Single-Eyed Devil (Majima, Chapter 9): Cigarette Mastery Heat Move, 2,000 experience 4. Vengeful Asura (Lau, Chapter 9): True Lotus-Style Flashing Energy Palm (during the Lotus-Style Flashing Energy Palm's charging period, Kiryuu also charges Heat Energy), 2,000 experience 5. The Fist God Made Flesh (Kazama, Chapter 12): Dragon God Protection (when in Heat Mode, you can block weapon attacks, except guns and bombs), 2,000 experience 6. The Demon-God King Dragon (Kiryuu, Chapter 12): Status of the Asura (in Heat Mode, while health flashes red, hit L3 and R3 to sacrifice Heat Energy for Health) After you beat a level, you can replay them. They'll be a little harder, though, so be warned (it shouldn't pose too much of a problem). Note that losing here does not count as a "continue." Here is a list of rewards for replaying the levels: 1. Iron Chestplate, 500 experience 2. Compact Motor, 500 experience 3. New-Style Battery Tester, 500 experience 4. Superalloy Spring, 500 experience 5. Silence Shoes, 500 experience 6. Weight-Modifying Device? ----------------------------- 5c. The Underground Coliseum ----------------------------- From Chapter 8 on, you can visit the Underground Coliseum in the underground gambling/pleasure district area of the Sai no Kawara. There's a save point in this room, which is nice for those who want to keep their record pristine, some chairs where your partners will sit (I'll get to that later), and a guy at a counter. Talk to the guy behind the counter to enter tournaments, see information about the opponents you've defeated, hear about tag teams and your popularity, or to buy items with the points you've earned. The basic premise is that each tournament has 8 entrants, so it goes in three stages. The winners from each bracket ostensibly advance to the top. We can't see how the opponents are doing or anything, so all you'll need to know is that you will have to fight three times in each tournament in order to win. Should you win a tournament, you'll get money, experience points, battle points (BP), and popularity. Popularity is a hidden stat, but it'll affect your "title." Your title is like your rank. It doesn't actually do anything, but it's kinda cool to hear the announcer (Kei Grant) call you different things as you progress through your coliseum career. At first, only two tournaments will be available: the Exhibition Tournament and the Street Fight Grand Prix. As you progress through the game's story and as you fulfill certain requirements, you will unlock new tournaments. Each not only has their own set of people who enter the competition, they also have their own rules. One forces you to use an equipped weapon, one has "found" weapons lying around, one has fire on the ground, one has breakable walls, etc. You will get about 1/3 of your damage restored to you after each fight. That's cool, because you can't use any items during the tournaments. Your equipment doesn't work, either; you won't get any of the benefits of wearing armor or accessories. Here is a list of the tournaments you can enter, as well as your rewards. Bear in mind that the rewards are only for the FIRST TIME, beating them after that yields lower rewards. (NOTE: If your tournament doesn't show up in story mode, and you're sure that you've done what was required to unlock it, advance the story. These also need you to be at certain chapters) TOURNAMENTS ----------- EXHIBITION TOURNAMENT Experience: 1,000 BP: 1,000 (from Chapter 8 on) STREET FIGHT GRAND PRIX - Weapons litter the arena. Experience: 5,000 BP: 2,000 (from Chapter 8 on) BREAKOUT GRAND PRIX - Walls are breakable; ring out = loss. Experience: 8,000 BP: 3,000 *Clear Street Fight Grand Prix 3 times* (from Chapter 8 on) HEAT GRAND PRIX - The floor gradually heats up, radiating from the center, making it so if a participant is knocked down, they bounce up and take damage Experience: 8,000 BP: 4,000 *Clear Breakout Grand Prix 3 times* (from Chapter 8 on) BOUNDING GRAND PRIX - Participants are knocked back far and bound high. Use to combo them like crazy. Experience: 8,000 BP: 5,000 *Clear Heat Grand Prix 3 times* (from Chapter 9 on) BOMBER GRAND PRIX - Bombs fall from above, sometimes detonating quickly, some- times slowly. You can grab them, if you want (I suggest kicking them away or avoiding them) Experience: 10,000 BP: 6,000 *Clear Bounding Grand Prix 3 times* (from Chapter 9 on) GOLDEN GLOVE GRAND PRIX - Only punch attacks are available. No throws, either. Experience: 5,000 BP: 5,000 *Clear Exhibition Tournament 3 times* (from Chapter 9 on) TAG MATCH GRAND PRIX - Team up with a partner, beat tag teams! More on getting a partner below. Experience: 8,000 BP: 6,000 *Clear Bomber Grand Prix once* (from Chapter 9 on) TWIN DRAGON GRAND PRIX - Team up with a partner, beat high-level tag teams! More on getting a partner below. Experience: 15,000 BP: 7,000 *Clear Tag Match Grand Prix 3 times* (from Chapter 10 on) WEAPON MASTER GRAND PRIX - You must choose either a sword, knife, bat, knuckles, or nunchaku type weapon, and you have to fight with it. It might sound a little weird, but I recommend the knuckles because you can still reverse opponents with the Tiger Killer, Parrying Reversal, and you can use the side- step attack. Experience: 12,000 BP: 7,000 *Clear Golden Glove Grand Prix 3 times* (from Chapter 9 on) HYPER GRAND PRIX Experience: 10,000 BP: 8,000 *Clear Weapon Master Grand Prix 3 times and Twin Dragon Grand Prix once* (from Chapter 10 on) MAGNUM FORCE GRAND PRIX Experience: 15,000 BP: 9,000 *Clear Hyper Grand Prix 3 times* (from Chapter 10 on) MAXIMUM GRAND PRIX Experience: 20,000 BP: 10,000 *Clear Hyper Grand Prix 5 times and Magnum Force Grand Prix 5 times* (Chapter 12) About tag teams, you need to find partners. Once the Tag Match Grand Prix opens up, you can start recruiting partners around town. There are five of them, and they each have their own special requirements. Here is a list of the tag team partners and what you need to do to make them available. Once they're in your roster, you'll see them waiting in the lobby. PARTNERS -------- MAXIM SOLDADOV. Defeat Maxim in the Coliseum tournaments. He'll appear right outside the door to the Coliseum. Agree with the top choice. HIYAMA DAIJI. Defeat Daiji in the Coliseum tournaments. He appears in Smile Burger (on Nakamichi). In order to get him to join, you need to break at least 50 found weapons in normal battles. Agree with top choice. NOTE: There MAY be a bug with him. Lots of people on Japanese boards report problems recruiting him, and I was unable to after my second play through. It could be that the statistic "broken weapons," which is one of the few things to carry over in Premium New Game, was already maxed out at 100 and the game didn't "think" I met the required amount of weapons. BRUCE EBINUMA. Defeat Bruce in the Coliseum tournaments. You'll also need to win at least 50 random battles on the street (which I'm sure you have). Talk to the two guys in Atenshi and Bruce will appear. Talk to him near the karaoke machine, top choice to agree. JINNO KEIGO. Talk to the man and punk in Mach Bowl, beat Jinno. As you leave, he'll come talk to you. Kiryuu will show him the arena. Leave and come back and he'll be on the floor in the lobby. Talk to him and agree with the top choice. HATAE MASAYUKI. Use the Batting Center at least 5 times. You must play full games; you can't quit with "Select." Leave the building and come back. The manager will be standing near one of the doors. Talk to him, then choose the top choice to ask Hatae to knock it off. Beat Hatae. NOTE: He won't appear if the guy is waiting in the lobby for the "Worrysome First Draft Pick" mission. So, you've got yourself some BP...now what? You can use it to buy items. This is a much cooler design than in earlier games, by the way. In earlier games, you got an item as a reward for beating a tournament. That sounds nice, but it was random, so if you were after a certain item you knew you could only get from the Coliseum, you had to try over and over and over and over until it finally appeared. Anyway, here is a list of all the things you can buy here. Bear in mind that you need to use Battle Points. Unlike in gambling houses, Battle Points can't be purchased, so if there's something on this list you want, you'll have to win a bunch of tournaments to afford it. BATTLE POINTS MENU (COLISEUM) ----------------------------- Toughness Infinity 7,500 Tauliner Maximum 3,000 Staminan Spark 15,000 Plastick Shin Guards 500 Black Belt 1,500 Calmness Hand Towel 7,500 Iron Shin Guards 10,000 Thief Gloves 15,000 Payback Ring 15,000 Anger Bracelet 15,000 South Paw Bracelet 45,000 Champion Ring 50,000 Tourmaline Bracelet 100,000 Hercules Gauntlet 100,000 Energy-Stealing Gloves 120,000 Sacred Tree Shin Guards 120,000* Shisa Pendant 150,000 Blood-Stained Sarashi 75,000 Dragon Shirt 150,000 Dragon Protector 200,000 Anger Armor 200,000** Shisa Waistband 300,000 Bullet-Cutter Kanemitsu 500,000 Wristband 500 Brass Lump 1,000 Ancient Black Sand Steel 5,000 Gold-Colored Gem 15,000 Weaponmaster Beads 20,000*** Yin Dragon Brooch 25,000 Yang Dragon Brooch 45,000 White Lotus Comb 75,000 Red Dragon Brooch 80,000 Rising Dragon Brooch 90,000 Retribution Dragon Brooch 100,000 *--Defeat Tachibana Gunji in Maximum or Magnum Force **--Defeat Takeo Kazuhiro in Maximum or Magnum Force, where he only appears once you've defeated him 5 times in Exhibition first. ***--Defeat Kamiyama Renji in Weapon Master To complete the list for the Coliseum, you'll need to fight all the opponents. They appear in various tournaments--and some only after certain conditions are met. First, I'll list the fifty Singles Tournament entrants, then the 20 Tag Team participants. I list them left to right, then top to bottom, like so: SINGLES TAG TEAM 1 2 3 4 5 6 7 8 9 10 1 1 2 2 3 3 4 4 5 5 11 12 13 14 15 16 17 18 19 20 6 6 7 7 8 8 9 9 10 10 21 22 23 24 25 26 27 28 29 30 11 11 12 12 13 13 14 14 15 15 31 32 33 34 35 36 37 38 39 40 16 16 17 17 18 18 19 19 20 20 41 42 43 44 45 46 47 48 49 50 SINGLES 1. VALERY GARRETT. Maximum. Defeat all other opponents in Single Tournaments. 2. KOMAKI SOUTAROU. Magnum Force. Complete Komaki training. 3. OOKAWA MAMORU. Maximum. Win Maximum at least 3 times. 4. HOUZOUIN INZEN. Weapon Master. 5. FREDERICK BLACKS. Maximum. 6. LAOS WAIWATT. Hyper, Magnum Force, Maximum, Golden Glove. 7. MINOTAUR OOTAKI. Hyper, Magnum Force. 8. YONASHIRO SHOUJI. Weapon Master. Complete Yonashiro training. Remember to talk to him after getting all techniques so he talks about wanting to fight again and leaves the beach. 9. NORMAN "CRAZY" WADE. Golden Glove, Maximum. 10. YAMAMOTO NOBUYOSHI. Magnum Force, Hyper, Golden Glove. 11. STRONG YAMAZAKI. Hyper, Bomber, Maximum. 12. MIKE BERHEART. Golden Glove, Maximum. 13. HUNTER OZAWA. Weapon Master. 14. SCORPIO KITOU. Golden Glove, Magnum Force, Hyper, Heat. 15. KIRISHIMA KEIJI. Magnum, Maximum. 16. LIONEL KLINSMANN. Golden Glove, Heat. 17. MON AMOUR KOMIYAMA. Hyper, Bomber, Maximum. 18. JOHN CARTER. Magnum Force, Golden Glove, Bomber. Beat Ookouchi Ken'ichi in the Golden Glove tournament. 19. ONIGASHIMA TORAKICHI. Hyper, Magnum Force. 20. THE GREAT JACK. Magnum Force, Hyper, Bomber, Breakout, Maximum. 21. PRINCE IGARASHI. Maximum, Burning. 22. DEAD BOY. Burning, Bounding, Street Fight. 23. TAKI RYUUICHI. Weapon Master. 24. WILLIAM CLERC. Golden Glove. 25. NAGAI SOUSUKE. Golden Glove, Bounding, Breakout, Street Fight. 26. OOKOUCHI KEN'ICHI. Magnum Force, Golden Glove, Bomber, Bounding, Burning. 27. KAMIYAMA RENJI. Weapon Master. Complete Yanashiro training. Remember to talk to Yonashiro after getting all techniques from him, so he talks about wanting to fight and leaves the beach. 28. TOMAHAWK MITSUI. Hyper, Bomber, Bounding. 29. DON CARPACCIO. Golden Glove, Bomber, Bounding, Street Fight. 30. BRUCE EBINUMA. Bomber, Burning. 31. MUGURUMA KYOUSUKE. Burning, Street Fight. 32. ISAKA GINJIROU. Golden Glove, Bomber, Burning, Street Fight. 33. TACHIBANA GUNJI. Bomber, Bounding, Burning. 34. MIKE LONG. Breakout, Street Fight. 35. ANTONIO VAQUERO. Golden Glove, Bomber, Burning, Exhibition. 36. PARK DONGJU. Street Fight. 37. MAMMOTH TATSU. Magnum Force, Maximum, Burning, Breakout, Street Fight, Exhibition. 38. THE BIG DANDY. Golden Glove, Street Fight. 39. MIYAMA SHINGO. Bounding, Exhibition. 40. AXE ISHIGURO. Weapon Master. 41. HIYAMA DAIJI. Burning, Breakout, Street Fight, Exhibition. 42. MAXIM SOLDADOV. Golden Glove, Burning, Street Fight. 43. TANIGUCHI HIGASHIGO. Weapon Master. 44. YUKI MENDEROS. Burning, Street Fight. 45. UEMATSU KEISUKE. Exhibition. 46. MARCUS ZEFAL. Weapon Master. 47. GRAND CHEF JEUNG. Weapon Master. 48. HOMERUN KEN. Weapon Master. 49. SAKODA JUUZOU. Street Fight. 50. TAKEO KAZUHIRO. Breakout, Exhibition. Defeat him 5 times in Exhibition or Breakout to have him appear in Maximum, Magnum Force. He'll be like Valery Maximov / Mine Yoshitaka. TAG TEAM 1. VALERY GARRETT & MINOTAUR OOTAKI. Unlock Valery Garrett in singles? 2. FREDERICK BLACKS & NORMAN "CRAZY" WADE. 3. LAOS WYWATT & MIKE BERHEART. 4. OOKAWA MAMORU & THOMAS LLOYD. 5. JOHN CARTER & LIONEL KLINSMANN. 6. ONIGASHIMA TORAKICHI & THE GREAT JACK. 7. ANTONIO VAQUELO & SCORPIO KITOU. 8. STRONG YAMAZAKI & PRINCE IGARASHI. 9. YAMAMOTO NOBUYOSHI & NAGAI SOUSUKE. 10. REX ANZAI & CERBERUS FUJISHIRO. 11. TACHIBANA GUNJI & WILLIAM CLERC. 12. YISHAN & ERSHAN. 13. MAMMOTH TATSU & THE BIG DANDY. 14. OOKOUCHI KEN'ICHI & ISAKA GINJIROU. 15. USUI SHOUGO & HOKUCHI SEIJI. 16. JUSTIN WOODS & PARK DONGJU. 17. YUKI MENDEROS & MON AMOUR KOMIYAMA. 18. TOMAHAWK MITSUI & SAKODA JUUZOU. 19. TAKEO KAZUHIRO & UEMATSU KEISUKE. 20. MIYAMA SHINGO & DEAD BOY. Lastly, here are the titles you can get. Again, these don't affect much; they're just for fun. You'll know your popularity is going up when you hear the crowd cheering. You're losing points when they boo, of course. Knocking an opponent down, doing a long combo, hitting with a Heat Move, and using special things such as the weapons lying around in the Street Fight Grand Prix will all add to your popularity. Being knocked down and such will take away from your popularity...but, if you win a tournament, chances are very good that this hidden stat is going up, anyway. If you play the All-Star Tournament in the Premium Adventure Mode, you can see your popularity, and it seems to always give you some for winning a tournament. 1. Dragon of the Doujima 2. The Coliseum's Entertainer 3. The Coliseum's Star 4. Wild Man of A Hundred Battles 5. Charismatic Man of A Hundred Battles 6. Hero Among Men 7. King Among Men 8. Emperor of the Underground Fighting World 9. King of Kings of the Underground Fighting World 10. The Legendary Dragon ------------------------------------- 5d. Romancing the Cabaret Club Girls ------------------------------------- When you go into a Cabaret Club, you'll first answer whether or not to spend time there, then you'll get to choose one of the girls at that club to have a nice time with--while drinking and eating the club's food and drink, of course. The basic idea is to get them to 20 hearts. Then, you'll be able to do their side mission. Each girl has her own story and her own thing you'll need to do in the end to finally win her heart...or, rather, to win a night with her and complete the mission. Yes, for those who're wondering, you do sleep with the girls. I guess that's fitting for an action-film-esque story, tho'...they're always "winning" the girl in the end. The first thing that happens is they'll appraise what you have equipped. If you come to them with weapons or armor, they'll most likely lose hearts, and if you come with the right cologne or whatever, they'll probably get a bonus. That bonus only happens for the first part of the date. So, if you're count- ing on it, you'll probably want to choose not to continue to the second round of food and questions, leave, come back in, and then have them get the bonus again. Anyway, next is presents. This is another thing you can only do when you first come in for the meeting, so, if you're planning on giving them a bunch of stuff, you'll probably want to just leave and come back after the first round of questions. The top choice is to give a present, the bottom is to refrain. Next comes your round of drinks. Each girl has different tastes here, too, of course, but they usually love it when you buy more expensive stuff. Next comes the food. Again, each girl has different taste, so, order what you'd like. Now, you get to go through a round of questions. On your first visit, that goes pretty quickly, and it ends with the girl giving you her card. Though it seems like the night has dragged on too long for the two, you can just turn right around and immediately enter again, ask for the girl, and start another visit. During the conversation moments, you may be prompted to look at a certain part of the girl and then press the Circle button until it zooms in and confirms your selection. This is usually when the girl asks which of her features is the nicest or whatever. There are two variations per girl, and I'll try to list them in the order the come. The other thing that might break up the regular conversation bits is when she asks if you've heard anything interesting lately. This will bring up a list of things you've found by overhearing conversations around town (or sometimes things restaurant owners tell you after you order a few times there). Just like with presents, food, drink, and what equipment you're wearing, the different girls have different tastes here. Thankfully, they don't usually get offended by you mentioning something they don't like, and they usually will even let you say the same thing twice (with less of a bonus). Converstaion normally flows like this: when you first visit a girl, she has to go through a set of "first timer" dialogue choices. I'll call them "First Questions" in the girl's section. She goes through these in order--so much so that if there are too many questions in the "First Questions" section for your actual, first visit, she'll start the next visit by finishing them off. Next, she goes into a loop. This loop is broken by the questions I mentioned above where she'll ask what interesting things you've heard or make you look at certain parts of her body or accessories. The loop does go in order, but it doesn't necessarily start at the point it left off when you come back for a new visit. So, it's easier to go through dialogue moments this time! There are also special dialogues that occur only after each date. When you get a girl to 8-10 hearts, she'll ask you to see her for an after-hours date, and when you get her to 14 or 15 hearts, she'll ask you for another date again (usually one where you accompany her back to work afterwards and automatically spend a visit with her). Once you come back and visit her after those dates, or when you go to the club together after the date, she'll have to cycle through a certain amount of dialogue. You'll know these are the special questions be- cause they are written in pink instead of white. Just so you know, these special dialogues will sometimes be broken up by the "what have you heard that's interesting?" question, but that'll be white, so it'll be easy to tell. Some girls ask another question that's in pink. That's when you get them to 20 hearts. So long as you answer it in a way that they like (which usually is any choice available, actually), they'll end the date there and you can bet your lucky stars she'll call you soon with her special side story. Usually, for dates, you'll get a phone call from the girl a number of seconds after you leave the club. She'll ask to do something and say she'll meet you at a certain place. This place is the same for all the girls of each club: for Flawless, it's the Smile Burger on Ryukyu. For Club Koakuma, it's the Smile Burger on Nakamichi. For Club Ageha, it's Gelateria Kamuro on Tenkaichi. Just meeting the girl there will give her a bonus, but you'll probably already be at her maximum hearts at the time. Taking her to the right place will also give you a pop, as will ordering the right food (if it's a restaurant) or winning the match if it's a game you're playing. As I said, though, you'll usually be already right at 10 or 15 hearts at the time, so you won't be able to get her higher. These dates are crucial because on your return to the club, she'll get her maximum hearts increased from 10 to 15 for the first date and from 15 to 20 for the second date. You need to have her at 20 hearts for her side story to be made available. Just as with everything else, each girl has different preferences with the things she wants to do or eat on her dates. She also may have something weird about it. Some of the girls will suddenly stop appearing at their club once you've gotten them to the point where you can date them. If you go in, the guy working there will tell you she's not available. You'll usually have to go in and talk to him so you find out she's really not there, then go back outside and wait a couple of minutes for her text message to come and tell you she's back at the club. This is just a way to make it artificially last longer and to make you have to go to the club one more time. Regardless of whether or not you've raised her hearts up to the maximum, after each visit after the first time, she'll tell you your time is up when it's up. You can choose to continue the evening or just leave. If you haven't built up her hearts to the point where you can date her, you can continue for the same fee you pay to date her normally. You won't get a bonus for your equipment this way, since you've already made your "first impression" for the evening, nor you will be prompted to give her a present again, but you can still impress her with food and drink. Then, another round of questions. After that, the evening will automatically end. If you do choose to end the evening early when prompted, don't worry--she won't lose any hearts over it. So, if you manage to get her to 8 hearts on the first set of dialogue questions and such, you don't HAVE to keep dating her for the night. You can leave and it'll be alright--she'll probably still call you for the date. Once you've gone through both dates and extended her maximum hearts to 20, then ended the night with her at maximum, she'll usually give you her "special card." (Don't get too excited--it's the same card with sparkly lights and stuff in the background) Usually, a few seconds after you leave, you'll get a call from her on your cell phone. Then, it's off to her side-story. Each girl is different there, too. One wants you to pretend to be her boy- friend for her dad, which involves a fight, one wants you to go looking for her (ugly) dog--stuff like that. Finish that side mission and she'll take you to the nearby love hotel. You'll get the experience and all, and the mission will be checked off when you get an e-mail from her with a photo of her as an attach- ment. That usually happens a few seconds after you leave her at the hotel district. Don't get too excited for that picture, either. It's really nothing. Finish all ten girls and you'll get a congratulatory (kinda) e-mail from Sayama, who will have Bob Utsunomiya hold the Seven Luck Gods Sarashi present for you. I know all that block of text may have been a little much to swallow, so here's a quick run-down of how dating a girl works: (1st Visit) 1. Entering the club. Say whether or not you want a table, then say which girl you want. 2. First impressions. Equipped items effect Hearts. Prompt to give a present or not. 3. Food and drink. Drinks first, then food. 4. First Questions dialogue. 5. Get card, exit club automatically. Get 1st e-mail outside of club. (Normal Visits) 1. Entering the club. Say whether or not you want a table, then say which girl you want. 2. First impressions. Equipped items effect Hearts. Prompt to give a present or not. 3. Food and drink. Drinks first, then food. 4. Questions Loop dialogue. Possibly starts with "Interesting Stories." At 8 or 14 Hearts, may be interrupted with "Looking" moment. At 20 Hearts, may be interrupted by "20-Heart Question," in pink, which will end the visit. May start at any point in the loop. 5. Continue evening? Yes to continue (-> step 6), no to end (-> step 8). 6. Food and drink. Drinks first, then food. 7. Questions Loop dialogue. Possibly starts with "Interesting Stories." At 8 or 14 Hearts, may be interrupted with "Looking" moment. At 20 Hearts, may be interrupted by "20-Heart Question," in pink, which will end the visit. 8. End of visit automatically. Get e-mail outside of club. (After Either Date) 1. Entering the club. Say whether or not you want a table, then say which girl you want. 2. First impressions. Equipped items effect Hearts. Prompt to give a present or not. 3. Food and drink. Drinks first, then food. 4. After-Date Dialogue. Written in Pink. Possibly starts with "Interesting Stories." 5. Questions Loop dialogue. At 8 or 14 Hearts, may be interrupted with "Looking" moment. At 20 Hearts, may be interrupted by "20-Heart Question," in pink, which will end the visit. May start at any point in the loop. 6. Continue evening? Yes to continue (-> step 6), no to end (-> step 8). 7. Food and drink. Drinks first, then food. 8. Questions Loop dialogue. Possibly starts with "Interesting Stories." At 8 or 14 Hearts, may be interrupted with "Looking" moment. At 20 Hearts, may be interrupted by "20-Heart Question," in pink, which will end the visit. 9. End of visit automatically. Get e-mail outside of club. TIP: The Popularity Bracelet is liked by ALL GIRLS and gives a +0.5 Hearts bonus. TIP: The Embroidered Dragon Shirt is liked by ALL GIRLS and gives a +1 Heart bonus! TIP: You don't have to waste your money on expensive drinks or presents. Just buy food the girl either likes or is neutral about, wear a nice accessory or armor, and answer her questions well. This will be a lot cheaper than trying to get the measely +1 heart bonus for spending 300,000 yen. NOTE: If you can't enter the club, you don't have enough money. If you can't get the girl you want, chances are you've got to wait for an e-mail from her before she comes to the club again. That usually takes a couple of minutes of waiting. - CLUB AGEHA (in Kamuro) - 5d-I. ARAKI SAYAKA ------------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 0 12-Year Yamazaki (20,000): 0 Tantakatan Shiso Shouchuu (3,000): 0 Beer (1,000): -0.5 Cassis and Orange (1,000): -0.5 Orange Juice (1,000): -0.75 Kyougetsu Green Water (Free): 0 FOOD ---- (Nothing): Fruit Assortment (5,000): +0.5 Chicken Basket (3,000): +0.5 Vegetable Sticks (2,000): 0 Grilled Kwangtung Skate Fillet (1,000): -0.5 Chocolates (1,000): -0.5 Pickled Vetables (1,000): -1 QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). Q: I came back here, although I was in Roppongi, because the place was in trouble. I guess he wants me to really come back to my old self...? I don't think I can do it so well--I mean, can I live up to these expectations? A: He's really counting on you, huh? 1. ***-- 2. **------- +0.25 3. **--------- Q: I'm a totally different person than back when I was here in Kamuro. I used to say I didn't drink (booze)! Heh. I just got back here, and I feel like I don't know my left from my right.... Anyway, so, because it's not so fun to be with me, I don't really get many dates. But, one day, I changed! I had my purse snatched! I got so angry and beat the guy, but he ran off with just the wallet--the newsstand guy caught him later. I was so disgusted! Really! It felt good to hit him back, heh. A: Way to go! (Yaruna!) 1. *----? 2. ---! +0.75 3. **--- Q: I've really been overworking lately. I've got my own business, too, so each night is like 2 weeks to me. What kind of business? Oh, just one that deals in cute things--you know, things women like. So, I've been trying to get ideas for products and to see what companies I should work with.... But, lately, I've calmed down a bit. I've still got a lot to do, though! A: I think that's great! (Iya, taishita mon da) 1. --,*----- +0.25 2. --*---? 3. **--- Q: (Kiryuu: Wow, you...must get a lot of guys) People always say that at first. Then, they say "You're a friend! I don't think of you like that!" I guess guys like a more ladylike girl. A: I didn't notice! (Ore ha ki ni shinai kedo na) 1. ---- 2. ----*-----? 3. *-*------- +0.75 Q: I don't think my voice fits me. I get told that all the time! I feel bad that I ruin my guest's image with my voice. I mean, I don't notice it at all.... But I mean, I've been told to shut up! Man...I was #1 in Roppongi. A: I was a little surprised at first. (Saishou wa shoujiki odoroita) THEN It's a nice voice. (Sono koe ha ii na) 1. --*--*- 2. **-***-- --> see below 3. -----------? THEN 1. ---- 2. --*---- +0.25 3. ----*-------? Q: Why're you so quiet all of a sudden? (Kiryuu: I was just thinking, 'wow, she looks great!') What part of me do you like the best? A: Move the reticle to her eyes, hold the "confirm" button. +1 Q: I went to the party for a mistress in Champion. There were so many people! She's gay, you know, so there were lots of gay people there. There were also artists and actors--even wealthy businessmen! She must be really famous. (Kiryuu: The mistress of Otenshi, right?) What? You know her? You know, I always talk to her. She's 20 times the woman I am! Heh, I'm a little jealous. A: You're womanly, too. 1. -----*-*------ 2. -*-*---- +0.25 3. ----"--"-*--- Q: When I talk with my friends, they think I'm angry, but...if I don't talk, they think I'm bored. I'm not angry! I'm not bored! I'm just tired. Man, it's frustrating not being understood! A: That's just how you are. (Maa, sou iu kyara da kara) 1. ----**- 2. **----- 3. ------------- +0.5 Q: My friend gave me a nickname. "The Unzipped Queen!" I forgot to close up my zipper in the back! Hee hee hee. (Kiryuu: Why didn't you zip it up?) I guess I'm just not used to zipping up. Friends are always telling me I forgot! So, they call me "Zipper" these days. A: Practice! (Renshuu shiro) 1. ------*------? 2. **-- +0.75 3. (**-*-) Q: You know, I've got dogs. Two of 'em. They're so cute! I keep two because it'd be sad with just one--they get so lonely. The fluffy one's a Yorkie named Stan. The Sheltie's named Carry. A: You really like dogs! (Inu ga suki na n da na) 1. *-*---- 2. *-*----- +0.25 3. ----**-----? Q: I'm gonna get married this year! At my business, all these pictures for places to get married and stuff keep coming in...and whenever I see them, I wanna get married, too! I don't have anyone to get married to but.... It takes a year to plan getting married, right, so.... A: You should find a person to get married to, first. (Sono mae ni aite hakkiri shiro) 1. ----*-- 2. 3***-*---*------ 3. --*-**------ +0.25 DATE ---- FINAL STORY ----------- 5d-II. SAKURAI RINA -------------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 0 12-Year Yamazaki (20,000): 0 Tantakatan Shiso Shouchuu (3,000): 0 Beer (1,000): 0 Cassis and Orange (1,000): 0 Orange Juice (1,000): +1 Kyougetsu Green Water (Free): 0 FOOD ---- (Nothing): 0 Fruit Assortment (5,000): +0.5 Chicken Basket (3,000): +0.5 Vegetable Sticks (2,000): 0 Grilled Kwangtung Skate Fillet (1,000): 0 Chocolates (1,000): -0.5 Pickled Vetables (1,000): -1 QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). Q: You know, I'm actually an office worker. This is just my part-time job. So...I can't drink. I'll get a headache all day and stuff. But then, I get yelled at for not drinking. Can I ask you, then--will you be offended if I don't drink? A: You're doing pretty good without drinking.... (Nomenakutemo yoku yatteikeru na) OR So long as I can drink, it's no problem. (Ore ga tanoshiku nomeba mondai nai) 1. *------------- +0.5 2. *-*-----? 3. *-*--*---**-- +0.25 Q: I really can't stand sitting next to old dudes! Oh--but, you're OK, of course! Heh heh. A: You really say what you mean, don't you? (Zuibun, hakkiri iu n da yo na) 1. ----*-*-----? 2. ---****-? 3. **,----*---- +0.25 Q: When I went past the elementary school today, I saw some kids on the high bar. It made me remember when I used to be on that thing. I remember that back then, there was this kid who couldn't do forward upward circles...so, I said, "C'mon, you can do it!" But the kid just couldn't, so, she started cry- ing.... So, people were encouraging her, but not me. "You're so cold- hearted!" the kids said, but...well, I mean, effort's important, but results are more important! What do you think? A: What's important is not giving up. (Akiramezu ni tsuzukeru koto ga juuyou da na) 1. **-*------- 2. **---------- 3. *---*-----**-- +0.5 Q: Do you like exciting, strong women...? If I like someone, it's not like I can't face them, but, I don't wanna be too pushy, neither. (Kiryuu: So, what do you do...?) I send 'em e-mails every day. I send 'em all sorts of little pieces of information about myself, and then, the next time we meet, it goes real smoothly. A: I see. (Naruhodo na) 1. ----- +0.25 2. ---------? 3. *--**------- Q: Man--! I wanna go to karaoke! I haven't been lately. I usually go 3 times a week--at least! I love karaoke. Don't you think karaoke brings people a little bit closer? Anyway, when I wanna win a guy over, I take 'em to kara- oke! A: You wanna go to karaoke with me? (Ore to karaoke iku ka?) 1. *----*------ 2. *------*-- 3. *-----*--? +1.0 Q: Hm--? Is there something on my face? Were you staring at me?? What part of me do you like the most? A: Put the camera on her breasts and press and hold "confirm." +2 Q: You're over 180cm tall, huh? (Kiryuu: Yep.) Heh, I love tall men! 'Cause I'm such a shrimp! Also, guys who look kinda half- or quarter-something else when you look in their eyes. (Kiryuu: And their personalities...?) Huh? Oh, I dunno about that. A tall, cool guy...? In other words, I like a guy who could get whoever he wanted. So, if he's a little mean, it's no problem. A: Sounds logical. (Gouriteki da na) 1. ***-- +0.25 2. **-****--? 3. *-**----...... Q: I'm really good at typing. I can just rattle away without looking at the keyboard! But, I've got such long nails, you know...? So, they've scraped the letters off the keys, and I can't tell what keys they are anymore. When my coworkers go to use my computer, they're in trouble. "Where's the 'L'??" Heh. I also carry a notebook around with me, so, whenever I have time, I just type away. A: What do you use a computer for? (Pasokon de nani yatteruno?) OR Wow, I wouldn't have known! (Igai da na) 1. -----*----? +0.75 2. **-- +0.25 3. ------------ Q: Oh...I ate too much. Mama's omelette-rice was so good that I ate a lot, even tho it made me sick. A: It was really that good? (Sonnani oishii no ka?) 1. ----**---? +0.25 2. -*-*-----? 3. *--------? Q: It's so competitive at my work, but, my project was approved! So, my boss gave me a special bonus! I'm so lucky! (Kiryuu: What do you do, anyway?) Oh? I didn't tell you? I'm in fashion production. I forgot the day of my presentation once, and I made it in 2 hours...and they approved it, heh! Man, was I ever envied by my colleagues, who stayed up all night working on theirs. A: That's great! (Tai shita mon da na) 1. *------ +0.25 2. ---**-----? 3. ****--------? Q: Man, this is gonna suck. I have to entertain important people at my work tomorrow. (Kiryuu: Are you bad at that or something?) No; I just don't know what to do! Am I gonna have to make pleasantries or something? A: Yeah, I know what you mean, but.... 1. *-----? 2. **-**---- 3. **-------... +0.75 DATE ---- FINAL STORY ----------- 5d-III. NISHIYAMA RIHO ----------------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- 5d-IV. NEMU ------------ ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- - CLUB KOAKUMA (in Kamuro) - 5d-V. MOMOKA ERI ----------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- 5d-VI. MUTOU SHIZUKA --------------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- 5d-VII. AYUKAWA RINA --------------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- - CLUB FLAWLESS (in Ryukyu) - 5d-VIII. TSUCHIYA MIKA ----------------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- 5d-IX. KANESHIRO NAO --------------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- 5d-X. UNTEN SAYA ----------------- ACCESSORIES ----------- GIFTS ----- DRINKS ------ Champagne Gold (300,000): Champagne Black (150,000): Champagne Rose (10,000): Champagne White (40,000): 12-Year Yamazaki (20,000): Tantakatan Shiso Shouchuu (3,000): Beer (1,000): Cassis and Orange (1,000): Orange Juice (1,000): Kyougetsu Green Water (Free): FOOD ---- (Nothing): Fruit Assortment (5,000): Chicken Basket (3,000): Vegetable Sticks (2,000): Grilled Kwangtung Skate Fillet (1,000): Chocolates (1,000): Pickled Vetables (1,000): QUESTIONS --------- For those who don't speak Japanese, count the number of "-" or "*"'s I write and choose that response. "*" means a Chinese character (kanji) and "-" means a kana (the simpler character from the Japanese syllabaries). DATE ---- FINAL STORY ----------- ----------------------------------------- 5e. Grooming the No. 1 Cabaret Club Girl ----------------------------------------- In Chapter 3, you can start a side mission near Aqua Sky in First Town in Ryukyu Village involving a cabaret club called "South Island." The manager is in trouble. While his top girl, Natsume, has been making his club a lot of money, she's been using her success to get away with whatever she wants. She's been selfish and caused fights with the other girls, basically making the atmosphere pretty bad there. That's been bad for the whole club, naturally, since you can't really just rely on one good worker. You can find him standing in front of his club. Talk to him and answer the top choice to hear what he needs from you. As he explains, Natsume shows up and asks the manager if he's got some stupid scheme brewing, then says she's off to Hawaii for a while. He tells her she can't just leave him like that with no notice, but she just says she'll be back and takes off. He has come up with a plan, actually--to hire you. He wants you to scout the area, look for suitable girls, hire them, and get them to the point where they can make more money than Natsume. If she's dethroned, he feels she'll fall from her high horse and come back to reality a little. The game is simple, but it does take a little time. It also takes a lot of fussing around with your hired girl's appearance. The basic premise is to find a girl, talk to her, go to the club, set her appearance up to match the guests' wishes, and balance her stress and motivation meters so that she wants to work hard. You do this three times per visit, then get the amount of money she's made at the end of the day reported to you. As the game progresses with each girl, you'll get her closer and closer to the No. 1 status, until she finally overtakes Natsume. Then, she'll promptly leave. The first girl you do that for will actually end the mission, plus it'll give you a "complete" mark as if you've passed it. However, if you want to get all possible rewards and do 100% of the story for this thing, you'll want to talk to the manager again, then go and recruit the other four girls around town, repeating it until you get all five of them to No. 1. Don't worry; you get rewarded each time you do. (finished section coming soon) --------------------------- 5f. Skill Games & Gambling --------------------------- NOTE: There are common commands in almost all games. SQUARE - Bring up the rules CIRCLE - (Action button, confirm in menus) TRIANGLE - Use Item for applicable gambling games SELECT - Bring up the QUIT? (No / Yes) menu - CLUB SEGA - ANSWER x ANSWER --------------- This is a quiz game. Unlike those little trivia machines in bars, you play against a computer opponent...so, they can beat you by getting a higher score. There are two ways to win each round: you either get a higher score than the opponent by the end of the game (which is 10 questions), or you get to 40 points first (which will end the round). There are three possible rounds. The first player to win two rounds wins the match! There are four different games, each one chosen at random for each round. Speed-Button Quiz: as the text of the question appears on the screen, both you and your opponent can press the Circle button to chime in and try to answer. This will stop the answer from being typed on the screen, so, you'll only have a partial clue. If you answer correctly, you get 10 points. If you answer incorrectly, tho', you lose 10 points. If a player answers incorrectly, the other player can automatically try to answer the question...but they'll get the whole thing typed out for them, even if the first player stopped it before it was typed out. If neither player answers in time, the question just gets skipped over. Note that it's not strictly multiple choice; there are four choices on the screen, but they're four different syllables. You have to choose the right ones to spell the answer. Hint Combination Quiz: there's a category up top, such as gourmet food, and you get a set of hints revealed, one after another, in the middle of the screen. Just like in the Speed-Button Quiz, you have to press the button as they get revealed and try to guess what they're hinting at. You spell it just like in the Speed-Button Quiz; choose the right syllables from a set of choices to write the answer out. Chicken Race Quiz: A question is asked. Both players hit the Circle button to highlight a set of possible answers from the bottom up, until it reaches the right answer. The closer one wins--but if you go over it? You lose. Multiple-Answer Finish Quiz: a question such as "which ones of these are types of cars?" will appear, and a list of possible answers will be provided. Players take turns here and try to select as many of the correct answers as possible. I should note that if you can't read Japanese, you probably won't have a very good chance of winning Answer x Answer. I'm sorry for that, but...all you can hope for is a lot of luck. Motsu at GameFAQs wrote down some interesting strategies (that still require luck, tho', of course). He says that for Speed-Button, you should let the challenger answer. If she answers wrong, she'll lose 10 points, and then you get to try for free, without fear of losing 10 points. It's not the biggest chance in the world, but...it's something, at least! For the Chicken Race, Motsu recommends just nudging the bar up once. That'll make it so you'll always be eligible for a win, where the computer can go over and lose (heh). In Hint Combination, Motsu let the computer answer again. He says that she'll sometimes fail twice, which will lose her 20 points and give you 10 automatic- ally (!). Neither he nor I have found a way around the Multiple-Answer Finish Quiz, tho'.... You just gotta know Japanese, and know a lot of stuff about pop culture, sports, history, cooking...stuff like that. BOXCELIOS --------- This odd title is basically a side-scroller shooter...in theory. Your craft is invulnerable. You shoot huge, stylistic lazers. You fire at a weird enemy that keeps moving around in undulating patterns. The point...? Why, to destroy as many enemies as possible in the time limit! The enemies are made up of blocks. Destroying the glowing blocks will defeat the enemy craft, so...don't waste your time destroying everything else. For two seconds after the enemy craft appears, the timer stays frozen. So...try to find the core as quickly as possible in that time to destroy more and more enemies! U.F.O. CATCHER -------------- This is fairly straightforward. Play the game, and then press the "confirm" button to move the crane. Try and position it above one of the dolls. If it goes down and picks up the doll, you win! ...but, it's harder than it sounds, just like in real life. First holding down the button will move the crane to the right. Then, after you let go, hold the button to move the crane toward the back of the machine. You can't make it move back to the left or the front once you've set it, so, be careful. Can't find the items you want to complete your list? Well, either go in and out of the arcade or go talk to the worker near the counter. The top choice will be to have the girl change the contents of the machine. Each location has a few different layouts. They generally cycle through them, but there are some that randomly appear whenever. You should know that some items can only be found at one location and not at the other. For instance, the Chura doll (a pink-haired girl with a shield and a hibiscus flower on her head) is only available on Nakamichi, as are the "Delicious Bar" snacks, while the Dark Peep is only available at the Theater Square location. - KARAOKE-KAN - KARAOKE ------- This is simple enough--it's a rhythm game. There are several songs to choose from, but the concept is the same--hit the button when it's prompted! Be care- ful, as the various lines sometimes have different meters, meaning some are faster and some slower...which is annoying. You can use this to win over the girls. When you first enter the shop, they'll ask if you want to sing by yourself or if you should call someone up and invite 'em over. If you're on good enough terms with one of the cabaret club girls, they'll appear on the list in the second option, to call a girl. If you're by yourself, you can sing the "Kamuro Setsugekka" enka ballad from Ryuu ga Gotoku 2, or you can still have Kiryuu cheer as if a girl were there. The computer will simulate singing. It's a little creepy and weird, to be honest, but if you're going for the Completion List or the Trophy, you may as well just do this so you don't have to bring Haruka or complete all the cabaret club girls missions! You get two songs before you run out of time at the box. After those two songs, a call comes from the front desk and Kiryuu can either stay (top choice) for another round, or leave (bottom choice). Inside the box, you can hear the rules with the bottom choice, see the ranking with the middle choice, or just go ahead and start singing with the top choice. If you have a girl with you, she'll pick a song, and then you'll support her. You can choose to either support her in an easy-going manner or to really give it your all in an emotional performance. The next song in that case will be yours ("Kamuro Setsugekka," of course). NOTE: The notes that long "elongated" are either notes you have to hold the button down for and release with good timing, or they need you to furiously pound the button while the cursor passes over them. The blue ones need to be held, the red ones need quick tapping. So far, it looks like you only hold notes when cheering, while you quickly tap notes when singing. - BANTAM (Kamuro), AQUA SKY (Ryukyu) - DARTS ----- At Bantam and Aqua Sky, talk to the guy standing next to the dart board to have him start the game for you (why do you have to talk to the guy, btw?--you can play those machines by yourself). He'll set you up with a card if you don't have one already. That card sup- posedly tracks your accomplishments and all, but I don't think it actually matters so much--it's just there to have something to collect. When you talk to him after assigning a name to a card, you can change the design with the last option (and 500 yen). You have the option to play against three different opponents, who go from easiest to hardest from top to bottom. Bantam has its three opponents, ranging from easiest to hardest, and Aqua Sky has its own three opponents, again ranging from easiest to hardest. So, basically, if you're trying to complete all opponents, you'll have to complete each difficulty level twice. There are three kinds of game you can play: 01 Games, Cricket, and Count Up. 01 Games are basically games where you build up points by hitting the various areas of the board, in an effort to reach an assigned number before the oppon- ent. That number is the 301, 501, 701, or 901 you assign at the beginning of the game. If you go over in one round, that round won't count. As in all other games, you throw three darts per round. The points you make in one round are deducted from the assigned number of points, and when you reach zero, you win! For those who know darts, there are no rules about the last dart needing to hit the bullseye, or anything like that. Cricket is the only game I've personally played at darts in the bars around here (in reality); nothing else seems popular at all. It's a game where you can only hit targets #15-20 or the Bullseye. There are many different kinds of cricket, but the version in Ryuu ga Gotoku 3 has it so your goal is to "open" a target area by hitting it with three darts (or by hitting the "double" or "triple" areas to count as more than one hit--I'll explain that later), then to throw darts at that area to get points (called "pushing"). If an opponent scores three hits in that area, though, it becomes "closed" and any darts thrown to it are "overkill" and don't count anymore. If a player in the lead scores three hits in all six playable target areas, the game ends. Count Up is the simplest of the games. You throw darts at the board and the points are tallied up. The one at the end of all available rounds with the highest score is the winner. Each round consists of a player throwing three darts, then the opponent throwing his three. Scoring is simple. In essence, you get the number of points printed on the outside of the segment of the circle. If you throw a dart into the piece of the pie with "18" written at its end, it'll generally be 18 points. However, there are three smaller circles on the dart board: an outer ring (the "double" area), an inner ring, about halfway in (the "triple" area), and the small ring at the center (the Bullseye). Obviously, your score is doubled in the "double" area and tripled in the "triple" area. The double area also counts as two hits in Cricket, while the triple counts as all three you need to open or close an area. The Bullseye itself actually has two areas, too. The outer ring counts as 25 points, while the inner counts as 50 points (and two hits for Cricket). That means that the highest score is actually given to the triple 20, in the ring about halfway into the circle, straight up from the Bullseye. Hit it with three darts and you'll get 180, the highest you can normally get in one round of the game. 100 or more points in one round is known as a "ton." When you get a ton under 150, they call it a "low ton." When you get over 150, it's a "high ton." If you hit all three in the Bullseye area, it's a "hat trick." I should note that Cricket and 01 are not necessarily going to be complete matches, because there is a limited number of rounds. I should also note that Kiryuu always has the first turn, which makes games against the hardest guys actually possible, since they generally play perfect games. (That means you have to get a perfect game yourself!) Throwing the dart is simple, but it takes some getting used to. There's definitely a "knack" to it. You move Kiryuu's hand with the left analog stick (it's not just you--his hand is always kinda hovering around like a butterfly). You throw it with the right analog stick. If you pull back all the way, the dart will generally make a long arc and fall much lower than where it looked like it was pointing when you drew back. If you flick the stick, it'll be pretty inaccurate. So, you'll have to find a balance. You'll have to press the stick back only partway and then let go of the right stick in such a way that the dart will end up at pretty much the same relative spot each time, so you can find a way to aim it. When I first started playing, I pushed the stick about halfway down (45 degree angle), aimed the "fat" part of the grip where I wanted, and then let go. But, Aerith of GameFAQs posted his method, which I found a little better. First, aim the dart so that the circle between the "feathers" is pretty much pointed where you want it. Then, press back *very* slightly on the stick and hold for a brief amount of time. It seems between 1 and 2 seconds. Then, let go. After practicing for a bit, you should be able to figure out the angle and timing to release it so it flies accurately to the right place. Any way you figure out to get the dart to land where you think it's going to land using visual references combined with how much you press back on the stick and how much time you let go for Kiryuu to steady himself while pressing back is good, though. Just so long as you can get the dart to land at about the same spot every time. Note that you can play this against some of the cabaret club girls. If you win against them, you'll get to throw a dart at a spinning wheel, marked with rewards. One of these will be a kiss from the girl (which is just for fun, of course). - AQUA SKY (Ryukyu) - BILLIARDS --------- Anyone unfamiliar with pool? You get a table with green felt on it, six pock- ets (one at each of the four corners, one at either of the longer sides), a stick called a "cue," and either 10 or 16 balls. One of those is pure white, called the "cue ball." The basic idea is to hit the cue ball with the point of the cue to make it hit another ball and have (usually) the ball it struck fall into a pocket. There are three different billiards games you can play in Ryuu ga Gotoku 3: 9-ball, rotation, and 8-ball billiards. All of these games control the same. You move the camera with the right analog stick if you want to look around. You move the cue around to hit the cue ball in different directions, set your shot with Circle, then make the shot with the right stick. Bring the stick back to pull the cue back and release to thrust it forward. That will obviously change your shot's power. Each game begins the same. The balls are set up on one end of the table at a marker into a shape similar to bowling pins. For 9-ball, since all 15 target balls aren't used, it kinda looks like a diamond rather than a triangle. Then, when there are two players, the two shoot cue balls straight from one end of the table to the other. This object is to hit the ball off the back wall and have it come back so it's as close to the front wall as possible. This is called "banking." The person whose ball ends up closest to the front wall gets to shoot at the formation of target balls. This is called the "break shot," because the aim is to break the formation of balls. A good player can hit with a powerful shot and sink some of the balls before the actual game begins, making it easier for later. You should know, though, that sinking the cue ball is ALWAYS a foul in every game. You definitely don't want fouls. In all three games, players can only hit the cue ball into a valid target ball. In 9-ball and rotation, it's the next ball in the sequence of balls that are not already sunk (first the 1, then the 2, but if the 3 is sunk, then the 4, etc). It's a little different in 8-ball, where each player has his own group of targets they can hit, rather than just one, but I'm getting a bit ahead of myself. In any event, so long as you hit a valid target ball, sunk at least one target ball (which could be the same one you hit, or others--say, if you hit that ball into another target ball and knocked that one into a pocket), and you didn't sink the cue ball, you get to go again. Players keep going until either they don't sink a target ball, they don't hit the playable ball with the cue ball, or they sink the cue ball. The last two are fouls, which are lame because then the opponent gets to put the cue ball down wherever they want and start from there, rather than just play it from where it ends up. To help you out, when you go to aim, you can see a dotted line. The game also projects where the cue ball will end up by making a transparent "ghost" of it. The view is from the side of the table, so it's not always the best. To help, they've also included a top-down perspective that shows the whole table. Hit Triangle to toggle between views. I recommend setting up and using the top- down view to help, especially if the target ball is far away or you need to see where the cue ball and target ball will go in relation to other balls or the pocket. Figuring out what will happen when you strike the target ball is actually easy in theory. Imagine you are hitting the "ghost" ball that appears against the target ball with a cue stick into the target ball. In other words, if you could look down from above, draw points in the center of each ball, and then draw a straight line through those points with a ruler, you would see the angle the target ball will go off at. A tip is to try and aim more towards the far corner of the pocket when at an angle, so that the ball doesn't hit the felt cushion on the wall closest to it on the way there and bounce away from the pocket. Another is to not hit the cue ball too hard. You do need to hit the target with a very strong hit if your ball is just going to kinda bump into it and make it go away from its original path sideways (perpendicular), because there won't be much power transfered. But, normally, you shouldn't hit too hard because the cue ball will ricochet off and go wandering all over the place, which will often result in a foul. In 9-ball, your objective is to sink the 9 ball. Whichever play sinks the 9 first wins. However, you can only hit target balls in normal sequential order. In other words, you have to start with 1 and work your way to 9. Of course, you can hit your playable target ball into the 9 and sink it that way early, and you'll win. Just so long as the first ball that gets hit by your cue ball is the next playable ball, it's cool (unless you sink the cue ball!). Actually, you can even do this off the break. This is called a "break ace," and it's one of the Trophies. Go to either end side of the table right up against the cushion (the right side works for me better) and aim the ball so it strikes between the 1 (that's the one in the front) and the ball right behind it. Pull back all the way and let go, and be lucky--otherwise, you'll do something silly like get a foul. Even if you're not very good at pool, you can beat hard opponents like Nakasato this way before the game even starts! 8-ball billiards is similar to 9-ball in that you want to sink the 8, but you have to sink it last. You HAVE to sink it last. If you sink it before, you've made a foul. In this version, the ball is reset to the middle of the table, but in real pool halls, it's not uncommon to lose the game automatically this way. After the break, the next ball dropped into a pocket determines which set of targets the person goes after. One player is given the high balls, 9-15, and the other is given the low, 1-7. Any of those can be target balls in 8-ball; they don't have to go in order like they do in 9-ball and rotation. When all of a player's target balls are sunk, he's only got the 8-ball left. He has to call a pocket to sink it in and hit it in with the cue ball. Even if he hits the ball, though, and fails to sink it into the proper pocket, it's a foul and the other player can put the cue ball wherever they want on their next shot. If he downs the 8-ball legally into the pocket he's called, he wins! Rotation is a little different from the other two. While you still follow a sequential order, like in 9-ball, you get points for sinking balls into pockets. The ball's number is its point value; drop the 9 and you get 9 points. Whoever gets to 61 points first wins. If neither have gotten there, the 15 target balls are set up for another break shot. You'll probably want to knock your target ball into a nice, high-value ball like the 15 and knock that one into a pocket to get big points. In addition to just the next target ball with a shot from the cue ball, there are three "trick shots" the game recognizes. If you hit a target ball with the cue ball and that ball rolls into another ball, hitting it and knocking it into a pocket, that's called a "combination shot." If your cue ball strikes the target ball and then bounces off to another ball and sinks that ball, it's called a "cannon shot." If you hit the target ball, it goes and hits another ball, and then the target ball you shot bounces off the other ball and sinks in a pocket, that's called a "kiss shot." In other words, if your cue ball hits ball a, which in turn hits ball b, and ball b sinks, it's a combination shot. If it hits ball a, then goes off and hits ball b, which sinks, it's a cannon shot. If it hits ball a, and ball a goes off and hits ball b, and ball a sinks, that's a kiss shot. There's something I should mention about this. All the stuff I wrote about figuring out where the ball is going to go is great, but only in theory. I didn't tape this, but I laid graph paper over my screen and plotted the exat angles with a fine pencil and ruler that the ball should go in from the over- head view. It would sometimes wildly go away. For instance, I aimed at the far corner of a corner pocket, and it somehow came all the way over to the near wall and bounced off (and away from the pocket). There was one instance where I saw the ball projected between the 1st ball and the one right behind it during the break and it completely missed all 15 balls, resulting in a foul (how?!). I have three explanations: 1. The display is inaccurate. From the overhead view, the balls do appear very small. It's possible that I either plotted the centers of each ball slightly off, or that they use one "space" for several angles. For example, if the displayed ball actually could vary by 5 degrees from its appearance, it could really make a big difference. 2. Some other factors can vary your ball's direction. I think this is the most likely candidate for what happened. It's possible that hitting the cue ball hard makes it lose precision. The time it really missed, I hit it with full strength at the break. I've found since then that hitting it with a light touch has actually improved my game. 3. The game cheats. It is possible, to be 100% honest! I'd like to believe otherwise, tho'. - NAN'YOU COUNTRY CLUB (South Seas Country Club) - GOLF ---- After a certain point early on in the story, you can come and go freely at the golf course. You can hop the monorail on North Ryukyu Street to get there for free (second choice), but you can also use the taxis in Ryukyu Village and choose (usually) the last option to pay and go there, if you've just got to get that golf fix, or something. This is way cooler than it was in Ryuu ga Gotoku 2. You're not just at a driving range--you've got a whole golf course at your disposal. Now, you can play golf without first drinking a little at a bar and then finally using that Golden Tee machine with your friends. There are three different things you can do at the country club: you can enter a tournament ("Competition Mode"), where you play 9 holes, you can play a mini-game where you practice your drive to get it as close to the hole as possible (called the "Near Pin Contest"), or you can practice at a hole. Every time you play, the game will ask if you want a tutorial. You can watch it, if you want, or just skip it every time. If you don't know about golf, here's the basic idea: there's a hole really far away, and you want to hit a ball with your club over and sink it into the hole in as few hits as possible. Sounds simple, right? Or, completely impossible? Well...in reality, it is quite difficult, of course. But in video game land, you don't have to really worry about posture and such so much. All you have to do is aim Kiryuu with the L1 or R1 buttons, get the shot lined up to land where you want, and hit it with the proper amount of power. There's a gauge on the left of the screen. Press and hold the Circle button and a line will travel along it. Where you release the Circle button will determine the power of your swing. Your objective is to hit the the Circle button again right on top of the ball--the starting point when you pressed the Circle button. If you're off a little, it'll alter your shot somewhat, so, get it as close to the tee as possible. There are a few other factors to keep an eye on. First of all, you should notice the wind. It's in the upper right-hand corner of the screen, represented by a triangle and a number. The wind blows from the thick base of the triangle to the point, kinda like an arrow. If it's got lines through it, don't worry; that's just how it looks as the wind gets stronger. You can rely on the number to get a feel for how it's going to affect the shot. Obviously, a higher number means a stronger wind. A 1.1 or a 2.3 isn't going to affect your shot too much, but a 4.3 will. You'll have to get a feel for how much it'll change your shot by practicing. Another thing to consider is where you hit the ball. In the lower left-hand corner of the screen, you'll see a picture of the ball, with a little circle where you're going to hit it. You can move that around with the D-Pad, if you want. That'll change the spin on the ball, which affects the way it bounces as it hits the ground. Move the cursor on the ball down nearer the bottom of the ball to get more backspin. This is useful because the ball will drop more easily when it lands, landing closer to where it first strikes the ground, or it will cause the ball to bounce backwards instead of forwards. Usually, a ball will bounce forward after it lands. Keep this in mind when making your shot; you should probably leave some room ahead of the ball for it to bounce forward after it lands. Of course, that's also affected by the wind, you know. To help guide you, there is a little mini-map of the course displayed, too. The blue dot is the projected landing spot of the ball (from your shot; not including any bouncing around afterwards). Wind will blow it away from that spot slightly, and then it will bounce. You may notice that aiming it directly at the hole won't really get you a hole in one. That's because factors will almost certainly make the ball land away from the hole, and then it'll flop around. So, a goot tip is not to aim it directly at the hole, but to try and get it onto the little circle around the hole (called the "green") in as few hits as possible. You'll have to avoid water entirely, as it'll cost you a penalty swing, and you'll want to avoid sand because it's hard to get it out of a sand trap. Those are called "hazards." To get the ball where you want it, you'll want to change your club, probably. Each club has a maximum distance, which is shown in the bottom right-hand corner of the screen. Press up and down on the left analog stick to switch through your list of clubs. You'll always be able to see the distance to the hole; it's displayed on the screen, so you can kinda figure out how much power to give it based on that number. For instance, say the hole is 320 meters away and you've got a 330 mete driver selected. Well...that means the hole itself will be 320/330 of your power (around 97%). To get it kinda close, you'll probably want to hit it over 90%. To help you figure out how much power you're giving, there are little marks in the meter (that are actually kinda hard to see) for 25%, 50%, and 75%. Another great thing to note about clubs and their power is that you can switch to a half-power shot by pressing Triangle. Pressing it again will bring you back to 100% power. The change will be noted in the maximum distance. This is particularly important when you've got the lowest club, the putter. Once you've gotten onto the green, Kiryuu will automatically select the "putter." "Putting" is when you just knock the ball along the ground, rather than making it arch through the air, so it just rolls to the target. This is obviously only for getting the ball into the hole when you're really close. I will usually use half-power here, because the putter hits 30 meters, and you'll probably find yourself less than 15 meters away. There's less room for error with less distance to consider. When you're putting (unless you're like me and use the putter instead of the sand wedge when you're on the little strip of fairway around the green), you'll see lines on the ground. These are there to help you figure out the topography of the green. As the terrain goes from downhill to uphill, the lines become more reddish in color. As they go down, they become more green. You have to get the feel for it, but you should basically be trying to put slightly uphill from the hole so that the ball ends up rolling downhill into it. Also, when putting, you only have to assign power. You don't need to hit the Circle button again to try and hit the ball properly. Here's a tip for swinging away at the ball: if you keep the Circle button held down to the maximum, Kiryuu raises the club, but then slowly brings it back down to try again. If you've already passed the amount of power you want, just keep holding down the button until he gives up on that swing and you can try again with no penalty. For each hole, there is "par." This is a set target number of hits it takes per hole to sink the ball. Your score for each hole will be "par plus (or minus)" a certain number. If you make par exactly, you'll get a "0." If you get one less than par, it'll be "-1." In competitions, you keep track of your scores for each hole and add them up at the end. The person with the lowest number wins (usually, it's a -3 or -5, or something like that). If you're trying to complete the mini-games list, you'll need to get 5 below par (-5), so keep practicing! It's definitely possible. Here's what you get for competition mode (tournaments): 1st place: 100,000 yen 2nd place: 50,000 yen 3rd place: 20,000 yen It costs 5,000 yen to enter. For the Near Pin Contest, you'll be set up at the 2nd hole. You only get to drive here; you don't follow balls and try to sink 'em. Just try to get them on the green. You get ten shots, and it gives you points varying from 0 to 150 based on how close you get it. Sink it in one shot and you'll get 300 points (that's all?). Here's what you get for this game: 1,000+ points: Shisa Belt 750-999 points: Black Shaft 550-749 points: Wooden Driver 400-549 points: Staminan Royale 300-399 points: Tauliner ++ Note that this is the only place to get the Wooden Driver, which is needed for a certain weapon at Works Kamiyama. The Black Shaft isn't bad, either; it's kinda pricey at Ebisuya, and the Shisa Belt is great because if you wear all three Shisa items, guard breakers won't break your guard, even if you're not in Heat Mode. The only other place to get the Shisa Belt is through a side mission. - BEACH IN FRONT OF THE MORNINGLORY - FISHING ------- Everyone on Earth is familiar with the concept, unless they were raised in a capsule somewhere, sealed off from the rest of humanity. You get some bait, throw out your line, and try to catch something. In front of the Morninglory, a fishing pole is already set up for your use. There's a "Fishing King" magazine glowing next to it like a locker key in the sand--you can grab it if you'd like (it really doesn't matter). If you have a food item on you that can be used as bait (if not, there's an Earthworm that respawns over and over every time you use it in the Morninglory's front yard, actually, glowing like a locker key), approach the pole and examine it with Circle to fish. The top choice will be to fish. There's a blue bar on the bottom of the screen representing the ocean in front of you. The yellow fish that appear on there show where Kiryuu can sense fish are (pretty cool skill, by the way). You can then choose to fish with the top choice, which will assign a bait, see a tutorial with the middle option, or choose the bottom one to quit after all (go ahead and do so if it doesn't look like the fish you're after is available; trying again will reset the fish). When you assign a bait, the highlighted area is the area the bait will be most effective. If the fish you're after isn't on that area, there's a very good chance that you won't get him with that bait. You'll lose the bait if no one goes for it, by the way. Once you're all set, Kiryuu will cast his line. A red bar floats from the left (shallower area) to the right (farther out). When it's over the fish you want, press the Circle button and Kiryuu will cast to that point. If you over- shoot a little, don't worry; you can reel in with the R1 button a bit until it's around the area you wanted. Then, you gotta wait. Pay attention, though! As soon as the fish strikes, you'll be prompted to hit Circle. If you don't, he'll just steal your bait (the little tramp!). For harder fish, you'll know the prompt is about to appear when you hear the "splash" sound and see the bob get pulled down. That happens a split-second before the prompt. Once you hit Circle, you'll start struggling with the fish. The idea is to use the left analog stick to pull in the same direction the fish is going, then use the R1 button to reel him in. If you pull the opposite direction, your tension meter will go up to the red, an alarm will sound, and then the line will break. If the meter gets too low, however, the fish will abscond with the bait. Even if you pull in the same direction as the fish, when you reel him in, the meter will gradually go up, so be mindful of it. Once you get him to 0 meters, Kiryuu will pull him in. Usually, you'll get a fish, but I should warn you that there are also pieces of coral and umbrellas hanging out in the water. They appear on the completion list and they can be sold at Ebisuya Pawn Shop, but they can't be sold back to the Uonawa Fish Market guy. That's where you buy your bait, by the way. You can use all sorts of food like bento and hamburgers, but you can just go and buy bait from the Municipal Market's first floor, in the back of the store, at Uonawa. You can experiment to see what goes where, but you should know that the Earthworm goes very close to the shore, the Bait Mackerel goes a little farther, the Bait Squid goes out far but won't hit the very shallow areas (the Vinegar Squid will, tho'), and the Shrimp goes the farthest but won't hit the shallow areas at all. Here's a list of the various fish you can catch at what distances. Note that the data is approximate, and that the "time of day" thing just means when the fish is PREVELANT. You can catch every fish at every time of day. Maguro Tuna - Any time of day, 100-150m Blue Parrotfish - Any time of day, 50-120m Grouper (Okinawan name: Miibai) - Day, 50-100m Fusilier (Okinawan name: Gurukin) - Any time of day, 30-100m Porcupine Pufferfish (Okinawan name: Abasaa) - Dusk, 0-50m Green Turbin (Yakougai; a snail) - Night, 0-30m Coral - Dusk, 0-50m Umbrella - Day, 0-50m - YOSHIDA BATTING CENTER - BATTING CAGES ------------- Just like in the previous modern-day Ryuu ga Gotoku games, you can practice your swing over at the batting cages. Unlike the previous games, you can now aim your shot with the left analog stick. In the Easy Course, you can just keep hitting the green "Homerun" target (which you can do by just leaving the stick neutral). For the other games, however, you'll need to hit specific targets, which will then become lighted. Once they're lighted, you can't hit them anymore. Light all of them and a bullseye target will appear. Hit it for bonus points! If you miss, or if you hit one of the other targets (since they'll all become available again after the bullseye appears), the bullseye will retreat and you'll miss your chance. You get a reticle for the Normal and Hard Courses to help you. You don't get one for Easy, but you don't need it as you can just ignore aiming. On Normal, you'll have three targets, one atop the other. On Hard, you get 9 targets. You can hit the line between these targets to hit them both at once! Finish a row, column, or diagonal line of numbers on the grid to get bonus points. In Easy and Normal, you get 100 points per target. In Normal, Hard, and EX Hard, the bullseye target that appears for one pitch after you've lit up all the targets on the board is worth 300 points. In Hard and EX Hard, each target is only worth 20 points, but finishing a row, column, or diagonal is worth 100. That means that lighting all 9 targets will be worth 980 total. If you play a perfect game on Hard or EX Hard and hit the bullseye at the 10th hit, that means the maximum for those courses is 2260. The maximum for Normal is 3,000. The maximum for Easy is only 2,000. Get a high enough score (1,500?) in Hard, and EX Hard will unlock! This is similar to Hard, but the targets are smaller (no hitting two at once here), and you have NO RETICLE. All hope is not lost! If you haven't noticed from the other courses, moving the left analog stick rotates the camera itself, so the reticle actually stays on the same spot of the screen. The solution? Put a small piece of clear tape on your screen so that you see it over the "5" when you sit to hit the ball. That's your reticle. (TIP: Learn the timing for each pitch and just aim at the numbers--ignore the bullseye on this round. It may be a little too hard to hit, and you'll probably end up doing better if you focus on the numbers) Gjang from GameFAQs mentioned an amazing thing I didn't notice. Seriously, if you are having trouble keeping your eye on the ball, this will greatly help! Instead of watching the ball, if you're having trouble, you can just watch Kiryuu. He shifts around a bit until the ball is within range, then he stops, ready to hit the ball. So, right when you see him stop shifting around, hit the Circle button then and you'll find that you'll hit the ball where you want it to go almost 100% of the time! If your ball flies off to Neverland, you've hit it too early. If you swing too late, you'll just slice at air and miss entirely. For those who haven't figured it out, with your back to the entrance/exit, the door on your far left is the Easy, then, to its right, the Normal, then Hard, then EX Hard. As I noted before, EX Hard won't be available until you do well enough at Hard. Other events, such as the goofball for a Revelation and when Hatae Masayuki is standing around in one of the stalls waiting for you to recruit him for the tag matches at the Coliseum, will also close some Courses. You get prizes for high scores. Here they are: EASY COURSE 1,100: Oden Set 1,200-1,500: Tauliner 1,600 or 1,700: Staminan X 1,800+: Tourmaline Bracelet NORMAL COURSE 1,100: Salmon Onigiri 1,200-1,500: Tauliner + 1,600 or 1,700: Toughness ZZ 1,800+: South Paw Bracelet HARD COURSE 1,100-1,180: Club Sandwich 1,200-1,580: Staminan XX 1,600-1,780: Plastic Shin Guards 1,800+: Maple Wood Carving EX HARD COURSE 1,100-1,180: Makunouchi Bentou 1,200-1,580: Toughness ZZ 1,600-1,780: Blue Japanese Ash Wood Carving 1,800+: "Glory of the Blue Bat" (a recipe for weapons creation) - MACH BOWL - BOWLING ------- Just like Golf, this game will annoyingly ask you if you want a tutorial every time you play. You can choose to play against an opponent, play by yourself, or to play a special game where you try to hit down all pins in one trick shot, where you've got only certain pins in front of you (called a "split"). The goal of bowling is simple. Unless you're playing the "split" game, ten pins are lined up like so: 7 8 9 10 4 5 6 2 3 1 Roll a ball to them from your end of the lane and knock all of 'em down! You play through 5 or 10 "frames" of bowling. Frames are so named because of the frame that comes down and sets up the pins; each time, a new set of ten pins are set up. All frames but the last one get either one or two attempts to knock down all pins. In theory, they have two, but you can knock all down in the first and you won't get a second go at it ('cuz it wouldn't make sense to just hurl a ball down at nothing). The last frame is different because the scoring system is kinda wonky in bowling. In bowling, you can either knock down all ten pins in one roll, called a "strike," or you can knock most of them down, then pick up the remaining pins. This is called a "spare." If you get a spare, your next roll (just the first roll of the frame; not both rolls) will count double. If you get a strike, the next TWO rolls will be doubled. If you compound this bonus, it doesn't go from x2 to x4, tho'--it just goes to "x3." So, it's possible to do this: 10 points for a strike in the first frame, 20 for the next strike, 30 for the next strike, etc on down to the last frame. Getting three strikes in a row is called a "Turkey," BTW. Since the bonus of the last frame applies to the next shot, the final frame can have more than two throws. If you get a strike, you get two more attempts. If you don't strike on your first attempt, but you get the spare, you'll get one more attempt. So, the final frame will often be three attempts instead of two--and they can all be strikes, actually! So, that frame is worth a lot. Here's an example: a guy rolls a strike. Yeah. 10 points. The next shot, he knocks down 7 pins. That's 14 more points. The next? He fails to pick up the spare, only knocking down two more pins. That's still 4 more points because of the strike, so he has 28 points at the end of those two. Confused? Well...yeah. It's a little weird, but, that's how scoring goes. Anyway, your best luck is to try and get strikes! If you can't get a strike, try and get all the remaining pins to get a spare! Especially on the last frame, you can't really afford to leave pins standing because you could miss a whole frame or two. So, how do you play, you ask? Well, first, position yourself in the lane. Hit Circle to confirm your position. Next, a meter will appear that looks like a metronome, oscillating from the left to the right and back again. Hit the Circle button to stop it. This will be the direction you throw the ball. After setting that, you'll get another meter, which goes up and down. Hit the Circle button to stop it around the amount of power you want. The last thing to do is to tap left or right, if you want to, to give the ball some spin and make its path bend. You'll see it having an effect on the ball icon; the little white lines to the left and right of the ball will be filled in with red. You only have until Kiryuu releases the ball to set the spin. The basic strategy of getting a strike is (as it always is in bowling) to get the ball traveling inward towards the center of the triangle, landing between the lead pin and one of the ones right behind it (between the 1 and either the 2 or 3). There are plenty of ways to do this, and plenty of strategies are floating around the net. I usually stand at the center, make the ball go off to the right about halfway on the meter, throw it at 45-50% power, and bend it back over with 3 or 4 presses to the left. That works about 90% of the time. The rest of the time, it leaves one pin standing. Here are some other strategies: Aerith at GameFAQs uses this method. Go all the way to the left on the lane. Tap the Circle buttons two times very fast. Set power at about 90%. Supposedly, according the "At Wiki" Japanese ... wiki, you can also get strikes if you go all the way to the left and then tap the Circle button very quickly three times. That same site suggested that you can go all the way to the left and then make the ball angle all the way to the right, then set the power to 100% and make it curve back to the left as far as that goes. All of these methods do work! For the splits game, Here's what you get for the number of splits you knock down: 1 split - Toughness ZZ 2 splits - Tauliner + 3 splits - Staminan XX 4 splits - Fine Umbrella 5 splits - Wristband 6 splits - ??? 7 splits - Master Daikon Grater 8 splits - High-Grade Charcoal 9 splits - Tauliner Maximum 10 splits - Tourmaline Bracelet Here is a list of the different splits, with strategies for knocking 'em all down. Just throw it straight except #5, and the all need you to throw at about 90-95% power. 1. Baby split (2-10): Four left from starting position. 2. Five and Dime (5-10): Two left from starting position. 3. 2-8: two left from starting position. 4. Cocked Hat (3-7-10): Four right from starting position. 5. 3-8-9-10: Two right from starting position, one tap right to curve. 6. 2-7-9: One left from starting position. 7. 2-4-6-9-10: Four left from starting position. 8. 2-4-5-10: Three left from starting position. 9. 1-2-6-7-8-10: One left from starting position. 10. All 10 pins are there: One right from starting position. - LOVE IN HEART - MASSAGE ------- This mini-game is mostly here just for the humor factor. Having said that, it's sometimes a little annoying trying to get the highest rank. Oh, did you notice that it sounds weird to get rated on how well you receive a massage? Yeah...that is pretty odd. I think it's safe to assume that Kiryuu's getting a little more than just a shoulder rub-down here.... You're first presented with a choice of massages. There are two courses; one that's kinda easier, and one that's harder. The easier one is just a full- body massage, and the harder one is an oil massage with ear cleaning (it's a romantic thing for a woman to clean her man's ears in East Asia). Once Tsubaki Ayaka shows up to give you a massage, you'll see her in various, ostensibly sexy poses (and hear stereotypical erotica music). There's a meter on the right-hand side of the screen. That's your excitement meter. There's a bar on the meter that slides up and down. Tap Circle to make it go up and tap X to make it go down. The top two sections of the meter will give you points for keeping the bar in them. You get points awarded twice as quickly in the topmost section, so your aim is to keep it up there, basically. When you see the bar gleam, it's about to get a "boost"--it's going to make it so that your button taps "push" the bar much more strongly for a while. So, be mindful of that, otherwise it'll just fly all over the place. If the bar ever reaches the very top of the meter, you'll see a picture of a frowning baby (I'm not even making that up). I don't want to get too explicit, but that means that something happened because Kiryuu was too excited. No matter what score you had accrued by then, you'll get the lowest rank. However, if you manage to endure every cinema in the course, the meter will vanish and you'll get a new one that's like a silhouette of Kiryuu. Rotate the two sticks--the left one counterclockwise and the right one clockwise--to fill the meter in. This is presumably Kiryuu getting his strength from the treat- ment. Then, um, light gushes down from the heavens and chubby little seraphim float up in celebration. It's best to keep the bar in the red zone at the top and just kinda tap X to make it go down a bit. When the bar gleams, you probably don't want to hit the buttons so much...just give it a rest for a split second and see what happens. If you do hit a button, make sure it's X or you'll make it rocket up to the top. If it does start rocketing one direction, tap the other direction furiously. You can get a discount after you've undertaken at least one course by doing the side mission "Is She Talking About Me...?" - RYUUSHOU (Ryukyu) - SHOGI ----- I'm ashamed to admit that I'm no good at shogi. But, I'm not that ashamed. Why? Because it's similar to chess--except even more complicated. Admitting you're not great at chess is understandable, since it's a game of strategy and seeing far into the future, being familiar with peoples' tendencies--things like that. It's not really that shameful if you're not some brilliant strategist, is it? As I said, this is like chess, only more complicated. Getting a piece into enemy territory lets you "promote" it. Claim a piece and use it later against the enemy. There are many rules and explaining them all would take a great deal of effort. In fact, I'm sure someone could write an entire, 300- or 400- page book on playing shogi, because many people already have. Instead, I'm going to mention a way to cheat. Back when Ryuu ga Gotoku 2 had been localized as Yakuza 2, a poster at GameFAQs named epslion mentioned some- thing I hadn't thought of. I felt kind of stupid for not thinking of it, actually. In fact, even the Japanese wiki sites mention this strategy, too. You can play a computer against the computer. The basic idea is to use your laptop or PC and PS3 at the same time. When the Ryuu ga Gotoku 3 engine makes a move, you make the same move on the computer, and then do what it does to respond. On the message boards, epslion mentioned a free shogi system "Shogidokoro." The link he gave is now broken, but here's the system's website: http://www.geocities.jp/shogidokoro/ (That's easy, huh?) The sixth link down under the picture is the download page. Download it with the hyperlink next to the "1.9.2." Now...you'll also need an engine to run the game (Shogidokoro is only a GUI). Although Spear is recommended, I can't find it--not even on its official site. Here is a link to the page that has links to the various engine's sites: http://www.geocities.jp/shogidokoro/enginelink.html Laramie works fine. I did have the game beat me once when I was using Laramie, but I just kept trying again and I won every single other time. Here's how to set it up: well, first of all, create a shogi folder and extract everything there. You might want to put Laramie or whatever other engine you have in the "Engine" folder. Then, run shogidokoro.exe, go to "Game," select "Engine Manager," click on "Add," and then click on Laramie (or whatever). Now that that's all set up, start the game in Ryuu ga Gotoku 3. Hit the Circle button twice to see who goes first. If you go first, make a move, then select "Edit Position" in Shogidokoro, then "Start Position Editing" and move the piece you moved to the place you moved it--but do that on the computer's side at the top of the screen. If the game goes first, hey; that's cool--just ignore that step. Go to "Game." Put "Start New Game." Set "Human" under "Sente," and "Engine (whatever engine you have; Laramie V3, for instance)" under "Gote." If you had to go first, put "Current Position" as the Starting Position. You have to also change the Available Time and Byoyomi times to something other than "0" because Shogidokoro needs you to set them. Just make 'em the max. Started? Cool. Now hit "View" and select "Rotate Board." Presto! It should be like the game. Move the same exact piece the same exact way it was moved by Ryuu ga Gotoku 3. Wait for your engine to make its move in Shogi- dokoro. Taking a long time? Hit the "M" button to fore a move--but you might want to wait it out so it computes what it's doing well. On my Vista system, Shogidokoro crashed until I fiddled with the settings to turn the sounds off. Just a fair warning. Anyway, if it does crash or some- thing, you can always just go to Position Editing and move everything so it looks like the screen, then start a new game in Shogidokoro. It's a little annoying to do that, though. Well, that's it in a nutshell. Can't get Shogidokoro to run? The Game Kouryaku Wiki recommends this game: http://www.vector.co.jp/soft/win95/game/se193871.html I haven't tried it myself. I'm sure there are tons of other games out there to pit the Ryuu ga Gotoku 3 engine against. Sorry to only offer a kinda cheap way around this game, but as I said before, I'm no good with shogi. - LUK LAAN JONG (Kamuro), MAHJONG CAMP (Ryukyu) - MAHJONG ------- Mahjong is actually a very addictive game. Anyone who read my past FAQs knows I didn't really play it so much in those days, but I have to admit that I've quickly reached the point where I find myself daydreaming about strategies and wanting to just play this mini-game over and over. Here's the basic premise: you have 14 tiles. Your object is to make "melds" (called "mianzi" in Mandarin, which is approximated by "mentsu" in Japanese). These melds are either threes-of-a-kind (called "kezi" in Mandarin, approximated by "koutsu" in Japanese), sequentials in the same suit for suits with numbers on them (called "shunzi" in Mandarin, approximated by "shuntsu" in Japanese), or fours-of-a-kind (called "gangzi" in Mandarin, approximated by "kantsu" in Japanese). Anyway, you build four of those and then have a pair of the same tile for the last 2, called a "qietao" in Mandarin or "jantou" in Japanese approximation. Have I confused you with jargon? That's very common. Here's a better way of describing it for those who get a little bewildered at the prospect of learning a whole mess of Chinese and Japanese terms just to play this game: try and make 4 sets of either the same tile or of sequential ones of the same suit and a pair. There are basically five "suits" of tyles in Japanese mahjong. The first are the tiles with two Chinese characters on them: a number in black and then the character for "myriads" or "10,000" in red beneath it. These go from 1 to 9. The next are bamboo sticks. These look like green and red tally marks. The weird one that looks like an "M" over a "W" is 8. Next come the cut pieces of bamboo. These are just black and red circle, so people often call them other things like "wheels." There are 9 of those, too. The last two are not sequential. These are the "face" tiles. There is a set of wind tiles, each with a direction on them, and a set called the "three rankings." These were so named because of the Imperial Examination system in old China, which pretty much determined if you were fit for civil service or not. There's a blank, white tile, a green tile with the word "dispatch; emit," and with the red word "middle; center; target." These are called "dragon tiles" in English. It's not necessary to remember things like the Chinese character for 10,000, or the different dragon tiles (since their color distinguishes them). But, it is necessary to know the characters for 1 through 9, I'm afraid. You'll also need to know the four directions. Finally, in order to play this well, you'll need to know some of the Japanese katakana syllabary--but only a few characters. You need to recognize the difference between "pon," "chi-," "kan," "ron," and "tsume" in katakana. It's not terribly difficult to remember those 8 charac- ters, or the 9 for the numbers and four directions--that's only 21 characters. But, I do have to warn you that this modern era of HD might make it hard to distinguish them from time to time. Each round, each player sets one tile down from their hand and is dealt another in its place. In addition, players can grab the last tile discarded by another player to use to build their own hand. The first one who gets a play- able hand (called a "mahjong" in English terminology, but called "agari" in Japanese) is the winner. If nobody completes a hand, then the tiles are tallied up to determine the winner. Each player starts with 25,000 points. There are two ways to win; to either naturally get the winning tile from the "mountain" of tiles (called "tsumo" in Japan, after an approximation of the Mandarin pronounciation, "zimo"), or to take it from another player's discard, called "ron" in Japanese, which is apparently supposed to be the Mandarin word "rong," though I don't see any reference to that being what the Chinese call it. There seem to be three different Chinese names for it, depending on the place, all meaning something like "a thrown spear" or a "fired shot." Anyway, a player who wins by natural dealing (tsumo) gets their winnings from everyone at the table. One who gets a ron, however, draws their prize from the player whose discarded piece they took. The amount given and taken depends on various bonuses (I'll touch on those in a bit). After the game has cycled through all four players being the one to start, the points are totalled and the one in the lead gets a bonus, the one under him gets to keep his points, and the other two are penalized. This is where the two mahjong halls are different. In Mahjong Camp, you buy points, so if you end up with more than 25,000 in the end, you get more points, like at any other gambling place. You can use those to buy items. In Luk Laan Jong, however, players are ranked by their points and you get rewards for reaching certain ranks. Here are lists of those items you can acquire: MAHJONG CAMP (Ryukyu) Platinum Plate 150,000 points Gold Plate 100,000 Silver Plate 10,000 Copper Plate 1,000 Iron Plate 100 Sacred Wood Carving 20,000 LUK LAAN JONG (Kamuro) Rank 1: Rising Dragon Winner's Cup Rank 3: Fine Swiss Watch Rank 5: Gold Plate Rank 10: Caviar-Skin Bag Rank 15: Lucky Bracelet Rank 20: Silver Plate Rank 25: Italian Men's Cologne Note that it costs nothing to play in Luk Laan Jong, but that you only get the prizes once. Also, at Mahjong Camp, you can choose to play against poor players (the table closest to the door), middle players, or hard players (the table farthest from the door). As for the bonuses, there are certain ways to get them. For instance, you are assigned a wind direction (it's displayed next to your name) that cycles around the table for each hand. If you use a three- or four-of-a-kind with that tile, you get bonuses. You get bonuses for special hands that are all described in the actual game itself from when you hit Triangle to bring up the rules. You also get bonuses for two features unique to Japanese rules of mahjong: dora and riichi. Dora might come from the word "dragon" that English speakers assigned to the three-rankings tiles. You'll notice there's a bunch of tiles in the center of the screen. One tile is turned over at the left. This indicates a bonus tile that will add one bonus multiplier to a winning hand. The thing is, the next tile in question is sequentially the one right after that tile (so that there can still be four of them in play). That's fine for numbered suits, but for the winds? They go clockwise, from east to south to west to north. For the three rankings? It goes white to "emit" to "middle," or white to green to red, technically, but it's easier to remember them as green to red to white because that's alphabetical. The other great way to get bonuses in Japanese mahjong is "riichi." In order to explain that, I'll need to go back to the idea that you can take tiles from other players and use those to make melds. When another player has a tile you can use, the game will automatically prompt you, asking if you want to do it. You can refuse with X button or accept with the Circle. If you make a kezi (koutsu, 3-of-a-kind) out of them, it's called "peng" in Mandarin, approximated by "pon" in Japanese. It's called "pung" in English. When you can make a shunzi (shuntsu, sequential) out of them, it's called a "chi" ("chii" in Japanese approximation, "chow" in English). A gangzi is still a gangzi and called "kan" in Japanese ("kong" in English). You take the tile from the player, call it, and place the meld down, face up, for all to see what you did. That process is called "fulou" in Mandarin, "fuuro" by Japanese approximation. It basically means you're exposing part of your hand. That's why it's also sometimes called "exposing" in Japanese (they also call it "calling" because you have to call out the meld, or "eating" because you take the piece from the other player's pile). The thing is, when your meld is exposed, there's not too much you can do to it after that, so it's benefitial to refrain. A player who hasn't made an exposed hands is said to be "menqianqing" in Mandarin. That's "menzenchin" in Japanese approximation, but more commonly just "menzen," and it means they're in front of the door, not yet revealing them- selves. For that reason, it's best just to call it by English terminology and say they're playing a "covered" hand. It's important to know that because certain hands cannot be built if a player has exposed melds. For instance, no player with chi (exposed sequentials) that have 1's or 9's may make a hand. They'll just have to hope nobody makes a hand and they have a lot of points in the end when people tally up the tiles. The other thing about menzen is that you must be menzen to call a "riichi." If a player has a covered hand and only needs one more tile to win, in Japanese mahjong, they can call "riichi," which is a promise to discard any tiles but the one that completes that hand they have at that time. No more fussing around, trying to change to a better hand. This is actually great because if you can call riichi and win, you'll get more points in the end. So, players must forfeit 1,000 points to call it. If you have all but one tile, and you're playing a covered hand, you can call riichi by hitting the Square button and calling up the "action menu." The game will ask you which tile you want to discard for that round and everything will go into auto-pilot from there. In the upper, right-hand corner of the screen, the necessary tiles will be dis- played--as well as how many there are in the other players' hands or in the "deck." You can use that to see which tile to discard, because some might have more tiles floating around out there, which would give you a better chance of winning. If you're going for the completion list requirement of 50,000 points in one game of mahjong, you'll probably need to rely on riichi. The requirement is for points *before* the bonus/penalty at the end of the game for being in 1st, 2nd, 3rd, or 4th place. It also doesn't take into account the points you gave away for riichi. I finished with 49,500 and still completed mahjong because I had spent 2,000 points on riichi calls, so it calculated my winnings in the complet- ion list as 51,500. If you're going for the "Exposed Dragon" Trophy, you're going to do the opposite of what I said. You need to get a "hadaka tanki." A "tanki" is when all you have left is one single tile to complete your final pair to make a hand. "Hadaka" means "nude," so a good translation would be "nude pair wait." The reason they call it "nude?" Because your whole hand is exposed! Basic- ally, you have to have made four exposed melds. These cannot contain 1's or 9's, of course, since you can't make a hand like that with exposed melds. Any- way, you discard a tile and hope that the next one you get will be the same tile or that someone will discard that same tile. Supposedly, according to the Japanese Wikipedia, it's fairly common to find a house rule at mahjong parlors barring hadaka tanki because they're "disgraceful." So here's how it all looks in-game. The other dudes go. It's your turn. You choose a tile and hit Circle to discard it. When the other dudes go again, they sometimes will put down a tile you can use and you'll be prompted to make peng or chi or gang out of them. If they put down the one that lets you make a hand, it'll prompt you to "ron." If you naturally get the one that lets you make a hand, it'll prompt you with "tsumo." Meanwhile, if you can call "riichi" on your hand, hit Square and the option will be available. If you're in doubt, just hit Square because it just won't do anything if you can't call "riichi." Then, someone wins or you run out of tiles. It's that simple...though it's also confusing until you get the hang of it. On the Ryuu ga Gotoku 2 / Yakuza 2 board at GameFAQs, and also at the board for Ryuu ga Gotoku Kenzan, barticle has a wonderful guide up for mahjong in those games. It's pretty similar to the one in Kenzan this time. - DRAGON PALACE (Kamuro), SECRET GAMBLING HALL (Ryukyu) - CHINCHIRORIN (Dice Game) ------------ The basic premise of this game is simple. You and three others throw three dice into a bowl. Your aim is to get certain rolls, such as a sequence of numbers, set of three of a kind, or a roll of two of a kind (where the value is determined by the third die's number). The game is played with a "dealer," or "banker" (the Japanese name is "oya," which means "parent"). This is determined by whoever has the highest roll, but since you don't see what the other guys roll, it's just basically randomly selected by the computer, and appears as a red mark (with the "oya" kanji) next to their name. The others get a blue "ko" ("child") mark. First, the banker throws his roll. He gets three attempts to come up with something good. The basic idea is for him to roll something, and then it'll cycle clockwise around the table, giving everyone three attempts to match his roll. If they do, they win. If they fail, the lose money. If they tie him, well...nothing lost, nothing gained. A roll of two of the same plus one extra die is the lowest type of roll, where the third die determines its value. The value goes from 2 to 6, where 6 is the best. If you roll two similar dice and a "one," you automatically lose. The next type of roll is a three of a kind, or an "arashi," as they call it in Japanese dice. A roll of three 2's is the lowest, three 6's is near the top, and a roll of three 1's is called "pinzoro" and pays a lot. A roll of three in a row is actually considered the best type of roll. A four, five, and six ("shigoro") is the highest roll you can get in the game. I should warn you, though, that getting a one, two, and a three is called "hifumi" (from the words for "one," "two," and "three") and automatically causes you to lose, even if you had more attempts coming to you. If a dealer rolls a hifumi or fails to come up with a roll, he breaks the bank and everyone else gets paid. However, if he comes up with an arashi or a shigoro, he gets paid up and everyone else loses, even though they didn't get a turn. After one person is the banker, the next person clockwise gets to be dealer, and it continues like that until it's come full circle. At that point, you'll be asked whether or not you want to keep going. The only other thing that can end the game is if one of the players loses all their money and goes bust, withdrawing from the game. You can hit Triangle to use your items, if you have some. The "Arashi Youkan" will make you roll a few "arashi" in a row (6's). The "Hifumi Gum" will make an opponent roll "hifumi" (use it before the banker rolls so you can get paid up). The same goes for the "Stone from the Pee Mountains;" that causes the roller to "dribble" or "pee"--to have one die spill out of the bowl and lose their turn. Here's the caveat: in Chinchirorin and Chouhan, for some reason, you can only use *one* item PER PLAY. Not per round, not even per game--per sitting. It won't let you use another one until you quit from the Chinchirorin game and start again. Which is stupid, because Blackjack, Roulette, and Poker let you use items as much as you want.... CHOUHAN (Dice Game) ------- This is a very simple game, really. A banker throws a pair of dice into a cup, then places the cup face-down on the floor. People bet whether the sum of the dice rolled will be even ("chou") or odd ("han"). Guess right and you get paid up, guess wrong and you lose your money. If more people bet on one side, the return will naturally become lower for them, but higher for the dude who bets against them. There is one complication to mention: you get a third option, to call one of the dice, if you come to play Chouhan and guess correctly on the first roll. This bet pays off much more than the other bets, but your chances will be much less, of course. You'll have a 1 in 2 chance in normal Chouhan, but a 1 in 6 chance of calling one of the dice. Press Triangle to use one of the items for this game. The Even-Steven Prayer Beads will make the next 5 rolls even, while the Biased Brand Cigarettes will make the players favor one side over the other (upping the amount you can win if you bet against them). Again, like in Chinchirorin, however, you can only use *one* item PER PLAY. Not per round, not even per game--per sitting. You have to quit from Chouhan and start again to use another item, for some weird reason (since you can use as many as you want in Blackjack, Roulette, and Poker). KOIKOI (Card Game) ------ There are two games in Ryuu ga Gotoku 3 that use Japanese playing cards called "hanafuda" ("flower cards"). This game is the more difficult to understand, since it's more complicated and requires you to recognize the different cards. See, hanafuda aren't like a poker deck in that there are no numbers or suits written on them. Rather, you can tell which card it is from the picture. That makes it a little bit harder to remember if a card is a valuable card or not. There are twelve "suits" in hanafuda, each with its own piece of flora, which in turn signifies a different month. Here is a list of the months and the flowers (and other plants) associated with them: 1 - January: Pines. These look like dark, leaf-shaped, finger-like sil- houettes. 2 - February: Plum. 3 - March: Sakura (cherry blossom). 4 - April: Wisteria. 5 - May: Iris. 6 - June: Peony. 7 - July: Bush Clover (hagi). 8 - August: Susuki (a grass). For this one, there's a black, round hill under a sky. 9 - September: Crysanthemum 10 - October: Maple 11 - November: Willow. 12 - December: Paulownia (Kiri--the same as in "Kiryuu;" "Kiri + u" -> old style of converting sounds, "ri" + "u" = "ryuu") Although the cards used in the game actually look slightly different, you can find pictures of the suits here at Wikipedia: http://en.wikipedia.org/wiki/Hanafuda Most suits have two weak cards, a ribbon card, a low special card, and a high special card. Wikipedia assigns them point values, but that actually doesn't come into play in this game's version of Koikoi too much. The basic idea of koikoi is to make hands (as usual in card games). Each hand is worth a certain number of points. For instance, 10 weak cards is called a "kasu" and is worth 1 point, while the special hand of the three weak special cards, the pig, the deer, and the butterfly, is worth 5 points. Once a player makes a hand, he can either take those points, or he can say "keep 'em coming!" ("koikoi!"). Then, he can build even more hands on top of that. If he decides to call a koikoi, then the next time he builds a hand and gets the option, he gets double total points for that round (!). It's possible to get the pig, the deer, the butterfly, and a kasu, and an additional card for the additional point to the kasu, call koikoi, then get three specials at the same time and end up with 26 points in that round. Here's the one important thing to remember about koikoi: If you call "koikoi" and the opponent makes a hand, you AUTOMATICALLY LOSE THE ROUND. That means no points given--even if you had some sweet, 7-point hand, and they got to "kasu" and had only one point, you'll still lose. Anyway, it's a three-round game, usually (you can set it in the options). The one with the most points at the end wins, then he subtracts the loser's points from his total and the difference is multiplied by the betting factor. That's also set in the options at the beginning of the game. It's possible to get a huge amount of points if you koikoi'ed and just buried the guy at the end. As you win more and more, you'll be able to play higher opponents. Here's what you should do: from the start screen, the third option is to change the rules. The top option will be to set what level of opponent you want. At first only the low-level and medium-level opponent will be available, but as you win more points, you can select the last two options. You'll want to do this because you can bet more points against harder guys. That's the third option; it sets what amount of gambling points you net per each koikoi game point won. There is another important option below that one that turns off the "flower- viewing sake" or "moon-viewing sake." Those are very easy hands to make that are worth a considerable amount of points (5). Anyway, here are the various hands you can get: The Five Lights: Get all five high special cards (the crane, the sakura banner, the moon, the phoenix, and the Ono no Michikaze (the dude with an umbrella) - 15 points Four Lights: Get the four high special cards besides the Ono no Michikaze (the dude with an umbrella) - 10 points Raining Four Lights: Get four high special cards, including the Ono no Michikaze (dude with an umbrella) - 8 points Three Lights: Get three high special cards - 6 points Blue Tan: Get three blue ribbon cards - 6 points Red Tan: Get three red ribbon cards with writing on them - 6 points The Pig, the Deer, the Butterfly - Get the three low special cards the Pig, the Deer, and the Butterfly - 5 points Flower-Viewing Sake: Get the sake cup and the sakura banner - 5 points Moon-Viewing Sake: Get the sake cup and the moon - 5 points Tan - Get 5 ribbon cards - 1 point, +1 for each additional ribbon card Tane - Get 5 of the low special cards - 1 point, +1 for each additional low special card Kasu - Get 10 weak cards - 1 point, +1 for each additional weak card So, here's how the game goes: after setting up your options, which I recommend you do, choose one of the two face-down cards. The player with the lower suit number / earlier month gets to be the dealer for the first and final rounds. Being the dealer is great because you get to go first. Both players are dealt hands and cards are laid face-up in the middle of the floor. The players take turns. You can match a card with one of the matching month/ suit/flower. Both matched cards are placed in a pile on the right, face up. Then, a card is drawn from the deck, turned face up, and immediately played by the player. If it matches the same suit as another card, you can take it right then and add both to your face-up hand. If not, you just automatically put the card down in the face-up play area. If there are no cards in the play area that match with any in your hidden hand, you must turn one face-up and put it in the play area. When you get a hand, a screen will show up with your current score for that round. Choose the top option to call "koikoi" and the bottom to end the round and claim your points. I recommend you snatch up the sake cup as quickly as possible, as well as the high specials--especially the moon and the sakura banner. For that, you'll want to have a sakura card, a crysanthemum, and a susuki card ready. You should be trying to get high specials just on principle. You should probably be trying to get ribbons and low special cards over the weak ones, too; you're not going to exactly break anyone's bank with that 1 point you get after you've gotten 10 of those cards. Again, KEEP YOUR EYE OUT FOR THE SAKE CUP. It's a little hard to recognize at first because the "cup" in question is an old-style drinking dish; it looks more like a flat, red plate turned sideways, or a boat or something, rather than a cup. There's one last rule to koikoi I should mention: instant wins. This only applies to the very beginning of a round. If you are dealt four cards of the same suit, you automatically win. This is called "Teshi," and it's worth 6 points. If you are dealt four pairs of cards of the same suit (e.g. 2 cards from January, 2 from July, 2 from August, and 2 from November), you instantly win. This is called "Kuttsuki," and it's also worth 6 points. - SECRET GAMBLING HALL (Ryukyu) - OICHOKABU (Card Game) --------- This is the much simpler "hanafuda (flower cards)" game. Anyone who knows how to play baccarat can learn this game, no problem. It's basically a bet to see who can get the closest to "9," where total points only include the "ones" digit. In other words, a hand of 2 + 2 + 6 will bring a "10," normally, but it's only worth "0" in this game. The game, like chinchirorin, has an "oya" (dealer) and "ko" (players). The dealer sets one card, face-up, for himself, and then four other cards, face-up. The players take turns choosing cards and placing bets on them. The dealer then adds a face-down card for each line (except for the one extra set, which will be face-up). Only the player who selected each card will know what that value is. He'll ask each player to take another card or not, placing it face up if they say "yes." Then, he takes another card himself, face up, and decides whether or not he wants to take a third card. The players play against the dealer. They flip their cards over. If they end up with a higher number than the dealer (bear in mind that you can go over the number, which puts you back down, since only #'s 0-9 are used), they win and double their bet. Otherwise, they gotta give their money to the dealer--even if they tie with him. In the case of a tie, the dealer always wins. This version uses a hanafuda deck. There is a "kabu" deck, which is used for this game, but it is possible to use a hanafuda deck so long as you've taken out the last two months/suits. Doing so, it's like the "koikoi" game mentioned above, but only up to #10 (October / Maple). The different cards in each suit don't really make much difference in this version of oichokabu; only the suit matters. So, you don't have to worry about recognizing them *so* much. The game prints the suit's number, but it does so in kanji. If you don't know the kanji for one to ten, it shouldn't matter too much as it also gives you a work- ing point total in arabic numerals. There are three special deals you should watch out for. First, just like in chinchirorin, you can make "arashi"--3-of-a-kinds. If you get 3 of a kind, your winnings are tripled (!). A dealer who does that stands to rake in triple the bets of all three other players...which can be considerable! The other two hands are just a little weirder. A player who bets on either a 1 or a 4 has a chance of being dealt either a 4 or 1 respectively. In other words, a player can make a hand of 1 and 4 or 4 and 1. This must be done on the first two cards; if a one is dealt as the second card and then a 4 as the last one, it doesn't count. Anyway, even though that only adds to "5," it's an automatic win over everything except 3-of-a-kind, and it pays double. It's called "shippin." ("shi" is "four," "pin" is a older gambling slang for "one"). The dealer has his own version of this. It's the same thing as the player, but he has to get a 1 and a 9. That's called "kuppin." So, if you see a 1 or a 4 nobody's taken...bet on it! You might as well, right? The word "yakuza" comes from this game. An "8" can be read "ya," a "9" as "ku," and a "3" as "sa" (which can be turned into "za"). Someone with an 8 looks like they might have a pretty strong hand, but they have to take a second draw. A "9" would bring it to "7," which isn't so bad, but a "3" would then push it to "0" (blech). So, a "yakuza" could be seen as someone who had a kinda good thing going but ruined it, or that fate stepped in and ruined it for him. Speaking of words like that, there are some special names for each total in this game. It might be worth knowing them, so I'll list them here. 0: Buta 1: Pin 2: Nizou 3: Santa 4: Yotsuya 5: Goke 6: Roppou 7: Naki 8: Oicho (from Portuguese "oito" ["eight"]) 9: Kabu See where the name came from now? - FUKKANTEI CASINO (in Sai no Kawara/Purgatory in Kamuro) - POKER ----- Ryuu ga Gotoku has a version of Texas Hold 'Em Poker. This is a game where you everyone gets two cards (that they don't show people) and five cards are revealed in the middle of the table. Players ostensibly "add" them to their hand to make the same kinds of hands you can make in regular poker, and they win or lose depending on the value of their "hand." Before and after each card is revealed, everyone gets a chance to bet. To play, you must first "ante" up a certain amount, and you can "call" it by mat- ching the number, "raise" by betting more, or "fold" (quit from the game). The money bet all gets thrown into a "pot." The winner takes all, the losers gnash their teeth and stamp their feet. The person who folds leaves the money they've bet in the pot, losing it forever--but maybe covering their butts so they don't lose more by betting more and more. The betting can actually go on a while, because as one player raises, all others have to "see" that amount and match it. They can decide to raise at that point, too, so it can just keep round-robin-ing indefinitely. Your "hand" in poker is five cards Even if there are seven cards on the table, the most you can do is make one good hand out of them. Your goal is to get five cards of the same suit, five in a sequential row of value (which is even better if they're of the same suit!), or to make sets of the same card. A pair is beat by two pair, which is beat by three of a kind, which is beaten by a "full house" (three of a kind plus a pair), and they're all beat by four of a kind. Here is the hierarchy of poker hands, from top to bottom: - A "straight flush," which is a sequential set of five cards, all of the same suit. The highest hand in the game is a "Royal Flush," which is the top five cards--Ace, King, Queen, Jack, and 10, of the same suit. - A four-of-a-kind. All four suits of one card (four aces, for example). - A "full house," which is three of a kind plus a pair. - A "flush," which is five of the same suit. - A "straight," which is five sequential cards, such as a 2, a 3, a 4, a 5, and a 6. - Three of a kind (three of the same card; three aces, for example). - Two pair, two pairs of the same card (e.g. 2 aces, 2 2's). - A pair of the same card. Everything else is called "junk." The cards themselves have values, of course, which helps give one hand more value than another of the same kind. Ace is highest, then King, then 10, 9, 8, 7, 6, 5, 4, 3, and a 2. You can have an ace actually count lower than that, but only as part of a suit like this: Ace, 2, 3, 4, 5. In this way, like in other Western card games, the ace card actually counts both as the highest and lowest card. Hit Triangle to use the Royal Joker item, if you have one on your person. It will basically try to make the cards in the center of the table match up with the two you were dealt to make a strong hand. Usually, it just does this by dumping out others of the same card, which is nice because a pair of the same card usually gets people betting more. Remember, since it's all about winning the entire pot, it's kinda your goal to get people to bet a lot, rather than just fold. Some will get squeamish and quit early if you raise a lot or if they "think" they're going to lose. Other guys will be blowhards and want to raise like mad. In poker, you can actually win with nothing of value at all in your hand by making it look like you've got something really valuable through your betting habtis, making the opponents all fold and being the only guy still in the running, thus taking the pot. This is called "bluffing." NOTE: For those "in the know" about poker, there is no "dealer" in this version, so you don't gotta worry about any rules that may apply there in the various incarnations of this game. - DRAGON PALACE CASINO, FUKKANTEI CASINO - BLACKJACK --------- In the previous games, we got Baccarat, which is cool and all since it's in James Bond films, but I think more people are familiar with Blackjack. This is also known as "21." Why? Because your aim is to get as close to "21" as possible with your cards' total value, without going over ("busting"). You get the face value for your card, where "picture" cards are worth 10. An ace is worth 11, but it can also be worth 1 if that 11 would put you over 21. There's a dealer in this game, who is always employed by the house. If he busts, everyone wins, and everyone plays against him. So, sometimes, players want to kinda get together and force the dealer to keep taking more cards so he can beat everyone else, and then "bust," which will pay everyone. When it's your turn, you get to ask for a "hit" (another card). You can do that as much as you like until you reach 21 ("Blackjack") or until you bust. It's sound advice to stop if you're at 17 or higher, but you'll probably want to have as high a hand as possible. If a player is dealt Blackjack from the get-go, which is possible by getting an ace plus a "face" card (Jack, Queen, or King), he wins and the game auto- matically ends. Hit Triangle to use the Bust Amulet, if you have it, to make the Dealer go Bust that round. You can also use the Blackjack Charm--which is much better, as it will give you Blackjack 5 times in a row! ROULETTE -------- This is another simple game. A wheel is constantly turning. The banker throws a small ball into the wheel, where it spins round and round along its edge, taking bets until he releases the ball from its groove and allows it to settle on one of the wheel's target areas. There are 36 targets--18 red and 18 black. Players bet on which specific number it will land, on whether it will be a black or red number, on whether it'll be an even or odd number, on whether it'll be from 1-18 or 19-36, or on whether it'll be 1-12, 13-24, or 25-36. Place your chips in the appropriate spot on the diagram and then either wait for time to run out or hit "X" and then answer "yes" to force it. Of course, you get paid out higher odds for calling which third it'll be in or what specific number it'll be than you would for calling it red or black or even or odd. If you call the number, you'll get paid out 36 times your bet (!). Hit Triangle to use one of the items for this game, if you have them. Use a Red Gem to make it land on a red number, a Black Gem to have it land on black, and a "Nothingness Gem" (the green one) to have it land on either "0" or "00." If you use the Nothingness Gem, you'll have a 1 in 2 chance of getting a huge jackpot, so, I'd recommend saving the game first, then using that gem if you want to get a nice, big wad of money. ------------------- 5g. Haruka's Trust ------------------- From the very first chapter, there will be points in the story where you can take Haruka around town with you. You can do this at any time in Premium Adventure, too! Go around town, getting near entrances to shops and gambling areas. When Haruka wants something, she'll suddenly start that stupid-looking, exaggerated walk all the kids have, stand at a certain place, and call to you with a speech balloon (and that "Ojisan!" call). Go in the shop in question. If she wants you to buy her something, it will be the only thing available on the menu. If she wants you to do something for her, such as win a lot at gambling or a skill game, go to it! If you quit or fail at the gambling/skill games, she'll annoyingly stand there, sad. You can't try again right then--even if you do, she'll just keep saying, "Too bad, Ojisan!" or "You were so close!" You'll need to exit the place and come back in for her to be ready for you to try again. When you do get her what she wants, her meter will appear and go up a bit. Completing the bar will move you up a grade. At that point, she'll give you a reward! None of them are too great, nor are they tracked by the Trophies or completion lists, or anything like that, but this is your only chance to get these items. Completists (and Haruka fans) will want to do all of them, I think. Haruka's Trust Items: F -> E Haruka's Candy E -> D Haruka's Chocolate D -> C Haruka's Amulet C -> B Red Gem B -> A Haruka's First Aid Kit A -> S Haruka's Bentou S -> SS Haruka will try to call the "Even-Odd" dice game (Chouhan) SS -> SSS Haruka's Necklace SSS -> EX Special-Made Morninglory Muffler (only in Premium Adventure Mode) The Amulet, Muffler, and Necklace are low-powered defensive items, the Red Gem is for roulette, the Chouhan one is self-explanatory, and the other ones are all Healing Items. RYUKYU ------ RANK F: M Store at First Town: Special Yakisoba M Store on Ryukyu: Salad Oil Aqua Sky: Get a Combination Shot in 9-Ball Billiards Betting Area: Win 1,000 points at Chinchirorin Quickly: Pearl Milk Tea (Boba) Smile Burger: Green Caviar Shake Blue Seal Parlor: Purple Yam RANK E: M Store on Ryukyu: Assorted Sushi Morninglory beach: Catch a Fusilier Umachii: Goya Champloo Betting Area: Win 800 points in Koikoi Maeda Pharmacy: Tauliner + Warabaa: Okinawa Soba RANK D: M Store First Town: Milk Betting Area: Win 1,500 points at Chinchirorin Okinawaya: Shiikwaasaa Candy Maeda Pharmacy: Toughness ZZ Nan'you Country Club: Get +2 or less in a golf tournament Ryuushou: Win against Haruka in shogi RANK C Morninglory beach: Catch a Blue Parrotfish Betting Area: Win 1,000 in Koikoi Okinawaya: Chinsukou Cookie Set Quickly: Chocolate Cocoa Smile Burger: Goya Burger Set Blue Seal Parlor: Goya Ryuushou: Win against Haruka in shogi RANK B Umachii: Peanut Tofu Betting Area: Win 800 in Oichokabu Nan'you Country Club: Get 400 points or more at the Near Pin Contest Sam's Maui: Tenderloin Steak Sam's Cut Warabaa: Soki Soba RANK A Stone Market: Heart Bracelet RANK S Sam's Maui: Fresh Scallops and Tiger Prawns RANK SS Aqua Sky: Clear 9-Ball with no Fouls Ryuushou: Win against Haruka in shogi Betting Area: Win 1,000 in Oichokabu RANK SSS (only in Premium Adventure Mode, after v1.08 update) Nan'you Country Club: Get 1,500 points or more at the Near Pin Contest KAMURO ------ RANK F Alps Tea House: Strawberry Parfait Club Sega: UFO Catcher - Li'l Kitty (Calico) Gelateria Kamuro: Strawberry Single Don Quijote: CC Lemon Poppo Tenkaichi: Tauliner Matsuya Tenkaichi: Pork Rice (medium) RANK E Alps Tea House: Cake Set Gelateria Kamuro: Double Sushiya Gin: Egg Don Quijote: Sesame Barley Tea Poppo Tenkaichi: Kelp Onigiri Mach Bowl: Win against Haruka RANK D Club Sega: Get to level 25 or higher in Boxcelios Smile Burger: Smile French Fries Poppo Nakamichi: Salmon Onigiri Poppo Nakamichi: Club Sandwich Karai: Kalbi Bantam: Get 200 ore more in Count-Up Darts M Store: Tuna Onigiri Poppo Shouwa: Meat Bun Poppo Shouwa: Makunouchi Bentou Batting Senter: Get 1,000 or more at Easy Karaoke-Kan: Get a Master or higher cheering for Haruka Pronto (Bar Time): Tomato Mozzarella Salad Pronto (Bar Time): Roman Pizza Margherita Fukkantei: Win 1,000 chips in Blackjack Fukkantei: Win 3,000 chips in Poker Fukkantei: Win 1,000 chips in Roulette RANK C Smile Burger: Smile Cheeseburger Set Kyushu Ichibanboshi: Kyushu Pork Bone Ramen Matsuya Tenkaichi: Half-Egg Hamburger Meal West Park: Save the man (battle) Children's Park: Beat the punks (battle) Third Park: Beat the punks (battle) RANK B Kyushu Ichibanboshi: Egg Pork Bone Ramen Kotobukiya Pharmacy: Toughness Z Nakamichi: Save the schoolgirl (battle) Karaoke-Kan: Get Karaoke King cheering for Haruka M Store: Oden Set RANK A Pink Street: Save the man (battle) Karai: Stone-Grilled Bibimbap Bantam: Get a "Low Ton" in Count-Up Darts (101-150 points in one turn) Club Sega: UFO Catcher - get a "Big Chick" doll Mach Bowl: Win against Haruka Batting Center: Get 1,500 points or higher in Normal RANK S Fukkantei: Win 2,000 chips in Blackjack Fukkantei: Win 5,000 chips in Poker Fukkantei: Win 2,000 chips in Roulette Sushiya Gin: Sweet Shrimp Club Sega: Get to level 50 in Boxcelios RANK SSS (only in Premium Adventure Mode, after v1.08 update) Mach Bowl: Get 270 or more in one game Bantam: Win against Iba Kouji (hard) in 701 darts game, in 5 or less rounds Yoshida Batting Center: Get 3,000 or more at the Hard Course Children's Park: Give 30,000,000 yen to the man on the bench (!) --------------------- 5h. Coin Locker Keys --------------------- From Chapter 4 on, you can collect keys, scattered here and there about the two towns. You'll see them as little flashing lights on the ground, in trees, and on signs and such. These are keys to the coin lockers, marked with a "C" on both maps. The one in Ryukyu Village is located near the M Store on East Ryukyu Street, up the flight of stairs. The one in Kamuro is located to the west of the front of the Millennium Tower, on the north side of Taihei Street, pretty much at the junc- tion with Nakamichi. These were in preveious games, so if you played those, you're probably famil- iar with them. In Kenzan!, they changed things up a bit so that some of the keys would be up on objects so they'd be a little more difficult to see (they were always on the ground in the first two titles). But, in this game, they've changed it up even more--because of the first-person view mode (R3). Now that we have a free camera and can enter first-person mode to have a nose around, they've put some of the keys up high or in the little spaces between buildings that are too narrow for Kiryuu to squeeze into. To get these keys, you'll have to press R3, get into first-person view mode, and pass the reticle over the flashing light. You'll notice it zoom in slightly on the key, and then there should be a prompt to "Look" (with the Circle button). If you saw it and pressed Circle and Kiryuu didn't grab the key, you need to be closer. Don't worry--you don't need to actually go climbing trees or any- thing like that; you just need to step a little closer. You'll know you got the key when you hear a chime. When you visit the Coin Lockers, you may wanna have a lot of space in your inventory. If you open a whole bunch of lockers, you'll run out of space. Don't worry; the excess items are sent to your magical items area you can access from save points, but it's a little annoying to have to wait while the game asks you if you want to send it there or not. The highlighted lockers can be opened. This is true when actually at the lockers and when viewing the Completion List. As far as completion goes, it only counts once you've opened the locker. You may be pleased to know that there are no keys you can miss this time, again. In the first game, there would be keys in areas you could only access once in the story, such as in the Tougenkyou/Shangri-La area. But, that's all done with. The only weird keys will be from missions, of course. I'll mark the ones that need First-Person View Mode to get with a "*." I'll also state which Chapter the keys BECOME AVAILABLE--you don't HAVE to get them in that Chapter, necessarily. You can get them later if you want. (TIP: If you wanna gather these and you're getting annoyed at the pesky random encounters, you can run around town when accompanied either by the kids or by Rikiya while he's carrying bags without encounters. For Kamuro, this is only in Chapter 6, when he buys stuff at Don Quijote and asks to be shown to the Coin Lockers. For Okinawa, in Chapter 10, when running around with Ayako, and in Chapter 11 when running around with Taichi, there are no encounters) KAMURO DISTRICT 1. Chapter 5 - In the middle of the path, right at the entrance to the side alley running east from the Club Sega at Nakamichi ITEM: Gauntlet 2. Chapter 5 - To the west of the Coin Lockers, up on a wall above the yellow "No Littering" signs.* ITEM: Super Resin 3. Chapter 5 - In the middle of the street on the ground on East Taihei, near the entrance to Karai (Han Rae) ITEM: Ancient Black Sand Steel 4. Chapter 4 - In the empty space across the street from the Third Park, up on the wall at the end, between two outside unit air conditioners* ITEM: Snake Eyes Seal 5. Chapter 5 - On a tree in the northwest corner of the plaza at the base of the Milennium Tower's south side* ITEM: Rock from the Pee Mountains 6. Chapter 4 - Behind New Serena, on top of the brick wall near the blue vend- ing machines* ITEM: Staminan Spark 7. Chapter 5 - Inside Club Sega in the Square in front of the Theaters, on the floor, in front of Answer x Answer ITEM: Royal Joker 8. Chapter 5 - On the floor inside M.E.B. ITEM: Artificial Flower Bouquet 9. Chapter 5 - Inside the Parking Lot at Shichifuku, on the pipes on the north wall by the No.7 parking space* ITEM: Gold-Plated Variable Capacitor 10. Chapter 5 - On the ground on the southern alley running off to the west from Pink Street (near the Ryuujinkaikan, the tattoo shop in Rikiya's side mission) ITEM: Snake Eyes Seal 11. Chapter 5 - On the floor in Asia's lobby area ITEM: Steel Shirt 12. Chapter 5 - On the ground in the southwestern corner of the Champion Dis- trict ITEM: Old-Fashioned Suspension 13. Chapter 5 - On the floor inside M Store ITEM: Power Stun Gun 14. Chapter 8 - On the ground in the southeast corner of Sai no Kawara's above- ground area ITEM: Toughness Emperor 15. Chapter 4 - On the ground in the middle of Tenkaichi, near New Serena ITEM: Hariti Amulet 16. Chapter 4 - Under a bench in the Third Park ITEM: Brass Lump 17. Chapter 5 - On a lamp above a sign above a shutter near a white car on the alley running off to the east from Senryou (near Karaoke-Kan)* ITEM: Even-Steven Prayer Beads 18. Chapter 4 - On the ground on Suppon Street (the alley running off to the West from Tenkaichi, north of the Poppo Mart) ITEM: Staminan Spark 19. Chapter 5 - On the ground in front of the white vending machines near Volcanic Volcano (the slot house just south of the Square in front of the Theaters) ITEM: Super Resin 20. Chapter 5 - On the ground in the gambling area in the Dragon Palace ITEM: Rainbow Alloy 21. Chapter 7 - In the underground part of the Sai no Kawara, on an awning on the west side, between the coliseum and Hanaya's/Majima's room* ITEM: High-Grade Charcoal 22. Chapter 5 - On the floor in Ebisuya Pawn Shop ITEM: Special Alloy Wire 23. Chapter 5 - Atop a speaker inside Bantam ITEM: Blackjack Amulet 24. Chapter 8 - On the driver's-side ladder of the construction vehicle in the north side of Sai no Kawara's above-ground area* ITEM: The "I Hadn't Thought of That!" Weapons Handbook 25. Chapter 6 - Atop a wall lamp in New Serena* ITEM: Comfortable Sole 26. Chapter 5 - On the floor inside Luk Laan Jong ITEM: Superalloy Spring 27. Chapter 5 - Near the rear entrance to Club Sega (from the alley running to the east from Nakamichi) ITEM: Biased Brand Cigarettes 28. Chapter 5 - On the ground in the alley near Bantam ITEM: Newly Developed Material No. XX 29. Chapter 8 - On a chair at the poker table in Fukkantei (the casino inside the Sai no Kawara area) ITEM: Comfortable Sole 30. Chapter 5 - On an air vent in the back inside Yoshida Batting Center* ITEM: Army Knife 31. Chapter 5 - On a potted plant inside Beam ITEM: Instructional Staff 32. Chapter 5 - On the wall above two white trash bags near the entrance to Works Kamiyama* ITEM: Mysterious Glowing Stone 33. Chapter 5 - On the sidewalk on Kouenmae, near a blue tarp, at the inter- section with the alley next to Karai (Han Rae) Korean Barbecue ITEM: Tauliner Maximum 34. Chapter 5 - On an end table with a display stand on the second-floor area inside Stardust ITEM: Comfortable Sole 35. Chapter 8 - On a wall lamp on a pillar inside the underground coliseum's lobby in the Sai no Kawara area ITEM: Staminan Royale 36. Chapter 5 - On the floor inside Kyushu Ichibanboshi Ramen ITEM: Comfortable Sole 37. Chapter 5 - Inside Alps, near the entrance ITEM: Toughness Infinity 38. Chapter 5 - On the ground in the western side of the Square in front of the Theaters ITEM: Red Gem 39. Chapter 5 - In the empty space in the Champion District (where the IF7 is) on some scaffolding* ITEM: Charisma Photograph 40. Chapter 5 - Inside Mach Bowl, at the far wall, near the restrooms on a display with six pins inside ITEM: Warped Pearl 41. Chapter 5 - Inside the Poppo on Shouwa ITEM: Broken M1985 42. Chapter 5 - In the back alley area behind Poppo Mart at Nakamichi Street, on an air duct above some blue trash cans* ITEM: Mysterious Glowing Stone 43. Chapter 5 - In the shelves at Kotobukiya Pharmacy ITEM: High-Grade Charcoal 44. Chapter 5 - On the ground in the parking lot at the east end of Taihei ITEM: Charisma Ring 45. Chapter 5 - In the tree at the very back of Children's Park (the park at the west end of Taihei)* ITEM: Hercules Gauntlet 46. Chapter 5 - Atop a Chrismtas Tree behind the Millennium Tower* ITEM: Blood Brooch 47. Chapter 5 - In the northeastern corner of the Champion District, on an awn- ing for a bar called "Sunntokyo"* ITEM: Glorious Tale of the Lotus House 48. Chapter 8 - Behind the above-ground part of the staircase leading down to the underground of the Sai no Kawara, on the roof* ITEM: Staminan Spark 49. Chapter 5 - The northeastern part of the Square in front of the Theaters, in the street running north to Taihei, on a pillar just to the south (right) of NY Hot Dog* ITEM: Flowing Brocade 50. Chapter 5 - The Hotel District, on an lamppost to the right of the Voles- cia Hotel sign* ITEM: White Lotus Comb RYUKYU VILLAGE 1. Chapter 4 - In the southwest corner of Kariyushi and market, next to an awning with light and dark green stripes (Yoshida Confections), up on the wall* ITEM: Old-Fashioned Suspension 2. Chapter 4 - Inside Aqua Sky, on the floor behind the pool tables ITEM: Staminan Royale 3. Chapter 4 - On the floor inside the weapons shop van ITEM: Staminan Spark 4. Chapter 4 - On the flourescent light above a table in the Yabukishi Res- taurant area on the second floor of the Municipal Market (the first restaurant you see at the top of the stairs)* ITEM: High-Grade Charcoal 5. Chapter 4 - On the east side of North Ryukyu Street, in a tree in front of the Ryukyu Trust Bank and APA Hotel to the north of the Ebisuya Pawn Shop* ITEM: Bust Amulet 6. Chapter 4 - On the middle pillar supporting the monorail above the Kubochi River (to the west from the station)* ITEM: Old Magazine 7. Chapter 4 - Atop the wooden fence on the south side of the road, west of the Mornignlory ITEM: Bat 8. Chapter 4 - Inside Ryukyu Nights ITEM: Broken Watch 9. Chapter 4 - In the alley running off from Ryukyu on the west, near Awamori- gura, in between two planters ITEM: Black Gem 10. Chapter 4 - On a chair inside Smile Burger ITEM: Toughness Emperor 11. Chapter 4 - To the side of the staircase going up to the Coin Lockers ITEM: Super Resin 12. Chapter 4 - Near the Taxi in First Town, in the middle of the street ITEM: Royal Joker 13. Chapter 4 - Inside Mahjong Camp ITEM: Rubber Balloon 14. Chapter 4 - Inside the gambling hall, between Chinchirorin and Oichokabu ITEM: Ancient Black Sand Steel 15. Chapter 4 - On some shelves inside Works Kamiyama ITEM: Biased Brand Cigarettes 16. Chapter 4 - On the floor inside Ryuushou ITEM: Blood-Stained Sarashi 17. Chapter 10 - Inside the Ryuudou House's office, on the floor ITEM: Scrap of Magnetic Metal 18. Chapter 4 - On a red bench in the east-west alley just north of Warabaa ITEM: Modified Lighter 19. Chapter 4 - The shortcut between Ryukyu Street and First Town (near Okina- way--the dirt part) ITEM: Taliner + 20. Chapter 4 - Inside Maeda Pharmacy on the floor ITEM: Brass Lump 21. Chapter 4 - 1st floor of the Municipal Market, between the signs for Uonawa (where you sell your fish) and Fresh Fish Kishizaki* ITEM: Tigerskin Belt 22. Chapter 4 - In the middle of the intersection of Ryukyu and North Ryukyu ITEM: Super-Resistant Resin 23. Chapter 4 - In the water near where the waves brake on the beach ITEM: Blue-Green Gemstone 24. Chapter 4 - Near a trash can in the shortcut between Ryukyu and First Town (near Okinawaya and Blue Seal Parlor, in the parking-lot-like area) ITEM: Newly Developed Material No. XX 25. Chapter 4 - Inside Aqua Sky, near the entrance ITEM: Wristband 26. Chapter 4 - Next to two blue trash cans at the corner of west First Town, in the little parking lot area (near Tamashiro's place) ITEM: Blackjack Amulet 27. Chapter 4 - The dead-end in the northeast of First Town ITEM: Unknown Resin 28. Chapter 4 - On the south wall of the path running West of the station, south side, between two buildings in a window (between the Ryukyu Town Tourist stand and the tobacconist)* ITEM: Gauntlet 29. Chapter 4 - On the ground in the middle of the sidwalk near the west taxi on Ryukyu Street ITEM: Compact Motor 30. Chapter 4 - In the middle aisle inside the M Store near the coin lockers ITEM: Super Resin 31. Chapter 4 - 1st floor of the Municipal Market, near "Mountain Bull But- chers," at the first intersection just off to the left when entering the market ITEM: Broken Radio 32. Chapter 4 - On an electricity pole on the southwest corner of the inter- section at Ryukyu and North Ryukyu, near the sign for "Ayako"* ITEM: Superalloy Spring 33. Chapter 4 - Mission: The Lost Keys* ITEM: Power Stun Gun 34. Chapter 4 - Atop a sign for the building that houses "South Island," that reads "Silk Road" (a white sign off to the left of the entrace)* ITEM: Stone from the Pee Mountains 35. Chapter 4 - Atop a window unit air conditioner near the entrance to a shop in northwest First Town near a black car, called "Momoko Tea House" ITEM: 123 Gum 36. Chapter 4 - Inside the First Town M Store, near two coffee pots on the counter ITEM: Scrap of Magnetic Metal 37. Chapter 4 - Near the entrance to Kariyushi Arcade from First Street, in front of an awamori shop, on the ground on the west side of the arcade, near a black waste basket ITEM: Mystery Liquid 38. Chapter 4 - On top of the Coin Lockers (after completing mission "The Lost Keys")* ITEM: Super-Resistant Resin 39. Chapter 4 - On the ground on the alley running to the west of the station ITEM: Sarashi 40. Chapter 4 - Inside a cardboard box inside the Morninglory, at the end of the hallway running off from the entrance past the dining room ITEM: Staminan Spark 41. Chapter 4 - On the floor at the corner to the west of Warabaa and the market, where the street turns north towards the Ryuudou House headquarters ITEM: Comfortable Sole 42. Chapter 4 - On a hand rail up above the street on the second floor, in the alley just north of the gambling spot, on the north side* ITEM: Blood-Stained Cloth 43. Chapter 4 - In an window unit air conditioner on the outside of a shop on the second floor of the building Works Kamiyama is located (near the stairs)* ITEM: WAT Armor 44. Chapter 4 - Mission: The Seven Wonders of Rukyu Town #1 ITEM: Mystery Cell Phone 45. Chapter 4 - On the roof over the bus stop on east Ryukyu Street, north side of the street* ITEM: D Action Revolver 46. Chapter 4 - On the yellow roof of the store to the west of Karaoke-Kan* ITEM: Staminan Spark 47. Chapter 4 - On the northeast side of the intersection at Ryukyu and North Ryukyu, on one of the hexagonal signs for Yanbaru Coffee, near the sign for the APA Hotel* ITEM: Kageboushi 48. Chapter 4 - On a green construction pipe on the Kubochi River from the bridge near the monorail station, off the west side of the bridge* ITEM: Death God of the Nirai Kanai 49. Chapter 4 - On the bank of the Kubochi River, from the bridge near Aqua Sky, off its west, on the southern bank* ITEM: Shisa Waistband 50. Chapter 4 - On a staircase beside a yellow sign for the casino across the street from Ryukyu Nights* ITEM: Expulsion S-12 --------- 5i. Maps --------- * Legend: T = Taxi S = Save Point C = Coin Lockers KAMURO DISTRICT Hotel |____| District | |---- 2 | | 1|-----------------------T Kou'enmae Street |3 | | | | 4|S | | | 5| | | | | | -| 6 | | 7 | 8 9|10 | T-------------------------------------------- Shichifuku Street | | | | | | 11 | | 12| | -------- |-------| |13 |14 |-|--| |--| |+15++++| |----| | | |--| | Champion |------S| | | | | |16|17| District | | | | | -------- 18| | 19 | | | | --| | | | | |23 | 20 21| C S|22 | | | -------------------------------------------- Taihei Street |24 | |||25 | | | --------| | | -- | | | | | | | | | -------| |26|27 |28 |29 30|31| 32|-----|---+-----+-----+--| --| 33 | | |34 | | 35|36 |--37-----| | | | |---------+ | | | 38|39||40 41| 42|43| | |---------+ --+-------- | 44 |45 46|S 47 | ------------------------------------ Shouwa Street T Tenka'ichi Nakamichi Pink Senryou Street Street Street Street 1. Dragon Palace 2. Sai no Kawara (aka "River Styx," "Purgatory," "Limbo") 3. Yoshida Batting Center 4. M Store 5. Works Kamiyama (Weapons Upgrading) 6. Jidou Park 7. MEB--Adult Entertainment Information 8. Club Koakuma--Cabaret Club 9. Karai Korean Restaurant (aka "Han'rae" or "Hallae") 10. Parking Lot at Shichifuku 11. Club Sega at the Square in front of the Theaters 12. Beam (Video Shop, Black Weapons Market) 13. Bantam British Pub 14. Weapons Store (in a van) 15. Square in front of the Theaters 16. Atenshi--a gay bar 17. Shellack--a bar 18. Mach Bowl 19. Millennium Tower 20. Emoto's Clinic 21. Matsuya at Tenkaichi Street 22. Matsuya at Taihei Street 23. Empty Space at Champion (IF7 Machine) 24. Gelateria Kamuro (gelato shop) 25. Kotobukiya Pharmacist 26. Pronto--a caffe 27. Smile Burger 28. Poppo Mart at Nakamichi 29. Asia--a strip club 30. Kyushu Ichibanboshi Ramen 31. Love In Heart--a massage parlor 32. Poppo Mart at Tenkaichi 33. The Third Park 34. Club Ageha 35. New Serena 36. Stardust--a hot club 37. Club Kamuro Castle - Hitman jobs 38. Alps--a tea shop 39. Club Sega at Nakamichi 40. Ebisuya Pawn Shop in Kamuro 41. Luk Laan Jong (aka Rokuransou)--a mahjong parlor 42. Ryuujinkaikan (tattoo shop, only for a side quest) 43. Karaoke-Kan in Kamuro 44. Sushi Gin 44. Don Quijote--a bargain store 45. Poppo Mart on Shouwa Street 46. Le Marche--accessories shop RYUKYU VILLAGE 1 -------------- /-------------| +-------------- | 2|3 --------------| 4| 5| 6 ------------\ -----+-------\T /=============\ First|District\-/ /---------\ = \ |7 | / \ = \--------- 8|9 |/ \ =========== Kubochi River ------+---------|S North ----------- ======|==10=====\ Ryukyu | ------+----------\ Street / | 11 12|13 / 14|15 16 | T | ------+-----------+------------------+------ Ryukyu Street 17| T 18| 19 S++| 20| 21| +22| | ------|23 | | | 24| | C | |25 |------| (2F) | |(2F)|26 | | | /------------| | | 27 | | | | | Kariyushi Arcade 1. Weapons Store (inside a van) 2. M-Store in the First District 3. Flawless Cabaret Club 4. Tamashiro Group Headquarters 5. Karaoke-Kan in the First District 6. Mahjong Camp 7. Ryukyu Nights (like Men's Entertainment Box in Kamuro) 8. South Island Cabaret Club 9. Aqua Sky 10. Ryukyu Monorail Station 11. Ryuushou (Shogi) 12. Umachii Restaurant 13. Ebisuya Pawn Shop in Ryukyu 14. Okinawaya Shop 15. Blue Seal Ice Cream Parlor 16. Sam's Maui Steakhouse 17. Awamorigura Liquor Store 18. Stone Market Accessories Shop 19. Smile Burger in Ryukyu 20. Ryuudou House Headquarters 21. Quickly Tea Stand 22. M-Store on Ryukyu Street 23. Maeda Pharmacy 24. Secret Gambling Area 25. Works Kamiyama (Weapons Upgrading) (on second floor) 26. Warabaa Restaurant 27. Municipal Market (1st floor includes Fresh Fish Market Uonawa) ---------- 5j. Shops ---------- KAMURO ------ - Items Shops - POPPO MART AT TENKAICHI Tauliner 300 Tauliner+ 900 Pork-Bone Ramen 198 Tan Tan Men 218 Egg and Pork Spare Rib Ramen 228 Wakame Seaweed Ramen 176 Oden Set 420 Kelp Onigiri 180 Tuna Onigiri 190 Salmon Onigiri 200 Makunouchi Bentou 600 Club Sandwich 250 Egg and Tuna Sandwich 230 Special Yakisoba 460 Meat Bun 130 Bean Paste Bun 130 Japanese Sake 1,100 Dog Food 270 Assorted Sushi 3,500 Suntory Oolong Tea 147 C.C. Lemon 147 Boss Sugar-Free Black Coffee 120 Iemon Tea 147 Suntory Tenzensui Southern Alps Water 110 Tokyo Week 1 Magazine 370 FRIDAY Magazine 350 Gentleman's Umbrella 3,500 All-Purpose Tacks 500 Pepper 530 Rubber Balloon 100 Catnip Stick 498 Salad Oil 120 Lighter Oil 430 Battery 300 POPPO MART AT SHOUWA Tauliner 300 Tauliner+ 900 Soy Sauce Ramen 198 Miso Ramen 198 Wantan Soup 158 Egg Soup 158 Oden Set 420 Kelp Onigiri 180 Tuna Onigiri 190 Salmon Onigiri 200 Makunouchi Bentou 600 Club Sandwich 250 Special Yakisoba 460 Meat Bun 130 Bean Paste Bun 130 Japanese Sake 1,100 Dog Food 270 Assorted Sushi 3,500 Suntory Oolong Tea 147 C.C. Lemon 147 Boss Sugar-Free Black Coffee 120 Iemon Tea 147 Suntory Tenzensui Southern Alps Water 110 Young Magazine 320 Tokyo Week 1 Magazine 370 FRIDAY Magazine 350 Gentleman's Umbrella 3,500 Salad Oil 120 Tougarashi 350 Lighter Oil 430 Rubber Hose 1,100 POPPO MART AT NAKAMICHI Tauliner 300 Tauliner+ 900 Special Squid Yakisoba 198 Miso Ramen 198 Pork-Bone Ramen 198 Chicken Dashi Chinese Soup 158 Chicken Burdock Soup 158 Green Onion Back Pork Rib Ramen 228 Oden Set 420 Kelp Onigiri 180 Tuna Onigiri 190 Salmon Onigiri 200 Makunouchi Bentou 600 Club Sandwich 250 Egg and Tuna Sandwich 230 Special Yakisoba 460 Meat Bun 130 Bean Paste Bun 130 Japanese Sake 1,100 Dog Food 270 Assorted Sushi 3,500 Suntory Oolong Tea 147 C.C. Lemon 147 Boss Sugar-Free Black Coffee 120 Iemon Tea 147 Suntory Tenzensui Southern Alps Water 110 Young Magazine 320 Tokyo Week 1 Magazine 370 FRIDAY Magazine 350 Gentleman's Umbrella 3,500 Flintstone 320 Special Hanger 850 Battery 300 Tougarashi 350 M STORE Tauliner 300 Tauliner+ 900 Special Squid Ramen 198 Soy Sauce Ramen 198 Pork-Bone Ramen 198 Salt Ramen 218 Tan Tan Men 218 Deep-Pot Le Curry Udon 228 Green Onion Back Pork Rib Ramen 228 Oden Set 420 Kelp Onigiri 180 Tuna Onigiri 190 Salmon Onigiri 200 Makunouchi Bentou 600 Club Sandwich 250 Special Yakisoba 460 Meat Bun 130 Yakisoba Bun 140 Japanese Sake 1,100 Dog Food 270 Assorted Sushi 3,500 Suntory Oolong Tea 147 C.C. Lemon 147 Boss Sugar-Free Black Coffee 120 Iemon Tea 147 Suntory Tenzensui Southern Alps Water 110 Young Magazine 320 Tokyo Week 1 Magazine 370 FRIDAY Magazine 350 Umbrella 1,000 All-Purpose Tacks 500 Wheat Flour 200 Pepper 530 Rubber Balloon 100 Lighter Oil 430 Battery 300 DON QUIJOTE Axe Body Spray 598 Boss Rainbow Mountain Coffee 89 Boss Luxurious Fine Sugar Coffee 89 Boss Sugarless Black Coffee 89 Suntory Oolong Tea 97 Suntory Black Oolong Tea 158 Suntory Tennensui Southern Alps Water 89 Iemon Tea 97 Hot Iemon 97 C.C. Lemon 97 Sesame Barley Tea 156 Pepsi Next 97 The Premium Malts 208 Kinmugi Beer 118 Chuuhai Alcoholic Beverage 105 Soy Sauce Ramen 178 Miso Ramen 178 Salt Ramen 178 Special Squid Yakisoba 178 Wantan Soup Noodles 148 Egg Soup Noodles 148 Tan Tan Men Soup 148 Jjigae Soup 148 Vegetables and Seaweed Soup 148 Chicken and Dashi Chinese Soup 148 Sour Vinegar Soup 148 Chicken and Burdock Miso Soup 148 Thick Roe Soup 148 Tan Tan Men 208 Deep-Pot Le Curry Udon 198 Green Onion Back Pork Rib Ramen 198 Seaweed Ramen 134 Cat Doll 698 Thick Mesh Hose 2,680 Super Glue 2,380 Coolant 280 Fireproof Bag 1,298 Fitness Gear 3,980 Tonic Shampoo 398 Vinyl Bag 98 KOTOBUKI PHARMACY Staminan X 1,000 Staminan XX 3,000 Staminan Royale 10,000 Tauliner 300 Tauliner + 900 Tauliner ++ 2,700 Toughness Z 750 Toughness ZZ 2,500 Toughness Emperor 7,300 Contact Lens 450 Band-Aids 310 EBISUYA PAWN SHOP (in Kamuro) Popularity Bracelet 29,800 Lucky Bracelet 22,000 Amulet 300 Tigerskin Belt 78,000 Sacred Tree Gauntlets 200,000 Chain Mail Shirt 48,000 Warring States Period Chain Mail Shirt 125,000 Antique Ink Stone 200,000 Small Teapot 1,680 Brass Lump 100 Warped Pearl 5,000 Master Daikon Grater 5,200* Black Shaft 84,600 Bat 5,600 Nameless Kodachi 120,000 Kogarasumaru 420,000 Nameless Sword 300,000 Flowing Brocade 470,000 *--Made available from Chapter 7 on LE MARCHE Monogram Handbag 120,000 French Men's Cologne 5,800 French Women's Perfume 6,500 Italian Men's Cologne 5,800 Italian Women's Perfume 6,500 French Muffler 15,000 French Wallet 23,800 Italian Muffler 28,500 Italian Wallet 22,000 French Handbag 98,000 Italian Shoulder Bag 87,000 Fine Swiss Watch 285,000 Asian Digital Watch 1,480 Domestic Diver's Watch 14,800 French Haute Couture 2,500,000 French Pret-a-Porter 800,000 Italian Women's Suit 350,000 Italian Lady's Watch 120,000 Fine Italian Necklace 70,000 Caviar-Skin Handbag 150,000 Italian Ring 250,000 Italian Men's Neclace 450,000 English Women's Coat 800,000 BEAM Iron Fist Legend 3,800**** True Story of Miyamoto Musashi 3,800*** Last Hung Hoi-Wong 3,800*** Space Ninjaman 5 Meteorite Hell 3,800** Surprise Attack Yakuza 3,800* Hammer Place 3,800* All-Japan Taiko Tour 3,800 Maximum Muscle II 3,800 Limbo: Ultimate Fire & Back Muscles 3,800 Mob Boss Teacher 2: The Journey Begins 3,800 The Complete Test of Courage 3,800 Dragon - Explosive Touch 3,800 The Kanchou Master the 2nd 3,800 Quiz! Button Tapper! 3,800 Hangers for Beginners 3,800 *--Available from Chapter 6 on **--Available from Chapter 7 on ***--Available from Chapter 10 on ****--Available in Chapter 12 THE WEAPONS SHOP (in Kamuro) (Note: This is the van across the street from Beam. To gain access to the weapons shop, you'll have to talk to the man standing outside the van, then go to Beam, talk to the shop owner, and say the password with the bottom choice. From then on, you should have access to the van) Blackjack 3,000 Army Knife 16,000 Tear Gas Spray 3,200 Evergreen Oak Kodachi 1,200 Stun Gun 16,000 Power Stun Gun 30,000 Instructional Staff 10,000 Sarashi 800 Fighting Sarashi 4,800 Iron Chestplate 18,000 Bulletproof Chestplate 28,000 Newly Developed Material No. XX 30,000 Super Resin 3,200 Metal Alloy Spring 3,100 Special Police Baton 8,000 Jack Knife 24,000 Brass Knuckles 7,200** Long Nunchaku 8,900* Double Wooden Blocks 2,300* Fine Steel Dachi 400,000 Old-Fashioned Suspension 100 *--After training with Yonashiro **--After clearing first level of IF7 WORKS KAMIYAMA (in Kamuro) Works K Catalog 1 10,000 Works K Catalog 2 15,000 Works K Catalog 3 20,000 Works K Catalog 4 25,000 Brass Knuckles 7,200** Ogre Knuckles 35,600** Modified Lighter 5,800 Mail-Order Tonfa 6,300* Iron Tonfa 11,000* Wooden Nunchaku 5,300* Double Sticks 20,000* The Kachoufuugetsu Legend 5,200 Blue Book 30,000 Black Book 30,000 *--After training with Yonashiro **--After clearing first level of IF7 SUSPICIOUS MAN (This is the construction worker who appears near the exit from the above-ground part of the Sai no Kawara area staring in Chapter 9) Staminan X 1,000 Tauliner 300 Umbrella 1,000 Ragged Muffler 100 Blood-Stained Cloth 100 Small Hydraulic Suspension 5,000 Unknown Liquid 100 Old-Fashioned Bell 100 Used Pillow 100 Anger Bag 500 Large Vinyl Doll 2,500 Broken Radio 500 Small Teapot 1,680 Blue Flourescent Light 1,230 Old Magazine 100 Unknown Resin 100 Special Alloy Wire 4,200 Scrap of Magnetic Metal 100 Dropper Syringe 100 Artificial Flower Bouquet 1,450 Old-Fashioned Suspension 100 Tempered Glass Fragment 100 Metal Alloy Spring 3,100 Super-Resistant Resin 2,300 Rainbow Alloy 100 Super Resin 3,200 Rubber Hose 1,100 Yin Dragon Brooch 150,000* Yang Dragon Brooch 250,000* Red Dragon Brooch 500,000* Rising Dragon Brooch 520,000* Retribution Dragon Brooch 550,000* *--Available only in Premium New Game and Premium Adventure - Restaurants- MATSUYA (both locations) Beef Rice (Medium) 380 Beef Rice (Large) 480 Pork Rice (Medium) 350 Pork Rice (Large) 450 Bibimbap (Medium) 430 Bibimbap (Large) 530 Original Curry Rice (Medium) 350 Original Curry Rice (Large) 450 Beef Curry 610 Kimchi Kalbi Bowl (Medium) 490 Kimchi Kalbi Bowl (Large) 590 Yamakake Pickled Tuna Rice (Medium) 490 Yamakake Pickled Tuna Rice (Large) 780 Grilled Beef Meal 630 Grilled Kalbi Meal 680 Hamburger and Egg Halves Meal 580 Grilled Pork Meal 550 Grilled Pork and Ginger Meal 580 PRONTO (Pronto has two menus: at day, it's "Caffe Time," and at night, it's "Bar Time." In Chapter 12, when you order, you will be asked which menu to order from, but in other chapters, the time of day determines which menu is offered) (Caffe Time) Drink Menu: Grape Juice 300 Mango Drink 330 Hot Coffee 250 American Coffee 250 Caffe Latte 300 Cappuccino 300 Cafe Mocha 350 Royal Milk Tea 300 Milk 250 Cocoa 290 Food Menu: Eggplant, Bacon, & Tomato Spaghetti 690 Shrimp & Tomato Cream Spaghetti 690 Meat Sauce Spaghetti 630 Hakata Spicy Roe Spaghetti 580 Rich Carbonara with Soft-Boiled Egg 730 (Bar Time) Drink menu: Ginpack 480 Lime Refreshing Tequila Ricky 580 Tequila Blood Orange 580 Campari and Soda 530 Kahlua Milk 580 12-Year Yamazaki 630 12-Year Bowmore 680 10-Year Laphroaig 700 Suntory Whisky Old 450 Early Times 480 Food menu: Hokkaido Edamame 400 Fresh Octopus Carpaccio 480 Jamon Iberico 1,000 Tomato and Mozzerella Salad 480 Roman Pizza Margherita 600 SMILE BURGER (in Kamuro) (First option is "Take Out," second is "For Here") Smile Burger Set 520 Smile Cheeseburger Set 560 Teriyaki Smile Burger Set 580 King Smile Burger Set 690 Tuna Burger Set 580 Kakuni Burger Set 600 Smile Shake 220 Smile Potato 240 Giga Smile Burger Set 880* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. GELATERIA KAMURO Vanilla Single 280 Strawberry Single 280 Chocolate Single 280 Red Bean Single 280 Caramel Single 280 Double 350 Triple 430 Quadruple 780* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. ALPS TEA HOUSE Brand Coffee 500 Blue Mountain 800 Mocha 600 Earl Grey 500 Milk Tea 500 Tomato Juice 450 Lemon Tea 500 Strawberry Parfait 680 Chocolate Parfait 650 Green Tea Float 550 Cake Set 800 Toast Set 800 Sandwich Set 950 Pasta Set 1,300 Original Beef Curry 1,500 KYUSHU ICHIBANBOSHI RAMEN Kyushu Pork Bone Ramen 750 Kakuni Pork Bone Ramen 980 Chaa Siu Pork Bone Ramen 950 Spice Roe Pork Bone Ramen 860 Egg Pork Bone Ramen 820 Limited Edition Everything Ramen 1,250* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. KARAI KOREAN BARBECUE Salted Beef Tongue 1,400 Large Salted Beef Tongue 2,500 Kalbi 1,200 Large Kalbi 2,700 Tenderloin 1,100 Large Tenderloin 2,400 Beef Diaphragm 1,000 Large Beef Diaphragm 2,500 Sliced Liver 1,300 Horumon'yaki 800 Assorted Seafood 1,700 Assorted Kimchi 600 Stone-Grilled Bibimbap 1,500 Yukgejang Gukbap 1,400 Limited Edition Zabuton 2,800* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. SUSHIYA GIN Egg 200 Cucumber Roll 200 Maguro Tuna 300 Sweet Shrimp 300 Flounder Fin Muscle 300 Whelk 300 Live Octopus 300 Amberjack 500 Cold Yellowtail 500 Flounder 500 Striped Jack 500 Alfonsino 500 Roe 1,000 Ark Shell 2,000 Fatty Tuna 2,500 Abalone 3,000 Sea Urchin 3,000 Meal Coupon Sushi 1,280* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. ATENSHI 12-Year Yamazaki 700 12-Year Hakushuu 600 Hibiki 700 12-Year Hokuto 500 Kakubin 400 Suntory Whisky Old 400 Valentine Finest 500 Early Times 400 V.S.O.P. 400 V.O. 350 The Premium Malts 550 Kyougetsu Green Mineral Water 350 SHELLAC 25-Year Yamazaki 5,000 12-Year Yamazaki 700 12-Year Hakushuu 600 The Macallan 1946 40,000 12-Year The Macallan 700 30-Year Laphroaig 5,000 10-Year Laphroaig 600 12-Year Bowmore 500 12-Year Glenfiddich 600 17-Year Hibiki 700 12-Year Hakuto 500 Kakubin 400 Suntory Whisky Old 400 17-Year Valentine 800 Valentine Finest 500 Jack Daniel's 600 Early Time 400 XO Deluxe 600 Courvoisier XO 3,000 Carlsberg 600 Kyougetsu Green Mineral Water 350 Ryukyu Awamori Churashima 400 Ryukyu Awamori Tenryuugura 400 BANTAM 12-Year Yamazaki 700 12-Year Hakushuu 600 30-Year The Macallan 5,250 12-Year The Macallan 850 10-Year Laphroaig 750 12-Year Bowmore 700 30-Year Glenfiddich 4,200 12-Year Glenfiddich 700 30-Year Hibiki 5,180 17-Year Hibiki 820 30-Year Valentine 4,650 17-Year Valentine 920 Valentine Finest 580 Jack Daniel's 700 Early Times 500 V.S.O.P. 400 Courvoisier XO 3,000 The Premium Malts 600 Carlsberg 650 Beefeater 640 Lemon Hart Demerara 740 Herradura Silver 730 Skyy Vodka 730 - Gambling Places - BETTING PLACE (in Dragon Palace--Japanese-style gambling) (Note: 1 point = 100 yen, prices in points) Platinum Plate 1,500 Gold Plate 1,000 Silver Plate 100 Copper Plate 10 Iron Plate 1 Tauliner Maximum 36 Gambler's Sarashi 125 Hariti Amulet 12 Blue Dragon Brooch 1,000 Sacred Wood Carving 200 Gold-Plated Variable Capacitor 20 High-Grade Charcoal 37 Oni Mask Stone 100 DRAGON PALACE CASINO (Note: 1 chip = 100 yen, prices in chips) Platinum Plate 1,500 Gold Plate 1,000 Silver Plate 100 Copper Plate 10 Iron Plate 1 Kamaitachi Seal Cutter 19 Mysterious Glowing Stone 1 Dragon God Dosu 6,500 FUKKANTEI (in Sai no Kawara) (Note: 1 chip = 100 yen, prices in chips) Platinum Plate 1,500 Gold Plate 1,000 Silver Plate 100 Copper Plate 10 Iron Plate 1 Fine Umbrella 55 Anger Talisman 56 Blood Brooch 30 Blue Precious Gem 1,000 Warped Pearl 50 RYUKYU ------ - Items Shops - M STORE Tauliner 300 Tauliner+ 900 Soy Sauce Ramen 198 Pork-Bone Ramen 198 Vegetables and Seaweed Soup 148 Oden Set 420 Kelp Onigiri 180 Tuna Onigiri 190 Salmon Onigiri 200 Makunouchi Bentou 600 Pork Cutlet Bentou 780 Club Sandwich 250 Special Yakisoba 460 Meat Bun 130 Yakisoba Bun 140 Japanese Sake 1,100 14% Zampa 200 30% Zampa 665 Dog Food 270 Assorted Sushi 3,500 Suntory Oolong Tea 147 C.C. Lemon 147 Boss Sugar-Free Black Coffee 120 Iemon Tea 147 Suntory Tenzensui Southern Alps Water 110 Milk 130 Umbrella 1,000 Tonic Shampoo 398 Wantan Soup 158 Egg Soup 158 Jjige Soup 158 Thick Roe Soup 158 Salt Ramen 198 Seaweed Ramen 178 Large Vinyl Doll 2,500 All-Purpose Tacks 500 Flintstone 320 Wheat Flour 200 Rubber Balloon 100 Battery 300 Deep-Pot Le Curry Udon 228 Salad Oil 120 Tougarashi 350 Patented Hanger 850 Lighter Oil 430 OKINAWAYA Chinsukou Cookies Set 525 Chinsukou Plain 525 Shiikwaasaa Citrus 100% 1,260 Shiikwaasaa Candies 262 Turmeric Candies 262 Goya Candies 262 Honba Okinawan Soba 1,890 Original Soki Soba 2,100 Original Okinawa Soba 1,050 Original Moromi Soy Sauce 1,575 Okinawaya Delicious Water 100 Okinawaya Jasmine Tea 100 Shiikwaasaa Cookies 980 Shiikwaasaa Cheesecake 1,050 FRESH FISH MARKET UONAWA Sell Price Buy Price Fusilier 300 200 Porcupine Pufferfish 1,000 600 Grouper 1,500 1,200 Blue Parrotfish 1,200 800 Green Turban 700 400 Bait Mackerel 500 -- Bait Squid 400 -- Bait Shrimp 700 -- Bait Vinegar Squid 600 -- Maguro Tuna 200,000 100,000 AWAMORIGURA "Ramen Awamori" Aged 30% Sakiyama 4,500 "Awamorigura" 22% Kunigami 3,150 10-Year Aged "Awamori" 38% 5,000 "Okinawan Sea" 25% 1,050 "Awamorigura" 22% Sakiyama 2,500 "Awamorigura Aged" 22% 3,500 Ryukyu Shugou Legend 200 Zampa 25% 1,365 Zampa 30% 1,260 Zampa Aged 2,089 MAEDA PHARMACY Ryukyu Shugou Legend 200 Staminan X 1,000 Staminan XX 3,000 Tauliner 300 Tauliner ++ 2,700 Toughness Z 750 Toughness ZZ 2,500 Contact Lens 450 Band-Aids 310 EBISUYA PAWN SHOP (in Okinawa) Popularity Bracelet 29,800 Lucky Bracelet 22,000 Amulet 300 Tigerskin Belt 78,000 Warped Pearl 5,000 Oni Mask Stone 10,000 Small Teapot 1,680 9-Iron 35,000 Bat 5,600 Cheng Lung Dou 45,000 Lotus Family Cheng Lung Dou 320,000 Dark Purple Bokutou 3,500 Red Lion Dosu 200,000 Spirit Spring Kodachi 280,000 Famous Sword Shintougo 375,000 Exquisite Steel Dachi 400,000 Kageboushi 580,000 STONE MARKET Rose Quartz Silver Ring 7,875 Heart Silver Ring 8,190 Cross Silver Ring 7,350 WZC Heart Ring 3,150 Ruby Silver Ring 10,500 Diamond Bracelet 5,250 Power Stone Bracelet 10,042 Pink Opal Bracelet 14,802 Inca Rose Bracelet 20,874 Ruby Piercing 4,200 Double Heart Piercing 7,980 Garnet Necklace 10,500 Birdcage Wallet Strap 7,301 Clown Piercing 21,000 Emblem Pendant 36,750 DD Necklace 128,993 Heart Drop Necklace 2,415 WORKS KAMIYAMA Works K Catalog 10,000* Blackjack 3,000 Instructional Staff 10,000 Collapsible Hammer 62,000* Brass Knuckles 7,200** Hercules Iron Fist 42,000** Mail-Order Tonfa 6,300*** Steel Tonfa 23,000*** Long Nunchaku 8,900*** Double Wooden Board 2,300*** The Kanchou Master the 2nd 3,800 Quiz! Button Tapper! 3,800 Hangers For Beginners 3,800* Red Book 30,000 White Book 30,000 *--Available from Chapter 4 on **--Available after first level of IF7 ***--Availalbe after training with Yonashiro THE WEAPONS SHOP (in Okinawa) (Note - this is the store in a van that Kamiyama Renta points out to you in Chapter 3) Modified Lighter 5,800 Army Knife 16,000 Stun Gun 15,000 Power Stun Gun 30,000* Evergreen Oak Bokutou 2,800 Wooden Nunchaku 5,300** Brass Knuckles 7,200*** Instructional Staff 10,000 Expulsion S-12 460,000 9mm Automatic 120,000 Chain Mail Shirt 48,000 Fighting Shirt 68,000 Steel Shirt 84,000* Iron Chestplate 18,000 WAT Armor 65,000 Rubber hose 1,100 *--Available from Chapter 4 on **--Available after training with Yonashiro ***--Available after beating first level of IF7 - Restaurants - BLUE SEAL PARLOR Vanilla 260 Chocolate 260 Mango Tango 260 Goya 260 Green Tea 260 Sugarcane 260 Purple Yam 260 Sweet Potato 260 Banana Pineapple 260 Pineapple Ice Cream 270 Ube 270 Blue Wave 270 QUICKLY Pearl Milk Tea 300 Jasmine Milk Tea 300 Green Tea Milk 300 Chocolate Cocoa 300 Pearl Black Tea 300 Peach Juice 350 Passionfruit Juice 350 Purple Yam Shake 300 Two-Colored Shake Peach 300 Two-Colored Shake Mango 300 Peanut Soy Milk 350 Lychee Pudding 300 WARABAA Okinawa Soba 500 Pig's Feet Soba 800 Soki Soba 750 Kakuni Soba 800 SMILE BURGER (in Ryukyu) (First choice is "Take Out," second is "For Here") Smile Burger Set 520 Smile Cheeseburger Set 560 Teriyaki Smile Burger Set 580 King Smile Burger Set 690 Goya Burger Set 620 Soki Burger Set 650 Pig's Feet Burger Set 650 Green Caviar Shake 220 Purple Yam Shake 220 Fried Pig's Ear 260 Giga Smile Burger Set 880* *--To make this item available, enter store with issue of "Tokyo Week 1" Maga- zine on your person UMACHII Zampa 25% 400 Zampa Color of the Sea 30% 600 Goya Champloo 850 Pig's Ear 600 Green Caviar 500 Pig's Feet 750 Peanut Tofu 400 Rakkyou 350 Kakuni 680 Fusilier Karaage 830 Assorted Sashimi 1,260 SAM'S MAUI Shrimp Cocktail 800 Escargots a' la Sam's 850 Tenderloin Steak Sam's Cut 2,350 Tenderloin Steak Maui Cut 2,880 Spiny Lobster & Tenderloin Steak 3,980 Fresh Scallops & Tiger Prawns 2,200 Deluxe Course Dinner Course 1 3,850 Deluxe Course Dinner Course 2 5,500 - Gambling - BETTING PLACE (in Okinawa) (Note: 1 point = 100 yen; price in points) Platinum Plate 1,500 Gold Plate 1,000 Silver Plate 100 Copper Plate 10 Iron Plate 1 Tauliner Maximum 36 Gambler's Sarashi 125 Hariti Amulet 12 Blue Dragon Brooch 1,000 Sacred Wood Carving 200 Gold-Plated Variable Capacitor 20 High-Grade Charcoal 37 - Bar - AQUA SKY 12-Year Yamazaki 800 12-Year The Macallan 780 30-Year Laphroaig 5,200 10-Year Laphroaig 680 12-Year Bowmore 680 30-Year Glenfiddich 4,080 12-Year Glenfiddich 650 30-Year Hibiki 5,120 17-Year Hibiki 750 Suntory Whisky Old 460 30-Year Valentine 4,600 17-Year Valentine 880 Valentine Finest 580 Jack Daniel's 690 Early Times 480 V.S.O.P. 430 V.O. 360 The Premium Malts 570 Beefeater 640 Lemon Hart Demerara 740 Herradura Silver 750 Skyy Vodka 750 Zampa Color of the Sea 30% 630 ---------- 5k. Items ---------- 5k-I. Weapons -------------- EQUIPPABLE WEAPONS ------------------ 9-IRON Attack: 60 Endurance: 8 (Golf Club) Ebisuya (Kamuro): 35,000 yen Random Battles 9MM AUTOMATIC Attack: 600 Ammo: 10 (Gun) Weapons Shop (Ryukyu): 120,000 yen ARMY KNIFE Attack: 60 Endurance: 20 (Knife) Weapons Shop (both): 16,000 yen Tokyo Coin Locker #30 Random Battles ASSASSIN SPEAR Attack: 50 Endurance: 40 (Polearm) Weapons Creation BAT Attack: 50 Endurance: 3 (Bat) Ebisuya (both): 5,600 Random Battles BLACKJACK Attack: 50 Endurance: 10 (One-Handed) Works Kamiyama (Ryukyu): 3,000 yen Weapons Store (Kamuro): 3,000 yen BLUE DRAGON BAT Attack: 160 Endurance: 20 (Bat) Weapons Creation BONK! HAMMER Attack: 20 Endurance: 30 (Hammer) Weapons Creation BRASS KNUCKLES Attack: 60 Endurance: 35 (Knuckles) Weapons Shop (both, after clearing 1st level of IF7): 7,200 yen Works Kamiyama (both, after clearing 1st level of IF7): 7,200 yen BROKEN M1985 Attack: 900 Ammo: 3 (Gun) Weapons Shop (Kamuro): 320,000 yen Tokyo Coin Locker #41 BULLET-CUTTER KANEMITSU Attack: 100 Endurance: 50 (Sword) Coliseum: 500,000 BP CARBON NUNCHAKU Attack: 40 Endurance: 60 (Nunchaku) Weapons Creation CARBON TONFA Attack: 80 Endurance: 60 (Tonfa) Weapons Creation CHENG LUNG DOU Attack: 90 Endurance: 20 (Knife) Ebisuya (Ryuyu): 45,000 yen COLLAPSIBLE HAMMER Attack: 140 Endurance: 15 (Hammer) Works Kamiyama (Ryukyu): 62,000 yen Mack Training: Formation B COMPACT OCTAGONAL STAFF Attack:20 Endurance: 50 (Polearm) Weapons Creation D-ACTION REVOLVER Attack: 700 Ammo: 15 (Gun) Weapons Shop (Kamuro): 230,000 yen Okinawan Coin Locker #45 DARK BLACK BOKUTOU Attack: 70 Endurance: 25 (Sword) Ebisuya (Ryukyu): 3,500 yen Random Battles DOUBLE CHENG LUNG DOU Attack: 100 Endurance: 30 (Kali) Weapons Creation DOUBLE COILS Attack: 70 Endurance: 30 (Kali) Weapons Creation DOUBLE JAPANESE SWORDS Attack: 90 Endurance: 40 (Kali) Weapons Creation DOUBLE SHAFTS Attack: 60 Endurance: 40 (Kali) Weapons Creation DOUBLE STICKS Attack: 60 Endurance: 25 (Kali) Works Kamiyama (Kamuro, after Yonashiro training): 20,000 yen DOUBLE STUN Attack: 70 Endurance: 30 (Kali) Weapons Creation DOUBLE WOODEN BOARD Attack: 50 Endurance: 20 (Kali) Works Kamiyama (Ryukyu, after Yonashiro training): 2,300 yen Weapons Shop (Kamuro, after Yonashiro training): 2,300 yen DRAGON GOD DOSU Attack: 120 Endurance: 60 (Knife) Dragon Palace Casino: 6,500 chips DRAGON NUNCHAKU Attack: 60 Endurance: 100 (Nunchaku) Clear Story Mode on EX Hard DRAGON-CREST SWORD Attack: 140 Endurance: 60 (Sword) Complete all Equipment Creation EVERGREEN OAK BOKUTOU Attack: 40 Endurance: 20 (Sword) Weapons Shop (Ryukyu): 2,800 yen Random Battles EVERGREEN OAK KODACHI Attack: 40 Endurance: 20 (Knife) Weapons Shop (Kamuro): 1,200 yen Random Battles EXPULSION S-12 Attack: 1,000 Ammo: 4 (Gun) Weapons Shop (Ryukyu): 460,000 yen Okinawan Coin Locker #50 FAKE DYNAMITE Attack: 2 Ammo: (Spray) Weapons Creation FINE STEEL DACHI Attack: 104 Endurance: 25 (Sword) Weapons Shop (Kamuro): 400,000 yen FINE UMBRELLA Attack: 20 Endurance: 15 (Umbrella) Fukkantei: 55 chips Random Battles FLASHING DRAGON DRIVER Attack: 140 Endurance: 20 (Golf Club) Suspicious Man: 200,000 yen FLOWING BROCADE Attack: 108 Endurance: 35 (Sword) Ebisuya (Kamuro): 470,000 yen Tokyo Coin Locker #49 GENTLEMAN'S UMBRELLA Attack: 20 Endurance: 10 (Umbrella) Poppo (all): 3,500 yen GOLDEN GUN Attack: 800 Ammo: Infinite (Gun) Clear all 123 Side Missions GROUP HEAD'S BAT Attack: 200 Endurance: 10 (Bat) Weapons Creation GROUP HEAD'S DRIVER Attack: 140 Endurance: 10 (Golf Club) Weapons Creation HERCULES KNUCKLES Attack: 70 Endurance: 60 (Knuckles) Works Kamiyama (Ryukyu, after clearing 1st level of IF7): 42,000 yen HYAKKOUMARU Attack: 76 Endurance: 40 (Knife) Mack Training: Formation A 1st Place INSTRUCTIONAL STAFF Attack: 10 Endurance: 50 (Polearm) Automatically receive from Kamiyama in Chapter 3's story Works Kamiyama (Ryukyu): 10,000 yen Weapons Shop (both): 10,000 yen Tokyo Coin Locker #31 IRON INSTRUCTIONAL STAFF Attack: 30 Endurance: 60 (Polearm) Weapons Creation IRON TONFA Attack: 50 Endurance: 40 (Tonfa) Works Kamiyama (Kamuro, after Yonashiro training): 11,000 yen KACHOUFUUGETSU BLADE Attack: 116 Endurance: 30 (Sword) Weapons Creation KAGEBOUSHI Attack: 110 Endurance: 30 (Sword) Ebisuya (Ryukyu): 580,000 yen Okinawan Coin Locker #47 KAISER SPIKE Attack: Endurance: (Knuckles) Weapons Creation KAMIYAMA POLICE BATON Attack: 80 Endurance: 20 (One-Handed) Weapons Creation KOGARASUMARU Attack: 80 Endurance: 40 (Knife) Ebisuya (Kamuro): 420,000 yen LONG NUNCHAKU Attack: 20 Endurance: 50 (Nunchaku) Works Kamiyama (Ryukyu, after Yonashiro training): 8,900 yen Weapons Shop (Kamuro, after Yonashiro training): 8,900 yen MAIL-ORDER MAGIC SWORD Attack: 80 Endurance: 10 (Sword) Weapons Creation *Shocks opponent* MAIL-ORDER TONFA Attack: 40 Endurance: 40 (Tonfa) Works Kamiyama (both, after Yonashiro training): 6,300 yen MIGHTY DRAGON HAMMER Attack: 200 Endurance: 15 (Hammer) Weapons Creation MODIFIED LIGHTER Attack: 2 Ammo: 10 (Spray) Works Kamiyama (Kamuro): 5,800 yen Weapons Shop (Ryukyu): 5,800 yen Okinawan Coin Locker #18 MODIFIED STUN LIGHTER Attack: 40 Ammo: 10 (Spray) Weapons Creation *Burns opponent* MURAMASA Attack: 130 Endurance: 30 (Sword) Complete all Hitman Missions NAIL BAT Attack: 70 Endurance: 15 (Bat) Side Mission: The Worrysome First Draft Pick Weapons Creation NAIL DRUMSTICKS Attack: 60 Endurance: 25 (Kali) Weapons Creation NAMELESS KODACHI Attack: 68 Endurance: 30 (Knife) Ebisuya (Kamuro): 120,000 yen Random Battles NAMELESS SWORD Attack: 60 Endurance: 25 (Sword) Ebisuya (Kamuro): 300,000 yen NOISY KNIFE Attack: 40 Endurance: 30 (Knife) Weapons Creation OGRE KNUCKLES Attack: 60 Endurance: 50 (Knuckles) Works Kamiyama (Kamuro, after clearing 1st level of IF7): 35,600 yen ONI DRUMSTICKS Attack: 60 Endurance: 35 (Kali) Weapons Creation OPTICAL ILLUSION HAMMER Attack: 160 Endurance: 18 (Hammer) Weapons Creation PEPPER KNUCKLES Attack: 40 Endurance: 30 (Knuckles) Weapons Creation PHOTON BLADE RG Attack: 80 Endurance: 25 (Sword) Weapons Creation POP-UP BLACKJACK Attack: 60 Endurance: 10 (One-Handed) Weapons Creation *All hits Bound opponent* POWER STUN GUN Attack: 80 Endurance: 15 (Stun Gun) Weapons Shop (both): 30,000 yen Okinawan Coin Locker #33 *Shocks opponent* PREMIUM DOUBLE SHAFTS Attack: 80 Endurance: 50 (Kali) Weapons Creation REALISTIC FAKE GUN Attack: 0 Ammo: 15 (Gun) Weapons Creation RED LION DOSU Attack: 70 Endurance: 30 (Knife) Ebisuya (Ryukyu, Chapter 5 on): 200,000 yen RETRIBUTION DRAGON TONFA Attack: 120 Endurance: 70 (Tonfa) Weapons Creation RETRO-ACTION TONFA Attack: 90 Endurance: 45 (Tonfa) Weapons Creation RISING DRAGON GAUNTLETS Attack: 80 Endurance: 70 (Knuckles) Weapons Creation SAKURA FUBUKI Attack: 112 Endurance: 25 (Sword) Side Mission: The Dragon of the Silver Screen SANDMAN NO. 55 Attack: 200 Endurance: 15 (Gun) Weapons Creation *Stuns opponents (dizzy)* SLASHING BLADE STAFF Attack: 40 Endurance: 30 (Polearm) Weapons Creation SLIMEY SHOTGUN Attack: 20 Ammo: 3 (Gun) Weapons Creation *Makes opponents slip on slime puddles* SLIMEY SPRAY Attack: 2 Ammo: 20 (Spray) Weapons Creation *Makes opponents slip on slime puddles* SMOKEY SHOTGUN Attack: 20 Ammo: 5 (Gun) Weapons Creation *Blinds opponent* SPECIAL POLICE BATON Attack: 70 Endurance: 20 (One-Handed) Weapons Shop (Kamuro, Chapter 6 on): 8,000 yen Random Battles STEEL NUNCHAKU Attack: 50 Endurance: 70 (Nunchaku) Weapons Creation STEEL TONFA Attack: 70 Endurance: 50 (Tonfa) Works Kamiyama (Ryukyu, after Yonashiro training): 23,000 yen STUN GUN Attack: 60 Endurance: 10 (Stun Gun) Weapons Shop (both): 16,000 yen Random Battles *Shocks opponent* SUPER-THICK NUNCHAKU Attack: 24 Endurance: 50 (Nunchaku) Weapons Creation SURPRISE BEER BOTTLE Attack: 40 Endurance: 12 (One-Handed) Weapons Creation SWORD TONFA Attack: 110 Endurance: 50 (Tonfa) Weapons Creation TEAR GAS SPRAY Attack: 2 Ammo: (Spray) Weapons Shop (Kamuro): 3,200 yen THORN STAFF Attack: 60 Endurance: 50 (Polearm) Weapons Creation THREATENING KNUCKLES Attack: 30 Endurance: 40 (Knuckles) Weapons Creation *Makes gunshot sounds when hitting enemies* THREE PURGATORIES STAFF Attack: 60 Endurance: 30 (Polearm) Weapons Creation *Sets opponent on fire* TWIN DRAGON DRUMSTICKS Attack: 100 Endurance: 60 (Kali) Weapons Creation TWIN HANGERS Attack: 30 Endurance: 40 (Nunchaku) Weapons Creation UMBRELLA Attack: 20 Endurance: 5 (Umbrella) M Store (all): 1,000 yen Suspicious Man: 1,000 yen WHITE DRAGON SPEAR Attack: 50 Endurance: 100 (Polearm) Weapons Creation WOODEN DRIVER Attack: 50 Endurance: 10 (Golf Club) Golf: Near Pin Contest: 550-749 points WOODEN NUNCHAKU Attack: 10 Endurance: 50 (Nunchaku) Works Kamiyama (Kamuro, after Yonashiro training): 5,300 yen Weapons Shop (Ryukyu, after Yonashiro training): 5,300 yen 5k-II. Armors -------------- ANGER ARMOR Physical: 10 Bladed: 10 Bullets: 10 Coliseum: 200,000 BP *Wear all 3 Anger items to make enemy hits not interrupt you when attacking* BLOOD-STAINED SARASHI Physical: -30 Bladed: -30 Bullets: -30 Okinawan Coin Locker #16 *Triples Heat Energy gained from attacks* BULLETPROOF CHESTPLATE Physical: 8 Bladed: 5 Bullets: 10 Weapons Shop (Kamuro): 28,000 yen CHAIN MAIL SHIRT Physical: 6 Bladed: 8 Bullets: 5 Weapons Shop (Ryukyu): 48,000 yen Ebisuya (Kamuro): 48,000 yen DRAGON PROTECTOR Physical: 14 Bladed: 5 Bullets: 25 Coliseum: 200,000 BP DRAGON SARASHI Physical: 12 Bladed: 12 Bullets: 12 Complete Coliseum Opponents DRAGON SHIRT Physical: 14 Bladed: 20 Bullets: 5 Coliseum: 150,000 BP DUSTPROOF SHIRT Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Nullifies blinded effect* EMBROIDERED DRAGON SHIRT Physical: 12 Bladed: 0 Bullets: 0 Complete Restaurant Items *+1 Heart bonus for all Cabaret Club Girls* *Makes random encounters more frequent* FIGHTING SARASHI Physical: 5 Bladed: 5 Bullets: 5 Weapons Shop (Kamuro): 4,800 yen FIGHTING SHIRT Physical: 8 Bladed: 10 Bullets: 5 Weapons Shop (Ryukyu): 68,000 yen FIREPROOF SHIRT Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Nullifies fire effect* GAMBLER'S SARASHI Physical: 10 Bladed: 10 Bullets: 10 Betting Place (both): 125 points IRON CHESTPLATE Physical: 6 Bladed: 5 Bullets: 8 Weapons Shop (both): 18,000 yen Inner Fighter 7 Level 1 (After clearing level for the first time) KAMIYAMA JACKET Physical: 10 Bladed: 10 Bullets: 0 Armor Creation *If you wear all 3 Kamiyama items, weapons endurance use reduced by half* MANLY SARASHI Physical: 7 Bladed: 7 Bullets: 7 Weapons Shop (Kamuro, Chapter 7 on): 8,500 yen NEWLY-DEVELOPED MATERIAL PROTECTOR Physical: 12 Bladed: 5 Bullets: 18 Armor Creation NONCONDUCTIVE SHIRT Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Nullifies shock effect* SACRED TREE CHESTPLATE Physical: 5 Bladed: 5 Bullets: 10 Complete Mini-Games *If you wear all 3 Sacred Tree items, automatically guard bullets* SARASHI Physical: 3 Bladed: 3 Bullets: 3 Weapons Shop (Kamuro): 800 yen Okinawan Coin Locker #39 SEVEN LUCK GODS SARASHI Physical: 7 Bladed: 7 Bullets: 7 Complete Cabaret Club Girls *Makes random battles sometimes give rewards such as 777 yen or 7,777 yen* SHISA WAISTBAND Physical: 0 Bladed: 0 Bullets: 0 Coliseum: 300,000 BP Okinawan Coin Locker #49 *If you wear all 3 Shisa items, guard breakers can be normally guarded* STEEL SHIRT Physical: 10 Bladed: 12 Bullets: 5 Weapons Shop (Ryukyu, Chapter 4 on): 84,000 yen Tokyo Coin Locker #11 STEEL SHOULDERS Physical: 3 Bladed: 3 Bullets: 3 Armor Creation *1.5 x damage for shoulder charge attack* STIMULANT SHIRT Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Nullifies stun effect* STRONG MUSCLE TRAINER Physical: 1 Bladed: 1 Bullets: 1 Armor Creation *Strengthens Throw Break (rapidly tapping X)* SUPER-LOW REBOUND JACKET Physical: 10 Bladed: 0 Bullets: 0 Armor Creation *Nullifies bound and wall stun effects* WARRING STATES PERIOD CHAIN MAIL SHIRT Physical: 12 Bladed: 15 Bullets: 5 Ebisuya (Kamuro, Chapter 7 on): 125,000 yen WAT ARMOR Physical: 10 Bladed: 5 Bullets: 15 Weapons Shop (Ryukyu): 65,000 yen Okinawan Coin Locker #43 YAKUZA MUSCLE TRAINER Physical: 6 Bladed: 6 Bullets: 6 Armor Creation *1.2 x experience* *-10% damage* 5k-III. Accessories -------------------- ACHALA BELT Physical: 1 Bladed: 0 Bullets: 0 Armor Creation *Throw heavy enemies without tapping of Circle* AMULET Physical: 3 Bladed: 0 Bullets: 3 Ebisuya (both): 300 yen ANGER BRACELET Physical: 3 Bladed: 0 Bullets: 3 Coliseum: 15,000 BP *Wear all 3 Anger items to make enemy hits not interrupt you when attacking* ANGER TALISMAN Physical: 3 Bladed: 0 Bullets: 3 Fukkantei: 56 chips *Wear all 3 Anger items to make enemy hits not interrupt you when attacking* BACK-TO-A-WALL TALISMAN Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *When Health Gauge is low (flashing red), Heat Energy gradually builds* BLACK BELT Physical: 1 Bladed: 0 Bullets: 0 Coliseum: 1,500 BP *Strengthens damage of throws* BRAWLING GOD AMULET Physical: 1 Bladed: 0 Bullets: 5 Complete "Heat Actions" list *Makes moves that require Heat Mode not require Heat Mode* BULLETPROOF GLASS AMULET Physical: 1 Bladed: 0 Bullets: 5 Armor Creation BULLHORN NECKLACE Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Adds echo to Kiryuu's vocals in fights* BUTTERING-UP SHOES Physical: 1 Bladed: 0 Bullets: 0 Armor Creation *Increases field of vision for guys on the map who start Random Battles* CALMNESS HAND TOWEL Physical: 1 Bladed: 0 Bullets: 0 Coliseum: 7,500 BP *Surpresses Heat Energy gain (Heat Gain = 0%)* CHAMPION RING Physical: 0 Bladed: 0 Gullets: 0 Coliseum: 50,000 BP *Makes enemies attack more often in battle* CHARISMA PHOTOGRAPH Physical: 0 Bladed: 0 Bullets: 0 Coliseum: 100,000 BP Tokyo Coin Locker #39 *Raises chance of Random Encounters* CHARISMA RING Physical: 0 Bladed: 0 Bullets: 0 Tokyo Coin Locker #44 COMFORTABLE SOLE Physical: 0 Bladed: 0 Bullets: 0 Tokyo Coin Lockers #25, 34, 36 Okinawan Coin Locker #41 Random Battles CONTACT LENS Physical: 0 Bladed: 0 Bullets: 0 Maeda Pharmacy: 450 yen Kotobukiya Pharmacy: 450 yen Random Battles ENERGY-STEALING GLOVES Physical: 1 Bladed: 0 Bullets: 0 Coliseum: 120,000 BP *Gradually gain Heat Energy when grappling a foe* FRENCH MEN'S COLOGNE Physical: 0 Bladed: 0 Bullets: 0 Le Marche: 5,800 yen Random Battles *Use for Cabaret Club Girls* GAUNTLET Physical: 1 Bladed: 3 Bullets: 1 Tokyo Coin Locker #1 Okinawan Coin Locker #28 HAPPINESS COIN Physical: 0 Bladed: 0 Bullets: 0 Mission "The Seven Wonders of Ryukyu Town #7" *Supposedly lucky.... Probably no effect* HARITI AMULET Physical: 5 Bladed: 0 Bullets: 0 Betting Place (both): 12 points Tokyo Coin Locker #15 *Makes enemies attack less in battle* HARUKA'S AMULET Physical: 3 Bladed: 3 Bullets: 3 Raise Haruka's Trust to "C" HARUKA'S NECKLACE Physical: 5 Bladed: 5 Bullets: 5 Raise Haruka's Trust to "SSS" HERCULES GAUNTLET Physical: 1 Bladed: 0 Bullets: 0 Coliseum: 100,000 BP Tokyo Coin Locker #45 *Makes regular grapple hold last longer--doesn't work on un-grab-able enemies* HIGH-TECH ARM Physical: 5 Bladed: 0 Bullets: 0 Armor Creation *Guards bladed weapons* *Ups damage when throwing weapons at foes* HIGH-TECH SHIN GUARDS Physical: 5 Bladed: 5 Bullets: 5 Armor Creation *Sweeps don't knock Kiryuu down* *Kick attacks do 1.5 x damage* ITALIAN MEN'S COLOGNE Physical: 0 Bladed: 0 Bullets: 0 Le Marche: 5,800 yen Random Battles *Use for Cabaret Club Girls* ITALIAN MEN'S NECKLACE Physical: 0 Bladed: 0 Bullets: 0 Le Marche: 450,000 yen Random Battles *Use for Cabaret Club Girls* KAMIYAMA ARM Physical: 5 Bladed: 5 Bullets: 5 Armor Creation *Wear all 3 Kamiyama items to reduce weapon endurance use by half* KAMIYAMA SHIN GUARDS Physical: 5 Bladed: 5 Bullets: 5 Armor Creation *Wear all 3 Kamiyama items to reduce weapon endurance use by half* LUCKY BEADS Physical: 1 Bladed: 0 Bullets: 0 Complete "Coin Lockers" list *Stops Random Encounters from appearing* LUCKY BRACELET Physical: 0 Bladed: 0 Bullets: 0 Ebisuya (both): 22,000 yen *Use for Cabaret Club Girls* MACK'S TALISMAN Physical: 3 Bladed: 0 Bullets: 0 Get 1st place in Mack's Final Formation *Reduces Heat Energy lost when hit* PAYBACK RING Physical: -30 Bladed: -30 Bullets: -30 Coliseum: 15,000 BP *Makes it so you do more damage as your Health gets lower* PLASTIC SHIN GUARDS Physical: 1 Bladed: 1 Bullets: 1 Batting Cages Hard: 1,600 - 1,799 Coliseum: 500 BP POPULARITY BRACELET Physical: 0 Bladed: 0 Bullets: 0 Ebisuya (both): 29,000 yen *Use for Cabaret Club Girls (+1/2 heart for all girls)* RAGGED MUFFLER Physical: 1 Bladed: 0 Bullets: 0 Suspicious Man: 100 yen *Makes enemies attack less in battle* RUMP PINCUSHION Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Automatically does the Cat Flip when knocked down, but costs Health* RUNNER'S NECKLACE Physical: 1 Bladed: 0 Bullets: 0 Armor Creation *Reduces loss of Chase Gauge in Chase Battles* SACRED TREE GAUNTLETS Physical: 3 Bladed: 3 Bullets: 3 Ebisuya (Kamuro): 200,000 yen *If you wear all 3 Sacred Tree items, automatically guard bullets* SACRED TREE SHIN GUARDS Physical: Bladed: Bullets: Coliseum: 120,000 BP *If you wear all 3 Sacred Tree items, automatically guard bullets* SHISA BELT Physical: 3 Bladed: 3 Bullets: 0 Side Mission "The Brewer's Treasure" Golf (Near Pin Contest: 1,000+ points) *If you wear all 3 Shisa items, guard breakers can be normally guarded* SHISA PENDANT Physical: 1 Bladed: 0 Bullets: 0 Coliseum: 150,000 BP *If you wear all 3 Shisa items, guard breakers can be normally guarded* SILENCE SHOES Physical: 1 Bladed: 0 Bullets: 0 Side Mission "Run from the Crossdresser!!!" Inner Fighter 7 Level 5 replay *Reduces field of vision for guys on the map who start Random Battles* SOUTH PAW BRACELET Physical: 0 Bladed: 0 Bullets: 0 Batting Cages Normal: 1,800 points or more Coliseum: 45,000 BP *Makes attacks with your left hand do 1.2 x normal damage* SPECIAL PHONE BOOK Physical: 3 Bladed: 5 Bullets: 0 Armor Creation *Strikes can't knock Kiryuu down--except strikes* SPIKE SHOES Physical: 1 Bladed: 0 Bullets: 0 Armor Creation *Stomp attacks do 1.5 x damage* SPRING ARM Physical: 2 Bladed: 0 Bullets: 0 Armor Creation *Ups damage when throwing weapons at foes* STEEL SHIN GUARDS Physical: 3 Bladed: 3 Bullets: 3 Coliseum: 10,000 BP *Sweeps don't knock Kiryuu Down* *Kiryuu can't run in battle* STRIKER SHIN GUARDS Physical: 1 Bladed: 1 Bullets: 1 Armor Creation *Kick attacks do 1.5 x damage* SUBSTITUTION STONE Physical: 0 Bladed: 5 Bullets: 10 Complete "Revelations" list *When defeated, automatically restores a little Health, then vanishes* SUPER CONTACTS Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Nullifies "Blind" effect* THIEF GLOVES Physical: 0 Bladed: 0 Bullets: 3 Coliseum: 15,000 BP *When you grab a foe from behind, get random amount of money (once per foe)* TIGERSKIN BELT Physical: 3 Bladed: 3 Bullets: 3 Ebisuya (both): 78,000 yen Okinawan Coin Locker #21 TOURMALINE BRACELET Physical: 0 Bladed: 0 Bullets: 0 Batting Cages Easy: 1,800 points or more Bowling: 10 or more splits Coliseum: 100,000 BP *Gradually heals Kiryuu when standing still in battles* UKIYO'S BELL Physical: 3 Bladed: 3 Bullets: 3 (Have a clear game save from Ryuu ga Gotoku Kenzan! on your PS3) VISION-STRENGTHENING CONTACTS Physical: 0 Bladed: 0 Bullets: 0 Armor Creation *Makes enemies attack less in battle* 5k-IV. Effect/Healing Items ---------------------------- HEALING ITEMS ------------- TOUGHNESS Z Maeda Pharmacy: 750 yen Kotobukiya Pharmacy: 750 yen Random Battles *Restores Health (small)* TOUGHNESS ZZ Maeda Pharmacy: 2,500 yen Kotobukiya Pharmacy: 2,500 yen Random Battles *Restores Health (medium)* TOUGHNESS EMPEROR Maeda Pharmacy: 7,300 yen Kotobukiya Pharmacy: 7,300 yen *Restores Health (large)* TOUGHNESS INFINITY Coliseum: 7,500 BP Random Battles *Restores Health (full)* TAULINER Maeda Pharmacy: 300 yen Kotobukiya Pharmacy: 300 yen Poppo (all): 300 yen M Store (all): 300 yen Suspicious Man: 300 yen *Restores Heat (small)* TAULINER + Maeda Pharmacy: 900 yen Kotobukiya Pharmacy: 900 yen Poppo (all): 900 yen M Store (all): 900 yen *Restores Heat (medium)* TAULINER ++ Maeda Pharmacy: 2,700 yen Kotobukiya Pharmacy: 2,700 yen Random Battles *Restores Heat (large)* TAULINER MAXIMUM Coliseum: 3,000 BP *Restores Heat (full)* STAMINAN X Maeda Pharmacy: 1,000 yen Kotobukiya Pharmacy: 1,000 yen Suspicious Man: 1,000 yen *Restores Health and Heat (small)* STAMINAN XX Maeda Pharmacy: 3,000 yen Kotobukiya Pharmacy: 3,000 yen Random Battles *Restores Health and Heat (medium)* STAMINAN ROYALE Maeda Pharmacy: 2,000 yen Kotobukiya Pharmacy: 2,000 yen *Restores Health and Heat (large)* STAMINAN SPARK Coliseum: 15,000 BP *Restores Health and Heat (full)* RYUKYU SHUGOU LEGEND Maeda Pharmacy: 200 yen Awamorigura: 200 yen *Gets rid of drunknenness--about 1/2 of full drunken state* GAMBLING EFFECT ITEMS --------------------- 123 GUM Okinawan Coin Locker #35 *Makes an opponent get "hifumi" (1-2-3) in Chinchirorin* ARASHI YOUKAN Random Battles *Ups chance of next Chinchirorin roll being an "arashi" (3 of a kind)* BIASED BRAND CIGARETTES Okinawan Coin Locker #15 Tokyo Coin Locker #27 *Makes participants in Chouhan favor one side greatly, upping the winnings for the other* BLACK GEM Okinawan Coin Locker #9 *Makes it so the next spin of roulette lands on a black space* BLACKJACK AMULET Okinawan Coin Locker #26 Tokyo Coin Locker #23 *Makes it so you get 21 in Blackjack* BUST AMULET Okinawan Coin Locker #5 *Ups the chance of the dealer busting in Blackjack* NOTHINGNESS GEM Sightseeing with Rikiya in Chapter 6 *Makes it so the next spin of roulette lands on either "0" or "00"* RED GEM Tokyo Coin Locker #38 Raise Haruka's trust to "B" *Makes it so the next spin of roulette lands on a red space* ROYAL JOKER Okinawan Coin Locker #12 Tokyo Coin Locker #7 *Makes it so you get two or three more of one of your cards in Poker* SNAKE EYES CHARM Tokyo Coin Lockers #4, 10 *Makes it so you get snake eyes more often in Chinchirorin* STONE FROM THE PEE MOUNTAINS Okinawan Coin Locker #34 *Makes an opponent "pee"--have a die fall out of the bowl--in Chinchirorin* SELL ITEMS ---------- PLATINUM PLATE Sell for 150,000 yen GOLD PLATE Sell for 100,000 yen SILVER PLATE Sell for 10,000 yen COPPER PLATE Sell for 1,000 yen IRON PLATE Sell for 100 yen ------------------------------- 5l. Weapons and Armor Creation ------------------------------- In Chapter 3, you'll meet a guy named Kamiyama Renta. He runs a shop where he modifies items into weapons, armors, and accessories called Works Kamiyama. Actually, he and his brother run it. Renta runs the Okinawan branch, while Renji runs the branch up in Kamuro. Renji was actually in Ryuu ga Gotoku 2, both as an entrant at the arena and as a weapons vendor, selling things out of his backpack near the Third Park. They both have stores now, and call their art "tuning." They basically have three functions at their shops: replenishing a weapon's endurance or ammo, selling weapons and items related to weapons, and creating new weapons or armors or accessories. Those of you who played Kenzan! will remember the blacksmith. At his shop, you could temper your various weapons or make new ones out of them. This is similar, except that there are (almost) no infinite-use weapons in modern-day Ryuu ga Gotoku games, so they've added the ability to get him to repair them. They also added the ability to make armor and accessories with this guy. The basic premise is simple. You acquire "recipes;" guides that inspire the Kamiyamas to build you a new piece of equipment. You can check these on the start button menu with the precious items screen, or you can just talk to Kamiyama if you're there and get a list of only recipes so you don't have to weed through everything else. With recipe in hand, you can then build the piece of equipment in question by bringing the base product (such as a sword or amulet) and materials to Kamiyama, talking to him, selecting the appropriate new item from the list, and spending the money (also using all ingredients up). That's the basic idea--get the recipe, get the base weapon or armor, get the materials (usually two of them), and pay to build the item. Anyway, the menu at Kamiyama's goes like this, from top to bottom: WEAPON TUNING. This is the option that allows you to create new weapons from old ones, materials, and money. ARMORY AND ACCESSORIES TUNING. Obviously, this is the option for other equip- ment such as armor or accessories. WEAPON REPAIR. This will restore the uses for a weapon, for a price. The price varies from weapon to weapon. AMMUNITION RELOADING. This is obviously only for gun-type weapons. Again, he'll give you back the item's uses--for a cost. CHECK RECIPE. This is what I talked about above, where you can look at all recipes without the other "precious" items in your way. BUY EQUIPMENT AND RECIPES. There are some weapons for sale here, and some are only available after you've done certain training. There are also DVD's, which will be used as recipes, catalogues, which are used for defensive item recipes, and books, which will give you some of Musashi's moves from Kenzan! for certain weapons. If you already have a recipe, it might not show up on the menu. Even if it does, Kiryuu will say he's already got it. QUIT. When you enter the "tuning" menu for weapons, you'll see various categories selected with left or right on the D-Pad. These are the weapon categories, in this order: Two-Handed Stick Weapons, Poles, Swords and Knives, Hammers, Brass Knuckles, Tonfas, Nunchaku, Kali Sticks, Firearms, and Miscellaneous. The "Armor and Accessories Tuning" option is similarly divided, with Armors on the left and Accessories on the right. The way they're displayed is a little weird. They're not shown as the final weapon; they're listed as the base weapon. That's why you'll see a "Nameless Sword" under "Kali Sticks," for example, because you can turn that weapon into "Double Japanese Swords," which is a Kali Stick weapon. When a weapon is highlighted, on the right, it shows what the base weapon is, what its attack and endurance are, then an arrow pointing down that shows what weapon you can make out of it, its attack, and its endurance. It then lists the three ingredients: the base weapon, material 1, and material 2. If you have the required ingredient, it'll have a circle mark next to it. If you don't, it'll have an "X" mark. Then, it'll tell you how much money it will cost to make. There's another piece of data that may appear: a number. This is the number of items you can make in that category with that base product. Notice that if you select a weapon and press Circle, then press to the right or left, you can toggle between them. It'll say something like "1/4," "2/4," "3/4," and "4/4" for weapons with four different resulting weapons. If its name is white, you can make it. If it's grey, you can't. You're probably missing a material or two. To check, press the Square button. That will list the recipe, material 1, and material 2. You're missing the one(s) that are grey, and you have the one(s) that are white. The most confusing part of all of this is that they show you everything sorted by the base product. You can't see which items you have or haven't made from this menu (it would have been nice if they had turned yellow or something if you'd already made them, right?). If you're trying to complete everything, it's gonna be a little rough because you'll have to find another way to check what's missing. So, I've listed them in the order they're listed in the "Completion List." You should check the list in order to see if you have the equipment built, or which ones you're missing. Just to be clear, I'll also list them in order in the "Completion Lists" section. But, I'll give the details on how to make 'em here. Some of these require a lot of strange things. Materials will often be things you can only get from random battles or by getting high scores in skill games--things like that. So, I'll list the materials in this section, too, and tell you where you can get them. This section will have the recipes, the materials, the weapons, the armors, and the accessories (in that order). Good luck to anyone who wants to complete this! It's gonna be a bit of a pain, I think. RECIPES ------- ALL-JAPAN TAIKO TOUR Works Kamiyama (Ryukyu, after Yonashiro training), Beam (3,800) THE COMPLETE TEST OF COURAGE Beam (3,800) DEATH GOD OF THE NIRAI KANAI Okinawan Coin Locker #49 DRAGON - EXPLOSIVE TOUCH Beam, Ebisuya (Ryukyu, Chapter 4 on) (3,800) GLORIOUS TALE OF THE LOTUS HOUSE Tokyo Coin Locker # 47 GLORY OF THE BLUE BAT Yoshida Batting Center - EX Hard: 1800 or higher HAMMER PLACE Beam (from Chapter 6 on) (3,800) HANGERS FOR BEGINNERS Works Kamiyama (Ryukyu), Beam (3,800) THE "I HADN'T THOUGHT OF THAT!" WEAPONS HANDBOOK Tokyo Coin Locker #24 IRON FIST LEGEND Beam (Chapter 12) (3,800) THE KACHOUFUUGETSU LEGEND Works Kamiyama (Kamuro, Chapter 7 on) (3,800) THE KANCHOU MASTER THE 2ND Works Kamiyama (Ryukyu), Beam (3,800) LAST HUNG HOI-WONG Beam (Chapter 10) (3,800) LIMBO: ULTIMATE FIRE & BACK MUSCLES Beam (3,800) MAJIMA'S ORDER FORM Get the best time in Mack's Formation C MAXIMUM MUSCLE II Beam (3,800) MOB BOSS TEACHER 2: THE JOURNEY BEGINS Beam (3,800) QUIZ! BUTTON TAPPER! Works Kamiyama (Ryukyu), Beam (3,800) SPACE NINJAMAN 5 METEORITE HELL Beam (from Chapter 7 on) (3,800) SURPRISE ATTACK YAKUZA Beam (from Chapter 6 on) (3,800) TRUE STORY OF MIYAMOTO MUSASHI Beam (Chapter 10) (3,800) WORKS K CATALOG 1 Works Kamiyama (10,000) WORKS K CATALOG 2 Works Kamiyama (Chapter 5 on) (15,000) WORKS K CATALOG 3 Works Kamiyama (Chapter 7 on) (20,000) WORKS K CATALOG 4 Works Kamiyama (Chapter 12) (25,000) MATERIALS --------- ALL-PURPOSE TACKS Poppo (Tenkaichi): 500 yen M Store (all): 500 yen Random Battles ANCIENT BLACK SAND STEEL Coliseum: 15,000 BP Random Battles ANGER BAG Suspicious Man: 500 yen ANTIQUE INK STONE Ebisuya (Kamuro): 200,000 yen ARTIFICIAL FLOWER BOUQUET Suspicious Man: 1,450 yen Tokyo Coin Locker #8 BAND-AIDS Kotobukiya Pharmacy: 698 yen Maeda Pharmacy: 698 yen BATTERY Poppo (Tenkaichi, Nakamichi): 300 yen M Store (all): 300 yen BLOOD BROOCH Fukkantei: 30 chips Tokyo Coin Locker #46 BLOOD-STAINED CLOTH Suspicious Man: 100 yen Okinawan Coin Locker #42 BLUE DRAGON BROOCH Betting Place (either): 1,000 points BLUE FLOURESCENT LIGHT Suspicious Man: 1,230 yen BLUE JAPANESE ASH WOOD CARVING Batting Center EX Hard: 1,600 - 1,799 points BLUE PRECIOUS GEM Fukkantei: 1,000 chips Mission: "The Seven Wonders of Ryukyu Town #7" BRASS LUMP Ebisuya (Kamuro): 100 yen Tokyo Coin Locker #16 Okinawan Coin Locker #20 BROKEN RADIO Suspicious Man: 500 yen Random Battles BROKEN WATCH In Box Washed Ashore Near Morninglory CAT DOLL Don Quijote: 698 yen COMPACT MOTOR Inner Fighter 7 Level 2 (After clearing level for the first time) Okinawan Coin Locker #29 COOLANT Don Quijote: 280 yen CREEPY DOLL Random Battles In Box Washed Ashore Near Morninglory DROPPER SYRINGE Suspicious Man: 100 yen FIREPROOF BAG Don-Quijote: 1,298 yen FITNESS GEAR Don Quijote: 3,980 yen FLINTSTONE Poppo (Nakamichi): 320 yen M Store (all): 320 yen GOLD-COLORED GEM Coliseum: 15,000 BP GOLD-PLATED VARIABLE CAPACITOR Betting Place (Both): 20 points Tokyo Coin Locker #19 HIGH-GRADE CHARCOAL Betting Place (Both): 37 points Tokyo Coin Lockers #21, 43 Okinawan Coin Locker #4 Random Battles KAMAITACHI SEAL CUTTER Dragon Palace Casino: 19 chips Random Battles LARGE VINYL DOLL M Store (Ryukyu): 2,500 yen Suspicious Man: 2,500 yen LIGHTER OIL Poppo (Tenkaichi, Shouwa): 430 yen M Store (all): 430 yen MAPLE WOOD CARVING Batting Center Hard: 1,800+ points MASTER DAIKON GRATER Ebisuya (Kamuro): 5,200 yen METAL ALLOY SPRING Weapons Shop (Kamuro): 3,100 yen Suspicious Man: 3,100 yen MYSTERIOUS GLOWING STONE Dragon Palace Casino: 1 chip Tokyo Coin Lockers #32, 42 NEWLY DEVELOPED MATERIAL NO. XX Weapons Shop (Kamuro): 30,000 yen Tokyo Coin Locker #28 Okinawan Coin Locker #24 NEW-STYLE BATTERY TESTER Inner Fighter 7 Level 3 (After clearing level for the first time) OLD MAGAZINE Suspicious Man: 100 yen Random Battles OLD-FASHIONED BELL Suspicious Man: 100 yen OLD-FASHIONED SUSPENSION Weapons Shop (Kamuro): 100 yen Suspicious Man: 100 yen Tokyo Coin Locker #12 Okinawan Coin Locker #1 ONI MASK STONE Ebisuya (Ryukyu): 10,000 yen Betting Place (Kamuro): 100 points In Box Washed Ashore Near Morninglory PATENTED HANGER M Store (Ryukyu): 850 yen PEPPER Poppo (Tenkaichi): 530 yen M Store (Kamuro): 530 yen PLATINUM NAIL Random Battles RAINBOW ALLOY Suspicious Man: 100 yen RED DRAGON BROOCH Coliseum: 80,000 BP Suspicious Man (Premium Adventure): 500,000 yen RETRIBUTION DRAGON BROOCH Coliseum: 100,000 BP Suspicious Man (Premium Adventure): 550,000 yen RISING DRAGON BROOCH Coliseum: 90,000 BP Suspicious Man (Premium Adventure): 520,000 yen RUBBER BALLOON Poppo (Tenkaichi): 100 yen M Store (all): 100 yen RUBBER HOSE Suspicious Man: 1,100 yen Poppo (Shouwa): 1,100 yen Weapons Store (Ryukyu): 1,100 yen SACRED WOOD CARVING Betting Place (either): 200 points Mah Jong Camp: 20,000 points SAFE PLASTIC BALL Random Battles In Box Washed Ashore Near Morninglory SALAD OIL Poppo (Tenkaichi, Shouwa): 120 yen M Store (all): 120 yen SCRAP OF MAGNETIC METAL Suspicious Man: 100 yen Okinawan Coin Lockers #17, 36 SMALL HYDRAULIC SUSPENSION Suspicious Man: 5,000 yen SMALL TEA POT Ebisuya (both): 1,680 yen Suspicious Man: 1,680 yen Random Battles SPECIAL ALLOY WIRE Suspicious Man: 4,200 yen SUPER GLUE Don Quijote: 2,380 yen SUPER RESIN Weapons Shop (Kamuro): 3,200 yen Suspicious Man: 3,200 yen Tokyo Coin Lockers #2, 19 Okinawan Coin Lockers #11,30 SUPERALLOY SPRING Inner Fighter 7 Level 4 (After clearing level for the first time) Tokyo Coin Locker #26 Okinawan Coin Locker #32 SUPER-RESISTANT RESIN Suspicious Man: 2,300 yen Okinawan Coin Lockers #22, 38 Random Battles TEMPERED GLASS FRAGMENT Suspicious Man: 100 yen Random Battles THICK MESH HOSE Don Quijote: 2,680 yen TONIC SHAMPOO Don Quijote: 398 yen M Store (Ryukyu): 398 yen TOUGARASHI Poppo (Tenkaichi, Nakamichi): 350 yen M Store (Ryukyu): 350 yen UNKNOWN LIQUID Suspicious Man: 100 yen UNKNOWN RESIN Suspicious Man: 100 yen USED PILLOW Suspicious Man: 100 yen VINYL BAG Don Quijote: 98 yen WARPED PEARL Fukkantei: 50 chips Ebisuya (both): 5,000 yen Tokyo Coin Locker #40 WEAPONMASTER BEADS Coliseum (after defeating Kamiyama Renji in Weaponmaster GP): 20,000 BP WEIGHT-MODIFYING DEVICE? Inner Fighter 7 Level 6 (After clearing level for the first time) WHEAT FLOUR M Store (all): 200 yen WHITE LOTUS COMB Coliseum: 75,000 BP Tokyo Coin Locker #50 WRISTBAND Coliseum: 500 BP YANG DRAGON BROOCH Coliseum: 45,000 BP Suspicious Man (Premium Adventure): 250,000 yen YIN DRAGON BROOCH Coliseum: 25,000 BP Suspicious Man (Premium Adventure): 150,000 yen WEAPONS ------- GROUP HEAD'S DRIVER Recipe: Majima's Order Form Base: Wooden Driver Material 1: Super Resin Material 2: Warped Pearl Cost: 20,000 NAIL BAT Recipe: Mob Boss Teacher 2: The Journey Begins Base: Bat Material 1: Blue Japanese Ash Wood Carving Material 2: Platinum Nail Cost: 10,000 GROUP HEAD'S BAT Recipe: Majima's Order Form Base: Bat Material 1: Maple Wood Carving Material 2: Rainbow Alloy Cost: 20,000 BLUE DRAGON BAT Recipe: Glory of the Blue Bat Base: Bat Material 1: Sacred Wood Carving Material 2: Blue Dragon Brooch Cost: 50,000 COMPACT OCTAGONAL STAFF Recipe: Glorious Tale of the Lotus House Base: Instructional Staff Material 1: Metal Alloy Spring Material 2: Japanese Blue Ash Wood Carving Cost: 5,000 SLASHING BLADE STAFF Recipe: Glorious Tale of the Lotus House Base: Instructional Staff Material 1: Metal Alloy Spring Material 2: Gold-Plated Variable Capacitor Cost: 5,000 ASSASSIN SPEAR Recipe: Space Ninjaman 5 Meteorite Hell Base: Black Shaft Material 1: Metal Alloy Spring Material 2: Super-Resistant Resin Cost: 10,000 IRON INSTRUCTIONAL STAFF Recipe: Glorious Tale of the Lotus House Base: Instructional Staff Material 1: Superalloy Spring Material 2: Ancient Black Sand Steel Cost: 10,000 THORN SPEAR Recipe: Space Ninjaman 5 Meteorite Hell Base: Instructional Staff Material 1: Superalloy Spring Material 2: Platinum Nail Cost: 20,000 THREE PURGATORIES STAFF Recipe: Last Hung Hoi-Wong Base: Instructional Staff Material 1: Superalloy Spring Material 2: Ancient Black Sand Steel Cost: 20,000 WHITE DRAGON SPEAR Recipe: Glorious Tale of the Lotus House Base: Instructional Staff Material 1: Small Hydraulic Suspension Material 2: White Lotus Comb Cost: 50,000 NOISY KNIFE Recipe: The Kancho Master the 2nd Base: Army Knife Material 1: Brass Lump Material 2: Compact Motor Cost: 5,000 MAIL-ORDER MAGIC SWORD Recipe: Quiz! Button Tapper! Base: Nameless Sword Material 1: Battery Material 2: -- Cost: 5,000 PHOTON BLADE RG Recipe: Space Ninjaman 5 Meteorite Hell Base: Blackjack Material 1: Battery Material 2: Blue Flourescent Light Cost: 10,000 KACHOUFUUGETSU BLADE Recipe: The Kachoufuugetsu Legend Base: Fine Steel Dachi Material 1: Ancient Black Sand Steel Material 2: Blue Precious Gem Cost: 50,000 OPTICAL ILLUSION HAMMER Recipe: Hammer Place Base: Tear Gas Spray Material 1: Ancient Black Sand Steel Material 2: Dropper Syringe Cost: 5,000 BONK! HAMMER Recipe: Quiz! Button Tapper! Base: Collapsible Hammer Material 1: Large Vinyl Doll Material 2: Super-Resistant Resin Cost: 20,000 MIGHTY DRAGON HAMMER Recipe: Quiz! Button Tapper! Base: Collapsible Hammer Material 1: Weight-Modifying Device? Material 2: Blood-Stained Cloth Cost: 50,000 THREATENING KNUCKLES Recipe: The Kanchou Master the 2nd Base: Brass Knuckles Material 1: Anger Bag Material 2: Super Resin Cost: 5,000 PEPPER KNUCKLES Recipe: Surprise Attack Yakuza Base: Brass Knuckles Material 1: Pepper Material 2: Band-Aids Cost: 10,000 KAISER SPIKE Recipe: Iron Fist Legend Base: Brass Knuckles Material 1: Brass Lump Material 2: Platinum Nail Cost: 20,000 RISING DRAGON GAUNTLETS Recipe: Iron Fist Legend Base: Brass Knuckles Material 1: High-Grade Charcoal Material 2: Rising Dragon Brooch Cost: 50,000 CARBON TONFA Recipe: Death God of the Nirai Kanai Base: Mail-Order Tonfa Material 1: Super Resin Material 2: High-Grade Charcoal Cost: 10,000 SWORD TONFA Recipe: Space Ninjaman 5 Meteorite Hell Base: Iron Tonfa Material 1: Super Resin Material 2: Kamaitachi Seal Cutter Cost: 20,000 RETRO-ACTION TONFA Recipe: Surprise Attack Yakuza Base: Mail-Order Tonfa Material 1: Tougarashi Material 2: Dropper Syringe Cost: 20,000 RETRIBUTION DRAGON TONFA Recipe: Death God of the Nirai Kanai Base: Iron Tonfa Material 1: Antique Ink Stone Material 2: Retribution Dragon Brooch Cost: 50,000 SUPER-THICK NUNCHAKU Recipe: Maximum Muscle Base: Long Nunchaku Material 1: Super Resin Material 2: Super Resin Cost: 5,000 TWIN HANGERS Recipe: Hangers For Beginners Base: Long Nunchaku Material 1: Patented Hanger Material 2: Patented Hanger Cost: 5,000 CARBON NUNCHAKU Recipe: Dragon - Explosive Touch Base: Wooden Nunchaku Material 1: High-Grade Charcoal Material 2: High-Grade Charcoal Cost: 10,000 STEEL NUNCHAKU Recipe: Maximum Muscle Base: Long Nunchaku Material 1: Rainbow Alloy Material 2: Mysterious Glowing Stone Cost: 20,000 ONI DRUMSTICKS Recipe: All-Japan Taiko Tour Base: Double Wooden Planks Material 1: Ancient Black Sand Steel Material 2: Oni Mask Stone Cost: 10,000 NAIL DRUMSTICKS Recipe: All-Japan Taiko Tour Base: Double Wooden Planks Material 1: Super Resin Material 2: Platinum Nail Cost: 5,000 DOUBLE SHAFTS Recipe: All-Japan Taiko Tour Base: Double Sticks Material 1: Brass Lump Material 2: Rainbow Alloy Cost: 5,000 DOUBLE STUN Recipe: Limbo: Ultimate Fire & Back Muscles Base: Double Sticks Material 1: Battery Material 2: Blue Japanese Ash Wood Carving Cost: 5,000 DOUBLE COILS Recipe: Limbo: Ultimate Fire & Back Muscles Base: Double Sticks Material 1: Lighter Oil Material 2: Flintstone Cost: 10,000 PREMIUM DOUBLE SHAFTS Recipe: Dragon - Explosive Touch Base: Double Shafts Material 1: Ancient Black Sand Steel Material 2: Rainbow Alloy Cost: 20,000 DOUBLE JAPANESE SWORDS Recipe: True Story of Miyamoto Musashi Base: Nameless Sword Material 1: Ancient Black Sand Steel Material 2: Old-Fashioned Bell Cost: 20,000 DOUBLE CHENG LUNG DOU Recipe: Last Hung Hoi-Wong Base: Cheng Lung Dou Material 1: Yang Dragon Brooch Material 2: Yin Dragon Brooch Cost: 20,000 TWIN DRAGON DRUMSTICKS Recipe: Dragon - Explosive Touch Base: Oni Drumsticks Material 1: Blood Brooch Material 2: Red Dragon Brooch Cost: 50,000 SLIMEY SHOTGUN Recipe: The "I Hadn't Thought of That!" Weapons Handbook Base: Expulsion S-12 Material 1: Salad Oil Material 2: Rubber Balloon Cost: 10,000 SMOKEY SHOTGUN Recipe: The "I Hadn't Thought of That!" Weapons Handbook Base: Broken M1985 Material 1: Wheat Flour Material 2: Safe Plastic Ball Cost: 10,000 REALISTIC FAKE GUN Recipe: The Complete Test of Courage Base: 9mm Automatic Material 1: Rainbow Alloy Material 2: Artificial Flowers Bouquet Cost: 20,000 SANDMAN NO. 55 Recipe: Surprise Attack Yakuza Base: 9mm Automatic Material 1: Unknown Liquid Material 2: All-Purpose Tacks Cost: 20,000 SURPRISE BEER BOTTLE Recipe: The Kanchou Master the 2nd Base: Blackjack Material 1: Ancient Black Sand Steel Material 2: Broken Radio Cost: 5,000 POP-UP BLACKJACK Recipe: The Kanchou Master the 2nd Base: Blackjack Material 1: Super-Resistant Resin Material 2: Super-Resistant Resin Cost: 5,000 KAMIYAMA POLICE BATON Recipe: The Kanchou Master the 2nd Base: Power Stun Gun Material 1: Old-Fashioned Suspension Material 2: Battery Cost: 5,000 FAKE DYNAMITE Recipe: The Complete Test of Courage Base: Tear Gas Spray Material 1: Broken Watch Material 2: Artificial Flower Bouquet Cost: 5,000 SLIMEY SPRAY Recipe: The "I Hadn't Thought of That!" Weapons Handbook Base: Tear Gas Spray Material 1: Salad Oil Material 2: Tauliner Cost: 5,000 MODIFIED STUN LIGHTER Recipe: The "I Hadn't Thought of That!" Weapons Handbook Base: Modified Lighter Material 1: New-Style Battery Tester Material 2: Lighter Oil Cost: 5,000 ARMORS ------ KAMIYAMA JACKET Recipe: Works K Catalogue 4 Base: Warring States Period Chain Mail Shirt Material 1: Fitness Gear Material 2: Weaponmaster Beads Cost: 50,000 SUPER-LOW REBOUND JACKET Recipe: Works K Catalogue 3 Base: WAT Armor Material 1: Used Pillow Material 2: Super Resin Cost: 40,000 YAKUZA MUSCLE TRAINER Recipe: Works K Catalogue 3 Base: Chain Mail Shirt Material 1: Fitness Gear Material 2: Old-Fashioned Suspension Cost: 40,000 NEWLY-DEVELOPED MATERIAL PROTECTOR Recipe: Works K Catalogue 2 Base: Bulletproof Chestplate Material 1: Newly-Developed Material No. XX Material 2: Tempered Glass Fragment Cost: 30,000 NONCONDUCTIVE SHIRT Recipe: Works K Catalogue 2 Base: Manly Sarashi Material 1: Rubber Hose Material 2: Super Glue Cost: 30,000 STIMULANT SHIRT Recipe: Works K Catalogue 2 Base: Fighting Shirt Material 1: Tougarashi Material 2: Tonic Shampoo Cost: 30,000 DUSTPROOF SHIRT Recipe: Works K Catalogue 2 Base: WAT Armor Material 1: Vinyl Bag Material 2: Compact Motor Cost: 30,000 STRONG MUSCLE TRAINER Recipe: Works K Catalogue 2 Base: Sarashi Material 1: Rubber Hose Material 2: Wristband Cost: 30,000 STEEL SHOULDERS Recipe: Works K Catalogue 1 Base: Iron Chestplate Material 1: Small Teapot Material 2: Rubber Hose Cost: 20,000 FIREPROOF SHIRT Recipe: Works K Catalogue 1 Base: Fighting Sarashi Material 1: Fireproof Bag Material 2: Coolant Cost: 20,000 ACCESSORIES ----------- KAMIYAMA ARM Recipe: Works K Catalogue 4 Base: Gauntlet Material 1: Unknown Resin Material 2: Weaponmaster Beads Cost: 25,000 KAMIYAMA SHIN GUARDS Recipe: Works K Catalogue 4 Base: Iron Shin Guards Material 1: Newly-Developed Material No. XX Material 2: Weaponmaster Beads Cost: 25,000 SUPER CONTACTS Recipe: Works K Catalogue 3 Base: Contact Lens Material 1: Newly-Developed Material No. XX Material 2: Vinyl Bag Cost: 40,000 VISION-STRENGTHENING CONTACTS Recipe: Works K Catalogue 3 Base: Contact Lens Material 1: Tougarashi Material 2: Tonic Shampoo Cost: 20,000 HIGH-TECH ARM Recipe: Works K Catalogue 3 Base: Spring Arm Material 1: Thick Mesh Hose Material 2: Newly-Developed Material No. XX Cost: 20,000 BACK-TO-A-WALL TALISMAN Recipe: Works K Catalogue 3 Base: Amulet Material 1: Tougarashi Material 2: Special Alloy Wire Cost: 20,000 ACHALA BELT Recipe: Works K Catalogue 3 Base: Tigerskin Belt Material 1: Staminan Spark Material 2: Staminan Spark Cost: 20,000 HIGH-TECH SHIN GUARDS Recipe: Works K Catalogue 3 Base: Plastic Shin Guards Material 1: Newly-Developed Material No. XX Material 2: Unknown Resin Cost: 20,000 SPIKE SHOES Recipe: Works K Catalogue 3 Base: Comfortable Sole Material 1: Platinum Nail Material 2: Special Alloy Wire Cost: 20,000 BUTTERING-UP SHOES Recipe: Works K Catalogue 3 Base: Comfortable Sole Material 1: Cat Doll Material 2: Ruber Balloon Cost: 20,000 SPRING ARM Recipe: Works K Catalogue 2 Base: Gauntlet Material 1: Old-Fashioned Suspension Material 2: Scrap of Magnetic Metal Cost: 15,000 STRIKER SHIN GUARDS Recipe: Works K Catalogue 2 Base: Plastic Shin Guards Material 1: Master Daikon Grater Material 2: Super Resin Cost: 15,000 RUNNER'S NECKLACE Recipe: Works K Catalogue 2 Base: Amulet Material 1: Scrap of Magnetic Metal Material 2: Toughness Emperor Cost: 15,000 BULLETPROOF GLASS AMULET Recipe: Works K Catalogue 1 Base: Amulet Material 1: Tempered Glass Fragment Material 2: Scrap of Magnetic Metal Cost: 10,000 BULLHORN NECKBAND Recipe: Works K Catalogue 1 Base: Tigerskin Belt Material 1: Creepy Doll Material 2: New-Style Battery Tester Cost: 10,000 SPECIAL PHONE BOOK Recipe: Works K Catalogue 1 Base: Iron Chestplate Material 1: Old Magazine Material 2: Old Magazine Cost: 10,000 RUMP PINCUSHION Recipe: Works K Catalogue 1 Base: Amulet Material 1: Platinum Nail Material 2: Super-Resistant Resin Cost: 10,000 ------------------------- 5m. 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 would be listed under "M," not "T." I'll also write their family name in all caps. A - AKIMOTO Role: Story character (side story) Appears in: ??? Voice Actor: ??? Description: This dorky-looking guy can be found on the beach at Okinawa with his girlfriend, a hostess girl named Mizuki. In the past, he's threatened to kill himself over Mizuki--and then, later, threatened to kill her, too. Kiryuu and Haruka talked him out of it both times. Despite the dark nature of his side stories, they definitely have a comical element to them. For instance, in the last game, Mizuki told Akimoto that he she was pregnant with his child--even though they hadn't even kissed yet! Akimoto responded by jumping up and down. "Whoo-hoo! I'm gonna be a daddy!" The drip. This time, he and Mizuki can be found in Okinawa, on vacation. The two seem to be getting along well at first--in fact, Akimoto boasts that they're engaged now. But, of course, the same old nonsense starts up again. Mizuki sells her seat to move to a less expensive section on their flight over, parting the two temporarily. She refuses to stay in the same hotel room. She even tries to get rid of Akimoto and go away by herself, saying that she accidentally left something at the beach area. Akimoto confronts her on this, and again, things might be a little danger- ous, so again, Kiryuu and Haruka come to make sure things don't get out of hand. In the course of their argument, it comes to light that Mizuki won't wear the engagement ring because she doesn't like diamonds and that she just thought she was pregnant but really wasn't. In the end, Mizuki tells Akimoto that they can't get married because they're actually brother and sister, separated at birth. Akimoto believes her, for some reason, and curses that they can't be together forever. But then, he realizes that as family, they will be together forever. Um, hooray...? In other words, she's a jerk who's using him, and he's an idiot with an insane temper. AMON Joh Role: Secret boss Appears in: Chapter 12 Voice Actor: ??? Description: Wearing a long, black coat and black sunglasses, this final boss for the side missions looks a bit like a reject from the cast of the Matrix. Amon has appeared in every Ryuu ga Gotoku game so far, including Kenzan (though his name was "Amon Johnoshin" in that game). He appears as the final side mission available to give Kiryuu the toughest fight in the game, with his huge Health Gauge and various weapons (including bombs and guns!). Not a lot is said about Amon's background except that his family is known for always winning. It's survival of the fittest to the Amon clan, who goes around killing people to prove their strength. In the first two games, Amon Joh suffered crushing defeats at Kiryuu's hands. He stole a secret scroll from Komaki in the second game to bait Kiryuu into a fight, defeating Komaki so badly that he stopped appearing for the rest of the game. It seems he only wounded Komaki, because he's still alive (obviously). But, he's still out to kill Kiryuu. He creates a machine capable of looking through past fights and making you relive them in your mind so you can become stronger and employs "Doctor" Minamida's help in building the machine. Minamida betrays him and takes the machine, running to Kamuro. However, Amon actually orchestrated the whole thing so he could have his own copy of the machine back at his hideout receive the data from the times Kiryuu used it. He then contacts Kiryuu and tells him he knows all of his personal data and will use it against him unless he comes and settles the score once and for all. He did all of this in an effort to force Kiryuu to a duel to the death. If he survived the duel, he would go after Kiryuu's loved ones and kill them, so he figured that Kiryuu would have no choice but to kill him if he shamed him with defeat again. Kiryuu opts not to kill him, though, and tells him that he simply won't let him touch his loved ones. In the end, he tells Amon to recover, train more, and try again later. ARAKI Sayaka Role: Cabaret club girl Appears in: ??? Voice Actor: (herself) Description: One of the cabaret club girls at Club Ageha in Kamuro. ARASAKI Hideki Role: Sub-story boss Appears in: Chapter 10 Voice Actor: ??? Description: This guy poses as a busker, playing music on Taihei Street right in front of the Millennium Tower. He is, in fact, right-hand man to the boss of the Hitmen, a band of people looking for revenge upon the Toujou Associat- ion. After a Chase Battle, he'll fight Kiryuu, armed with a knife and dashing about in the same way Majima does. He escapes after his mission, but calls Ibuki and tells him to come get him and the organization's boss on the roof of the Millennium Tower. In order to pass all the Hitmen missions and get the Muramasa sword, Kiryuu must face Arasaki a total of three times. The first time is in Arasaki's own mission, then the second on the roof of the Millennium Tower in a one-on-one match, and then the final time against both Arasaki and Arase at the same time. Since Arase flips around and shoots at Kiryuu from a distance and Ara- saki dodges around, trying to get in close and hit Kiryuu with his knife, it can be a frustrating match, so bring a lot of healing items. ARASE Kazuto Role: Sub-story boss Appears in: Chapter 10 Voice Actor: ??? Description: This guy would fit in fine in the Matrix--except that his coat is red instead of black. Defeated by Kiryuu in Ryuu ga Gotoku 1, Arase is back for revenge. Towards that end, he has created a band of other people who want revenge on the Toujou Association, the Hitmen, who generally go around harrassing yakuza. The final Hitman side mission pits you squarely against Arase on the roof of the Millennium Tower--except he's not alone. He's got his right-hand man, Arasaki Hideki, with him. Arase flips around and shoots a lot, while Arasaki uses his Majima-esque knife style to dash around and poke you in the back. Needless to say, it's a tough battle, so, you'll probably want to bring a lot of healing items with you. Ayako Role: Story figure Appears in: ??? Voice Actor: ??? Description: At 11, Ayako is the oldest at the Morninglory. She seems kinda motherly, helping with the chores and taking care of the other kids. If you ask her to do something, she'll never say "no," so, she really pushes herslef too hard. AYUKAWA Rina Role: Cabaret club girl Appears in: ??? Voice Actor: (herself) Description: One of the cabaret club girls at Club Koakuma in Kamuro. B - C - D - DATE Makoto Role: Story character, ally??? Appears in: ??? Voice Actor: YAMAJI Kazuhiro Inugami (movie): Bounomiya Takanao Kamen Rider Den'ou (series): Leoimazin (voice) Tekken (anime movie): Mishima Kazuya Kingdom Hearts II (game): Cid Dirge of Cerberus Final Fantasy VII (game): Cid Highwind Description: Hey, look--it's Captain Film Noir! Date was a full-fledged detective back in the days when Kiryuu took the fall for Nishikiyama Akira, pretending to have shot their boss, Doujima Souhei, so Nishiki could get ahead in life. He made a name for himself by pointing out the discrepencies in the reports of the incident and for arguing against the idea that Kiryuu was the culprit--even though Kiryuu had confessed. Unfortunately, he didn't make a good name for himself. Rather, he was disgraced. When Kiryuu was released from prison 10 years later, Date caught him fleeing from a brawl at a funeral, trying to gather information from his boss, Kazama Shintarou. He helped Kiryuu escape, and has been almost like a sidekick throughout the series. Date is still investigating the yakuza and still keeping tabs on the Toujou Association--not as a detective, but as a reporter. He gives Kiryuu informat- ion on the gangsters he believes to be responsible for the shooting of Doujima Daigo, the current head of the Toujou Association, and of Kashiwagi Jun, head of the Kazama Group. Kiryuu shows Date the picture of Kazama drawn by Saki at their meeting, to Date's shock. Always helping his friend out, Date helps Kiryuu get set up at New Serena, a bar that opened up in place of the one Kiryuu used to go to in the first two games. Date apparently has a thing going with the woman running the bar. DOUJIMA Daigo Role: Story character, ally??? Appears in: ??? Voice Actor: TOKUSHIGE Satoshi "An actor born in 1978. In 2000, he took the grand prix in the audition show, 'Looking for the 21st Century's ISHIHARA Yuujirou!" and debuted in the acting world. Since then, he has had a wide range of appearances in television, films, and commercials." Seibu Keisatsu Special ("Western Police Division" drama): Tachibana Kazuma Fuurinkazan (drama): Uesugi Kenshin Ryuu ga Gotoku 2 (game): Doujima Daigo Description: Daigo is the son of Doujima Souhei, the second head of the Toujou Association and head of the Doujima Group to which Kiryuu belonged. His father was killed by Nishikiyama Akira when he tried to force Sawamura Yumi, childhood love of both Nishikiyama and Kiryuu, to sleep with him. After the turmoil, Kiryuu succeeded Souhei's successor, Sera, but abdicated shortly thereafter, to a man known to him as Terada Yukio. Terada turned out to be a Korean named Kim Taejin. Former member of the Jin'gweonhwa, a Korean syndicate nearly completely wiped out by the Toujou Association, he ultimately died trying to betray the Association. Because of his toughness and his role in the whole incident, Daigo was named successor to the Toujou Association's throne. One day, a man met with Daigo--a man who was presumed dead. One of the leaders on the assault of the Jin'gweonhwa, the man known as Kazama Shintarou was also like a father to Kiryuu. Even though he had used his body to cover a grenade in the heat of the battle some years earlier in the first game, and died before Kiryuu, the man appeared to be back, and now standing in Daigo's office--with a CIA operative. When Daigo refuses the land deal the man who looks like Kazama urges him to take place in, he is shot. While he recuperates, chaos follows within the Toujou Association. Here's the official press release on Daigo: "The sixth head of the Toujou Association. He's the son of Doujima Souhei, who was the head of the Doujima Group Kiryuu once belonged to. He gained the trust of Kiryuu and succeeded him as head of the Association. He's giving his all to making the Toujou Association, which was weakend from its struggle with the Omi Alliance, back into the strong syndicate it once was." E - EMOTO Role: Story figure Appears in: Prologue Voice Actor: ??? Description: This is the doctor of a small clinic in Kamuro. Kazuki, the owner of the Stardust Host Club, was shot in the events of the second game, and he's been brought to Emoto to recover. Kiryuu visits the clinic to say goodbye to Kazuki and Dr. Emoto before going to Okinawa. Eri Role: Story figure Appears in: ??? Voice Actor: ??? Description: Eri is a nine-year-old girl at the Morninglory. She feels infer- ior because she has no parents and is very poor, so, she's having a hard time making friends at school. F - G - H - HAMAZAKI Goh Role: Story character, "All-Star Tournament" Coliseum entrant (only in Premium Adventure Mode) Appears in: ??? Voice Actor: TAKAHASHI George (there are kanji for his personal name, making it really "Takahashi Jouji," but he writes his name in katakana, evoking the name "George") "A singer and celebrity from variety shows born in 1958. He was the vocalist and lead guitarist for the rock band, 'The Toraburyuu' [written in kanji, but a pun for the English word 'Trouble']. He's become a regular commentator for 'Sunday Japan' and '2:00 Ciao!' on TBS." Description: A powerful "tough guy," Hamazaki is head of his group in the Tou- jou Association. Yokohama is his territory, and so, he has ties to the Se Waa syndicate from China. When Doujima Daigo, current head of the Toujou Association, is shot, some of the major group heads meet to discuss what needs to be done. Mine Yoshitaka and Kashiwagi Osamu seem to think the best course of action would be to set up an acting head in Daigo's absence and consult with allied syndicates to re- group. Kanda Tsuyoshi, on the other hand, feels that now is the time for them to act and catch the man who tried to assassinate Daigo. Hamazaki agrees with him. "Isn't it a yakuza's role to exact vengeance?" he asks. However, once Kanda starts making overtures to villifying Kiryuu and remov- ing him from the picture, Hamazaki spots it as an attempt to kill the former head, leaving the seat vacant for him to take over. He wouldn't want to lose to the other group head, so he feels he has to enter the battle to protect his own interests. Hamazaki is actually backed by the Se Waa. His group contains a very small number of members, so it would be ridiculous to assume that he somehow took over the Se Waa terf by himself. When Lau Ka Lung is shot to death on the rooftops of Kamuro by Kazama while he was trying to exact revenge upon Kiryuu, the Se Waa see it as Hamazaki's failure. Mine's group tries to find Hamazaki, but, when Kiryuu asks if they have any leads, he says they won't be able to find him. He's most likely been thrown into the harbor by the Se Waa. Here's the official press release on Hamazaki: "The head of the Hamazaki Group, an affiliate of the Toujou Association. People call him the 'Hama Emperor,'* because of his tough appearance and burly physique. Based in Yokohama, it seems he has a lot of dealings going on in Chinatown. It's rumored that he's linked to the Chinese Mafia, the Se Waa." *--this is obviously a pun on his name, Hamazaki, and the "hama" in Yokohama. HANAYA U.S. Name: Kage Role: Story character Appears in: ??? Voice Actor: FUJIWARA Yoshiaki Power-move-using professional wrestler Ryuu ga Gotoku Kenzan! (game): Hon'ami Kouetsu Description: This mustachioed bulldog of a man spends his time collecting all data and secret information on anyone and anything that he can. He ostensibly knows everything that goes on in Kamuro, because of his hidden cameras and army of informants. Of course, he sells this information at a high price. This makes him one of the richest and most powerful men in town, really. Also a matter of course is the fact that he won't be able to clearly solve the puzzles at hand--that's what Kiryuu's around for. In the first game, he worked closely with Kiryuu and supported him as he unraveled the mysteries of the Toujou Association's missing money, and in the second game, he helped him find out the secret behind the ominous, dangerous Korean syndicate and the brewing gang war. This game is no different. Kiryuu will once again need to rely on the help of his friend if he's going to find out what's going on with the land deal and assassination attempts. HASEBE Role: Chapter 4 Boss Appears in: Chapter 4 Voice Actor: ??? Description: This punk, dressed in ugly fashion (as the yakuza often are) and wearing his hair in cornrows, is Kanda's lieutenant. He was sent by Kanda Tsuyoshi to buy up the shops in Kamuro and take over. When he comes to Kazuki's Stardust, he runs into a bit of trouble. Kazuki doesn't want to get all wrapped up in criminal stuff, especially when it comes to the Nishikiyama Group. So, he throws the guests out, and threatens Kazuki and Yuuya...until Kiryuu comes to town and lays the smack down on him. Before he is knocked out, Hasebe tells Kiryuu that he won't be able to save Kashiwagi, head of the Kazama Group and loyal friend of Kiryuu's. Kiryuu has to race to meet Kashiwagi and discuss the incident with the man who looks just like Kazama Shintarou--and to warn Kashiwagi of the threats to his life. Once you've drained enough of Hasebe's health, he draws a sword, and starts to use iaidou style. The annoying thing about this attack style is that you can be stunned easily by quick thrusts. So, evading and readying weapons or picking up stage weapons are all your friends, here. Once you figure out his basic set of attacks, he's fairly easy. I - IBUKI Role: Story figure Appears in: ??? Voice Actor: ??? Description: This is the shady, sunglasses-sporting guy you get your hit man jobs from in Kamuro. Izumi Role: Story figure Appears in: ??? Voice Actor: ??? Description: At 8 years old, Izumi is the youngest kid at the Morninglory. She's also the smallest. She doesn't seem to get the fact that she needs to get along with the other orphans so well, and can be very selfish. J - K - KAMIYAMA Renji Appears in: ??? Voice Actor: ??? Description: This hefty, geeky guy used to hang out in the weird, empty space across from the Third Park in Kamuro and sell videos that Kiryuu could watch to learn techniques for weapons--and he also sold the weapons themselves. Now, he's graduated to his own shop, called Works Kamiyama. In here, Kiryuu can have his weapons and equipment improved--and he can even have Kamiyama make him completely new weapons. You'll need to get the plans for the weapons first, and then the materials to build them, though. KAMIYAMA Renta Appears in: Chapter 3 on Voice Actor: ??? Description: Renta is Renji's older brother. He also upgrades weapons, has a penchant for weird videos, and stutters like a weird nerd. He runs the Oki- nawan branch of Works Kamiyama. KANDA Tsuyoshi Role: Chapter 6 Boss Appears in: ??? Voice Actor: MIYASAKO Hiroyuki The Detective Family (drama): Tanaka Daisuke At-Home Dad (drama): Sugio Yuusuke Casshern (2004 movie): Akuborn Description: Brutish, hulking, and volatile, Kanda is the current head of the Nishikiyama Group, one of the members of the Toujou Association. The first head of the Nishikiyama Group was Kiryuu's childhood friend, Nishikiyama Akira, who turned on Kiryuu and became his rival. So, Kanda still seems to view Kiryuu as the enemy. After Doujima Daigo, the current head of the Toujou Association, is shot, Kanda argues that they need to find the culprit and bring him in, rather than regroup and recover from the attack. As Mine mentions Kiryuu's name, Kanda becomes angry and declares Kiryuu the enemy of the Toujou Association from years past. Hamada Gou says that he doesn't care about Kiryuu or anything, but he also doesn't want to see Kanda become the next group head, so he feels that he should go after Kiryuu himself. This, of course, creates unrest and dissolves the thin union in the Toujou Association. Kanda Tsuyoshi says, "A war...we're finally at war!!" Kanda brought Mine Yoshitaka into the yakuza. Mine is a very rich man, and Kanda wants to use his money to finance his little war and bring him to the top of the Toujou Association. He's got a unique perversion--a fetish for forcing women who hate him to give him rough massages. He sends his troops out to collect women, which gets Kiryuu on his trail. Kiryuu finds Kanda waiting in a "love hotel" (an hourly hotel) for his girl. Kanda tries to run, and then eventually ends up fighting Kiryuu in the penthouse (and losing). After his defeat, he goes wild and visits Mine, begging for more money and troops to go get Kiryuu. He also throws a tantrum and breaks a lot of expen- sive objets and such at Mine's office. Since he is no longer necessary, and since he's such a burden to Mine, Mine retaliates, striking him in the stomach and then having his troops come in and take him away to murder him. Mine presents Kanda's head to Kiryuu, as an outer show of respect, but really, as more of a warning. Here's the official press release on Kanda: "The third head of the Toujou Association affiliate, the Nishikiyama Group. He plans on expanding the group's influence, centering it in the Kamuro District. He plots to swallow up the Kamuro District, weakened by thorough lines of military might." KANESHIRO Nao Role: Cabaret club girl Appears in: ??? Voice Actor: ??? Description: One of the cabaret club girls at Club Flawless in Ryukyu. KASHIWAGI Jun Role: Story character Appears in: ??? Voice Actor: SAKUYA Shunsuke Ginga Densetsu Weed (anime): Blue Samurai Champloo (anime): Hayashi, Rakuzuki Naruto (anime): Ukon, Sakon Bleach (anime): Udagawa Ryou Onimusha 2 (game): Saika Magoichi Shenmue (game): Larry Final Fantasy X (game): Rin Description: Kashiwagi is the current head of the Kazama Group, started by Kazama Shintarou, the man who was like a father to Kiryuu. Like Kazama, he tried to have a noble heart, acting to help people. In the first game, he shows up with reinforcements in the battle against Shimano that would cost Kazama's life. In the second game, he lent his support to Kiryuu. Now, a man who looks and sounds just like Kazama Shintarou has appeared, even though Kashiwagi himself was there to see Kazama die. This man suddenly visited the Toujou Association Headquarters and shot Doujima Daigo, the cur- rent head of the Association, because he refused to take part in a land deal in Okinawa. With Daigo shot, Kashiwagi calls a meeting of the heads of the various groups in the Toujou Association. He suggests that they take the time to consult with other syndicates and be careful, regrouping and recovering from the attack. Although Mine seems to agree, the other group heads present, Hamazaki and Kanda, don't see it that way. Instead, they start making power plays with each other, and it isn't long before their thin ties disintegrate. With Kiryuu in their sites, because he's the former Association Head, a war is brewing in the Toujou Association. When Kiryuu comes to Tokyo and visits Kashiwagi at the Kazama Group's office at the top floor of the Millennium Tower, a helicopter suddenly appears and shoots at the two men. Kiryuu ducks out of the way, but Kashiwagi is hit and dies from his injuries. His final words are to tell Kiryuu to find the man who looks like Kazama Shintarou. KAZAMA Jouji Alias: Mystery Man Role: Story character, Chapter 10 Boss Appears in: ??? Voice Actor: WATARI Tetsuya "An actor born in 1941. He is the chief representative director of Ishihara Promotions. His masterpieces include the serieses, 'The Western Police Divi- sion,' 'Howl at the Sun,' and 'The Big City.' Today, he's still got a top-notch career, appearing in movies, television dramas, and commercials." Tokyo Drifter (movie): Hondou Tetsuya ("Tetsu the Phoenix") Stray Dog (1973 remake of the Kurosawa film): Detective Murakami Detective Cockroach (movie): Detective Narugami Jingi no Hakaba (movie): Ishikawa Rikio Brother (movie): Head of the Jinseikai Group Otokotachi no Yamato: Itou Seiichi Daitokai ("The Big Cities" series): Kuroiwa Raisuke Seibu Keisatsu ("The Western Police Division" series): Daimon Keisuke Taiyou ni Hoero! ("Howl at the Sun" series): Tachibana Hyougo Ryuu ga Gotoku (game series): Kazama Shintarou Description: This man looks exactly like Kazama Shintarou. How he is related is yet to be seen. (UPDATE NEEDED) When Nakahara Shigeru, head of the Okinawan syndicate, the Ryuudou House, is shot, only Saki, a mute girl Nakahara was taking care of, witnesses the in- cident. She gives Kiryuu the startling evidence in one of her sketches that a man who looks just like Kazama was the culprit. Later, in Tokyo, Doujima Daigo, the sixth and current head of the Toujou Asccociation, meets with a man who looks exactly like Kazama. There is a CIA operative with the man. This mysterious man urges Doujima to buy the land where Kiryuu has his orphanage in Okinawa. He offers no explanation as to why he's there to visit Daigo--Kazama died in Kiryuu's arms and was believed dead. When Daigo refuses, the mystery man looks a little disappointed. He reaches into his coat pocket, and Daigo draws a gun and is shot. Kiryuu finally lays eyes on Jouji on the rooftops of Kamuro after defeating Lau Ka Lung, who has come for his revenge. Lau's men hold Rikiya captive, and Lau orders them to kill him before Kiryuu can save him. Seconds later, Kazama shoots Lau's men, and then Lau himself. Kiryuu calls to him, asking if he's his father figure, Kazama Shintarou, or not. At this point, Jouji reveals the secret truth: "So, you're Kazuma Kiryuu," he says in half-English, half-Japanese. "Beautiful eyes. Like I heard from my brother before." Later, Tamiya Ryuuzou, Japan's Defense Minister, explains what's going on to Kiryuu. Jouji was a cop, while his brother was a mobster. Feeling that he couldn't overcome the disgrace of having a ganster brother, Jouji left the country and went into the CIA. He now views the CIA as his yakuza godfather, following its orders without question. The CIA and Tamiya's office have cooked up a plan to smoke out a powerful criminal named Andre Richardson, who runs a major illegal arms ring. For the plan to work, they need the proposals for the land used in Okinawa to go through, so, Jouji pays visits to both Daigo and Nakahara, who have both decided not to go through with it because of Kiryuu. At those encounters, it is not Jouji who shoots the men, but his partner. Both times, it looked like the men were going for weapons. It's unclear why Jouji shot Lau, but, when Touma Masahiro, attache of Tamiya's, betrays his boss and runs to rival minister, Suzuki, revealing that the plot is all a fake, Jouji is ordered to take him out. He follows Touma to his homeland of Okinawa and confronts him in a strip club, but, Kiryuu also shows up and defeats him. In typical Ryuu ga Gotoku fashion, the air is mysteriously cleared by a fight. After losing, Jouji reveals all and also offers the use of a fancy spy plane to get Kiryuu to and from Okinawa in an hour. Here's the official press release on this unknown figure: "A mysterious man who, out of nowhere, comes to the Toujou Association's headquarters. He looks exactly like the late KAZAMA Shintarou, former head of the Toujou Association's Kazama Group and sponsor and father figure to Kiryuu. He urges Doujima Daigo to take part in buying land in Okinawa, but his aims and true identity are completely shrouded in mystery." Kazuki Role: Story character Appears in: ?? Voice Actor: TSUCHIDA Hiroshi Ninja Sentai Kakuranger (special effects show): Ninja Blue Evolution: Dr. Allan Sakigake!! Chromartie High School (anime): Sada Masashi Shin Megami Tensei Devil Children Light & Dark (anime): Gale Skullman (anime): Skullman Tottoko Hamtarou (anime): Yukio Blue Dragon (anime): Gilliam One Piece (anime): Capote Ikusagami (game): Oda Nobunaga Soul Calibur III, IV (games): Zasalamel Tekken 4, 5, Dark Resurrection, 6 (games): Yoshimitsu Description: The manager of Stardust, a host club in Kamuro, Kazuki helped Kiryuu get in touch with Kazama Shintarou in the first game during the third Toujou Association's chariman's funeral. Since then, he's always had some allegience to Kiryuu and his group. In the second game, he was kidnapped and replaced with a double by a mysterious crime syndicate from Korea. Both the double and Kazuki were shot, but Kazuki survived the attack thanks to Kiryuu and friends, who spirited him off to a small clinic nearby run by Dr. Emoto. KIRYUU Kazuma Role: Main character Appears in: Entire game Voice Actor: KURODA Takaya Wolf's Rain (anime): Darcia Sakigake!! Chromartie High School (anime): Masked Takenouchi Bobobo-bo Bo-bobo (anime): Hargen One Piece (anime): Bogard Transformers Galaxy Force (anime): Starscream Bleach (anime): Baura Sengoku Musou (game series): Hattori Hanzou The King of Fighters 2000, 2001 (games): Rin, Long Shinibidou Imashime (game): Gamuran Ryuu ga Gotoku Kenzan! (game): Miyamoto Musashi (aka Kiryuu Kazumanosuke) Description: Grizzled, jaded, tough, yet with a pure heart, this is the main character of the Ryuu ga Gotoku series. As a child, he was taken in by the yakuza, Kazama Shintarou, who sponsored him at the Sunflower Orphanage. He quickly rose through the ranks of his group, the Doujima Group, due partly to his powerful physique and righteous attitude, and partly to his loyalty to Kazama. He became known as the "Dragon of Doujima." He had two close friends from the orphanage. One was Nishikiyama Akira, who was watched over by Kiryuu as though he were a younger brother, and Sawamura Yumi, possibly the love of Kiryuu's life. Doujima Souhei, the head of the Doujima Group--and the whole Toujou Association of yakuza in the Kamuro District, approached Yumi and attempted to force himself on her. Nishikiyama wouldn't tolerate that, even if it was his oyabun, so he shot Doujima. Hearing the news, Kiryuu raced to help Nishikiyama, even going so far as to take the blame for the shooting so Nishikiyama could still have a career. Kiryuu went to jail for 10 years. The new head of the organization, Sera Masaru, expelled Kiryuu from the gang. But, later, when Kiryuu was released only to find that the Toujou Association was in chaos because Sera had been killed over a large sum of money that had gone missing from the banks, Kiryuu had to once again get tangled up in the dangerous games of the yakuza. In the end, Kazama was left dead, killed by Shimano Futoshi, but he passed the secret along to Kiryuu that he and Sera and Yumi had conspired against Yumi's power-hungry husband, Jingu Kyouhei, to steal money he was laundering and prevent him from taking over. He also revealed that he was the one who killed Kiryuu's real parents--that's why he was taking care of him for so long. But, to Kiryuu, Kazama was his true father. In order to protect Yumi's child, Haruka, Kiryuu stood against Jingu and Nishikiyama both as they tried to snatch the stolen money. In the process, Yumi was finally killed, Jingu was killed, and Nishikiyama took his own life. It was also revealed that Sera had named Kiryuu the 4th head of the Toujou Association--though he would soon abdicate from that thankless post. With nowhere else to go, Haruka settled with Kiryuu, who gladly took in his only reason to keep going. After the two found themselves again in the line of fire because of the dealings of the Toujou Association, Kiryuu decided it was best for them to try and leave that dangerous life behind for good. So, the two moved to Okinawa and opened the Morninglory Orphanage, taking care of less-fortunate children, the same as both of them had been cared for by the Sunflower. But their peace would not last. First, the local yakuza group, the Ryuudou House, began interfering with the orphanage's business because of anti-foreign sentiment (which applied to mainlanders to the islanders of Okinawa, which was once its own country). On top of that, land deals set forth by both the Minister of Defense, who was working with the U.S. to expand the military base in Okinawa and include a ballistic missile defense system, and by the Minister of Travel, who wanted to create a resort, started threatening their little orphanage. In the midst of all this, suddenly, Nakahara Shigeru, the head of the Ryuudou House, was shot. Kiryuu raced to see if everything was alright. In the hospital, he was met by the grim, mute child Nakahara was taking care of, Saki. She showed Kiryuu a drawing of the man responsible for the shooting--a man who looked exactly like Kazama Shintarou, the man who was like a father to Kiryuu, and had died in his arms. When Doujima Daigo, current head of the Toujou Association, is shot, Kazama is again named as the criminal. With Daigo out of the picture, the various groups start to grumble, and chaos sets in. Kashiwagi, a trusted ally of Kiryuu's, suggests that they regroup. He and Mine Yoshitaka, another group head, even believe that they should consult with Kiryuu, as he was once head of the Association. But other group heads, such as Hamazaki Gou and Kanda Tsuyoshi, have other ideas. They plan on succeeding Daigo and claiming the territory as their own. To do so, they need to come after Kiryuu, the only ex-head of the Association who can still give orders. Here's the official press release for Kiryuu: "The former fourth head of the Toujou Association. He's the legendary gangster known as the "Dragon of the Doujima" because of the dragon tattooed on his back. After the fierce battle with the Omi Alliance, he moves to Okinawa with Haruka and opens the Morninglory Child Welfare Facility. However, when he becomes wrapped up once more in trouble, he once again throws himself into the action." KOMAKI Soutarou Role: Trainer, arena entrant Appears in: ??? Voice Actor: ??? Description: This old man is successor to a brand of martial arts known as "Komaki-Ryuu Kobujutsu" ("Komaki Unarmed Martial Arts"). In the previous games, Kiryuu learned many techniques from Komaki, and he'll have to do so again at Komaki's dojo in Kamuro. Kouji Role: Story figure Appears in: ??? Voice Actor: ??? Description: Kouji is a ten-year-old boy at the Morninglory. Naturally eager to play sports, he'll learn to play any kind of ball well. He likes baseball the most, so, he's always getting people together on the beach to play. L - LAU Ka Lung Role: Chapter 8 Boss Appears in: Chapter 8 Voice Actor: TATSUZAWA Shin'ichi ? Description: A cold-hearted crime boss, Lau is the leader of the local chapter of the Se Waa, a Hong-Kong-based Chinese crime organization. In the first game, he kidnapped Haruka because of her ties to her father, a powerful armed forces mogul named Jingu Kyouhei. He also kidnapped her because she held the key to the missing money the Toujou Association was laundering for Jingu. When his name is mentioned to Kiryuu, he seems shocked by the news. Then, the game shows us a flashback of Lau torturing Kiryuu. At that time, Kazama Shintarou came and rescued Kiryuu. In the first game, Kiryuu defeated Lau, and it seemed like he killed him. In fact, members of the Se Waa were after Kiryuu for revenge. But now, here he is again. Kiryuu seems surprised to see him, too, but Hanaya explains it quickly, saying that Lau never really died--he just went into hiding to recover. He's back for revenge now. He backs Hamazaki's group, using him to get close to the action. When the Okinawa land deal goes down, he can finally lure Kiryuu to Tokyo and get his revenge, which he does by kidnapping Rikiya and sending his troops to generally create havoc. On a rooftop, Lau faces Kiryuu, and is defeated again. This time, he orders his troops to kill Rikiya before Kiryuu's eyes, but his troops are suddenly shot at this. So is Lau--right in the head. He is killed by the man who looks just like Kazama Shintarou. Lau is named after real-life martial artist and star and director of Hong Kong kung-fu cinema, Lau Ka Leung (Lau Ga Leung, Lau Karleung, Lau Kar Leung, Liu Chia Liang, etc.). I think American fans might be a little more familiar with his adoptive brother, Gordon Liu (Lau Ka Fai). M - MAJIMA Gorou Role: Chapter 1 Boss, Chapter 7 Boss Appears in: ??? Voice Actor: Ugaki Hidenari King of Bandits Jin (Ou dorobou Jing) (anime): Cube de Ice Naruto (anime): Fuujin One Piece (anime): Yama Nintama Rantarou: Oozuki Tekken 5 (game): Ganryuu Ryuu ga Gotoku Kenzan! (game): Majima Gorohachi (aka Shishido Baiken) Description: This eyepatch-sporting former head of the Majima Group and Majima Construction Companies is back in action, with his penchant for sudden vio- lence, careless actions, and surviving things that should normally kill people. Majima is Kiryuu's senior, and so, is paid due respect. Though he is truly a psychopath, he operates by a strange moral code, and seems to admire Kiryuu as though he were his naive younger brother--even if he sometimes puts himself right in Kiryuu's way and the two end up beating the snot out of each other. When Kiryuu leaves Tokyo to run the Morninglory Orphanage down in Okinawa, he talks convinces Majima to watch after Daigo and make sure grows into his role as chairman of the Toujou Association. Majima at first refuses, because he just wants to get out there and go wild, but Kiryuu understands he needs to beat Majima up to win his promise. Majima only respects strong people. Majima begrudgingly accepts, thinking it's going to be very dull to return to the Toujou Association. But, he did promise Kiryuu, after all. Later, Hamazaki gets word of the land deals through Lau Ka Lung and con- vinces Majima to talk to Minister Suzuki about the plans to build a resort in Okinawa. Hamazaki believes that this way, when the fur starts to fly, it'll be Majima who gets pinned with any treachery, and he'll be a patsy for Hama- zaki. Of course, Hamazaki misunderstood Majima here. Majima will gladly tell Kiryuu what's been going on, after all. But, he'll only do it once Kiryuu has fought him in the underground arena he loves so much. When Kiryuu goes to Tamiya and finds out the truth behind the land deals, Minister Suzuki's secret police show up in droves to arrest him before he can do anything about it. Kiryuu fights them off, but their numbers are just too vast and he seemes doomed. Just when all looks lost, a huge truck suddenly ploughs right into the lines of secret police and skids sideways to Kiryuu's side. It's Majima driving. The word "majime" in Japanese means something like "in earnest" or "serious." I'm sure the closeness between this word and Majima's name was not by accident. Majima is definitely "hard-core," taking things very seriously-- even if it's by his own strange code that often causes more trouble than it should. A fan favorite, he may even be more popular a character in the series than Kiryuu himself. Mikio Role: Story character Appears in: ??? Voice Actor: MIYAGAWA Daisuke Shibatora: Baby-Faced Cop Shibata Taketora (drama): Shinjou Touru The Glory of Team Battista (drama): Narumi Ryou Description: This guy really wants to be a high-ranking officer of the Okinawan syndicate, the Ryuudou House. He often hangs around with Nakahara, current head of the Ryuudou House, and Shimabukuro Rikiya, the person most likely to succeed Nakahara. When Nakahara is shot by a mysterious visitor, he is at the hospital with Saki, the mute girl Nakahara was taking care of. Although he's a little weird, slow, and foolish, Mikio has a good heart. He builds a doghouse for Mame, the dog the Morninglory Orphanage adopts, and all but gives his life defending it when Tamashiro's men come to wreck the place. Here's the official press release for this goofball: "A low-ranking member of the Ryuudou Family. He's really putting a lot of effort into his work, hoping to be noticed by Nakahara and Rikiya. He may be acting as Rikiya's younger brother, but, he's just a young man with a goofy face and a soft heart." MINAMIDA Role: Story character Appears in: ??? Voice Actor: ??? Description: This lookalike of Dr. Brown from Back to the Future is the guy who designed YF6, an arcade game in Ryuu ga Gotoku 2. Now, he's back--with his newest game, IF7 ("Inner Fighter 7"). Once he's found in the empty space in the Champion District used by Komaki in Ryuu ga Gotoku 2 and the White Edge gang in Ryuu ga Gotoku 1, he'll let Kiryuu test the prototype. You can do this to fight against the bosses of the game (once you've beaten them, of course), and get techniques. MINE Yoshitaka Role: Story character, Last Boss (Chapter 12) Appears in: Chapter 12 Voice Actor: NAKAMURA Shidou (the Second) "A kabuki actor born in 1972. In 1981, he first set foot on the stage for the Kabuki-Za company. Since then, he has been given the main role in many kabuki productions. Because of his strong acting talent, he has been in many commer- cials, movies, and television dramas." Musashi (t.v. drama): Tokugawa Hidetada Shinsengumi! (t.v. drama): Takimoto Sutesuke Death Note (movie series): Ryuuku (voice) Otokotachi no Yamato (movie): Uchida Mamoru Death Note (anime): Ryuuku Arashi no Yoru ni (anime movie): Gabu Description: This young, well-groomed man is an ecomonic genius, and head of the Hakuhou Association, one of the groups in the Toujou Association. After Doujima Daigo, current head of the Toujou Association, is shot by a man who looks exactly like the presumed-dead Kazama Shintarou, former head of the Kazama Group, Mine enters into a meeting with the other group heads. He believes the appropriate course of action would be to regroup and discuss with other syndicates. He also believes that they should go to Kiryuu, the retired fourth chairman of the Toujou Association, for advice on regrouping. However, the other heads--particularly Hamazaki Gou and Kanda Tsuyoshi--have other plans. It seems that the chaos of four years earlier is returning; with the current head in the hospital, they are already starting to fight for his seat. Although Hamazaki is a traitor, being actually planted by the Se Waa Chinese mafia, and Kanda is a traitor, doing whatever it takes to become head of the association, Mine is the real traitor everyone's been looking for. Orphaned at a young age by the death of his father, Mine was a poor child the other children looked down upon. He uses his intellect the way his father told him to on his deathbed--to make lots of money. Actually, Mine says that he can't trust anyone, and nobody can count on him, either. He believes the only thing valuable is to get a lot of money, because we're all on our own. Kanda introduces him to the Toujou Association because of his economic prowess (and his wealth), and uses him to finance his war to become #1. But Mine has no interest in making Kanda the top. After Kanda is defeated by Kiryuu, Mine has him killed and beheaded. He figures that Lau's defeat will take Hamazaki out of the way because the Se Waa will hold him respons- ible. That leaves pretty much nobody in his way except for Daigo. Although Mine seems traitorous, allowing these plots to unfold and pushing for the land deals to go through because of his alliance to the illegal arms giant, the Black Monday, he respects Daigo and believes he is loyal to him. Daigo is the only person who cared about Mine for Mine--the only one who trusted him as a person. Daigo's survival won't do for the Black Monday, who need the land deals to go through so that the base expansion project will make Japan an almost invincible threat to the area. That way, they will be able to make many illicit arms deals in the region. Andre Richardson, a crooked CIA agent and head of the Black Monday, shoots Daigo when he visits with Kazama Jouji, Shintarou's younger brother who looks almost exactly like him. He needs to finish the job, so he relies on Mine to do it. It's not for money that Mine is going to kill Daigo, however. Since he's loyal to him, he just can't stand to see him reduced to a withered body with tubes running in and out of it, in a coma like that. Kiryuu shows up at the hospital and tries to explain things to Mine. He says that nobody ever loved or respected Mine because he never loved or respected or trusted anyone else. He feels that if Mine shot Daigo while he was trying to recover would just prove that Mine isn't someon anyone can count on. The two fight it out, but in the end, Richardson shows up to finish the job himself. He is shot by Daigo, who miraculously rolls off the hospital gurney, but not killed. It is Mine himself who rushes at Richardson and falls from the hospital roof with him. In the end, Daigo looks crestfallen, realizing what has happened, and asks Kiryuu if Mine was the traitor. Kiryuu says that Mine was no traitor. Here's the official press release for Mine: "The leader of the Hakuhou Association, an affiliate of the Toujou Assoc- iation, Moving millions of yen around in realty and the stock market, he's in charge of the Toujou Association's bank. In his mid-30s, he's still young, and with his intelligence and economic talent, he's gained the trust of the sixth association head, Doujima Daigo, and suddenly rose to executive status." Mitsuo Role: Story figure Appears in: ??? Voice Actor: ??? Description: Mitsuo is the 9-year-old son of an American father and a Japanese mother. His father returned to America, unaware that Mitsuo's mother was pregnant. He was raised by his single mother until her death, and then came to the Morninglory to live with the other orphans and Kiryuu. Mizuki Role: Story character (side story) Appears in: ??? Voice Actor: ??? Description: On the beach of Okinawa, you can find this former cabaret club girl with her boyfriend, Akimoto. In the past, Akimoto threatened to kill himself over her--and then even threatened to kill her as well! Kiryuu and Haruka talked him out of it both times. Despite the dark nature of his side stories, they definitely have a comical element to them. For instance, in the last game, Mizuki told Akimoto that he she was pregnant with his child--even though they hadn't even kissed yet! Akimoto responded by jumping up and down. "Whoo-hoo! I'm gonna be a daddy!" The drip. This time, she's in Okinawa, on vacation with Akimoto. Although Akimoto claims they are engaged, Mizuki's still giving him the run-around. She won't stay in the same hotel room as him, she won't wear the ring, she sells her plane ticket for a cheaper seat (thus breaking the couple apart for the plane ride), and she tries to ditch Akimoto and go sightseeing by herself. This enrages Akimoto, and...you're back to where you started with these two. In the end, she tells Akimoto she's really his sister, and that the two were separated at birth. Akimoto gullibly believes her, but crumples to the ground in despair. He can never be with her. Then, he suddenly realizes that as her brother, he will always be at her side! ...What a couple of morons. MOMOKA Eri Role: Cabaret club girl Appears in: ??? Voice Actor: (herself) Description: One of the cabaret club girls at Club Koakuma in Kamuro. MUTOU Shizuka Role: Cabaret club girl Appears in: ??? Voice Actor: (herself) Description: One of the cabaret club girls at Club Koakuma in Kamuro. N - NAKAHARA Shigeru Role: Story character Appears in: ??? Voice Actor: IZUMIYA Shigeru "A singer-songwriter, actor, and celebrity on various talk and variety shows, born in 1948. He was also the visual director of the film, 'Thunder Road, Blooming Out of Season' (aka 'Crazy Thunder Road;' 'Kuruizaki Sanda- Ro-do'). Acting in the particular world of ruffians, he has made that world his main topic of interest." Heisei Tanuki Gassen Ponpoko (anime movie): Kenta Godzilla Final Wars: Taguchi Samon Description: Nakahara is the head of the Okinawan syndicate, the Ryuudou House. Old and grizzled, he has a strong patriotic love for the Okinawan area, even to the point where he tries to drive off mainlanders who move there, such as Kiryuu. He also takes care of a young girl, Saki, who does not speak. Because of his care with this girl, Kiryuu is able to convince him to leave him and his orphanage alone. That would be best for Okinawa and for the children in the area. Saki suddenly goes missing, and Nakahara really loses it. In a bad way, he gets drunk off awamori and lies around in his office, beating up anyone who gets too close. This causes Rikiya to go and ask help from Kiryuu. It seems Saki's mother came and took her away. Saki's father hanged himself in front of her because of his debts, and her mother was a philanderer who had run off with other men. Now, she was with Tamashiro Tessei, head of a rival yakuza group. Tamashiro convinces her to get Saki away from Nakahara--as a plot to take over the area, of course. Kiryuu beats Tamashiro down, and Saki is left with the choice to either be with her real mother or with Nakahara. She chooses Nakahara, of course. Nakahara is shot suddenly over the real estate schemes going on in the area. While they're still operating on him, the sole clue to the culprit's identity is given to Kiryuu: Saki's drawing, depicting a man Kiryuu had seen die with his own eyes. The culprit was someone who looked exactly like Kazama Shintarou. Nakahara was really shot by the man's partner, a crooked CIA agent who made it looke like Nakahara was going for a weapon. Wounded and recovering, Naka- hara comes to the orphanage and visits with the children, glad to have Saki with him. One day, Tamashiro and Mine come to town and break the Morninglory to pieces so that the land deals can go through. Nakahara is wounded and unable to protect the place in Kiryuu's absence. In fact, he's not able to do too much at all--he is taken by Tamashiro to the bullfighting ring outside of town, held there to lure Kiryuu to save him. This will buy Mine time to get back to Tokyo. Nakahara is charged at by the bulls, but when Saki suddenly opens her mouth and calls him "father," he gets the will to live, grabs a bull by the horns, and throws it out of the way. Here's the official press release on Nakahara: "Head of the Ryuudou Family. He's like a father to Shimabukuro Rikiya, sponsoring him in the syndicate. He lives in the same area as Kiryuu and Haruka. An old-fashioned gangster, clinging to the ideas of justice and compassion, he is a very honorable man. However, because of his involve- ment in the land purchase for the area of the Morninglory Child Welfare Facility, he has become an enemy of Kiryuu's." NATSUME Role: Cabaret club girl (side-story figure) Appears in: ??? Voice Actor: ??? Description: This is the No. 1 Cabaret Club Girl at the club South Island in Ryukyu. She keeps acting up arrogantly, and the atmosphere of the place has really taken a nosedive. She even talks back to the manager, so, they're in a bad way. It's up to Kiryuu to groom another girl to knock Natsume off her high horse! Nemu Role: Cabaret club girl Appears in: ??? Voice Actor: (herself) Description: One of the cabaret club girls at Club Ageha in Kamuro. NISHIYAMA Riho Role: Cabaret club girl Appears in: ??? Voice Actor: (herself) Description: One of the cabaret club girls at Club Ageha in Kamuro. O - P - Q - R - RICHARDSON, Andre Alias: Man in Black Role: Chapter 5 Boss, Chapter 12 sub-boss Appears in: Chapter 5, Chapter 12 Voice Actor: ??? Description: Richardson is the head of the illegal arms giant, Black Monday. He needs the land deals to go through so the base can be exanded, making Japan a real threat to the area. That would make the other countries of the region turn to him for illicit arms deals. He's also a crooked CIA agent. He travels with Kazama Jouji, younger bro- ther of Kazama Shintarou, and visits both Doujima Daigo and Nakahara Shigeru, who have both withdrawn from the proposed land deals because of Kiryuu. Under the false pretenses that Daigo and Nakahara were going to react violently to Kazama's advice to stay in the land purchase deals, he shoots them both. Really, he's aiming to take them out of the picture entirely. He confronts Kiryuu later in a back alley on his way to meet with Kashiwagi Jun, and tries to take him out there, but is scared away by police. Most likely, he is the one who gets the helicopter to fly to Kashigai's office when Kiryuu goes to their meeting and shoot at the two men. Later, he talks to Daigo on the phone, and arranges the destruction of the Morninglory Orphanage. At the same time, he goes after Doujima Daigo, after finding out where he is laid up recovering in Tokyo City Hospital. Mine Yoshitaka, working with Richardson, meets up with him and takes Daigo to the roof to finish him off. Richardson waits, and is defeated by Kiryuu, but not killed. He follows to the roof, and when Mine refuses to go through with it after Kiryuu knocks some sense into him, he approaches with the intent to kill them now that they are useless to him. Unfortunately, he underestimated Mine. Mine runs towards him and grabs him. The two fall off the roof of the hospital. Riona Role: Story figure Appears in: ??? Voice Actory: ??? Description: Riona is a nine-year-old girl at the Morninglory. She's got an eye for fashion. She had her right arm burned in a fire that also claimed the lives of her parents. To hide her scars, she always wears long sleeves. S - Saki Role: Story character Appears in: ??? Voice Actor: ??? (mute) Description: This little girl lives with Nakahara Shigeru, head of the Ryuudou House. When Kiryuu comes to see Nakahara to ask him to stop harassing them, since Nakahara seems to not want any non-Okinawans in the area, he spies Saki sitting near the paper door to the house, drawing. Since Kiryuu runs an orphanage, he knows that Nakahara must believe in his heart that it's in the best interest of the children to let Kiryuu and his orphanage stay. Saki has stopped talking. Her father ran up some heavy debts, and eventually ended up hanging himself in front of her eyes. Upon finding the girl, Naka- hara took her in, feeling like he owed her, since the debts were with his yakuza family, and since her mother was nowhere to be found. She can draw, however, and she draws very well. When Nakahara is shot, Kiryuu, Haruka, and Rikiya race to the hospital. Living with Nakahara, Saki is the only witness to the crime. Without speaking, she shows Kiryuu a pic- ture of the man who shot her guardian. To Kiryuu's amazement and disbelief, the drawing looks exactly like his late father figure, who died in his arms--Kazama Shintarou. Saki's mother floats from man to man. She does suddenly show up again to take Saki away, without even talking to Nakahara about it. Nakahara assumes that's probably what happened, and goes on a drunken tear. Meanwhile, Saki's mother had brought her to her current boyfriend's place. She's seeing the head of the Tamashiro Group, a rival crime family. However, Tamashiro actually was just using Saki's mother. He promised her a good life for her, and suggested she bring Saki along. He wasn't actually interested in having a nice family; he was just interested in kidnapping the girl his rival was watching over, so he could extort power from him. When the question is posed to Saki if she would rather be with Nakahara than her own mother, she nods. Her mother, in turn, tells them off. Right in front of her own child, she says, "I'm not her mother! She's not my daughter! This girl is worthless. If you want her, you can have her!" Later, when Nakahara is taken by Tamashiro to the bullfighting ring outside of town, she goes with Rikiya to his side, despite Kiryuu's orders to stay put while he took care of things. Nakahara is charged by a bull in front of Saki's eyes, and she calls out to him, calling him "father." That gives him the determination he needed, and he is able to wrestle with the bulls and fend them off. SAKURAI Rina Role: Cabaret club girl Appears in: ??? Voice Actor: (herself) Description: One of the cabaret club girls at Club Ageha in Kamuro. SAWAMURA Haruka Role: Story character Appears in: Many chapters Voice Actor: KUGIMIYA Rie Shin megami tensei Devil Children (anime): Metty Juunikokki (anime): Taiki Choujuushin Gravion (anime): Brigitta Pitaten (anime): Uematsu Koboshi Konjiki no Gashbel!! (anime): Tio Hagane no renkinjutsushi (Full-Metal Alchemist anime): Alphonse Elrich Bleach (anime): Kurosaki Karin Yakitate!! Japan (anime): Monica Adenauer Okusama ha Mahoushoujo (anime): Kiyomizu Mika Kidousenshi Gundam 00 (anime): Neena Trinity Crimson Tears (game): Kaede Samurai Spirits tenka ichi kenkakuden (game): Rimururu, Champloo Zenosaga (game): Mary Godwin Riviera -Yakusoku no chi Riviera- (game): Excel Ryuu ga Gotoku Kenzan! (game): Haruka Description: Haruka is the daughter of Sawamura Yumi, Kiryuu's childhood love. Yumi ran away from her husband, Jingu Kyouhei, and hid Haruka in an orphan- age, tending to her needs under the disguise of her own fictional sister, Mizuki. When everything falls apart because of the money she stole from Jingu that was being laundered through the Toujou Association, all was revealed to Haruka--just before her mother sacrificed herself to save her. Now, she stays with the only person she trusts--Kiryuu. After Kiryuu and Haruka once again get wrapped up in dangerous happenings, the two decide to move away from Tokyo and the Toujou Association. That lands them in Okinawa, the archipelago to the south of the "main" islands of Japan. Okinawa is a much calmer, more tropical place than mainland Japan, and has its own customs and culture (since it used to be its own king- dom). The two open the Morninglory Orphanage, and live there with the unfortunate children of the area. Everything seems well except that the local yakuza group, the Ryuudou House, doesn't take kindly to mainlanders. However, after time, Kiryuu is able to impress the head of the Ryuudou House, Nakahara Shigeru, and his second-in-charge, Shimabukuro Rikiya. Just as things seem to be going well, Nakahara is shot by a man who looks exactly like Kazama Shintarou over real estate schemes in the area. Haruka and Kiryuu mut head to Tokyo to get to the bottom of things. Here's the official press release for Haruka: "The 12-year-old child left behind by the love of Kiryuu's life, Sawamura Yumi. She decided to live with Kiryuu after Yumi died. Her courage comes from her mother. Now, she has gone with Kiryuu to Okinawa, and lives with orphaned boys and girls at Morninglory." SAYAMA Kaoru Role: Story figure Appears in: Prologue? Voice Actor: DAIKI Yuu Kaseifu wa Mita! (drama): (a character in the 16th series) Samurai Spirits -Haten Kouma no Shou- (anime): Amakusa Shirou Tokisada Himechan no Ribon (anime): Kobayashi Daichi Description: Sayama was Kiryuu's love interest in the second game. In that game, she was a detective from Osaka known as the "Yakuza-Hunter." There were many events in the second game that tied directly into Sayama's past. In order to investigate the matter fully and discover the truth about who she was, she allowed Kiryuu to continue his investigation rather than follow her orders to escort him away from the case entirely, and the two became close. At the start of this game, Kiryuu, Haruka, and Sayama are all visiting graves of some of the important figures in the story. Here, we learn that she has to quit her current work, and is going to travel overseas to pursue some other opportunity. And so, Kiryuu and Sayama both depart and go their separate ways in the beginning of the game. The only other appearances she makes are in e-mails to Kiryuu, when Kiryuu finishes a Completion List. She'll then send a present to Kiryuu as a reward. SHIMABUKURO Rikiya Role: Story figure, Chapter 2 Boss Appears in: ??? Voice Actor: FUJIWARA Tatsuya "An actor born in 1982. In 1997, he debuted on stage under the direction of Ninagawa Yukio in Shintokumaru. Since then, he has been active in a wide sphere of roles, including commercials, television shows, and movies. He is set to play MIYAMOTO Musashi in the stage play Musashi in 2009." Sabu (movie): Eiji Battle Royale (movie series): Nanahara Shuuya Death Note (movie series): Yagami Light Description: Rikiya is a high-ranking officer for the Ryuudou House. He has a large habu tattooed on his back. When Kiryuu sees it, he says, "That's a pretty impressive snake." Rikiya gets angry, and tells Kiryuu it's not just any snake; it's a "habu!" That's because he really loves Okinawa and its culture, who revere the snakes, which are mainly found in the Ryukyu Islands. He loves Okinawa so much that he apparently can't suffer mainlanders like Kiryuu and Haruka to come along and take over the place. However, he soon becomes friendly with Kiryuu and comes to see him when his oyabun, Nakahara Shigeru, is shot--by someone who looks just like Kiryuu's old mentor and father figure, Kazama Shintarou. Rikiya is called the "Tough-Guy Habu." He believes the habu is the soul of Okinawa, so he has one on his back--though, its eye hasn't been filled in. His tattoo artist died before he could complete it. When Nakahara is shot, Rikiya demands that Kiryuu take him with him to Tokyo to investigate. Kiryuu feels that it's too dangerous and leaves Rikiya be- hind, although he does lie to him, telling him he'll take him with him. Rikiya comes on his own accord. Kiryuu has no choice but to work with him, and leaves him at New Serena after some investigation and a little sight- seeing. However, Rikiya is suddenly kidnapped by the Se Waa Chinese mafia, who are after revenge upon Kiryuu for defeating their local leader, Lau Ka Lung. Lau's men hold Rikiya on a rooftop, and when Lau is defeated by Kiryuu, they are ordered to kill Rikiya. The same man believed to be responsible for the shooting of Nakahara shows up suddenly and saves the day, shooting Lau's men and making them release Rikiya--and also shooting Lau right in the head. Rikiya agrees with Kiryuu that it's too dangerous and heads home to Okinawa. However, he can't escape danger there. Mine Yoshitaka, in favor of the land purchase deals, shows up to the orphanage with Tamashiro Tessei, head of a rival group of yakuza. They tear the place apart, and shoot Rikiya in the leg. Wounded, Rikiya is unable to protect the orphanage or Nakahara, who is taken by Tamashiro's men. Kiryuu shows up too late, and goes off to the bullfighting ring where Naka- hara is being held, again telling Rikiya it's too dangerous. He tells him he'll just die a meaningless death if he goes with him in that condition. Rikiya does show up to the bullfighting ring, though. He brings Saki, the girl Nakahara's taking care of, who couldn't stand to just sit there when her father figure was being killed. After Tamashiro is defeated, Kiryuu and Rikiya rush to Nakahara's aid. Tamashiro isn't down for the count, though, and he rises with a gun to shoot Kiryuu. Rikiya jumps in the way and is hit square in the chest. As he dies, he asks Kiryuu if that was a "meaningless death." Here's the official press release for Rikiya: "A young, high-ranking officer in the Okinawan syndicate, the Ryuudou House. He's a man who burns with loyalty--and love for Okinawa. Patrol- ling the area where the Morninglory is located, he knows Kiryuu and Haruka. He regarded Kiryuu as an enemy, since he came from the mainland, but he respects Kiryuu's manliness, and so he cooperates with him." SHINOZUKA, Mack Role: Trainer Appears in: ??? Voice Actor: ??? Description: This swift-footed half-African-American, half-Japanese photo- grapher can be found here and there in both cities--Kamuro and Ryukyu. Kiryuu can practice Chase Battles with him, and can, therefore, learn some new techniques for chasing people. Kiryuu runs into Mack in Okinawa and learns how to blog from him. From then on, Mack passes hints along to Kiryuu about the latest Revelations that have become available. Mack also has his friends at the Majima Group make various formations in the Sai no Kawara/Purgatory area for him to practice obstacle courses. Kiryuu can use these courses to train at Chase Battle, gaining a longer endurance gauge and a more powerful tackle. Shirou Role: Story figure Appears in: ??? Voice Actor: ??? Description: Shirou is an eight-year-old boy at the Morninglory. He's an introvert, but he's very focused and bright. He studies hard to become a doctor, but, because he's puny, he's always picked on at school. SUDOU Jun'ichi Role: Story character Appears in: Prologue Voice Actor: NAKADA Matsutaka? Description: This cop was at one time under Date Makoto, but, he's moved up in the world and surpassed his mentor. He's now leaving Tokyo, after the incident of the Omi Group and Toujou Association's war. It seems like the police are once again withdrawing from the Association's business, but, Sudou thinks it's a bad move because they can't trust these people at all. Date and Sudou come to the graveyard the same day Kiryuu and Sayama do. Kiryuu, Sayama, and Sudou all leave the next day, each to a different place. Only Date remains in Kamuro. SUZUKI Yoshinobu Role: Story character Appears in: ??? Voice Actor: ??? Description: Suzuki Yoshinobu is the Japanese Minister of Domestic Travel. He introduces an initiative to build a large resort in Okinawa, where Kiryuu has his Morninglory Orphanage. Tamiya Ryuuzou, Japanese Minister of Defense, has been in league with the U.S. government--specifically, the CIA. They've come up with a plan to ex- pose and capture the head of one of the largest illegal arms dealers in the world, the Black Monday. The plan involves proposing the expansion of the U.S. military base in Okinawa and the inclusion of a new ballistic missile defense system. This would upset the balance of the area, making Japan too dominant, and other countries would definitely turn to the Black Monday to arm themselves. To make his proposal seem like it might actually pass, he turns to Suzuki. He doesn't reveal what his true intentions are, but he consults him and has him tack on a proposal that would be like a rider to a bill--both proposals would have to pass. This is where the resort idea comes into play. A resort is far more attractive than a military base, and people in the area would undoubtedly support such a measure. That would force the base's expansion, and get the Black Monday a lot of business. Of course, Tamiya has no intention of actually going through with the base expansion. He simply doesn't mention that to Suzuki, who becomes busy soaking up the land in the area in preparation. When Tamiya's underling, Touma Masahiro, finds out that the plan is all a fraud, he switches camp suddenly. Because Okinawa is his homeland, and he'd like to fight for its prosperity, he visits Suzuki and tells him about every- thing. This prompts Suzuki to rely on Mine Yoshitaka, traitor to the Toujou Assoc- iation, and who is also dealing with the Black Monday towards this end, to take Kiryuu, Daigo, and Nakahara out of the picture so that his plans can go ahead. He also introduces the bill, rather than just let it be a proposal, as Tamiya had intended. Kiryuu visits Tamiya and hears about the scheme from him directly, but Suzuki sends his secret police to stop Kiryuu from ever leaving the minister's office alive. Majima Gorou shows up and saves Kiryuu, leaving Suzuki's plans in Mine's hands. T - Taichi Role: Story figure Appears in: ??? Voice Actor: ??? Description: Taichi is a 10-year-old boy at the Morninglory. He loves profes- sional wrestling. He gets a little carried away when playing around, but, he actually cares a lot for the younger children. He's like a leader to them. TAMASHIRO Tessei Role: Chapter 3 Boss Appears in: Chapter 3 Voice Actor: ??? Description: This big, tough guy in a red suit with red sunglasses and hair pushed back in a semi-pompadour is the head of the Tamashiro Group, a family of yakuza mobsters in Okinawa. In order to gain power over the Ryuudou House, he woos the mother of Saki, a girl whom Nakahara, head of the Ryuudou House, is watching over, and uses that influence to kidnap the girl. Saki's mother is a big-time philanderer and seems unable to resist men-- especially men of power. Tamashiro tells her that he wants her to get Saki back so that the three of them can live happily ever after, but, he's lying (of course). When Kiryuu shows up on the scene, Tamashiro tells Saki's mother that he has no use for an old hag like her anymore. Tamashiro uses weapons. When you confront his family, you're supposed to be getting a quasi-tutorial on weapons. So, he uses a knife, and then brass knuckles. Because of this, he can be a little annoying to fight, unless you know how to handle him. He's also big. So, he can withstand attacks. He'll be in Heat Mode for most of the fight, so he can just use brutish boxing attacks straight through Kiryuu's strings. So, sidestep him! If you can get behind him, the guy's a piece of cake. Also, remember that there are plenty of items littering the stage for you to pick up and smash over his head. His defeat there doesn't seem to stop Tamashiro from interfering. He comes to the orphanage while Kiryuu is away with Mine Yoshitaka, and starts smashing everything up. There, he shoots Rikiya and Mikio in their legs and takes Nakahara Shigeru to lure Kiryuu into a battle outside of town. After he is defeated Kiryuu turns his back on him, allowing him to get the drop on him. He picks up his gun, stands up, and fires at Kiryuu--but Rikiya gets in the way, suffering a mortal wound. Shortly after shooting at Kiryuu, Tamashiro is killed, hit in the head by a shot from Kazama Jouji, Kazama Shintarou's CIA agent brother. TAMIYA Ryuuzou Role: Story character Appears in: ??? Voice Actor: OOTSUKA Akio Metal Gear Solid (game series): Solid Snake Vampire Princess Miyu (anime): Oojima Youichi Cowboy Bebop (anime): Whitney Haggis Matsumoto Samurai Champloo (anime): Okuru You're Under Arrest (anime): Oota Devil May Cry (anime): Morrison Trigun (anime): Raidei the Blade Fushigi no Umi no Nadia (anime): Captain Nemo Black Jack (new series): Black Jack Bleach (anime): Kyouraku Harumi Magic Knights Rayearth (anime): Windham Amon Devilman Revelation (anime): Amon The Hakkenden (anime): Inumura Oosumi Porco Rosso (anime movie): Curtis Ghost in the Shell (anime movies and serieses): Batou Tekken (anime): Jack-2 Valkyrie Profile (game): Hugo Onimusha (game series): Oda Nobunaga Kessen III (game): Uesugi Kenshin Genji (game): Musashibou Benkei Samurai Spirits Tenkaichi Kenkakuden (game): Minazuki Zankurou Shenmue (game): Jimenez Garcia Street Fighter IV: Seth Samurai Warriors (game series after X-Treme Legends): Honda Tadakatsu Musou Orochi (game series): Honda Tadakatsu Senjou no Valkyria: Radi Yager Soul Calibur II (game, X-Box): Spawn Bakumatsu Roman Gekka no Kenshi (game series): Amano Hyou Brave Fencer Musashiden (game): Jan, Wokka Moero! Justice Gakuen! (game): Kazama Daigo, Wild Daigo Yoshitsune Ki (game): Musashibou Benkei Legend of Dragoon (game): Zeke Legaia Duel Saga (game): Avalon Description: Tamiya Ryuuzou is the Japanese Minister of Defense. He initiates a plan to expand the U.S. military base in Okinawa and host a ballistic missile defense system (B.M.D.). This, of course, threatens Kiryuu's orphan- age. Tamiya isn't really after any base expansion. He introduced the proposal for the base expansion to shake things up in the region. All the other governments would probably need some major arms themselves in order to compete with Japan if the project was completed, so, they would most likely turn to the Black Monday, an illegal arms dealer out of the U.S. Tamiya and the CIA cooked up this plan to make the Black Monday spring into action so they could catch the group's leader, Andre Richardson. In order to make the proposal seem viable, Tamiya convinced his colleague, the Japanese Minister of Land, Infrastructure, and Travel, Suzuki Yoshinobu, to introduce his own proposal and have it attached to the bill as a sort of a rider. His proposal would be to use some of Okinawa's land to build a lush resort that would attract tourists. Suzuki began soaking up all the land in the area, with the help of the local yakuza groups and with the help of the Toujou Association. Unfortunately for him, though, it was just a fake plan, so...he wouldn't stand to profit at all. There was one problem: Kiryuu Kazuma's orphanage. Kiryuu convinced both Daigo and Nakahara to withdraw from the purchase deals, and so, as a result, CIA agents visited both Daigo and Nakahara. Both ended up being shot by the partner of Kazama Jouji, brother of Kiryuu's father figure. When Touma Masahiro, an Okinawan, finds out that the plans were all a fake and that his homeland won't be made prosperous with the construction of a resort, he goes to Suzuki and explains everything. Suzuki, in turn, actually introduces the proposal, even if Tamiya was going to withdraw it, tying Tamiya's hands. So, Tamiya contacts Kiryuu directly and has him come visit. He explains that the project now has to go ahead, and that the CIA will most likely target Touma for his interference, and possibly to stop the land purchase deals. Nobody really wants the base to be expanded like that, whether it would catch Richardson or not. Tamiya tells Kiryuu he'd like him to save Touma, who was his underling, even if he betrayed him. Kiryuu calls him old-fashioned for that loyalty to his employees. Tamiya also wants Kiryuu to try and "save" Kazama Jouji, brother of Kiryuu's fathr figure, Kazama Shintarou. As a cop, Jouji was disgraced with a brother high up in the yakuza, so he left Tokyo for the CIA and follows their orders absolutely. By stopping him here, Tamiya feels like they can get Touma to come back and also get Kazama to the point where he will do what he feels is right, working for the CIA's goal rather than following them absolutely. After Suzuki starts making his fake proposal a reality, Tamiya will do what- ever he can to stop it. That's why he starts to support Kiryuu, Daigo, and Nakahara. Perhaps his name was chosen to evoke the image of Tanaka Ryuuzou, who was a huge business mogul. He was an executive of the Hanshin Electric Railways and owned the Hanshin Tigers baseball team. TOUMA Masahiro Role: Story character Appears in: Chapter 2, Chapter 11 Voice Actor: ??? Description: Touma is an attache to Tamiya Ryuuzou, the Japanese Minister of Defense. An Okinawan, he would do anything for the prosperity of his homeland. When Tamiya works with Minister Suzuki Yoshinobu to introduce measures to expand the U.S. military base, but also to build a resort in Okinawa, he is obviously thrilled. But, when he learns that Tamiya's measure is all a lie devised to drive a criminal group out into the open, he goes to Suzuki and convinces him to introduce the measure himself. However, neither the CIA nor Tamiya actually want such a bill to go through, so, a CIA agent is sent to quiet Touma. The agent in question is Kazama Jouji, brother to Kiryuu's father figure, Kazama Shintarou. Tamiya contacts Kiryuu personally and asks him to go down to Okinawa and save both men. Even if Touma has betrayed him, he's still his underling, and he feels he has to act to save him. Jouji, on the other hand, must be saved from doing something foolish and acting robotically, doing everything without question for the CIA rather than trying to help them accomplish their goals his own way. Kiryuu finds Touma as Jouji is about to shoot him in a strip club. He tells Touma to run, and fights Jouji himself. After defeating Jouji, Kiryuu tells him that Tamiya asked him to come and save him and Touma. But Touma didn't run away as Kiryuu advised. He stood nearby and overheard the explanation that it was Tamiya who looked out for him--even if he had betrayed him. Moved, Touma leaves for Tokyo, joining with Tamiya again. TSUBAKI Ayana Role: Masseuse Appears in: ??? Voice Actor: (herself) Description: This is the masseuse in Kamuro. Her voice actor is a "new half," a term for a male-to-female transgendered person in Japan. TSUCHIYA Mika Role: Cabaret club girl Appears in: ??? Voice Actor: ??? Description: One of the cabaret club girls in Club Flawless in Ryukyu. U - UNTEN Saya Appeasr in: ??? Voice Actor: ??? Description: One of the cabaret club girls in Club Flawless in Ryukyu. V - W - X - Y - YONASHIRO Shouji Role: Trainer Appears in: ??? Voice Actor: ??? Description: This self-proclaimed weapons master will teach Kiryuu how to use several different weapons in Okinawa. Yuuya Role: Story character Appears in: ??? Voice Actor: MIYAKE Kenta Detective Conan (anime): Detective Tsubaki Naruto (anime): Shiro Bou Heat Guy J (anime): Giovanni Gallo Rockman .exe (anime): Count Electric, Leagueman, Whaleman Ikki Tousen (anime): Taishi Ci Bobobo-bo Bo-bobo (anime): Ishikawa Goemon Otogi Zoushi (anime): Watanabe Tsuna Growlancer VI Precarious World (game): Hoffman Summon Knight 4 (game): Craule Shin Onimusha Dawn of Dreams (game): Shima Sakon Street Fighter IV (game): Zangief Sonic Heroes (game): Victor the Crocodile Final Fantasy X (game): Biran Ronzo Description: An earnest worker at the Host Club, Stardust, Yuuya acts half as the No. 1 Host there, and also half as a bouncer with his powerful brawling attacks. He and his boss, Kazuki, are Kiryuu's friends. Z - --------------------- 5n. Completion Lists --------------------- From the start button pause menu, select the second option from the bottom to check your Completion Lists. You get rewards from Sayama for completing each of these lists in the form of items that you will retain in Premium New Game. Sayama will mail you for each list you complete. After you get her mail, you can go talk to Bob Utsunomiya to collect your reward. He stands near the gate to Tenkaichi (that'd be the southwestern corner of the map) on Shouwa in Kamuro and across the street from the Monorail Station in Okinawa. Trust me...if you haven't seen this guy before, let me just not ruin the surprise and say you'll definitely recognize him. If you lose your item for whatever reason, you can go see Bob again and get it back. In Premium New Game, you keep all your items, so you'll have the reward, but you don't keep the Completion Lists. You do get the e-mail from Sayama in a Premium New Game, though, so that you can get your item from Bob if you lose it. You've unlocked the item, after all! There are eight lists. I'll list them here in the order the appear, top to bottom, and then try to replicate exactly how they appear on the screen, so that those of you who don't know Japanese can tell what item is missing. The ones you haven't done will have a white checkmark next to them (and they'll probably have a bunch of question marks, too, like "???"). Before I begin, let me list the...lists: CABARET CLUB GIRLS COIN LOCKERS RESTAURANT MENU ITEMS HEAT ACTIONS UNDERGROUND COLISEUM OPPONENTS WEAPONS AND ARMOR CREATION REVELATIONS MINI-GAMES Good luck! All of these lists take a great deal of time and effort to com- plete. 5n-I. Cabaret Club Girls ------------------------- The game lists the girls you've seen in cabaret clubs, plus the number of hearts you've accrued. Naturally, they mark the girl off when you've finished her side story. For completing these, you will get the "Seven Luck Gods Sarashi," which will randomly give you special rewards for winning random battles, such as 777 or 7,777 yen. For more information on clearing the Cabaret Club Girls, please see their section in the FAQ. ARAKI SAYAKA - Club Ageha (available after completing all other girls in Kamuro) SAKURAI RINA - Club Ageha NISHIYAMA RIHO - Club Ageha NEMU - Club Ageha MOMOKA ERI - Club Koakuma MUTOU SHIZUKA - Club Koakuma AYUKAWA RINA - Club Koakuma TSUCHIYA MIKA - Flawless KANESHIRO NAO - Flawless UNTEN SAYA - Flawless 5n-II. Coin Lockers -------------------- You can switch between Kamuro and Okinawa by pressing left or right on the D-Pad. Kamuro is on the left and Ryukyu is on the right. The lockers that are highlighted are ones you have keys for, but haven't opened. If you've already opened a locker, you'll see it opened on this screen. For completing this, you get the "Lucky Beads" accessory, which makes it so random encounters won't appear on the map anymore. That saves a lot of time in replays. For information on the Coin Lockers, please see their seciton in the FAQ. 5n-III. Restaurant Menu Items ------------------------------ You toggle through your list with left and right on the D-Pad, and I'll list the restaurants in that order (only I'll have to do it top-to-bottom). These are cut-and-pasted from the "shops" section of the FAQ, but that's because I figured people would need to see the menus in order so that they knew what items were missing, and I thought it'd be good to have them all in the same spot. There are three things you should be aware of when trying to complete this list. 1. FULL OR DRUNK - UNABLE TO EAT OR DRINK. When you drink alcohol, a little, flashing bottle appears on the screen. This actually isn't a bad thing; you get more Heat Energy when you hit opponents, attract random encounters more easily, and you can do two other Heat Moves. But...if you want to go to a bar and finish your completion list? That's a bit of a drag. The solution? Ryukyu Shugou Densetsu, bought at the Awamorigura or Maeda Pharmacy in Ryukyu. Or, you could get in a fight and use one of the moves you can only use drunk, which will get rid of about half a drunken meter. Being full is another story. If you have a full Health Bar, Kiryuu will say that he doesn't need to eat, and simply not order. You can run out and get in an encounter, let them rough you up a bit, and try again, but that takes a while...and restaurants like Sam's Maui fill your entire health gauge whenever you order! There are two alternatives: - Go on dates. The restaurants you can visit with a Cabaret Club Girl are strange. Go there on a date with the girl while romancing them, and you'll notice you can suddenly order more than one menu item at once! Chances are very good that the girl won't like it, but you can actually buy everything on the menu at once. Trouble is, it only works for those specific restaurants. - Bait. This is the only way for you to cause damage to yourself intent- ionally. My advice to those going after this list? Buy a whole bunch of bait from Uonawa Fresh Fish Market on the first floor of the Municipal Market in Ryukyu. When you visit the various restaurants, carry a bunch of the stuff with you. There are 259 items, so you probably don't want to eat a piece of bait before each of them, but...it'll really help speed up the process, anyway. 2. TOKYO WEEK 1 MAGAZINE - LAST ITEM FOR SOME MENUS NOT OFFERED. For some reason, some of the restaurants are supposed to have some kind of tie-in special with Tokyo Week 1 Magazine. I know it's a bit silly and you probably wouldn't have thought of doing this, but you actually have to enter some of the restaurants around both towns with a copy of the magazine on your person in order to get the special items. Bear in mind that you need it ON YOUR PERSON. It's no good to buy the magazine and then just tuck it away somewhere. You need it in your inventory as you order in the restaurant. I'll mark the restaurants that need that appropriately. 3. WEIRD MENUS - TIME OF DAY, TAKE OUT OR FOR HERE. Two restaurants (well, three, really--one has a chapter both in Kamuro and in Ryukyu) have issues with their menus. Smile Burger (both locations) has both a "take out" and a "for here" op- tion. I don't know...maybe it's just too weird for other places to have a "to go" option? Anyway, that's the first question you get asked, and to get the list finished, you NEED TO ORDER "FOR HERE." That's the bottom choice. The other restaurant with weirdness is Pronto. Pronto (a real chain, by the way) has two menus. One is essentially a lunch menu, the other is a dinner menu, but they're called "Caffe Time" and "Bar Time." For Caffe Time, you need to visit during the day (day or evening). For Bar Time, you need to visit at night. In Chapter 12 of the story mode, you can choose whether to order from the Caffe Time or Bar Time menus, so it's not too big an issue, really. In Premium Adventure, you have to advance the time of day to night for the Bar Time menu. For completing this list, you get the Dragon Embroidered Shirt armor, which might look kinda useless, but it actually helps you out with the Cabaret Club Girls. The girls react to your accessories and armor when you first enter, and this one gives you the highest possible bonus for every girl--a bonus of +1 whole heart to their "tension" gauge. Here is the list of restaurants and menu items, in order: MATSUYA (both locations) Beef Rice (Medium) 380 Beef Rice (Large) 480 Pork Rice (Medium) 350 Pork Rice (Large) 450 Bibimbap (Medium) 430 Bibimbap (Large) 530 Original Curry Rice (Medium) 350 Original Curry Rice (Large) 450 Beef Curry 610 Kimchi Kalbi Bowl (Medium) 490 Kimchi Kalbi Bowl (Large) 590 Yamakake Pickled Tuna Rice (Medium) 490 Yamakake Pickled Tuna Rice (Large) 780 Grilled Beef Meal 630 Grilled Kalbi Meal 680 Hamburger and Egg Halves Meal 580 Grilled Pork Meal 550 Grilled Pork and Ginger Meal 580 ALPS TEA HOUSE Brand Coffee 500 Blue Mountain 800 Mocha 600 Earl Grey 500 Milk Tea 500 Tomato Juice 450 Lemon Tea 500 Strawberry Parfait 680 Chocolate Parfait 650 Green Tea Float 550 Cake Set 800 Toast Set 800 Sandwich Set 950 Pasta Set 1,300 Original Beef Curry 1,500 SMILE BURGER (in Kamuro) (First option is "Take Out," second is "For Here") Smile Burger Set 520 Smile Cheeseburger Set 560 Teriyaki Smile Burger Set 580 King Smile Burger Set 690 Tuna Burger Set 580 Kakuni Burger Set 600 Smile Shake 220 Smile Potato 240 Giga Smile Burger Set 880* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. SMILE BURGER (in Ryukyu) (First choice is "Take Out," second is "For Here") Smile Burger Set 520 Smile Cheeseburger Set 560 Teriyaki Smile Burger Set 580 King Smile Burger Set 690 Goya Burger Set 620 Soki Burger Set 650 Pig's Feet Burger Set 650 Green Caviar Shake 220 Purple Yam Shake 220 Fried Pig's Ear 260 Giga Smile Burger Set 880* *--To make this item available, enter store with issue of "Tokyo Week 1" Maga- zine on your person PRONTO (Pronto has two menus: at day, it's "Caffe Time," and at night, it's "Bar Time." In Chapter 12, when you order, you will be asked which menu to order from, but in other chapters, the time of day determines which menu is offered) (Caffe Time) Drink Menu: Grape Juice 300 Mango Drink 330 Hot Coffee 250 American Coffee 250 Caffe Latte 300 Cappuccino 300 Cafe Mocha 350 Royal Milk Tea 300 Milk 250 Cocoa 290 Food Menu: Eggplant, Bacon, & Tomato Spaghetti 690 Shrimp & Tomato Cream Spaghetti 690 Meat Sauce Spaghetti 630 Hakata Spicy Roe Spaghetti 580 Rich Carbonara with Soft-Boiled Egg 730 (Bar Time) Drink menu: Ginpack 480 Lime Refreshing Tequila Ricky 580 Tequila Blood Orange 580 Campari and Soda 530 Kahlua Milk 580 12-Year Yamazaki 630 12-Year Bowmore 680 10-Year Laphroaig 700 Suntory Whisky Old 450 Early Times 480 Food menu: Hokkaido Edamame 400 Fresh Octopus Carpaccio 480 Jamon Iberico 1,000 Tomato and Mozzerella Salad 480 Roman Pizza Margherita 600 GELATERIA KAMURO Vanilla Single 280 Strawberry Single 280 Chocolate Single 280 Red Bean Single 280 Caramel Single 280 Double 350 Triple 430 Quadruple 780* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. BLUE SEAL PARLOR Vanilla 260 Chocolate 260 Mango Tango 260 Goya 260 Green Tea 260 Sugarcane 260 Purple Yam 260 Sweet Potato 260 Banana Pineapple 260 Pineapple Ice Cream 270 Ube 270 Blue Wave 270 QUICKLY Pearl Milk Tea 300 Jasmine Milk Tea 300 Green Tea Milk 300 Chocolate Cocoa 300 Pearl Black Tea 300 Peach Juice 350 Passionfruit Juice 350 Purple Yam Shake 300 Two-Colored Shake Peach 300 Two-Colored Shake Mango 300 Peanut Soy Milk 350 Lychee Pudding 300 BANTAM 12-Year Yamazaki 700 12-Year Hakushuu 600 30-Year The Macallan 5,250 12-Year The Macallan 850 10-Year Laphroaig 750 12-Year Bowmore 700 30-Year Glenfiddich 4,200 12-Year Glenfiddich 700 30-Year Hibiki 5,180 17-Year Hibiki 820 30-Year Valentine 4,650 17-Year Valentine 920 Valentine Finest 580 Jack Daniel's 700 Early Times 500 V.S.O.P. 400 Courvoisier XO 3,000 The Premium Malts 600 Carlsberg 650 Beefeater 640 Lemon Hart Demerara 740 Herradura Silver 730 Skyy Vodka 730 AQUA SKY 12-Year Yamazaki 800 12-Year The Macallan 780 30-Year Laphroaig 5,200 10-Year Laphroaig 680 12-Year Bowmore 680 30-Year Glenfiddich 4,080 12-Year Glenfiddich 650 30-Year Hibiki 5,120 17-Year Hibiki 750 Suntory Whisky Old 460 30-Year Valentine 4,600 17-Year Valentine 880 Valentine Finest 580 Jack Daniel's 690 Early Times 480 V.S.O.P. 430 V.O. 360 The Premium Malts 570 Beefeater 640 Lemon Hart Demerara 740 Herradura Silver 750 Skyy Vodka 750 Zampa Color of the Sea 30% 630 ATENSHI 12-Year Yamazaki 700 12-Year Hakushuu 600 Hibiki 700 12-Year Hokuto 500 Kakubin 400 Suntory Whisky Old 400 Valentine Finest 500 Early Times 400 V.S.O.P. 400 V.O. 350 The Premium Malts 550 Kyougetsu Green Mineral Water 350 SHELLAC 25-Year Yamazaki 5,000 12-Year Yamazaki 700 12-Year Hakushuu 600 The Macallan 1946 40,000 12-Year The Macallan 700 30-Year Laphroaig 5,000 10-Year Laphroaig 600 12-Year Bowmore 500 12-Year Glenfiddich 600 17-Year Hibiki 700 12-Year Hakuto 500 Kakubin 400 Suntory Whisky Old 400 17-Year Valentine 800 Valentine Finest 500 Jack Daniel's 600 Early Time 400 XO Deluxe 600 Courvoisier XO 3,000 Carlsberg 600 Kyougetsu Green Mineral Water 350 Ryukyu Awamori Churashima 400 Ryukyu Awamori Tenryuugura 400 KYUSHU ICHIBANBOSHI RAMEN Kyushu Pork Bone Ramen 750 Kakuni Pork Bone Ramen 980 Chaa Siu Pork Bone Ramen 950 Spice Roe Pork Bone Ramen 860 Egg Pork Bone Ramen 820 Limited Edition Everything Ramen 1,250* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. KARAI KOREAN BARBECUE Salted Beef Tongue 1,400 Large Salted Beef Tongue 2,500 Kalbi 1,200 Large Kalbi 2,700 Tenderloin 1,100 Large Tenderloin 2,400 Beef Diaphragm 1,000 Large Beef Diaphragm 2,500 Sliced Liver 1,300 Horumon'yaki 800 Assorted Seafood 1,700 Assorted Kimchi 600 Stone-Grilled Bibimbap 1,500 Yukgejang Gukbap 1,400 Limited Edition Zabuton 2,800* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. SUSHIYA GIN Egg 200 Cucumber Roll 200 Maguro Tuna 300 Sweet Shrimp 300 Flounder Fin Muscle 300 Whelk 300 Live Octopus 300 Amberjack 500 Cold Yellowtail 500 Flounder 500 Striped Jack 500 Alfonsino 500 Roe 1,000 Ark Shell 2,000 Fatty Tuna 2,500 Abalone 3,000 Sea Urchin 3,000 Meal Coupon Sushi 1,280* *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine" in your personal inventory. WARABAA Okinawa Soba 500 Pig's Feet Soba 800 Soki Soba 750 Kakuni Soba 800 SAM'S MAUI Shrimp Cocktail 800 Escargots a' la Sam's 850 Tenderloin Steak Sam's Cut 2,350 Tenderloin Steak Maui Cut 2,880 Spiny Lobster & Tenderloin Steak 3,980 Fresh Scallops & Tiger Prawns 2,200 Deluxe Course Dinner Course 1 3,850 Deluxe Course Dinner Course 2 5,500 UMACHII Zampa 25% 400 Zampa Color of the Sea 30% 600 Goya Champloo 850 Pig's Ear 600 Green Caviar 500 Pig's Feet 750 Peanut Tofu 400 Rakkyou 350 Kakuni 680 Fusilier Karaage 830 Assorted Sashimi 1,260 5n-IV. Heat Actions -------------------- Let me start off by assuring those of you who played the other two games with Heat Action Completion Lists that this time, there are no Heat Actions you can "miss" by not doing them at certain points in the story. You can rush to the end of the game and do this entire list in Chapter 12 or in the Premium Advent- ure Mode with no worries of weird Heat Actions that need you to be fighting in certain action stages. Just getting the super moves / Heat Moves / whatever you want to call them isn't enough for this list. You have to do the move in question on a foe dur- ing battle on the street or in the Coliseum. Many Heat Moves have a few dif- ferent effects, or Heat Actions, depending on various circumstances. For in- stance, the Environment Mastery ones can be done at all sorts of different locations to yield different attacks. Ramming a guy into a wall is different than throwing him over a bridge into the river. Note that not all possible Heat Actions are actually on this list. For ex- ample, the Grapple-Breaking Mastery Heat Move actually has three variations, depending on if you're grabbed from the front, from behind, or if a foe grabs you with one hand by the collar. But...if you do any of those three, you'll get the move checked off on your list. That's kinda cool, because otherwise, this thing would take a LOT longer to do. Actually, I think it's one of the easier lists to complete! The only ones that might be snags are the ones with weird weapons like the pliers or the two involving tag team match-ups in the Coliseum, which require your partner to grab the opponent to set it up. For completing this list, you get a very, very powerful item called the Brawling God Amulet. With this item equipped, Kiryuu can use Heat Moves and moves that need you to be in Heat Mode such as the Bound Hold without being in Heat Mode! You won't be in "Heat Mode," though, so bear in mind that you'll still die when you're out of health and don't have Heat Energy, even if you have the Status of the Blue Dragon. You switch between the various lists with left and right on the D-Pad, and press up and down to look at the various actions on each list. I'll put them here in order, starting with Environment Mastery (the leftmost list), then going to the right. NOTE: I didn't describe how to get every Heat Move here. You'll find that in the "Extra Skills & Power-Ups" section above. ENVIRONMENT MASTERY ------------------- WALL CRUSH - Grab an enemy from the front, get near a wall, Triangle BACK CRUSH - Grab an enemy from behind, get near a wall, Triangle HEADCRUSH (FRONT) - Grab an enemy from the front, get near a waist-high object such as a planter, Triangle HEADCRUSH (BACK) - Grab an enemy from behind, get near a waist-high object such as a railing, Triangle PILLAR ATTACK MASTERY - Grab an enemy, get near a telephone pole, Triangle THROWING OVER MASTERY - Grab an enemy, get near the balcony of the second story of the Municipal Market or near a window in the Tamashiro action stage, Triangle TAIL-SMASHING MASTERY - Grab an enemy, get near the end of a railing (stand at the end, perpendicular to the railing), Triangle BACK-BREAKING MASTERY - Grab an enemy, get near the side of a railing (stand anywhere but the end of a railing, perpendicular to it), Triangle FALL INTO THE KUBOCHI RIVER - Grab an enemy, get near the side of either bridge over the Kubochi River, Triangle STAIRWAY MASTERY - Grab an enemy, get near the top of a staircase such as the one at the Municipal Market's 2nd floor, press Triangle CHAIN-LINK GRATING MASTERY - Grab an enemy from the front in the Coliseum, get near the chain-link fence, Triangle CHAIN-LINK MASTERY - Grab an enemy from behind in the Coliseum, get near the chain-link fence, Triangle WEAPON MASTERY -------------- REPEATED POUNDING MASTERY - With a one-handed weapon such as a Beer Bottle, Triangle near foe UMBRELLA MASTERY - With umbrella-type weapon, Triangle near foe BOWLING MASTERY - With bowling ball-type weapon, which can be found both in battles inside and just outside the door to Mach Bowl, stand far away from enemy, lock on with R1, Triangle FORCED DRINKING MASTERY - With Unknown Liquid type weapon, which can be found on the second floor of the Municipal Market in the restaurant near the top of the stairs or in the Parking Lot on the east end of Taihei, Triangle near foe SYRINGE MASTERY - With Unknown Syringe, which can be found in the Street Fight Grand Prix in the Coliseum behind the crates and beer bottles, Triangle near foe SALT MASTERY - With salt/pepper weapon, which can be found in the Street Fight Grand Prix in the Coliseum between the two blue trash cans or on the second floor of the Municipal Market near the restaurant near the top of the stairs, Triangle near foe PORTABLE STOVE MASTERY - With a portable stove, found in the Municipal Fish Market and other places, press Triangle near foe PLIERS MASTERY (TOOTH) - With Pliers, found near a free-standing, rotating magazine rack near the north end of Kariyushi Arcade's east side, Triangle near foe PLIERS MASTERY (NAIL) - With Pliers, found near a free-standing, rotating magazine rack near the north end of Kariyushi Arcade's east side, Triangle as enemy attacks (reverse their attack with the pliers) ROPE MASTERY - With rope, found near the M Store in First Town or on the second floor of the Municipal Market, in the two corners behind the staircase, get behind foe and hit Triangle DOSU MASTERY - With knife-type weapon, Triangle near foe (out in the open) DOSU STABBING MASTERY (WALL) - With knife-type weapon, Triangle near foe near a wall DOSU STABBING MASTERY (TABLE) - With knife-type weapon, Triangle near foe near a waist-high object such as a planter or table STUN GUN MASTERY - With stun-gun type weapon, Triangle near foe BAT MASTERY - With bat-type weapon, Triangle near foe GOLF MASTERY - With golf-club-type weapon, Triangle near foe LONG STAFF MASTERY - With rare long pole item NOT considered a "polearm," so you don't accidentally get the Lotus House Polearm Technique Mastery, such as the spears used by the guys in the action stage against the Se Waa or the "Pylon Pole" at the north side of Nakamichi HEAD-COVER TO CHOP MASTERY - With a weapon like the crates in the Street Fight Grand Prix in the Coliseum or the round, red Darma statues found in various places of the game such as the north end of Kariyushi Arcade or the "Dragon of the Silver Screen" side mission, Triangle near foe LOTUS HOUSE POLEARM TECHNIQUE MASTERY - With long pipes or pole-type weapons, Triangle near foe HAMMER MASTERY - With hammer-type weapon (which includes the Maguro Tuna in the Municipal Market near Uonawa), Triangle near foe (in the open) SIGN MASTERY - With a street sign-type weapon, Triangle near foe HEAVY ATTACK MASTERY - With a heavy weapon such as a bicycle or the propane tanks in the Street Fight Grand Prix in the Coliseum, Triangle near foe BREAKING AND PUNCHING MASTERY - With a medium-sized two-handed weapon like the wheel of a bicycle, Triangle near foe NUNCHAKU MASTERY - With nunchaku, Triangle near foe TONFA MASTERY - With tonfa, Triangle near foe KALI STICKS MASTERY - With Kali Sticks, Triangle near foe PURSUIT MASTERY --------------- PURSUIT MASTERY - Near a fallen enemy, Triangle WEAPON PURSUIT MASTERY - With two handed weapons like signs or crates, Triangle near downed foe COMPRESSION MASTERY - With a heavy weapon such as a bicycle or trash can, Triangle near downed foe STOMP PURSUIT MASTERY - With one-handed or knife or sword weapon, Triangle near face-up downed foe KICK PURSUIT MASTERY - With one-handed or knife or sword weapon, Triangle near face-down downed foe BRASS KNUCKLES MASTERY - With knuckles weapon equipped, Triangle near downed foe HAMMER PURSUIT MASTERY - With hammer weapon equipped, Triangle near downed foe MOUNTED PUNCHES - While health is flashing red, Triangle near downed foe SUPER PURSUIT MASTERY: FACE BREAKING - When fighting a boss or Hitman, when their health is low enough, after a normal attack, charge Heat when prompted, then hit Triangle SUPER PURSUIT MASTERY: HUMAN TEN-PIN - When fighting a boss or Hitman, when their health is low enough, after a normal attack, charge Heat when prompted, then hit Square SUPER PURSUIT MASTERY: HELL ON THE GROUND - When fighting a boss or Hitman, when their health is low enough, after a normal attack, charge Heat when prompted, then hit Circle POWER MOVES ----------- THROWING CRUSHING MASTERY (FACE) - Grab foe from the front, near fallen foe, Triangle THROWING CRUSHING MASTERY (BACK) - Grab foe from the back, near fallen foe, Triangle SWING MASTERY - Grab fallen foe's foot, Triangle (in the open) DEVIL SWING - Grab fallen foe's foot, near a wall, Triangle HEAVEN'S SWING - Grab fallen foe's foot, near telephone pole, Triangle CYCLOPS ROLL - Grab fallen foe's foot, near waist-high object such as a planter, Triangle CAR SMASHING MASTERY - Grab fallen foe's foot, near the front of a parked car, Triangle TWO-HEADED MASTERY - Grab an opponent, near another opponent, Triangle HERCULEAN MASTERY (FRONT) - Grab a foe from the front, with Red Heat, Triangle HERCULEAN MASTERY (BACK) - Grab a foe from the back, with Red Heat, Triangle KOMAKI-STYLE MOVES ------------------ KOMAKI-STYLE SWORD SLASH MASTERY - With a sword weapon equipped, Triangle near foe KOMAKI-STYLE UNARMED REVERSAL (DARK WARRIOR) - When a normal opponent attacks from the front, Triangle KOMAKI-STYLE UNARMED REVERSAL (RED PHOENIX) - When a normal opponent attacks from behind, Triangle KOMAKI-STYLE UNARMED REVERSAL (BLUE DRAGON) - When a normal opponent attacks from the right side, Triangle KOMAKI-STYLE UNARMED REVERSAL (BLUE TIGER) - When a normal opponent attacks from the left side, Triangle KOMAKI-STYLE HARQUEBUS MUFFLER (DESTROYING A SHORT GUN) - Near a handgun- wielding foe (or one with a machine gun), Triangle KOMAKI-STYLE HARQUEBUS MUFFLER (KNOCKING AWAY A LONG GUN) - Near a shotgun- wielding foe, Triangle KOMAKI-STYLE SWORDLESS REBIRTH - As sword-wielding foe attacks, hit Triangle KOMAKI-STYLE PLANTING SMASH - Grab foe, near a knee-high object such as the stage in Komaki's dojo, Triangle KOMAKI-STYLE DRAGON KING MASTERY - In front of a foe dizzied by the Flowing Catch (Circle reversal), in Red Heat Mode, Triangle SURE-KILLING SWORDS ------------------- SECRET SWORD: ENSNARING KITE SLASHES - With sword equipped, when sword-wielding foe attacks, Triangle SECRET SWORD: WILD BULL - When in Red Heat Mode, far away from enemy, lock on with R1, Triangle SURE-KILL SWORDS: DANCING CAT - With kali sticks equipped, far away from enemy, lock on with R1, Triangle SURE-KILL SWORDS: TWO HEAVENS - With kali sticks equipped, in Red Heat Mode, Triangle POWERFUL SWORD: MAKING FLIES CRY - With hammer equipped, with opponent near wall, Triangle COMBINED KODACHI: ILLUSORY WOLF - With knife equipped, running towards a group of 4 or more enemies, Triangle MISCELLANEOUS ------------- COWERING MASTERY - Near standing, armed foe with purple aura from fear, Triangle CIGARETTE MASTERY - While taunting with down on the D-Pad, near a foe, Triangle TEAM DROP MASTERY - Near tag-team partners Jinno Keigo or Hiyama Ooji while they grab a guy from the front, Triangle (in the tag matches at the Coliseum) TEAM RISING MASTERY - Near tag-team partner Hatae Masayuki while he grabs a foe from behind, Triangle (in the tag matches at the Coliseum) LEAPING MASTERY - With opponent on the other side of a railing, Triangle POLE DANCE MASTERY - While drunk, run towards foe, Triangle FORWARD ROLL MASTERY - While rolling towards opponent (X, forward + X), Triangle SELF-DESTRUCT MASTERY - While opponent with heavy, sign, or box-sized, two- handed weapon attacks, Triangle GRAPPLE-BREAKING MASTERY - When grabbed by opponent, in Red Heat Mode, Triangle TURNOVER MASTERY - When knocked down, lying on the ground, near foe, Triangle DRUNKEN IRON MOUNTAIN MASTERY - When drunk, far from opponent, lock on with R1, then Triangle SURPRISE MASTERY - When running towards a group of 4 or more enemies, Triangle ULTIMATE MASTERY - When in front of a stunned opponent, such as one hit by the Down Reversal or one picked up while rolling around in pain on the ground, in Red Heat Mode, Triangle 5n-V. Underground Coliseum Opponents ------------------------------------- There are fifty normal combatants and 20 tag teams. For this completion list, your title, battle points, how many tag team partners--none of that matters. The only thing that matters is whether or not you've defeated foes. You can tell if people have shown up who you haven't defeated yet because they'll have a big "NEW!" written next to their portraits when you enter a tournament. You can back out of that screen and enter again until the person you want to fight shows up...but beyond that, it's all just luck. I'll list how to face the opponents and what tournaments they enter here, but all this information will also be available in the Underground Coliseum section. For completing this list, you'll get the Dragon Sarashi, a powerful armor. First, I'll list the fifty Singles Tournament entrants, then athe 20 Tag Team participants. I list them left to right, then top to bottom, like so: SINGLES TAG TEAM 1 2 3 4 5 6 7 8 9 10 1 1 2 2 3 3 4 4 5 5 11 12 13 14 15 16 17 18 19 20 6 6 7 7 8 8 9 9 10 10 21 22 23 24 25 26 27 28 29 30 11 11 12 12 13 13 14 14 15 15 31 32 33 34 35 36 37 38 39 40 16 16 17 17 18 18 19 19 20 20 41 42 43 44 45 46 47 48 49 50 SINGLES 1. VALERY GARRETT. Maximum. Defeat all other opponents in Single Tournaments. 2. KOMAKI SOUTAROU. Magnum Force. Complete Komaki training. 3. OOKAWA MAMORU. Maximum. Win Maximum at least 3 times. 4. HOUZOUIN INZEN. Weapon Master. 5. FREDERICK BLACKS. Maximum. 6. LAOS WAIWATT. Hyper, Magnum Force, Maximum, Golden Glove. 7. MINOTAUR OOTAKI. Hyper, Magnum Force. 8. YONASHIRO SHOUJI. Weapon Master. Complete Yonashiro training. Remember to talk to him after getting all techniques so he talks about wanting to fight again and leaves the beach. 9. NORMAN "CRAZY" WADE. Golden Glove, Maximum. 10. YAMAMOTO NOBUYOSHI. Magnum Force, Hyper, Golden Glove. 11. STRONG YAMAZAKI. Hyper, Bomber, Maximum. 12. MIKE BERHEART. Golden Glove, Maximum. 13. HUNTER OZAWA. Weapon Master. 14. SCORPIO KITOU. Golden Glove, Magnum Force, Hyper, Heat. 15. KIRISHIMA KEIJI. Magnum, Maximum. 16. LIONEL KLINSMANN. Golden Glove, Heat. 17. MON AMOUR KOMIYAMA. Hyper, Bomber, Maximum. 18. JOHN CARTER. Magnum Force, Golden Glove, Bomber. Beat Ookouchi Ken'ichi in the Golden Glove tournament. 19. ONIGASHIMA TORAKICHI. Hyper, Magnum Force. 20. THE GREAT JACK. Magnum Force, Hyper, Bomber, Breakout, Maximum. 21. PRINCE IGARASHI. Maximum, Burning. 22. DEAD BOY. Burning, Bounding, Street Fight. 23. TAKI RYUUICHI. Weapon Master. 24. WILLIAM CLERC. Golden Glove. 25. NAGAI SOUSUKE. Golden Glove, Bounding, Breakout, Street Fight. 26. OOKOUCHI KEN'ICHI. Magnum Force, Golden Glove, Bomber, Bounding, Burning. 27. KAMIYAMA RENJI. Weapon Master. Complete Yanashiro training. Remember to talk to Yonashiro after getting all techniques from him, so he talks about wanting to fight and leaves the beach. 28. TOMAHAWK MITSUI. Hyper, Bomber, Bounding. 29. DON CARPACCIO. Golden Glove, Bomber, Bounding, Street Fight. 30. BRUCE EBINUMA. Bomber, Burning. 31. MUGURUMA KYOUSUKE. Burning, Street Fight. 32. ISAKA GINJIROU. Golden Glove, Bomber, Burning, Street Fight. 33. TACHIBANA GUNJI. Bomber, Bounding, Burning. 34. MIKE LONG. Breakout, Street Fight. 35. ANTONIO VAQUERO. Golden Glove, Bomber, Burning, Exhibition. 36. PARK DONGJU. Street Fight. 37. MAMMOTH TATSU. Magnum Force, Maximum, Burning, Breakout, Street Fight, Exhibition. 38. THE BIG DANDY. Golden Glove, Street Fight. 39. MIYAMA SHINGO. Bounding, Exhibition. 40. AXE ISHIGURO. Weapon Master. 41. HIYAMA DAIJI. Burning, Breakout, Street Fight, Exhibition. 42. MAXIM SOLDADOV. Golden Glove, Burning, Street Fight. 43. TANIGUCHI HIGASHIGO. Weapon Master. 44. YUKI MENDEROS. Burning, Street Fight. 45. UEMATSU KEISUKE. Exhibition. 46. MARCUS ZEFAL. Weapon Master. 47. GRAND CHEF JEUNG. Weapon Master. 48. HOMERUN KEN. Weapon Master. 49. SAKODA JUUZOU. Street Fight. 50. TAKEO KAZUHIRO. Breakout, Exhibition. TAG TEAM 1. VALERY GARRETT & MINOTAUR OOTAKI. Unlock Valery Garrett in singles? 2. FREDERICK BLACKS & NORMAN "CRAZY" WADE. 3. LAOS WYWATT & MIKE BERHEART. 4. OOKAWA MAMORU & THOMAS LLOYD. 5. JOHN CARTER & LIONEL KLINSMANN. 6. ONIGASHIMA TORAKICHI & THE GREAT JACK. 7. ANTONIO VAQUELO & SCORPIO KITOU. 8. STRONG YAMAZAKI & PRINCE IGARASHI. 9. YAMAMOTO NOBUYOSHI & NAGAI SOUSUKE. 10. REX ANZAI & CERBERUS FUJISHIRO. 11. TACHIBANA GUNJI & WILLIAM CLERC. 12. YISHAN & ERSHAN. 13. MAMMOTH TATSU & THE BIG DANDY. 14. OOKOUCHI KEN'ICHI & ISAKA GINJIROU. 15. USUI SHOUGO & HOKUCHI SEIJI. 16. JUSTIN WOODS & PARK DONGJU. 17. YUKI MENDEROS & MON AMOUR KOMIYAMA. 18. TOMAHAWK MITSUI & SAKODA JUUZOU. 19. TAKEO KAZUHIRO & UEMATSU KEISUKE. 20. MIYAMA SHINGO & DEAD BOY. 5n-VI. Weapons and Armor Creation ---------------------------------- I'll warn you that this is a very costly endeavor, and it takes a lot of time and effort. You'll need to do well at the golf course, at Mack Shinozuka's training, and at the Batting Center to get everything. The Batting Center is the worst--you have to get 1,800 points in EX Hard once, and you also have to get 1,600 in EX hard *three* times. When you finish this list, you get a powerful sword called the Dragon Crest Sword. Not the greatest of rewards, but, not horrible. The weapons are listed on the left, the armors and accessories on the right. I'll list them in order here, but you'll want to check the section on creation in the FAQ above for details. WEAPONS ------- GROUP HEAD'S DRIVER NAIL BAT GROUP HEAD'S BAT BLUE DRAGON BAT COMPACT OCTAGONAL STAFF SLASHING BLADE STAFF ASSASSIN SPEAR IRON INSTRUCTIONAL STAFF THORN SPEAR THREE PURGATORIES STAFF WHITE DRAGON SPEAR NOISY KNIFE MAIL-ORDER MAGIC SWORD PHOTON BLADE RG KACHOUFUUGETSU BLADE OPTICAL ILLUSION HAMMER BONK! HAMMER MIGHTY DRAGON HAMMER THREATENING KNUCKLES PEPPER KNUCKLES KAISER SPIKE RISING DRAGON GAUNTLETS CARBON TONFA SWORD TONFA RETRO-ACTION TONFA RETRIBUTION DRAGON TONFA SUPER-THICK NUNCHAKU TWIN HANGERS CARBON NUNCHAKU STEEL NUNCHAKU ONI DRUMSTICKS NAIL DRUMSTICKS DOUBLE SHAFTS DOUBLE STUN DOUBLE COILS PREMIUM DOUBLE SHAFTS DOUBLE JAPANESE SWORDS DOUBLE CHENG LUNG DOU TWIN DRAGON DRUMSTICKS SLIMEY SHOTGUN SMOKEY SHOTGUN REALISTIC FAKE GUN SANDMAN NO. 55 SURPRISE BEER BOTTLE POP-UP BLACKJACK KAMIYAMA POLICE BATON FAKE DYNAMITE SLIMEY SPRAY MODIFIED STUN LIGHTER ARMORS & ACCESSORIES -------------------- KAMIYAMA JACKET SUPER-LOW REBOUND JACKET YAKUZA MUSCLE TRAINER NEWLY-DEVELOPED MATERIAL PROTECTOR NONCONDUCTIVE SHIRT STIMULANT SHIRT DUSTPROOF SHIRT STRONG MUSCLE TRAINER STEEL SHOULDERS FIREPROOF SHIRT KAMIYAMA ARM KAMIYAMA SHIN GUARDS SUPER CONTACTS VISION-STRENGTHENING CONTACTS HIGH-TECH ARM BACK-TO-A-WALL TALISMAN ACHALA BELT HIGH-TECH SHIN GUARDS SPIKE SHOES BUTTERING-UP SHOES SPRING ARM STRIKER SHIN GUARDS RUNNER'S NECKLACE BULLETPROOF GLASS AMULET BULLHORN NECKBAND SPECIAL PHONE BOOK RUMP PINCUSHION 5n-VII. Revelations -------------------- This is a very simple list to complete. You should aim to get all techniques before finishing story mode, anyway, in my opinion, and that's where the Revelations come in. For completing this list, you get the Substitution Stone, an accessory that resurrects you automatically when you die (if you have it equipped). It then disappears, though. If you do use it, you can get another one from Bob, but you can pretty much only have that one substitution stone at a time in this game. For more details on how to do the revelations, please see their sub-section in the "Extra Skills & Power-Ups" section. LEAPING MASTERY (CHOUYOKU NO KIWAMI) GRAPPLE-BREAKING MASTERY (KAIBAKU NO KIWAMI) POLE-DANCE MASTERY SUPER PURSUIT: HUMAN TEN-PIN (CHOU OIUCHI - JINCHUUGI) FORWARD ROLL MASTERY (ZENTEN NO KIWAMI) SELF-DESTRUCT MASTERY (JIBAKU NO KIWAMI) TURNOVER MASTERY (GYAKUTEN NO KIWAMI) SURPRISE MASTERY (KYOUGAKU NO KIWAMI) DRUNKEN IRON MOUNTAIN MASTERY (SUITETSUZAN NO KIWAMI) SUPER PURSUIT: HELL ON THE GROUND (CHOU OIUCHI - YUKAJIGOKU) 5n-VIII. Mini-Games -------------------- So, you want to complete the Mini-Games.... I have to warn you, it's not exactly a simple task. It basically involves get- ting the highest scores in all mini-games (kinda). Yes. That includes "those games" you weren't so good at or so interested in. Pretty much, it includes everything. There is some good news. Some of the requirements to "complete" some games aren't really so bad. For instance, shogi seems like a daunting task, since there are so many players. You would think they'd want you to beat everyone, right? But, they don't--you just gotta win 5 games total. Others can be a bit of a pain. Darts and billiards, for instance, need you to beat all available oppenents in each different kind of game. Strangely, the easy and medium-level darts opponents are utter saps, while the two top-ranked guys are almost so hard in each type of darts game that you practically have to get perfect games to beat them. For going through all of this, you'll get the Sacred Tree Chestplate, which is a fairly high-powered armor. When you wear it with the Sacred Tree Shin Guards and Sacred Tree Gauntlets, you'll automatically guard bullets. First, here is the main list of games, just so you know what you're missing. Then, I'll list them again, in the same order, with the various things you need to complete for each game. Press the Circle button when highlighting the game you want and you'll be able to scroll the window on the right that tells you what requirements you need to meet to clear that game. Whenever you reach one of your goals, it'll turn red. MINI-GAMES LIST --------------- AROMA MASSAGE DARTS BILLIARDS KARAOKE BOWLING CHINCHIRORIN CHOUHAN GAMBLING KOIKOI OICHOKABU ROULETTE POKER BLACKJACK U.F.O. CATCHER ANSWER X ANSWER SHOGI MAHJONG BATTING CENTER GOLF FISHING SHOOTING (Boxcelios) AROMA MASSAGE ------------- Standard Massage Course: (get the highest rank) Oil Massage & Ear Cleaning Course: (get the highest rank) DARTS ----- Kamuro: Oogata Susumu (easy) 01 (beat him at any "01" game) Cricket (beat him at Cricket) Count Up (beat him at Count Up) Hayashida Satoru (medium) 01 (beat him at any "01" game) Cricket (beat him at Cricket) Count Up (beat him at Count Up) Iba Kouji (hard) 01 (beat him at any "01" game) Cricket (beat him at Cricket) Count Up (beat him at Count Up) Ryukyu: Hatano Kouta (easy) 01 (beat him at any "01" game) Cricket (beat him at Cricket) Count Up (beat him at Count Up) Hirai Kazuhiro (medium) 01 (beat him at any "01" game) Cricket (beat him at Cricket) Count Up (beat him at Count Up) Honma Shigeru (hard) 01 (beat him at any "01" game) Cricket (beat him at Cricket) Count Up (beat him at Count Up) BILLIARDS --------- Kanou Makoto Nine-Ball (beat him at Nine-Ball) Rotation (beat him at Rotation) Eight-Ball (beat him at Eight-Ball) Niihama Shun'ichi Nine-Ball (beat him at Nine-Ball) Rotation (beat him at Rotation) Eight-Ball (beat him at Eight-Ball) Hirakawa Toshiko Nine-Ball (beat her at Nine-Ball) Rotation (beat her at Rotation) Eight-Ball (beat her at Eight-Ball) Nakazato Seiji Nine-Ball (beat him at Nine-Ball) Rotation (beat him at Rotation) Eight-Ball (beat him at Eight-Ball) KARAOKE ------- Kitto Change Myself (get Karaoke Dragon rank--900+ points) Kamuro Setsugekka (get Karaoke Dragon rank--900+ points) Yubi no Yukue (get Karaoke Dragon rank--900+ points) Shooting Star (get Karaoke Dragon rank--900+ points) Saturday Night Lover (get Karaoke Dragon rank--900+ points) Summer Memories (get Karaoke Dragon rank--900+ points) BOWLING ------- Get 200 points in 10-Frame CHINCHIRORIN ------------ Win 20,000 cumulative total points CHOUHAN GAMBLING ---------------- Win 20,000 cumulative total points KOIKOI ------ Win 10,000 cumulative total points OICHOKABU --------- Win 10,000 cumulative total points ROULETTE -------- Win 20,000 cumulative total chips POKER ----- Win 10,000 chips in one sitting BLACKJACK --------- Win 10,000 chips in one sitting U.F.O. CATCHER -------------- Peep Dark Peep (note: it's hidden behind the Huge Peep in one setup near Mach Bowl) Sky Blue Peep Pink Peep Li'l Kitty (Tiger) Li'l Kitty (American Shorthair) (note: white with black stripes) Li'l Kitty (Blue) Li'l Kitty (Calico) Li'l Bear (Brown) Li'l Bear (Grey) Li'l Bear (Blue) Li'l Bear (Pink) Delicious Bar (Corn) (note: green) Delicious Bar (Cheese) (note: yellow) Delicious Bar (Nattou) (note: purple) Chura (note: means "pretty" in Okinawan; shield-wielding, pink-haired girl) Huge Peep Huge Kitty (Tiger) Huge Kitty (American Shorthair) (note: white with black stripes) Huge Kitty (Blue) Huge Kitty (Calico) Huge Bear (Brown) Huge Bear (Grey) Huge Bear (Blue) Huge Bear (Pink) ANSWER X ANSWER --------------- Speed-Button Quiz (win 5 times) Hint Combination Quiz (win 5 times) Chicken Race Quiz (win 5 times) Multiple-Answer Finish Quiz (win 5 times) SHOGI ----- Win 5 cumulative total matches MAHJONG ------- Win 50,000 points in one sitting BATTING CENTER -------------- Easy Course (get 1,800+ points) Normal Course (get 1,800+ points) Hard Course (get 1,800+ points) EX Hard Course (get 1,800+ points) GOLF ---- Get -5 or better in a tournament (Competition Mode) FISHING ------- Maguro Tuna Fusilier Porcupine Pufferfish Grouper Blue Parrotfish Green Turban Coral Umbrella SHOOTING (Boxcelios) -------- Get to level 50 ---------- 6. EXTRAS ---------- ---------------- 6a. Unlockables ---------------- 6a-I. Unlockable Items ----------------------- When you beat the game, you will be rewarded. First of all, you should know that your reward depends on what difficulty level you have it set to: EASY - 1,000,000 Yen NORMAL - 2,000,000 Yen HARD - 3,000,000 Yen + "EX-HARD" difficulty option EX-HARD - Dragon Nunchaku You'll also unlock three new modes the first time you play through the game's story. You'll unlock "Premium New Game," which allows you to start the game again with your items, abilities, experience, and money (but nothing completed on the "Completion Lists"), and "Premium Adventure," which lets you go through the events of the game without the main story (you can do all the side quests and such), "Ultimate Fighting (Kyuukyoku Tougi)," which has 35 missions in which you try to meet certain goals to get high grades, and "Reminisce (Kaisou)," a mode that lets you view all the cinemas from the game--including those from side missions, provided you've cleared the mission in question. Besides those new modes, you will also be able to unlock special items by completing the completion lists, as mentioned above. Those items will be then given to you by Bob Utsunomiya, a strange man in a suit and clown makeup (com- plete with wig and false nose), who's a friend of Sayama Kaoru's (apparently?). Note that those items carry over into Premium New Games as well as any other normal item (only story items don't carry over). Here's a quick run-down of those items you can unlock during gameplay (plus the one for the Ultimate Fighting): Cabaret Club Girls (10/10) - Seven Luck Gods Sarashi (Shichifukujin no Sarashi). This will sometimes give you 777 or 7777 yen when you win random battles. Coin Lockers (100/100) - Lucky Beads (Kaiun no Juzu). With this equipped, random battles will cease appearing on the map. Restaurant Items (259/259) - Embroidered Dragon Shirt (Ryuushishuu no shatsu) +1 heart to cabaret club girls. Heat Actions (88/88) - Brawling God Amulet (Kenkashin no OMamori). With this equipped, you can use Heat Actions regardless of being in Heat Mode or not. It also appears to make Heat Mode into Red Heat, but, that's a moot point since you can use Red Heat Moves regardless of Heat. Underground Fight Arean (70/70) - Dragon Sarashi (Ryuu no Sarashi). Defense: 12, Blades: 12, Bullets: 12. Remodelled Equipment (76/76) - Dragon Crest Katana (Ryuumon no Katana). Attack: 140, Endurance: 60. Sword Type. Revelations (10/10): Resurrection Stone. Accessory with 10 defense against bullets that will revive you one time when you are defeated, then break. Mini Games (20/20): Sacred Tree Chestplate (Shinju no Dou). Defense: 0, Blades: 5, Gun: 10. Sub Stories (123/123): Golden Gun (Ougonjuu). 800 Attack, infinite Endurance, infinite bullets. Gun type. Hitman (20/20): Muramasa 130 Attack, 30 Endurance. Sword Type. Ultimate Fighting (all 35 to S rank): War God Seal (Toushin no OFuda). Heat Gauge is always at maximum. 6a-II. Premium Adventure Mode ------------------------------ Man...so, you didn't get 100% on your first play, huh? Still a few side miss- ions to go through? Didn't feel like raising Haruka's trust for a billion years and/or playing all the little gambling games and such to get 100% of the overly complicated Completion Lists? Miss a mission because you didn't do it at the exact moment in the story when you could? Don't worry! After you play through the story mode once, you'll unlock a new menu that includes the "Premium Adventure" Mode. This is basically the game, sans story. You can go wherever you want and do whatever you feel like doing! When you first choose this mode, it'll ask whether you want to use a Clear Data Save or just start from scratch. To complete stuff you couldn't do during the "regular" game, you might want to use a Clear Data Save so you don't have to build Kiryuu up and do all the other stuff you did in the story mode. Here's the thing: unlike "Premium New Game," in which you only keep your items, money, experience, power-ups, and ability to get bonus items you unlocked in the story mode from Bob Utsunomiya, you'll keep EVERYTHING in Premium Ad- venture. Have a Completion List partially finished? Missions left to do? Cool! Pop that save into Premium Adventure and away you go. KEEP IN MIND, though, that if you have failed some missions (gotten "finished" instead of "completed"), those missions will still be failed and you won't be able to redo them. Before you get bent out of shape, I should mention that, reportedly, you do NOT need to have the "completed" in order to get the last mission to become available (the one where you fight Amon), nor to get the Golden Gun bonus item for completing all missions, nor to get the Trophy. So...don't worry! This time around, it looks like they just had the "pass/fail" for ego's sake only. Here are some of the points about this mode: TIME OF DAY. You start this mode in Kamuro at night. As you've probably al- ready guessed from the story mode, you can take the taxi to go back and forth between the two cities. But, what about things like the golf course, which is only open during the day? What about missions that only take place at Evening or Day or Night? The answer is simple: you can change the time of day in Premium Adventure Mode at your hideouts. Talk to certain people, and they'll ask if you want to rest. That will advance it to the next time of day (from Morning/Day -> Evening -> Night, of course). - In New Serena, talk to the matron behind the bar. - In the Sai no Kawara area (Majima Group headquarters), talk to Nishida, the construction worker member of the Majima Group you met in Chapter 1. He's just to the west of the hideout's entrance, at the corner of the little shack. - At the Morninglory Orphanage, talk to Saki. She's near Kiryuu's room, in the little hallway. - At the Ryuudou House Headquarters, talk to Mikio, sitting in a chair. PARTNERS. Because you need them for a few missions, and because you can build Haruka's trust up to get some items, you can take both Rikiya and Haruka around town with you, if you want. They're in both New Serena and the Mor- ninglory Orphanage. Talk to them, and they'll ask to go around with you. If you want to drop them back off again, go back to New Serena or the orphanage, talk to them again, and tell them you want to go alone. In fact, there's one kinda important thing you can ONLY do in Premium Adventure Mode. With the final update to v1.08, you can raise Haruka's trust higher than the maximum in story mode to "EX." Details are in that section above. CLEAR DATA CREATION. Still want to tackle Premium New Game Mode, say, to get through EX Hard difficulty, but you want to finish a few lists and get some bonus items first? Yes you can! One of the coolest things about this mode is that you can make a Clear Data Save in it. If you've finished a list off and gotten a bonus item, or if you've finally gotten enough experience to build Kiryuu up completely and you want that data to carry over into story mode, talking to the right person will make a new Clear Data Save. In Premium New Game, all your completion lists and finished missions will be nulled out, of course (as usual), but you'll keep the items--and you'll still get mails from Sayama telling you that you can go and get your items from Bob Utsunomiya if you lose them. This way, you can finish off the Heat Actions Completion List, get the Brawling God Amulet, and create a Clear Data Save. Then, you can start a Premium New Game with that save in EX Hard, have the Brawling God Amulet, and use Heat Actions and moves that require you to be in Heat Mode like the Bound Hold at will. Makes it a lot easier to muscle through it! - In New Serena, talk to Date, sitting at the bar. - At the Morninglory Orphanage, talk to Nakahara, who's sitting at the entrance. There are also a few changes from the story mode of the game in Premium Adven- ture. Besides shops having more items, there are a few new modes added in the system updates. Here's a brief run-down on the differences: DIFFICULTY. You can't change the difficulty of this mode. It's always at "Normal." I guess that only matters to people who like the challenge of "Hard" and "EX Hard," since you can't unlock the Dragon Nunchaku here, anyway (there's no way to finish the game in Premium New Adventure because there's no story!). SHOPS. A couple of shops around town have slightly different inventories. This is cool for the "Suspicious Man" who hangs out near the main entrance/exit at the above-ground part of the Sai no Kawara area. Why? If you're trying to create all the weapons and armors at Kamiyama's so you can finish that Completion List, you may have noticed that you need to get "Brooch" items. In story mode, those are only available at the Underground Coliseum, and they're quite expensive! The Coliseum only accepts Battle Points, which are earned at a fairly low rate by winning tournaments. So, it'll take forever and a day to get them that way But in this mode, the Suspicious Man sells the brooches for cash! That's much easier to get. In fact, if you're trying to complete that list, I recommend doing it in Premium Adventure rather than the story mode for that reason alone. OUTFIT CHANGE. In the various hideouts around town, a new option has been added to the menu at the actual "Hideout" where you save the game, view results, and watch cut scenes. The very last option is to change outfits for Kiryuu, Rikiya, and Haruka. Select the character, hit Circle, and then move the option from their normal outfit (which changes whether they're in Tokyo or Okinawa) to "changed." The game will then show you the different outfits. Move to the one you want and hit Circle again to have it switched to that outfit. When you've changed outfits, you won't automatically switche between Okinawan and Tokyo suits when traveling between the two cities anymore, but you'll have the outfit you've selected. The last outfit choice for Kiryuu and the last one for Rikiya, Dragon Mask and Ricky Mask, respectively, were added in the systems updates, so make sure you install the updates if you want those. The same goes for the final outfit for Haruka, um...one that makes her look like a "non-nude model." She has a bikini top and jeans shorts. SURVIVAL ONIGOKKO. "Onigokko" is the game of tag. In Japanese, they call the person who's "it" the "oni" (or sometimes the "oya," which means "parent"). This game's a *little* different from tag, though. It's true that you want to avoid the "oni" (a bunch of Bob Utsunomiya, in actuality), and not let them come in contact with you at all. Just like tag, it's "Game Over" when they catch you! But, most of the time, you'll just be running around town, getting direc- tives. When you get a directive, you'll need to run to the location described to you and perform a task--usually to press Circle at a building entrance or to find something in first-person view mode. I'm afraid these directives will all be in Japanese, and they'll be orders to go places you'll only have noticed if you really pay close attention to the signs and such around town. So...if you don't know Japanese, you might not be able to make it through this, since they don't mark them on the map and they're randomly assigned. Once you get spotted by a Bob, you'd better get away from him. When he's after you, he'll appear on the map. Otherwise, he doesn't. One Bob gets added to the map ever 5 minutes of play, so get through those ten directives as fast as possible! Note that you can run around with the R2 button, but that it's a different running around from the Chase Battles until a Bob shows up and sees you. I kinda wish he had a way to run around like that during the regular game! What do you get? You can only get one reward: money. Not too shabby, not too exciting, to be 100% honest. To start this game, talk to the weird, hooded soothsayer sitting at a table covered in a velvet cloth next to the Suspicious Man in the Sai no Kawara area (near the entrance/exit) in Kamuro or sitting near the top of the stairs at the second level of the Municipal Market in Ryukyu Village. The top choice is the Survival Onigokko game. ALL-STAR TOURNAMENT. Bored of normal fights at the Coliseum? Well, in Premium Adventure Mode, they've added a new tournament for you to enter. You can face the bosses of the game with the same rules as the regular tournaments at the Coliseum. You'll fight three guys, get about a third of your health back after each fight, and be unable to use items or equipment. Note that these bosses will not show up on your list of opponents at the Coliseum, they will not show up on your Completion List, and you won't even be able to see your win/loss record. You don't get Battle Points, either--just money. Here is a brief run-down on how much money you get: MINE YOSHITAKA: 200,000 yen ANDRE RICHARDSON: 150,000 yen KAZAMA JOUJI: 150,000 yen MAJIMA GOROU: 150,000 yen LAU KARLUNG: 100,000 yen HAMAZAKI GOH: 100,000 yen KANDA TSUYOSHI: 100,000 yen SHIMABUKURO RIKIYA: 50,000 yen TAMASHIRO TESSEI: 50,000 yen Yeah--you read that right! Even though he doesn't appear as a boss in the story mode, Hamazaki Goh appears in this tournament! Ever fight those guys in the Coliseum who act kinda like sumo wrestlers in that they break throws quickly, do headbutts and horizontal chops, but they also have these three or four quick punches? You know, the ones where after you stop blocking, they immediately throw out some slow punch move that typically absorbs hits? That's his style. Makes you wonder if they originally had planned to have him as a regular boss. Anyway, you get that money above, plus 500 yen for each "popularity point" you got. Popularity is gained the same way as it is in the Coliseum; don't get knocked down, knock the opponent down, hit him with long combos and Heat Moves--that kind of stuff. To start this mode, go to the soothsayer sitting at the table with the crystal ball near the Suspicious Man in the Sai no Kawara area of Tokyo or near the top of the stairs on the second floor of the Municipal Market in Okinawa. The tournament is the second choice. ALL-STAR TAG TOURNAMENT: This is similar to the All-Star Tournament, only you take on teams of harsh boss characters. Your partner is Majima Gorou. Just like the All-Star Tournament, you get money as a reward, based on the opponents you defeat. But this time, the opponents are different. Here is a list of the opponents: THE STARDUST: KAZUKI & YUUYA - 50,000 yen BATTLE MASTERS: KOMAKI SOUTAROU & YONASHIRO sHOUJI - 200,000 yen THE THIRD HEAD OF NISHIKIYAMA: KANDA TSUYOSHI & HASEBE - 100,000 yen THE AGENTS: KAZAMA JOUJI & ANDRE RICHARDSON - 200,000 yen YOKOHAMA WARRIORS: LAU KARLUNG AND HAMAZAKI GOH - 150,000 yen NAKAHARA & CO.: SHIMABUKURO RIKIYA & MIKIO - 100,000 yen THE HEELS: MINE YOSHITAKA & TAMASHIRO TESSEI - 200,000 yen Just like in the All-Star Tournament, you also get 500 yen per "popularity point." That adds up to a lot of yen! Kiryuu and Majima can do the "Rising" tag team Heat Action, just like the one you can do with Hatae in the Coliseum. Majima must grab the opponent from behind. Then, get close in Heat Mode and hit Triangle. Note that Majima apparently has no knife, however.... :/ To start this mode, go to the soothsayer sitting at the table with the crystal ball near the Suspicious Man in the Sai no Kawara area of Tokyo or near the top of the stairs on the second floor of the Municipal Market in Okinawa. The tournament is the third choice. SURVIVAL BATTLE: This is probably a survival mode, as the name implies. It will probably also be initiated by talking to the robed, hooded lady at the magician's table. Most likely, you fight until you lose, and get a reward based on how many people you beat and such. The reward will probably be money. Losing probably won't count as a Continue, just like how it doesn't count at the Coliseum or the other extra modes in Premium Adventure. For now, I don't know. We'll have to wait and see. 6a-III. Ultimate Fighting Mode ------------------------------- Ever play one of those fighting games like Guilty Gear XX, where you have these extra modes that put you in battles with difficult goals? That's what this is, basically, except that you also get graded. Grades go from E, the lowest grade, to D, C, B, A, and S, the highest grade. Get an "S" on all modes and you'll get the Fighting God Talisman, a powerful accessory that puts you constantly in Heat Mode. Sound easy? It's not. The problem is that you don't have a fully built-up character to work with all the time. More often than not, in fact, you'll only have some of your abilities. It can be a little frustrating, but...it is what it is. There are Niko Niko Douga vids out there of people clearing everything with an "S," so, it can be done! Anyway, there are 35 missions. Here's the way I'll list them: 1. FREE-FOR-ALL BATTLES. 1-1 1-2 1-3 1-4 1-5 1-6 1-7 1-8 1-9 1-10 2. DUELS. 2-1 2-2 2-3 2-4 2-5 3. TRIAL BATTLES. 3-1 3-2 3-3 3-4 3-5 3-6 3-7 3-8 3-9 3-10 4. TEAM BATTLES. 4-1 4-2 4-3 4-4 4-5 5. ULTIMATE BATTLES. 5-1 5-2 5-3 5-4 5-5 The last row of battles, the "Ultimate Battles," are all missions you must unlock. 5-1 to 5-4 are unlocked by beating all missions in each of the four other of battles. Beat all "Free-For-All Battles," for instance, and you'll unlock 5-1. You can get any grade, just so long as you beat all missions in that set. 5-5 is unlocked by beating 5-1 through 5-4. Once again, you can get any grade in those other four. So, here is a list of the missions and what you need to do to get "S" in them. Good luck! TIP: If it's too hard, check and see if you have weapons! For some fights, Kiryuu will have weapons equipped. You'll see them at the start of the fight in the upper left-hand corner of the screen. 1-1. Beat all enemies. Clear Time - 1:20 remaining for "S." 1-2. Beat all enemies. Clear Time - 2:30 remaining for "S." 1-3. Beat all enemies. You have the Golden Gun. Clear Time - 1:30 remaining for "S." 1-4. Beat all enemies. You have an infinite-use Modified Lighter. Clear Time - 3:00 remaining for "S." 1-5. Beat all enemies (including Tamashiro Tessei). No Healing Items. Clear Time - 4:00 remaining for "S." 1-6. Beat all enemies without losing Heat Mode. Clear Time - 1:30 remaining for "S." 1-7. Beat all enemies. Kiryuu's Health gradually depletes. Clear Time - 0:40 remaining for "S." 1-8. Beat all enemies. Kiryuu's Health gradually depletes. Clear Time - 3:00 remaining for "S." 1-9. Beat all enemies. Clear Time - 1:00 remaining for "S." 1-10. Beat all enemies. You're at the brink of death; one hit kills Kiryuu. (Automatic "S" for clearing mission) 2-1. Defeat Shimabukuro Rikiya. Damage - Under 600 points for "S." 2-2. Defeat Lau Karlung (all of him). Damage - Under 700 points for "S." 2-3. Defeat Kazama Jouji. Damage - Under 700 points for "S." 2-4. Defeat Andre Richardson. No Healing Items. Damage - Under 700 points for "S." 2-5. Defeat Mine Yoshitaka. (Automatic "S" for clearing mission) 3-1. Chase Battle: run from Tenkaichi to Sai no Kawara. Clear Time - 0:55 for "S." 3-2. Beat all enemies in as few hits as possible. Number of hits on enemies - 15 or less for "S." 3-3. Follow the director's commands and act in the time limit. (Automatic "S" for clearing mission. People who can't read Japanese might not be able to do this one....) 3-4. Do as the children call out to you within the time limit. Your hits must connect. Clear Time - 1:00 for "S." 3-5. Hit all opponents at once to defeat them. Clear Time - 1:30 for "S." 3-6. Destroy all weapons in the time limit. Do not defeat all enemies before doing so. Clear Time - 2:49 for "S." 3-7. Beat all enemies in the time limit without breaking equipped weapons. Clear Time - 2:00 for "S." 3-8. Beat only the enemies in red withint the time limit. Defeating an enemy of any other color fails mission. (Great news for color-blind people....) Clear Time - 3:29 for "S." 3-9. Chase Battle against Mack Shinozuka. Clear Time - 1:00 remaining. 3-10. Taunt at least once every 5 seconds and defeat all enemies. Being in "Yellow Dragon Status" (charging Heat with R2) is considered taunting. Damage - Under 300 points for "S." 4-1. Partnered with Date Makoto, defeat all enemies. Don't let your partner get defeated. Clear Time - 2:00 for "S." 4-2. Partnered with Ricky Mask, defeat all enemies. Don't let your partner get defeated. Clear Time - 1:30 for "S." 4-3. Partnered with Shimabukuro Rikiya, defeat all enemies. Don't let your partner get defeated. Clear Time - 2:30 for "S." 4-4. Partnered with Majima Gorou, defeat all enemies. Don't let your partner get defeated. Clear Time - 1:30 for "S." 4-5. Partnered with Akimoto, defeat all enemies. Don't let your partner get defeated. (Automatically "S" for clearing mission) 5-1. Beat all enemies. Clear Time - under 7:00 for "S." 5-2. Beat all enemies. No Healing Items. Clear Time - under 10:00 for "S." 5-3. Beat all enemies. Damage - under 1,000 points for "S." 5-4. Beat all enemies. Clear Time - under 8:00 for "S." 5-5. Beat all enemies. (Automatically "S" for clearing mission) -------------------- 6b. The Hidden Boss -------------------- ------------- 6c. Trophies ------------- Special thanks to Colemanc for pointing me to where I could find the Japanese list of Trophies before the game's release! Platinum Trophy (Platinum)- Get all the game's Trophies Boss 01 (Majima) (Bronze) - Defeat Majima in Chapter 1 (secret trophy) Boss 02 (Rikiya) (Bronze) - Defeat Rikiya in Chapter 2 (secret trophy) Boss 03 (Tamashiro) (Bronze) - Defeat Tamashiro in Chapter 3 (secret trophy) Boss 04 (Hasebe) (Bronze) - Defeat Hasebe in Chapter 4 (secret trophy) Boss 05 (Mysterious Foreigner) (Bronze) - Defeat the Man in the Black Suit in Chapter 5 (secret trophy) Boss 06 (Kanda) (Bronze) - Defeat Kanda in Chapter 6 (secret trophy) Boss 07 (Majima II) (Bronze) - Defeat Majima in Chapter 7 (secret trophy) Boss 08 (Lau Karlung) (Bronze) - Defeat Lau Karlung in Chapter 8 (secret trophy) Boss 09 (Kazama) (Bronze) - Defeat Kazama in Chapter 10 (secret trophy) Boss 10 (Defeat Mine) (Silver) - Defeat Mine in Chapter 12 (secret trophy) Thank You From the Staff (Bronze) - Clear Story Mode (secret trophy) Substory 10 (Bronze) - Clear 10 Substories Substory 30 (Bronze) - Clear 30 Substories Substory 50 (Bronze) - Clear 50 Substories Substory 80 (Bronze) - Clear 80 Substories All Substories (Gold) - Complete all Substories (missions) Tough Guy Hunter (Bronze) - Catch all Hitmen Big Spender (Bronze) - Spend 300,000 yen in one visit to a Cabaret Club Good Coordinating (Bronze) - Get a Cabaret Club Girl's fashion, etc. set up well in the "Groom A Cabaret Club Girl" side game NOTE: You have to max one stat out, basically. See section for details. Key Wanderer (Bronze) - Open the top row of coin lockers both in Kamuro and Ryukyu Gourmet Master (Bronze) - Order the most expensive dish at all restaurants Heat Action Master (Bronze) - Finish a battle with a Heat Action 50 times Legendary Champion (Bronze) - Win all tournaments at the Arena Trial Special (Bronze) - Make one weapon at Kamiyama's Started A Blog (Bronze) - Have one Revelation The Path to Training (Bronze) - Meet all three masters (Yonashi, Komaki, and Mack--when he sets up the Chase Battle training stage) Salon Craze (Bronze) - Play the two massage modes at Love In Heart Hat Trick (Bronze) - Get a Hat Trick at Darts (three bullseyes in one turn) Break Ace (Bronze) - Get a Brake Ace at 9-ball billiards (when breaking at the beginning of a match, sink the 9-ball and win) Karaoke King (Bronze) - Sing all karaoke songs Boiled Turkey (Bronze) - Get a Turkey in Bowling (three strikes in a row) Exceptional Gambler (Bronze) - Get 10,000 cumulative points at Chinchirorin, Koikoi, and Oichokabu Great Gambler (Bronze) - Get 10,000 cumulative points at Roulette, Poker, and Blackjack Pro Gamer (Bronze) - Get the trophies at the three games in the arcade. For the UFO Catcher, get 10 dolls. For Anser x Anser, win 10 rounds. For the shooting game, get the High Score. Immovable Shogi Player (Bronze) - Win shogi without moving the "King" piece Exposed Dragon (Bronze) - Use a Naked Pair Wait (Hadakatanki) in Mahjong Nice Hitter (Bronze) - Hit two targets at once in the Hard Course at Yoshida Batting Center Powerful Driver (Bronze) - Hit a 350-yard drive in Competition Mode in Golf Tuna Lord (Bronze) - Catch a tuna when Fishing Mini-Game Master (Gold) - Complete all Mini-Games Ultimate Challenger (Bronze) - Play all unlockable Ultimate Fighting modes Proof of Being the Strongest (Gold) - Clear the game on the unlockable EX Hard difficulty Marathon Runner (Bronze) - Run 42,195km Runaway Train (Bronze) - Knock down 100 people while running around town (secret trophy) People Watcher (Bronze) - Start 10 battles by staring at people in first-person mode (R3) (secret trophy) Destroyer (Bronze) - Break 100 weapons in battle (secret trophy) NOTE: Break weapons by using them up or kicking them Walking Bank (Silver) - Have over 10,000,000 Yen on your person Volunteer (Bronze) - Pick up 5 pieces of trash at the beach in front of the Morninglory (secret trophy) NOTE: This is only trash; items washed ashore in boxes don't count. You can just check the beach for trash, start fishing, then quit fishing and it'll reset the beach's items. Do that over and over. Eco-Master (Silver) - Pick up 30 pieces of trash from the beach in front of the Morninglory Orphanage (secret trophy) NOTE: This is only trash; items washed ashore in boxes don't count. You can just check the beach for trash, start fishing, then quit fishing and it'll reset the beach's items. Do that over and over. --------------------- 6d. Demo Walkthrough --------------------- After pressing start, you'll have three options: "NEW GAME," "OPTION," and "Warnings," whichs is more like "legal information." Don't worry about it too much...it's just stuff like "make sure you update your Playstation," and "dude, Dolby is copyrighted to the Dolby Corporation." Just in case you wanna set them, here are the options: Camera Control (Vertical) - Normal / Reverse (default: Reverse) Camera Control (Horizontal) - Normal / Reverse (default: Reverse) First-Person View (Vertical) - Normal / Reverse (default: Reverse) First-Person View (Horizontal) - Normal / Reverse (default: Reverse) Mini-Map Display - Surroundings / Straight Ahead (default: Surroundings) Subtitles - Off / On (default: On) Event Skip - Off / On (default: Off) Brightness Font - Auto / Mincho / Gothic (default: Auto) Once you start the game, it'll obviously ask you if you want Easy or Normal (which should be self-explanatory). In the demo, some things are available, but...most places won't let you go in. Kiryuu only has access to the southern part of Kamuro. You can't use the coin lockers or the phones, so...no saving, no items boxes. Here's a walkthrough for the story: Kiryuu comes to Kamuro again, after so much time. He notes how little things change there.... And then he sees the patrons of the Stardust Host Club getting tossed out on their rears by a burly yakuza. They say things like, "Someone, please--call the police!" So, Kiryuu's left to investigate Stardust. But, before you can do anything, you'll get a mail explaining the demo (a little). Here's the rundown: - You have the following mini-games available: -- Cabaret Club Girls (really, only the ones at Club Ageha) -- Karaoke -- Video Game Arcade (3 kinds: Answer X Answer, UFO Catcher, and Boxcelios) - Your basics will be described when you hit select (I'll get to that in a bit). -- The basic adventure controls -- Basic combat conrols -- Basic combat techniques - You can press start to access the pause menu (note that not all options will be available.) -- You can use items and equip weapons and armor -- You can check your map -- You can check your e-mails -- You can check your next story objective (Just so you know, you start needing only 10 levels of experience to build up, with all your stats at level 5) Indeed, should you press "Select," you'll not only be able to return to the title screen or cancel, but you'll also be able to choose "controls" with the rightmost choice. There's a lot there, and I've pretty much covered it in the "Controls" section of the FAQ. It explains the basic controls for exploring Kamuro, the controls for fighting, and how you can do weak attack strings, follow them with a heavy attack to finish the string, grapple, and how you can use Heat Actions by grabbing people and ramming them into environmental hazards, by using a weapon on them with Heat Mode, and by pursuing a downed opponent. It also explains about grappling, picking up weapons, and switching equipped weapns with the D-Pad. Anyway, back to the story. You can go and talk to the people around Stardust if you want, or you can just go straight in. You can also walk north to get into a random fight with some yakuza nuts. Oh--and make sure you stop to pick up the Staminan X on the ground near the intersection south of Matsuya, or to go in and buy stuff at the Poppo Mart. If the random fights don't show up, just walk in and out of Poppo Mart or Matsuya and see if they appear. It is random, after all. Once inside, you'll see Hasebe, Kanda Tsuyoshi's lieutenant, harassing Kazuki and Yuuya. He's trying to buy up all the spots in Kamuro under Kanda's orders. But, Kazuki won't hear of it. When Kiryuu comes in, Yuuya and Kazuki look surprised, and Hasebe turns. "Who the heck's this?" he asks, but Yuuya informs him that you're the former 4th Chairman of the Toujou Association. He asks you not to interfere, but, Kiryuu isn't just gonna let them do that. So, he then says that you're causing him trouble, so it's your fault if there's a fight, and there is! Beat him. Don't forget to use weapons once he gets his sword out. Wait for him to do his iaidou attack or triple slash, sway, and get close. Use light attack strings. Make sure you bring some healing items...you might need them. Before he passes out, Hasebe says that you'll be too late and that Kashiwagi's gonna buy the farm. "The war has begun!" he says. Kazuki gets the police off your trail, telling them it was just a brawl between hosts, and apologizing. Meanwhile, Kiryuu wants to go to the Millen- nium Tower and meet up with Kashiwagi at the Kazama Group's office. But, Yuuya tells him to wait while Kazuki talks to the cops, so there's no trouble. Kashiwagi calls, and talks to Kiryuu, telling him he needs him to come to Tokyo right away because there's something he needs to talk to him about. Of course, Kiryuu's already in town, so, he's gonna head over there right away. Kashiwagi mentions that there are cops all over the place at Stardust. When Yuuya checks, the cops have now gone and blocked ways to the Millennium Tower. Yuuya suggests you go to Nakamichi, then to Pink, then up through the little alley behind Kotobukiya Pharmacy and try to get in that way. That's your next place to go. Before you can go, though, why not check out the area some more? You'll find dead ends wherever a cop is, and a lot of stores aren't open. But the ones that are open are worth checking out. As mentioned before, you can see cabaret club girls, play games at the arcade, go buy stuff at the various convenience stores and Don Quijote, eat, or go sing at the karaoke box. Pretty fun stuff. You should know that once you go to the back alley behind Kotobukiya, that'll end the demo. Before you can do anything, though, you'll get another mail explaining the Revelations system. There are two Revelations in the demo: the one with the drunk harrassing the girl across the street from Stardust, and the one in southern Nakamichi with the girl handing out tissues. Get into first-person with R3, pass the reticle over the target, and confirm to view the cut scene. Hit the correct button inputs to take pictures, and then choose the correct pearl of wisdom to walk away with and you'll get two techniques. If you don't wanna bother checking, the girl being harrassed by the drunk's revelation is the bottom choice and the tissues girl's revelation is the middle choice. Anyway, you'll need to run down to Nakamichi, then to Pink Street, then back to the side alleys between the two, north of the Poppo Mart, and then go to the back alley behind Kotobukiya Pharmacy. You'll get a phone call from Sakurai at Club Ageha, asking you out to the Karaoke-Kan. There's a tuna onigiri lying on the ground north of Club Ageha. There's also a Toughness Z on a chair in Smile Burger. Not too much else to do besides play games, go to Club Ageha, or go up to fight the demo's boss. When you do finally get there, Kiryuu is suddenly surrounded by mysterious Americans dressed in black suits and sporting sun- glasses. The middle guy--the big, blond one who jumps around a lot--is pretty rough. Use weak attack strings on him...as he won't block 100% of the time. He'll also try to sidestep, and so, you wanna keep using weak attacks to follow him around. Don't forget to use the objects lying around or weapons in your in- ventory. Once they're defeated, Kiryuu asks who hired them. Suddenly, the blond guy draws his gun and aims it right at Kiryuu. The sounds of police sirens frighten them away. To find out what happens next, you gotta buy the actual game! ----------- 6e. Trivia ----------- KIRYUU KAZUMA'S TRUE IDENTITY? The name "Kiryuu Kazuma" is taken directly from an old television show in Japan called "Seibu Keisatsu," or "The Western Police Division." The show focused on a bunch of detectives known as the "Daimon Corps," because their chief was named Daimon Keisuke. Oh, by the way, that chief? He was played by Watari Tetsuya, the guy who played Kazama Shintarou. Also, Kiryuu's actor is named "Kanou Ryuu." Though Kanou is a very common name in Japan (Mortal Kombat fans should probably know that "Kano" ostensibly has this name--though it's mispronounced), there is actually the slight possibility that the guy who wanted to become a yakuza in the first game (Kanou) takes his name from this actor. Special thanks to Ancaryvan for the tip about Seibu Keisatsu. THE KABUKI DISTRICT You may or may not know this, but there's a spot that looks incredibly like Kamuro. I guess they built it to honor this game. .... OK, *ahem*. Sorry about that. The truth is that it's the actual spot in Shinjuku in Tokyo famous for being a yakuza stomping ground. It's been featured in films and is quite well-known in Japan, so, you'd be abel to recognize it if you were familiar with famous Japanese stuff. To have a nose around the Kabuki District, you can use Google Maps' street- view. Type in "Kabuki-cho, Shinjuku, Tokyo, Japan." Right now, the Toyoko Inn shows up. Zoom in. You should be able to see "Kabukicho" on the map. Grab the little man icon and put him down on that yellow street near the 7-11 and you'll be right at the front gate at the southwestern corner of Kamuro. MUTSUMIBASHI IN MAKISHI The town of Ryukyu doesn't exist. That's an old name for the kingdom that used to run the archipelago south of "mainland" Japan (which is also a bunch of islands, but that's neither here nor there). That's why the area is often called the Ryukyu Archipelago. But, the area in the game? You guess it; it's based off a real location. It's in Naha, the capital of Okinawa. There's a part of Naha called "Makishi," and a major street that runs through there called "Kokusai-Doori" ("The Inter- national Highway"). If you type in "makishi, naha, japan" in google maps, you'll be pretty much right there. The Mitsukoshi is off to the east, as is Sam's Maui. To the south is the "First Municipal Makishi Market," near an arcade called "Mutsumibashi Shopping District." It's all kinda to the east of a McDonald's. Unfortunately, at the time I write this, you can't use street view for this area. REAL GA GOTOKU Many products, brands, stores, and restaurants in the game actually exist in reality. Suntory products, for example, are all real. The same is true of the "Ryukyu Shuugou Densetsu" turmeric drink and other products. Shops that really exist include Don Quijote, Matsuya, Sam's Maui, Karaoke- Kan, Blue Seal ice cream, Quickly tea stands, and Pronto. If you have a keen eye, or have some experience living in Japan, you'll probably recognize a lot of product placed in our little game here. LET'S SEE WHAT'S IN THE SONG BAG For those curious, here is the information on the vocal tracks and karaoke songs in the game (except for vocals that are obscured and weird like the ones from the battles against the guy who keeps bumping into people to extort money from them (the song is called "D 2 A," by the way). I've translated (did someone say "mangled?") these myself, so, don't think these are some kind of official lyrics. I dunno if this counts as "trivia," but, I didn't wanna make another appendix just for song lyrics. LOSER (Opening Theme Song) Lyrics by TAKAHASHI Ken Music by YAZAWA Eiji Sung by YAZAWA Eiji Kizudarake da ze Your Heart ** (It's covered in scars, your heart) Machikadoni tachitsukusu ** (You stand on the street corner like you're nailed to the floor) Kieteshimatta Chance Chance ** (It's gone forever now, chance, chance) Okimari no warui shinario sa ** (It's just that same old story, same bad situation) (*scenario) Surikiresouna Your Dreams ** (Looks like they're getting worn out, your dreams) Owarenai kono mama ja ** (This won't ever end, if things stay the same) Kaetemisero yo more more (*English word "more"--not capitalized in lyrics) ** (Show them you can change--more, more) Jikan nara mada nokotteiru ** (You know, you still have time) Hashiridase kobushi wo katamero Loser (Get moving, clench your fists, Loser) Kizuato no kazu dake tachiagare (Rise up, so you won't get any more scars) Daitemiru kedo more more (*English word "more"--not capitalized in lyrics) (You try to grab hold if it, more more) Aiyorimo hayai no sa (But it's even more fleeting than love) Iraira suru ze no no (*English word "no"--not capitalized in lyrics) (It really pisses you off, no, no) Aserutabi kibaga nukareteku (You're getting flustered, your teeth are being pulled out) Itsumademo makeinu na no ka Loser (Are you always gonna get defeated, loser?) Kamitsuite ashitawo tsukamitore (Bite down hard, cling to your tomorrow) Karamitsuku kusariwo tachikitte ** (Break the chains that bind you) Shimeppoi kinouwo keriagero alright ** (Shake off the dust of the gloomy yesterday, alright!) Kamitsuite ashitawo tsukamitore Loser yeah ** (Bite down hard, cling to your tomorrow, loser! Yeah!) Kizudarake da ze Your Heart (It's covered in scars, your heart) Machikadoni tachitsukusu (You stand on the street corner like you're nailed to the floor) Tsumetai machini Chance Chance (In these cold streets, chance, chance) Ikurademo nemutteru (There's limitless opportunity sleeping here) Tachiagaru no sa Yeah Yeah (I'll rise up, yeah, yeah....) **--These are the lines that appear in the edit for the game. Jikan yo, Tomare (Stop, Time!) (Used in the cinema at the end of Chapter 11) Lyrics by YAMAKAWA Keisuke Music by YAZAWA Eiji Sung by YAZAWA Eiji Tsumi na yatsu sa Ah Pacific (I'm a sinful guy, Ah Pacific) Aoku moeru umi douyara (You glistening, blue ocean...it looks like) Ore no make da ze mabuta wo tojou (It's my loss, I'll close my eyes) Natsu no hi no koi nante maboroshi to (Summer love, I guess you can call it an illusion) Warainagara kono hitoni kakeru (I'll laughing fall for this person) Asewo kaite gurasu no hieta jinyori (I get more drunk off the scent of your bright skin) Hikaruhade no kaoriga orewo yowaseru (Than the cool gin in the glass, sweating with dew) Maboroshide kamawanai (I don't mind if it's just an illusion) Jikan yo, tomare inochi no memai no naka de (Stop, time, here in this dizzying life) Maboroshide kamawanai (I don't mind if it's just an illusion) Jikan yo, tomare inochi no memai no naka de (Stop, time, here in this dizzying life) Tsumi na yatsu sa Ah Pacific (I'm a sinful guy, Ah Pacific) Tokai no kusaiwo wasurekaketa (You've made me forget the stench of society) Kono ore tada no otoko sa (After all, I'm just a man) Omoide ni naru koi to nishikazega warau keredo (The West Wind laughs, "This love will soon be a memory") Kono hitoni kakero (But I'll fall for this person) Mm Stop the world Mm Stop the world Omoiga Afuretara (When the Feeling Overtakes Me) (Song used for ending credits) Lyrics by TAKAHASHI Ken Music by YAZAWA Eikichi Sung by YAZAWA Eikichi Aa, todokanai yume da to shittemo (Ah, we know it's just a dream we can't reach) Oretachiwa naze kyoumo yumewo miteiru (So, why are we still reaching for it?) Omoiga afuretara kokoroni itakute (Everyone spends lots of restless nights) Nemurenai yoru daremoga kazuneteiru no sa (Where it hurts to much, when they feeling overtakes them) Baby kotaewa dokonimo nai (Baby, there's just no answer out there...) Sagashitsuzukeru kotoga subete no Answer (Just continuing to look for it, is the answer) Kotae da kara (Because, that's the answer....) Soshite yokubouwo kibouni kaenagara (And so, turning "desire" to "hope") Aruiteyuku yo omaewa kodokuna nagai michiwo (You walk down this long, lonely road) Baby namidaga yattekitemo (Baby, even if the tears come) Yumewo shinjiru kimochi nagashiteshimawazuni itekure (Don't let the belief in our dream flow with them) Sono yume no nakae kanashimi no umi no nakae (Head towards our dreams, into this sea of sorrow) Aa, hohoemini kisetsumo kikaete (Ah, seasons change in your smile) Kazeni ashita no kaoriwo kanjiteiru no sa (I can smell tomorrow in the wind) Baby kotaewa dokonimo nai (Baby, there's just no answer out there...) Atsumetsuzukeru kotoga subete no Answer (Just continuing to search for it, is the answer) Kotae da kara (Because, that's the answer....) Aa namidaga yattekitemo (Ah, even if the tears come) Yumewo shinjiru kimochi nagasanaide kanashimi no umie (Don't let the belief in our dream flow with them, as you head into the sea of sorrow) Kamuro Setsugekka (The Natural Beauty of Kamuro's Scenery) (Kiryuu's karaoke song) Lyrics and music by ATSUSHI Hidenori Sung by KURODA Takaya Nagareyuku / yoru no chou / ayashiku madowasete (Butterflies of the night / flying around / sinisterly leading people astray) Yokujou mo / aijou mo / junrenka ni / aa / Kamurochou (Songs of true love / of desire / and caring / ah! / Kamuro) Yasashiku yoru ni dakare / 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 (Whether flowers bloom, / or flowers fall. / There's a dazzling beauty of the natural scenery here) Kitto Change myself (sic) (Definitely Change Myself) (Haruka's karaoke song) Lyrics by HORII Ryousuke Music by SAKAMOTO Hideki Sung by KUGIMIYA Rie Kitto muri kanau hazumo nai nante kimetsukete (It's definitely impossible, I told myself my dream won't come true) "Daisuki"to kaita me-ru "soushin" no botanga osenai (I can't press the "send" button on the e-mail that says "I love you") Koukai nante mou takusan na no (I've already got plenty of regrets) Saigo yo chansu nigasitakunai fumidasou anatae (My last chance...I don't wanna let you go, I'll step closer to you) Kitto! Getto dekiru yo watashiwa kawareru (I'll definitely be able to do it, I can change myself) Takasugita kabemo kitto imawa toberu (I'll definitely jump over that wall, even if it looks too high) Zutto! Yume miteta no Kamisama onegai... (I've just been dreaming, please, God....) Dokki! Muneutsu kodou shinjite ima let's change myself (Flutter, flutter, my heart beating, believe me, now--let's change myself!) Don Quijote Boogie Woogie (Played in Don Quijote) (I'm sorry, I don't have the lyricist, composer, or musicians listed!) 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!) ---------------------------------- 7. MAIN STORY CINEMA TRANSLATIONS ---------------------------------- HOW TO NAVIGATE: Since these are LONG, I'm going to try and do something to help navigation a little. Before each cut scene, I'll put the title of the scene, and six +'s before and after the title. I'll then put six ='s before and after the name of the chapter they're found in, then the cut scene number. For example: ++++++ Example ++++++ ====== Chapter X.Y ====== Where X is the chapter and Y is the cut scene number. This way, a "Find" search should be able to locate the right cut scene. Sorry for formatting errors, grammatical mistakes, typos...stuff like that! This is my translation and it will be different from the official one (if an official English-language version ever comes out, of course). It's also my translation and cannot be copied without permission--certainly without credit. First of all, however, I'll give you the prologues posted to the official website. These aren't cinemas, but, well...they might be an interesting read anyway. OFFICIAL PROLOGUE (from ryu-ga-gotoku.com) In January of 2007, Haruka and Kiryuu left Kamuro-chou, and began living a new life. Heading down to Okinawa, they founded the Morninglory Child Welfare Facil- ity, and lived modest-yet-happy lives with the children of various special cir- cumstances. However, they were suddenly met with a new threat: people buying up the land. Two plans suddenly took Okinawa by storm: the plan to expand the military base and the plan to build a new resort. With his restful solace now in the sites of the absurd power of the government, Kiryuu alone faced the local crime organ- ization involved in the land purchases. It was a small struggle in the frontier of the southern islands. However, it would become an incident that involved the Toujou Association...and even the entire country.... Two years later, in March of 2009, sparked by two attacks with guns at the same time in Okinawa and Tokyo, matters again became violent.* Kiryuu, with the people he trusts and loves attacked, returns to Kamuro because he must find the truth behind the events. He returns to find the "man who looks just like Kazama"** witnessed at both scenes.... *--this is hard to translate, because they use that "jiken" word a lot in Japan and it carries a little more weight than it does in English. It's kinda like "Kiryuu's gonna be on the case again!" or something. **--official U.S. name "Fuma" OFFICIAL CHAPTER 1 PROLOGUE (from ryu-ga-gotoku.com, posted 02/06/2009) - Kiryuu, Headed for Okinawa - In January of 2007, after he had brought the struggles with the Kansai Omi Alliance and the war with the foreign-based Jin'gweon Force to an end, Kiryuu made a silent resolution to himself. After paying respects at the graves of those who had lost their lives in the violent, 2-year struggle, Kiryuu confides his resolution to Sayama Kaoru, a female detective for the Osakan police who had fought beside him during the struggles. (Sayama: You're leaving today, right...?) (Sayama: I've come to say goodbye, myself.) This resolution of Kiryuu's was to watch after oprhans, who bore the same hard- ships he had when he was a child. When he was recommended to run an orphanage in Okinawa, Kiryuu decided to take Haruka and leave Tokyo to go down a new path in life. And so, Kiryuu bid farewell to Sayama, who in turn said goodbye to him, since she was leaving for a new land to pursue her dream of being a detective. Leaving the future of the Toujou Association in the hands of Doujima Daigo, Kiryuu heads for Okinawa. (Sayama: There's a person I just have to go talk to.) (Sayama: I sure hope I can convince him....) (Sayama: Take care of yourself!) Half a year later, in a coastal, residential area, Kiryuu and Haruka run an orphanage known as the "Morninglory." They've brought eight children there to live with them, each with their own special circumstances. (Sign: Asagao ["Morninglory"]) A boy's struggle because of the color of his skin. A girl's suffering because of the fire that burned her arm and took her parents' lives. The closed heart of a girl who's trying to deal with the pain of having no parents--Kiryuu has to overcome each child's deep suffering with them. Whenever Kiryuu's care reaches these children, Asagao comes a bit closer to being a family. (Mitsuo: WHAT? **--I can't quite make out the first character so I could be wrong about this one) (All: Let's eat! ["Itadakimasu," actually a set prayer of thanks before eat- ing]) (Taichi: Three!) (Kouji: Mitsuo...that guy's been around here a lot lately, hasn't he?) The threat of land purchase comes to the Morninglory. For the sake of his be- loved children, Kiryuu boldly stands before the absurd plan of purchasing his land.... (Haruka: I guess I've gotten kinda good through practice!) (Haruka: Do we really have to leave...?) To Be Continued OFFICIAL CHAPTER 2 PROLOGUE (from ryu-ga-gotoku.com, posted 02/13/2009) - The Morninglory and the Ryuudou Family - Early spring, 2008. It's been one year since Kiryuu and Haruka left Kamuro. Haruka and Kiryuu have started to get used to life at the Morninglory Orphanage they opened in Okinawa, and live happy lives with the kids there, who are grow- ing up nice and healthy. One day, however, a letter arrives, urging they leave. It was sent by the Ryuu- dou Family, the local syndicate and owner of all the land in the area. (Haruka: We got one of these again....) (Haruka: Do we have to leave...?) (Haruka: These strange men keep coming around here, too.) The letters offer one-sided arguments, advising them to leave. Kiryuu sets out for Ryukyu Village, stronghold of the Ryuudou Family, so that the children can continue in their peaceful lives. When Shimabukuro Rikiya, lieutenant of the Ryuudou Family, and Mikio, his junior, try to get in Kiryuu's way, he lays them out flat and is led directly to their headquarters. There, he meets a girl drawing in a sketchbook, and the man who looks after her, the old-fashioned, chivalrous head of the Ryuudou Family, Nakahara Shigeru. (Rikiya: *I'm sorry guys, but, I can't really read this so well becaue they used white subtitles on bright colors. He might either be talking about the tattooes, or he might be talking about people bearing hardship--I can't be sure until I see this part in the actual game and hear what he says. I'm pretty sure this line's not in the videos I've seen. I just remember him saying "It's not just any snake; it's a habu!' and 'We hate you guys who've slinked down here from the mainland...get the **** out of Okinawa!'"*) (Rikiya: In here....) (Nakahara: I see you've taught our Rikiya a lesson.) Everyone in the Ryuudou Family loves Okinawa and values the trust of the locals, so they are fiercely loyal in their duties to them. Nakahara reveals to Kiryuu that the land the Asagao is on is a prospective location for the large-scale resort planned to be built in Okinawa. He explains to Kiryuu that he had the best interests of the Okinawan people in mind, but Kiryuu just turns that idea down flat. "If you love Okinawa so much, can't you think of any better way, other than forcing us out of here?" he says, and turns and leaves. (Nakahara: *I'm afraid white, tiny, low-res text on bright background colors win again, but he says something about Kiryuu being a mainlander and cautions him that he may be old, but he's not exactly senile*) (Kiryuu: Are you really OK with that?) (Kiryuu: ...can't you think of any better way, other than forcing us out of here?) A few days later, Rikiya comes to the Asagao to see Kiryuu. Thinking the Ryuudou Family has come to force him off his land again, Kiryuu comes to send Rikiya back home. But, that's not why Rikiya came. It seems there was an abduction at the Ryuudou Family. A land war involving authority has come, and those with honor have struck at those who act honorably. Kiryuu's manly action of springing into action for the sake of the Ryuudou Family and a young girl started to form a new bond.... *sorry about that horrible last sentence, but it's kinda horribly cheesy in Japanese, too* (Rikiya: There's something I desperately need your help with today, brother Kiryuu...) (Rikiya?: What should I do?) One year later--March, 2009. Shocking news reaches Kiryuu and Haruka, who had been living peaceful days after gaining the Ryuudou Family's trust. "The old man...he's been shot." Upon hearing this news from Rikiya, Kiryuu and Haruka race to the hospital Nakahara's been admitted to. However, Kiryuu would find even more shocking news there. Nakahara's adopted daughter, Saki, was present at the shooting and drew a sketch of the assailant. The drawing in her sketchbook depicted someone who looked exactly like the man who had raised Kiryuu like a father, Kazama Shintarou. (Rikiya: The old man...) (Mikio: Uncle Kiryuu!) (Haruka: *again, the subtitles are so hard to read, I'm really not sure on this one* This person has come and upset your life with him....) (Rikiya: Is he someone you know, brother?) To Be Continued OFFICIAL CHAPTER 3 PROLOGUE (from ryu-ga-gotoku.com, posted 02/26/2009) - Kiryuu, Returning to Kamuro, and the Heads of the Toujou Association Groups - As if the news of the Nakahara getting shot wasn't shocking enough, a call suddenly comes from the second-in-command of the Toujou Association, Kashiwagi Jun. "Kiryuu, the Chairman's been shot!" The case had spread from Okinawa to Kamuro, where the 6th Chairman of the Toujou Association, Doujima Daigo, had been shot. What's more, the man who shot Daigo apparently looked like Kazama, just like in the Nakahara incident.... In order to figure out just who this mysterious man is who's threatening his peaceful days, Kiryuu decides to once again go to the Kamuro District. (Kashiwagi: Kiryuu! It's me, Kashiwagi!) (Rikiya: I won't do anything to get in your way!) (Kiryuu: I'm heading out to Tokyo today, for a week or so.) (Kiryuu: I gotta do something I can't get out of in Tokyo.) (Kiryuu: So, I'm gonna leave it up to you out here. *I can't read the last few characters, so, I'm probably a little wrong*) Meanwhile, at the Toujou Association Headquarters, an emergency meeting of the various group heads is called to discuss a plan of action. And so, the present group heads meet. There's Kashiwagi Jun, second head of the Kazama Group and current second-in-command to the Toujou Association. There's the leader of the Hakuhou Group, Mine Yoshitaka, who amassed great wealth in real estate and the stock market, and is assigned as chief of finance for the Toujou Association. There's Kanda Tsuyoshi, third head of the Nishikiyama Group, who's been expanding his influence with his rough battles. There's Hamazaki Gou, head of the Hamazaki Group, who's earned the nickname "Emperor Hama," because he controls all of Yokohama. (Kashiwagi: *I can't read this very well and I couldn't hear it properly in the video, but....* If Daigo is taken out of the picture, the Toujou Association might be shaken to its foundations.) (Kashiwagi: Assuming the worst, our first order of business is to leave the Toujou Association in the hands of someone who knows about the other organizat- ions.) (Mine: I think the best course of action would be to call our former Chariman, Kiryuu, to come help us.) (Kanda: What??) (Hamazaki: You know, as gangsters, we gotta take care of something else first.) ...and then there's the man Kiryuu left to watch over the Toujou Association in his place after he left Kamuro behind him, the head of the Majima Group, Majima Gorou. Kashiwagi and Mine had hurriedly called the group heads together to bring Kiryuu back to act in place of the fallen Daigo. Opposed to them, however, stand Kanda and Hamazaki, who feel that the Association must concern themselves with aveng- ing Daigo. Kanda, who sees this as the opportunity to make his play for the title of seventh Chairman of the Association, refuses to ask for Kiryuu's par- ticipation because of grudges in the past, and pledges to take Kiryuu's head with his own hands and become top of the Toujou Association. As each of these plots came crashing together, Majima just watched silently from the sidelines. (Hamazaki: I got some information that the one who went after the Chairman....) (Mine: What's important for the Toujou Association now is to get its feet planted firmly on the ground.) (Kanda: Rather than that, I wanna go take Kiryuu out!) (Majima: If they can get into our stronghold....) No sooner does Kiryuu set foot in Kamuro than he runs across some of Kanda's men causing a scene in the Host Club, Stardust. Learning in the struggle at Stardust that Kanda is going after Kashiwagi, he races to the Millennium Tower to meet with him. There, he meets Kashiwagi for the first time in two years. They meet to discuss who this man who shot Nakahara and Daigo really is. However, an unknown heli- copter suddenly appears.... (Kazuki: No deal!) (Hasebe: Then, you know...it'll be *you*, former Chairman, who started the fight here with us!) To Be Continued ++++++(Promotional Movie from 01/23/2009)++++++ - March, 2009 - - Tokyo - Doujima Daigo: "I told you 'no.' I don't care if you add a billion to that billion; it's still 'no.'" - The Toujou Association's Sixth Chairman - - Doujima Daigo - Mine Yoshitaka: That call just now...that was the Okinawa thing again, wasn't it...? Daigo: .... Mine: I know you owe that guy, and all, but if we sit on this, you know, there are other powerful-- Daigo: That's enough! I won't take that land away. The Toujou Association's been saved so many times by its Fourth Head.... I won't take his home out from under him. - Okinawa - (Sign: Asagao ["Morninglory"]) Kiryuu: Let's eat! Everyone: Itadakimasu! (set expression of thanks before eating) - Morninglory - - A Child Welfare Facility - Kiryuu was living the quiet life with the orphans Until-- Reporter: We've learned today that Minister of Defense Tamiya Yuuzou, who plans to expand the American base in Okinawa, and Minister of Domestic Travel Suzuki Yoshinobu, in charge of the project of opening a resort in the area, are both planning to visit the area. (Caption 1, under minsters' photographs: Both Ministers to Visit Okinawa at Same Time) (Caption 2, on right side of screen: Local Residents Gather at Airport to Pro- test Bill to Expand Base) (Signs: "Stop the Base Expansion!" "'NO' to Base Expansion!" "Bring Peace to Okinawa!") - An Unstable Okinawa - - A Bill to Expand the U.S. Military Base - Tamiya: My duty is to protect the country. I've got nothing more to say. - The Minister of Defense - - Tamiya Yuuzou - - A Plan to Establish a Large-Scale Resort - Suzuki: I'd like to show all the other ministers that be establishing a resort, I would really like to help with the area's progress, in some way. - The Minister of Land, Infrastructure, Transport, and Tourism - - Suzuki Yoshinobu - Haruka: We got one of these again.... It says we're evicted--are we? - Real Estate Purchases Involved in the Expansion Projects - Haruka: Do we have to leave...? - The Threat of Eviction Comes to the Morninglory - Kiryuu: Hey...just what are you guys up to, scattering these things about like that? - The Local Crime Organization - - The Ryuudou House - Rikiya: Get the hell out of Okinawa right now! - Junior Head of the Ryuudou House - - Shimabukuro Rikiya - Nakahara: You're here about the eviction, right? Kiryuu: I'm not leaving. Nakahara: What?! - Head of the Ryuudou House - - Nakahara Shigeru - Kiryuu: It's really just a mob shakedown, after all. Nakahara: It's what?? - Threats Arise Because of the Land Purchase Deals - - Kiryuu Meets a Lone Girl at This Moment - - Saki, A Girl Who Can't Speak - - And Then, the Real Story Begins - Kiryuu: What's with you? Is something wrong? Rikiya: The old man...he's...he's been shot. - The Shooting of Group Head Nakahara - Miki: Brother! - The Shooter, Seen By Saki... - Kiryuu: This is... - ...Is A Man Who Was Thought Dead - Kiryuu: ...Boss Kazama! - A Mere 2 1/2 Hours Later - Daigo: K-Kazama--! Mystery Man: Surprised? - The Man Drawn In the Sketchbook - Mystery Man: We, the Toujou Association, can't afford to back away from the Okinawa Land Purchase. Daigo: And...if I refuse...? Mystery Man: .... That's a shame. - This Shooting Destroys the Balance of the Toujou Association - Kashiwagi: Our leader may have been taken out of commission, but, we can't let our Association lose sight of our main purpose. - The Desires of the Group Heads Come to Light - Mine: The best course of action in this instance would be to ask for the advice of our 4th Chairman, Kiryuu. - Head of the Hakuhou Group - - Mine Yoshitaka - Mine: Would it make you ******* happy if Daigo died? WOULD IT?? Kanda: You wanna call Kiryuu back?! - Head of the Nishikiyama Group - - Kanda Tsuyoshi - Kanda: Mine!! No matter what you do, you're going down!! And I'll ******* have revenge on Kiryuu, too! Hamazaki: But, you see, I don't want to let the Nishikiyama Group's Head snatch the seat of Daigo's successor, neither. - Head of the Hamazaki Group - - Hamazaki Gou - Hamazaki: A Chinese butcher's knife really cuts well, doesn't it? - Meanwhile, As For Kiryuu - - He's Returned to Kamuro to Find the Truth Behind the Case - Kanda: It's finally time to fight, dammit! Kiryuu: Who's the enemy here?* Kashiwagi: This is--!! Date: There are only four people in the Toujou Association these days who could come up with something like this.... Majima: Welcome to the Majima Group's headquarters! Kiryuu: Brother Majima...? Hanaya: Over a year ago, Daigo started searching for a traitor inside the Association. - Who Is The Traitor Working With the Government? - Kanda: Kiryuu!! Mine: I get rid of everything in my way...even if that means stopping you, Kiryuu. Hamazaki: I wanna get all of Kamuro under my control. Tamiya: Just like you, I, Tamiya Ryuuzou, put my own interests first. - A Vast Conspiracy that Shakes the Foundations of Japan - - And the CIA Finally Makes Its Move - Kiryuu: Who're you...? .... So, you don't understand Japanese, huh? - Also - - What Is the True Identity of the Mysterious Man Pulling the Strings? - Kiryuu: Are you Boss Kazama?! Mystery Man: "YOU" ga Kiryuu Kazuma desu ka? (So, "YOU" are Kiryuu Kazuma?)** Rikiya: I just wanna be a real man! Kiryuu: A day will come where you can put your life on your line and be a man. Trust me. - The Fierce Battle Will Be Taken to the Limit - - The Shocking Truth - Kazama: We'll meet in Hell! - All of These Ambitions Will Rage - - This Is the Fate of All Real Men - Kiryuu: Any of you wanna die...? LET'S DO THIS! - Ryuu ga Gotoku 3 - *--The line is literally "just where is the enemy?" But, I think he may be saying it because some of the group heads (Kanda especially) are calling Kiryuu the "enemy." *--He literally says the English word "you." ------------ 8. 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. ACALA: This is a Buddhist deity, sometimes called the ruler of fire. He pro- tects the world from demons, principally, and is usually shown looking very fierce and holding a sword and a rope. When the letter "c" is used to Roman- ize Sanskrit, it's actually read like a "ch," so it's actually "Achala." In Japan, he is known as "Fudou," because "Fudou" means something like "un- bending; obsinate; lit. 'not moving'." That's a close translation from the Sanskrit. He is most often called by his title, "Myou'ou," which literally means some- thing like "king of clarity," but is used to mean something like "Divine King." Coincidentally, that "Myou" is also read "Akira," and can be a person's name. One of the most popular anime/manga serieses from Japan was called Devilman and featured a man named Fudou Akira, who is killed and/or possessed (the story has been 'reconned' and changed a few times) by the demon Amon. Could Nagoshi be a Devilman fan...? Yeah; I'm pretty sure he is. 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. BAI LING: This is a mushroom from China, with the Cantonese name "Baak Ling" and the Japanese names "Bairingu," "Hakureitake," and "Agitake." It report- edly has many medicinal purposes, and is supposed to taste good, but I can't verify. I believe it's fairly expensive. BENTOU: A Japanese-style boxed lunch. They were sold at railway stations, so that travelers could just take them quickly and go. 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. FUDOU or FUDOU MYOU'OU --> see "Acala" 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. 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" 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." 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: Members of the Japanese organised crime groups. There are many dif- ferences 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. Somewhere in the Edo Period, yakuza became more than just thugs and were revered by many com- moners as heroes. The term "yakuza" meant "junk;" it stood for a roll of 8, 9, and 3 in dice games (which was a worthless roll). This was both a pun for the gangsters' lack of luck in life and also for their love of gambling. However, people became disenfranchised with the Tokugawa government of the time, and the image of the samurai in those days seems to have declined. The yakuza were commonly the ones who helped villagers deliver their letters of protest to their local lords, and also took on other tasks to protect their own neighborhoods--most notably as the fire brigade. This effect granted yakuza the same kind of nobile reputation as mobsters have gained for their work in helping their Italian-American groups in the U.S. Is it true...? Are they just thugs...? Well, I'll leave it up to you. ----------------- 9. "THANK-YOU"'S ----------------- Special thanks to all my readers at GameFAQs, to DingoEnderZOE2, Aerith, decoy2, and all others who've pointed things out to me, to Colemanc for showing me the Japanese trophies page so I could see what they were before the game came out, to gfanikf for hosting the pre-release FAQ at hkfilmnews.blogspot.com, to all those who've offered their talents or help, to all posters and editors on GameFAQs and gkwiki, to Lord_Daemon for letting me use his computer sometimes, to my fiance, Rado Lee, to Panther, Edan the Humble Magnificent, Charles Mingus, DJ Krush, DJ Shadow, Nujabes, Dan Deacon, Serge Gainsbourg, and a whole bunch of other people and I'll see you for Ryuu ga Gotoku 4! (Kenzan 2...? Whatever)