RYUUGA GOTOKU (a.k.a. "Yakuza") A F.A.Q. / Walkthrough by Patrick Coffman (ryled@yahoo.com) Version 1.3 (Complete, but needs re-writing)--last update 9/4/6 NOTE: This FAQ does not include the Japanese text import gamers may need to play this game, to make the correct choices and what-not. I'm still looking for a place to host that as apparently I can't get the Unicode version onto CheatCC. NOTE (um, also): This FAQ is based on the Japanese version of this game and the translations are the author's, so they will be different from the North American release. 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 f2. The BASICS 2a. The Adventure 2a-I. Controls 2a-II. Health and Shopping 2a-III. Building Up 2a-IV. Story Progression 2b. Fighting 2b-I. Commands 2b-II. Defeating the Different Enemies 2b-III. Advanced Techniques 3. STORY WALKTHROUGH 3a. Prologue 3b. Chapter 1 3c. Chapter 2 3d. Chapter 3 3e. Chapter 4 3f. Chapter 5 3g. Chapter 6 3h. Chapter 7 3i. Chapter 8 3j. Chapter 9 3k. Chapter 10 3l. Chapter 11 3m. Chapter 12 3n. Chapter 13 3o. Quick Walkthrough 4. APPENDICES 4a. Missions 4b. Romancing Cabaret Club Girls 4c. Main Characters List 4d. Items 4d-I. Weapons 4d-II. Defense Items 4d-III. Healing Items 4d-IV. Miscellanies 4e. Coin Locker Keys 4f. Map 4g. Shops 4h. Skill Games 5. EXTRAS 5a. Hidden Shops 5b. Hidden Moves 5c. Underground Colisseum 5d. Haruka's Trust 5e. Secret Boss 5f. Battle Review Mode 5g. Trivia 6. GLOSSARY 7. "THANK-YOU"'S ---------------- 1. INTRODUCTION ---------------- --------------------------- 1a. How to Use This F.A.Q. --------------------------- Navigating the F.A.Q. should be simple. Even notepad has the "Find" feature. I'd suggest using "Find" and typing in the exact text as it appears in the Table of Contents. For instance, if it says "8a-1. The Abyss," then typing in "8a-1. The Abyss" would get you there. Typing in "8a-1." would probably work, too. I know F.A.Q.'s can get rather lengthy.... --------------------------- 1b. A Word From the Author --------------------------- The main point of this F.A.Q. / Walkthrough will be to offer information on the SEGA game, "Ryuu-ga Gotoku", a fairly cinematic, free-roaming, "brawler"-type game set in the seedy underworld of Japanese gangster movies and your generic "action flicks." At the time I bought this game, there were no reference materials available in English, and so I figured I should write this up for those of you who wish to import this game and play it, but know little Japanese. However, it still will contain most of the information on how to do certain things in the game as well as advice I can offer to ease the frustration of the sloppy game engine. So, I've included Japanese text to help the importer, but I figure that this F.A.Q. will still come in handy if the game actually does come out in areas outside Japan. So far, they've announced that the game will hit North American retailers as simply "Yakuza." ---------------- 1c. Mini-F.A.Q. ---------------- Q: What're all those annoying voices in the background? A: They're people saying random bits of common Japanese speech (similar to "What're you talking about?" or "OK!" or "How you doin'?" in English). Different areas seem to have their own different background noise and sometimes it seems to be generated by specific people. For example, the bum in front of the movie theater says "Chotto!" ("Do you mind?") when you run past him. Other people say things when you rush into them. The most commonly-heard "background" vocals seem to be "Hima desu ka?" ("Are you doing anything right now?"), "Sugoi!" ("Wow!"), "Jaa ne!" ("See ya!"), "Irasshai!" ("Please come in!"), "Ne-, ne-! ("Look here!"), "Oniichan!" ("Mister!"), "Ohisashiburi!" ("It's been a while!"), and a bunch of others.... Q: What's wrong with Kazuma??! Why won't he face the frickin' enemy??! A: The action in this game is fairly clunky, but there is a system to it, and until you get used to it, he'll apparently just stray from enemies and sometimes seem to never be able to even look at them. In this game, sidestepping is very much present, and it's almost not even apparent in any way. Even just holding down the targetting button and walking to the side can avoid attacks often. "Shift Motion" (the command- based sidestep) sometimes doesn't have any apparent animation at all, and renders the character invincible for a short period. The upshot? You don't "target" people very well. I'll explain it better in the section on fighting, but for now, you should know that it gets a little frustrating until you're used to it. A simple thing to remember that makes the going a little easier is to let go of the target button (R1) and press towards the enemy for a moment before hitting it again if you want to face them. Q: How do you save?! A: From any telephone. The small, blue circles on your mini-map with "S"'s in them will direct you. Once you're near one, hit the circle button to start the save. Unfortunately, the menu pulls nearly all obnoxious, bad programming stops. It asks if you really want to save first. Your cursor will be on the "no" selection. You'll want to move it to "yes." Then, it will check the memory card and prompt you to select a file. If you select one you've already written to (because making a hundred save files is ridiculous), it'll ask you if you want to overwrite it. Again, you'll be on "no" and need to move it to "yes." OK, you've saved. Now, it will ask you to confirm it was saved and you'll need to hit circle. Then, for some reason, it brings back the list of save files. You'll need to back out of the menu. Just in case, you should know that in Japanese, "yes" is a two-syllable word and "no" has three. This is something to keep in mind if you want to navigate menus in import games but speak no Japanese. The game also prompts you to save at the end of a chapter. Again, you'll be set to "no" and need to move it to "yes." Q: What's so good about this game? I mean--I played it for a while and I don't get it.... A: I can't claim that this is the world's greatest game in terms of mechanics or programming; it's not very well-polished. However, if you like action cinema (especially yakuza films), then this game should bring you some satisfaction. It's very cinematic, and once you get the hang of the fighting system, the fights are actually pretty enjoyable. I think that others in the "brawler" genre should take a page from this game's basic, effective system. So...if you don't like the feel of this game, don't worry; you're not alone--even I was put off by the fighting. Just know that it does get better, especially as you build up your character. Q: I heard this game is Japan's answer to Rockstar's "Grand Theft Auto." How similar are the games? A: Well...I guess you fight people in both games and both involve roaming around a city filled with criminals. That's about it. There's no driving, no senseless killing, no blowing up cars and stuff, your main character isn't out to have sex with hookers or steal cars, um...and hundreds of other differences. The reason people think it's "Grand Theft Auto" is because of an interview with the game's producer that appeared in a Japanese gaming magazine (Weekly Famitsuu). In this interview, he stated that he decided to make this game because he saw games like "Grand Theft Auto: San Andreas" coming out and thought that the American game designers had the wrong idea and that he wanted to tell the tale of gangster-like "street" life from a more Japanese perspective. This is a cinematic brawler, where you can walk around and solve side- quests ("Missions") and beat up random thugs to develop your character and buy items. It's not an open-ended gore fest. Q: Ohhh, this is that Shenmue game! Is it a sequel or what? A: This game shares the same character design and modeling teams as Shenmue, supposedly. You fight, you look like you're in a movie, you trigger events, and ... and that's about it. It isn't Shenmue 3. In fact, the producer of this game is the same as the "Spike Out!" games (and their scrapped brother "Slash Out"). So, look for more brawling and smashing people in the face with objects than Quick Time Events. Q: What extra content is there in the game?? A: Well, there's not much to unlock in the game--it's more like this is just a good experience to play through the story. As for "extra" stuff...well, once you play through the game, you'll open the "Premium Box" selection from the main menu. In here, you'll find "Adventure Review," "Battle Review," and "Movie Recollection." The last one will bring up the various cut scenes from the main story (these are also viewable during the game in the two "Hint Rooms.") "Battle Review" gives you a rather long list of challenges and grades you on certain key factors such as speed and damage taken. Some are easy, some are very hard. If you get all "S" (the top grade) in this mode, you'll unlock the other unlockable in the game, "Fighting Master Mode." This is selectable once "New Game" has been chosen from the main menu, and apparently allows you to use all "Heat Action" or "Special Attack" moves regardless of Heat Gauge. It's another one of those "at that point, you don't need it" rewards. The other thing you unlock is a little stranger. "Adventure Review...." All I can assume is that you're supposed to use this to practice things like what to do in certain missions. Basically, the whole map is open, Yakuza thugs attack you randomly, all coin locker keys are there (but you have to buy the ones found in special areas only in the main story), most missions are available, but there is no story. So...you actually can't even do 100% of the game because you won't ever fight the bosses and you won't be able to do the missions that involve towing Haruka around. It also apparently has no end, and you can view your percentage completed in the Hint Rooms. So, why bother...? I guess so you can find out where all the coin locker keys are and what to do in the various missions, so the next time you play through Story Mode you can get 100% if you'd like. Oh, yeah! One more thing: the salesman in the River Styx appears to have more items for sale in this mode, for some reason. Q: What do I do if I hate your guts? What if I hate your F.A.Q.? A: I don't know! Calm down? ----------------------------- 1d. How to Pronounce Japanese ----------------------------- I know many people take Japanese now, and are used to hearing it from their subtitled DVDs and such, but when I was growing up in America, there were many people who couldn't say anything right ever. "Ryuu" (the character from "Street Fighter") became "RYE-you," and his famous "Shouryuuken" move became all sorts of things--the "All You Can" is my favorite. Anyway, enough ranting. Japanese is a fairly monotone language filled with polysyllabic words. Here's how to pronounce the consonants: "k" = "k" as in "kite." The "k" sound is harshly aspirated in Japanese and sometimes sounds like a "t" to English speakers because of that. In other words, a strong puff of air comes from the lungs when saying this often. "g" = "g" as in "good." This is a voiced "k." Also, = "ng" as in "fang" when it comes in the middle of a word quite often, especially in the Tokyo area. "s" = "s" as in "lapse." The "s" in Japanese is a rather "hard" "s". It's actually with the tongue pressed up closer to the roof of the mouth than in English. = "sh" as in "shape." This occurs before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "sh" IN THESE INSTANCES. "z" = "dz" as in "gadzooks!" The "d" is slight, so often it will sound just like an English "z;" a voiced "s." = "j" as in "jam." This occurs before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "j" IN THESE INSTANCES. "t" = "t" as in "top." Actually, this "t" is not heavily aspirated, so it may sometimes sound like a "k" or a "d" to some English speakers. = "ch" as in "chopper." Again, not seriously aspirated, this appears only before the "i" and "y" sounds. TO AVOID CONFUSION I SHALL WRITE IT AS "ch" IN THESE INSTANCES. = "ts" as in "lets" before a "u." TO AVOID CONFUSION I SHALL WRITE IT AS "ts" IN THIS INSTANCE. "d" = "d" as in "don't." A voiced "t." "n" = ... This is difficult. There are two different sounds written "n" in Romanised Japanese. "n" at the beginning of a syllable = "n" as in "not." "n" by itself is its own syllable; no vowel is needed. This is a different "letter" in the Japanese writing system, and is similar to the French "n." In other words, the tongue doesn't touch the roof of the mouth and a nasal sound is produced. Before "p," "b," and "m," the lips close and this sound comes out like an "m." TO AVOID CONFUSION I SHALL WRITE IT AS "n'" IF IT COMES BEFORE A VOWEL AND SHOULD BE PRONOUNCED AS THE "FRENCH 'N'." ALSO, I SHALL WRITE IT AS "m" BEFORE LABIAL SOUNDS. "h" = "h" as in "hat." This is actually a "hard h;" the tongue is, again, raised up agains the roof of the mouth (farther back than the "s") and the air almost hisses out. = "f" as in.... Well, our "f" is just an approximation. When the lips are pursed for "u," the air puffs out and sounds like an "f." The lip should not touch the teeth, generally. This occurs only before the "u" sound. TO AVOID CONFUSION I SHALL WRITE IT AS "f" IN THIS INSTANCE. "b" = "b" as in "boy." "p" = "p" as in "pad." "m" = "m" as in "map." "y" = "y" as in "you." Not that this comes right after other consonants frequently and should be pronounced the same but with the other consonant attached to its front; NOT AS ANOTHER SYLLABLE. For example, "kyuu" is not "KYE-you" or something like that; it's more like "Q" as in "the letter 'Q.'" "r" = ... Well, unfortunately, this one's a bit tricky. The tongue generally flaps against the raised ridge behind the front teeth on the roof of the mouth and sounds like the "tt" in "butter" in the middle of words, and comes fully in contact with them at the beginning of words to make more of a conventional "l" sound. "w" = "w" as in "wane." There are five vowels in Japanese writing: "a" = "a" as in "father." "i" = "ee" as in "feet." After a "voiceless" consonant (p, k, etc), the "i" sound is muted; almost whispered with no voice. To many, it sounds like it vanishes, but it doesn't completely. "u" = "oo" as in "loop." Just like "i," after voiceless consonants the "u" sound seems to vanish, but just gets quite muted and becomes almost voiceless. "e" = "ay" as in "say," sorta. It's kind of between there and the "e" in "bet." "o" = "oh" as in "oh, man!" Vowels are read each after the other (without the gutteral break in "uh-oh!"). This makes pseudo-diphthongs as such: "ai" = "ah + ee." Sounds similar to "eye." "au" = "ah + ooh." Sounds similar to "ow" as in "cow." "ae" = "ah + eh." No equivalent. "ao" = "ah + oh." No equivalent. Also, vowels can be lengthened. This means you say the vowel twice (again without a break); making it last longer. It doesn't mean there's some weird other sound (such as the difference between long and short vowels in English). Here is a list of the ways I will lengthen the vowels: "aa" or "a-" "ii" or "i-" "uu" or "u-" "ei" or "e-" or "ee" Note that "ei" is sometimes pronounced as two "e" sounds and sometimes as an "e" + "i." The difference is negligable and most Japanese people wouldn't distinguish it. "ou" or "o-" or "oh" or "oo" Again, "ou" is sometimes pronounced as two "o" sounds and someitmes as as "o" + "u." The difference, again, is negligable. The reason for "oo" to show up is because of the way the word would be written in Japanese script, usually using the word "big" ("ookii" or "ooi" [rare, but used as a prefix often].) In other words, it's not "GOW-key." It's not "GOO-key." It's "GO-key." (the "Street Fighter" character Gouki, that is.) Consonants can be lengthened, too. This makes it sound like the word has stopped and paused for a split second. Hold your mouth in the position of the consonant. Sometimes it makes it sound a bit more stressed; like the muscles were more tense than usual in the mouth. This takes a bit of practice sometimes. Most consonants can do this, and they will be written twice. Here is a listing of all the syllables that occur in modern Japanese: a ka sa ta na ha ma ya ra wa ga za da ba pa n(or "m") i ki shi chi ni hi mi ri gi ji ji bi pi u ku su tsu nu fu mu yu ru gu zu zu bu pu e ke se te ne he me re ge ze de be pe o ko so to no ho mo yo ro wo* go zo do bo po kya sha cha nya hya mya rya gya ja ja bya pya kyu shu chu nyu hyu myu ryu gyu ju ju byu pyu kyo sho cho nyo hyo myo ryo gyo jo jo byo pyo *--This is really pronounced the same as "o" except by some pre-WWII people. It's listed here because it's usually used as a "particle word." "Stressing" syllables should usually only occur with elongated vowels and syllables starting with a stopped (doubled) consonant. There are some words that have clear "stress," but many words have none at all. Lastly, note that I will use an apostrophe to separate sounds that I feel need to be separated so you can pronounce them correctly. This will probably only occur with "n" sounds in the middle of words (that's the nasal, solitary "n" that is its own syllable) and long vowel patterns. For example, "Ma'ou" should be pronounced "ma + oh (long)"--tho' I'll probably forget the apostrophe sometimes in this instance. "In'e" should be pronounced "i + n + e;" not "i + ne." -------------- 2. The BASICS -------------- ------------------ 2a. The Adventure ------------------ 2a-I. Controls --------------- NOTE: This is for the Japanese version of the game. They tend to flip the "decide" and "return" functions in America from Circle to X and X to Circle respectively. D-Pad: Use to select choices during conversations or on menus. Left Analog Stick: Use to move Kiryuu around and to select choices during conversations or on menus. Also, use to move Kiryuu's aim during the shooting level. L3 Button (depress the Left Analog Stick): Not used. Right Analog Stick: Use to move the area displayed in the mini-map on the bottom left-hand corner of your screen. R3 Button (depress the Right Analog Stick): Use to toggle the mini-map on the bottom left-hand corner of your screen between a close-up map, a long-range one, and to have no map at all. Square: Use for basic attacks. Also use to step on grounded enemies. Quickly tap in certain battle instances to make certain events happen--when using the "Goku" attack with hammer / wrench-type weapons to continue the attack, when using the "Goku" attack versus a downed foe when Kiryuu's health is low to continue the attack, to dodge a car when Shimano grapples you during the second fight against him, to retaliate against Hades Nishizawa in the Magnum Force Grand Prix during a certain grapple, and a few others. Also use for basic attacks when wielding a weapon. Triangle: Use for heavy attacks. Use for all "Goku" or "Heat" moves (also just called "Special" moves) besides the Giant Swing and Finish Hold attacks. This button finishes your "rush" or "combo" attack strings. Use to stomp grounded foes when not in Heat Mode once "Pursuit Mastery" is learned (Mind level 6). Hit when prompted during "Goku" attack that slams an enemy into the wall to stomp on the back of their head. Use for the Tora'otoshi learned from Master Komaki. Also use for heavy attacks when wielding a weapon, and the "Goku" attacks of those weapons in Heat Mode once "Weapon Mastery" is learned (Mind level 3). Also use for selecting the "List" option when building up your character from the Pause Menu. Fires the gun in the shooting level. Circle: Use to pick up items, talk to people, and interact with objects when not in a battle. In battle, use to pick up weapons, throw weapons, and grapple enemies. Use with directional input to throw an enemy, or without directional input if not in Heat Mode once Giant Swing has been learned (Technique level 9). Once the Giant Swing has been learned and you are in Heat Mode, use while holding an opponent with out directional input on the Left Analog Stick for the Giant Swing. Use when in Heat Mode at the end of strings after the heavy attack for Finish Hold. Use for the Ukenagashi reversal learned from Master Komaki. Tap repeatedly when grappling a heavy opponent to throw. Confirms selections in most menus and during conversations. X: Backs out of most menus. Tap repeatedly when prompted during battle to escape grapples and mounted punches. When in "Shift Motion" (holding down R1), use plus directional input on the Left Analog Stick to "Sway." Gets Kiryuu to go inside the car and reload, using the car as a shield, in the shooting level. L1: Guard. Also used fo the Hikigaeshi learned from Komaki. L2: Camera reset. Use to put the camera behind Kiryuu unless camera is in a fixed location. Use to turn the camera 90 degrees counter-clockwise in the shooting level. R1: Shift Motion. Use to keep Kiryuu facing a certain direction or a certain enemy--also called "locking on" or "strafing." Use to zoom in during the shooting level. R2: Taunt. Use to turn the camera 90 degress clockwise in the shooting level. Select: Use to pause the game and bring up the Quit Menu (the left choice is to continue playing; the right choice is to quit). Start: Use to pause the game and bring up the Pause Menu. Also, if the "Event Skip" option has been turned to "ON," use to bypass cut scenes. 2a-II. Health and Shopping --------------------------- In the Kamuro district, there are many things to do. You have certain freedoms and certain restrictions. When you aren't in battle, you're probably just wandering the streets. Before you continue the story, you'll probably wanna just wander around and interact with the people. There are side quests that don't effect the main story to solve, punks to beat up, casinos to gamble in, and items to buy. The meat of this game is the fighting, however, so you're going to want to be sure that while you wander around and build up your character in preparation for the next boss fight, you'll want to buy health items and such. On the map, red "no" symbols (like the "no smoking" symbol) will appear. These are areas you can't go--basically, the borders of your little world. There are little pink squares with "T"'s in them that represent where taxis can be ridden (think of it as short cuts). There are blue circles with "S"'s in them where you can save your progress. Most buildings are grey on your map. There will also be a few colored ones you can enter: white for places that deal with the story, blue for mini-game areas such as pachinko parlors and video-game arcades, purple for bars and night clubs, but most importantly, orange for shops, yellow for eateries. Why? Because at eateries you can get health back. At shops, you can get items to use. The only ones you'll probably care about are healing items. When shopping, the annoying thing is that you'll have to highlight the desired item and press right or left to adjust the amount you'd like to buy before you can purchase it. If you hit the circle button to confirm while the item is selected, it usually won't do anything. Of course, the number of items you have is displayed (out of nine for normal items and three for weapons) at the top of the window and your money is at the bottom, if you can't figure it out. I'll list the items available at the different shops in the appendices, but the most important thing to know is that once chapter 4 has been reached, the best healing items will be available at the Kotobuki Pharmacy located near the center of the map in Taihei Street (near the Milennium Tower and across from the Taihei Akagyuumaru restaurant). You'll probably just end up buying the Staminan X, XX, and Royal. There are two better healing items, but you can't buy them--namely Staminan Spark and Haruka's First Aid Kit. 2a-III. Building Up -------------------- As the story progresses, you will need to go around and solve the Missions and fight the punks and yakuza who randomly appear in order to give Kiryuu a chance in the story battles. On the pause menu, the second choice from the top will enable you to use the experience gained to develop Kiryuu's fighting ability. Your experience is displayed above your orange health bar as a thin yellow bar that fills up every thousand points, and a number to its right that tells you how many thousand you have. There are three different attributes to raise with your experience points: Mind, Technique, and Body. Mind mostly has to do with your Heat Gauge (your "super" moves), Technique has to do with...well, what techniques you have and how well you escape throws, and Body raises your health and raises the damage you can inflict during Heat Mode. These three range from level 1 to level 10. When I play through the game and build up my character, I tend to first get Mind to level 5 or 6, then Technique, then Body first. Special moves are more important than almost anything else in the game, it seems, and that's what the Mind attribute offers you. You'll probably want to get Weapon Mastery pretty early on, but you'll definitely need Pursuit Mastery (at level 6) quickly, too. Enemies do stop randomly appearing at certain times and Missions are not available in all chapters, so there does seem to be caps set to how much you can raise Kiryuu's abilities as the story progresses. So, make sure you get the most out of every fight. Using "Goku" attacks (when the red kanji flashes at the top of the screen, hit triangle) gives an experience boost. Simply defeating an enemy doesn't normally yield too much experience, so if you wanna develop your ex-yakuza hero, you'll want to use them as much as possible. There are other skills you'll have to learn. These are mostly from Komaki, an old master a homeless man makes a reference to early on in the game. He can be found in the River Styx--a place you'll need to find in the main story. Other than from him, you can learn the Turn Kick from a magazine obtained from Coin Locker Key #50--found at a dead end near the movie theater. When starting a new game, once you reach Chapter 4, get this key!! Here's a quick list of the abilities, what they do, and when they are obtained: MIND ---- Mind of a Beast (Kemonono Kokoro) Mind level 2 (1000 EXP) When low on Health (when bar flashes red), Heat Gauge will automatically, gradually replenish. Weapon Mastery (Bukino Kiwami) Mind level 3 (1500 EXP) When weilding a weapon, with Heat Guage full, Triangle while "Goku" kanji flashes yields a special attack. Strong-Body Discipline (Goutaino Kokoroe) Mind level 4 (3000 EXP) When Heat Gauge is full, it becomes hard for Kiryuu to be knocked down. Iron Will (Tetsuno Ishi) Mind level 5 (4000 EXP) The Heat Gauged depletes more slowly. Pursuit Mastery (Oi'uchino Kiwami) Mind level 6 (8000 EXP) When attacking a downed opponent, with Heat Gauge filled, when the "Goku" kanji flashes, Triangle will yield a special attack. Note that this attack changes when "heavy" weapons (such as signs) are used or when Kiryuu's health is low. Taunt Grade 2 (Chouhatsu Grade 2) Mind level 7 (12000 EXP) When taunting a foe, Kiryuu's Heat Gauge fills slightly. Iron-Arm Discipline (Tetsuwan'no Kokoroe) Mind level 8 (17000 EXP) When Heat Gauge is filled, Kiryuu can block most weapon attacks. Steel Will (Kuroganeno Ishi) Mind level 9 (23000 EXP) Heat Gauge depletes more slowly than Iron Will. True Strong-Body Discipline (Shin Goutaino Kokoroe) Mind level 10 (30000 EXP) When Heat Gauge is full, it becomes even more difficult to knock Kiryuu down. TECHNIQUE --------- Charge Kick Technique level 2 (1000 EXP) Standing Triangle attack can be held down to charge its power. After Kiryuu grunts, kick will do more damage, knock opponents down, and break the foe's guard. (hold triangle, release) Kick Combo Technique level 3 (1500 EXP) Extends the basic string from three weak attacks to four, complete with an additional strong attack afterwards. (square x 4, triangle) Escape Grade 2 Technique level 4 (3000 EXP) Less repeated tapping of x required to break opponent's throws. Heat Hold Combo Technique level 5 (4000 EXP) When Heat Gauge is filled, while holding an opponent, a powerful, three-hit combination can be performed with weak attacks. Each attack drains the Heat Gauge slightly. (circle, square, square, square with Heat Gauge full) Hold Grade 2 Technique level 5 (4000 EXP) It becomes harder for foes to break free from Kiryuu's grasp. Escape Grade 3 Technique level 6 (8000 EXP) Even less repeated tapping of x is required to break opponent's grasp. Drop Kick Technique level 7 (12000 EXP) When running (which occurs in just two or three steps), strong attack yields a drop kick attack. (running triangle) Heat Hold Kick Technique level 8 (17000 EXP) When Heat Gauge is full and while holding an opponent, strong attack will change from a hook to a more-damaging kick, similar to the Charge Kick. (circle, triangle with Heat Gauge full) Hold Grade 3 Technique level 8 (17000 EXP) It becomes even harder for foes to break from from Kiryuu's grasp. Giant Swing Technique level 9 (23000 EXP) When Heat Gauge is full, while holding a foe, throwing them without any directional input results in the giant swing professional wrestling attack; Kiryuu spins enemy around by his legs, clearing other foes away. (circle, circle with Heat Gauge full) Finish Hold Technique level 10 (30000 EXP) After finishing a combination string with a strong attack (besides the additional, final attack gained from the Kick Combo), the grapple attack can be used for an additional attack, but only while the Heat Gauge is full. (square x 1-4, triangle, circle) BODY ---- Heat Force Body level 2 (1000 EXP) When Heat Gauge is full, Kiryuu's attacks do more damage. Health Improvement 1 (Tairyoku Kyouka 1) Body level 2 (1000 EXP) Adds to the Health Gauge. Health Improvement 2 (Tairyoku Kyouka 2) Body level 3 (1500 EXP) Adds to the Health Gauge. Sway Grade 2 Body level 4 (3000 EXP) Kiryuu moves farther during the "Sway" technique, and seems to have a longer invulnerable period of time. (hold R1, directional input + x) Health Improvement 3 (Tairyoku Kyouka 3) Body level 4 (3000 EXP) Adds to the Health Gauge. Health Improvement 4 (Tairyoku Kyouka 4) Body level 5 (4000 EXP) Adds to the Health Gauge. Quick Downed Recovery (Tanjikan Down Fukki) Body level 6 (8000 EXP) When knocked down, quickly tapping the four major buttons and jostling the analog stick will get Kiryuu up more quickly. Health Improvement 5 (Tairyoku Kyouka 5) Body level 6 (8000 EXP) Adds to the Health Gauge. Sway Grade 3 Body level 7 (12000 EXP) Kiryuu moves even father during the "Sway" technique and seems to have an even longer period of invulnerability. (hold down R1, directional input + x) Health Improvement 6 (Tairyoku Kyouka 6) Body level 7 (12000 EXP) Adds to the Health Gauge. Heat Force II Body level 8 (17000 EXP) When Heat Gauge is full, Kiryuu's attacks do even more damage. Health Improvement 7 (Tairyoku Kyouka 7) Body level 8 (17000 EXP) Adds to the Health Gauge. Health Improvement 8 (Tairyoku Kyouka 8) Body level 9 (23000 EXP) Adds to the Health Gauge. Health Improvement 9 (Tairyoku Kyouka 9) Body level 10 (30000 EXP) Completes the Health Gauge. SPECIAL ------- Turn Kick Technique level 4 Pressing away from Kiryuu and the hard attack yields a back-kick that turns Kiryuu in the opposite direction and hits foes behind him. Kiryuu must be in "Shift" mode to use this attack (locked on). (holding R1, back + triangle) Find in Coin Locker #50. Key is in the dead-end just south of the theater, where the side-mission "Suspicious Gun" takes place. Get this straight away! Komaki-Style Swordsmanship (Komakiryuu Battoujutsu) Kiryuu gains a different set of attacks with "Sword"-style weapons, doing more damage. Learn from Master Komaki in the River Styx. Komaki-Style Turning Strike (Komakiryuu Zoriuchi) Technique level 6 During combination strings (even the "Kick Combo" extended string), hitting away from the direction Kiryuu is facing plus the strong attack will yield a different finishing attack that will strike enemies behind him. (square x 1-4, back + triangle) Learn from Master Komaki in the River Styx. Komaki-Style Punishment Strike (Komakiryuu Sabakiuchi) Technique level 6, Body level 6 During "Sway" technique, hitting the strong attack button will yield certain attacks, differening depending on which direction you moved. (holding R1, directional input + x, triangle) Learn from Master Komaki in the River Styx. Komaki-Style Cat Flip (Komakiryuu Nekogaeri) Technique level 7, Body level 7 When knocked down, hitting x just before touching the ground will make Kiryuu flip onto his feet (aka "Ukemi"). You can repeatedly tap the x button when in the air to increase the chance of timing it correctly. Learn from Master Komaki in the River Styx. Komaki-Style Parrying Reversal (Komakiryuu Hikigaeshi) Mind level 7, Technique level 7, Body level 7 Just when opponent starts to throw an attack towards Kiryuu, tap the guard button to cause him to reverse the attack and knock them back. You can hold the guard down if the opponent is going to strike you just when you're done with the animation of a move, and if there's enough time to just barely guard, it'll reverse the attack. Note that certain attacks cannot be reversed. Learn from Master Komaki in the River Styx. Komaki-Style Tiger-Killer (Komakiryuu Tora'otoshi) Mind level 8, Technique level 8, Body level 8 Just when the opponent starts to throw out an attack towards Kiryuu, hit the strong attack button. He'll crouch, throw out a heavy punch, and knock the opponent down. Note that certain attacks cannot be reversed. Learn from Master Komaki in the River Styx. Komaki-Style Flowing Catch (Komakiryuu Ukenageshi) Mind level 9, Technique level 9, Body level 9 Just when the opponent starts to throw out an attack towards Kiryuu, hit the grapple button. He'll sidestep the foe and clutch him a' la a Thai kickboxer, pressing his knee into their chest and stunning them on their feet for a moment. Note that certain attacks cannot be reversed. Learn from Master Komaki in the River Styx. Usually, when I play through Story Mode, I start with the Mind attribute, and get it to level 3 during the fight against the inmates or just before. Then, I'll build it up to level 5 and boost Technique to level 3 and Body to level 2 before the funeral fight. After that, I'll get Body to level 6, then Tech- nique, then boost Body again to 7 and Technique to 7 before entering the River Styx, or during the big fight there in the underground arena. From there, you'll want to get Mind to 7, then get all three to 8 and 9 and finish it all off. If you want, you can concentrate on Technique and get it to level 10 quickly so you have the Finish Hold, a powerful technique that makes the going a little easier, but I find that this method of gettin all three up to 7, 8, and 9 to get Komaki's techniques faster is better because he teaches some pretty good things such as the Nekogaeri, Zoriuchi, and Sabakiuchi. 2a-IV. Story Progression ------------------------- Here's the basic run-down on what happens in this game: the game is divided into 13 chapters. There's some adventuring--walking around and talking to folks and such, and then eventually a boss fight...well, except for the couple of chapters that are basically just all fighting. In the adventuring part, you'll want to get Coin Locker keys, fight the random battles as they appear, and do the Missions. This will give you experience and help you build your character (as I mentioned before). When I give the Story Walkthrough, for each chapter, I will mention things that will become available to you, such as what Missions to do. Be sure and use the reference sections to do these, as some of them are pretty time- sensitive. So, be aware when you've progressed the story far enough to get to the boss fight! ------------- 2b. Fighting ------------- 2b-I. Commands --------------- Unarmed Attacks: Square (x1): Lead Jab Kiryuu's fastest attack. Very low damage, adds very little to Heat Gauge. Useful by itself on dodge-type enemies (such as "boxers") to force them to move, so that you can attack them again at the end of their motion. Square (x1), Triangle: Lead Jab - Overhead Swing After his straight, right jab, Kiryuu leans down and throws out a long, overhead punch that knocks most enemies down. Really large enemies will just stagger, and it's a little slow. The second punch will break opponents' guards and make them stagger a little. Square (x1), Triangle, Circle: Lead Jab - Overhead Swing - Dragon Screw? (uses some Heat Gauge; move must be learned--Technique level 10) After the overhead hammer punch, Kiryuu grabs the opponent's leg, turns, and throws them onto their face on the floor. Pressing the analog stick in the desired direction while Kiryuu is grappling the foe will make him slam them into that direction, knocking surrounding enemies off their feet. Square (x1), back + Triangle: Lead Jab - Backwards Sok Klab (move must be learned from Komaki Soutarou) Decent Heat Gauge build-up, knocks down and breaks guards. Square (x2): Lead Jab - Uppercut Fairly fast, this is a rather safe way to lead into enemies to see if they will dart to your side before you finish your attacks. Square (x2), Triangle: Lead Jab - Uppercut - Right Body Hook The third attack is a powerful blow to the body which causes most foes to grab their stomachs and slowly collapse. Since there aren't really "juggles" in this game, this can be repeated over and over and over. The final attack will break opponents' guards and make them stagger a little. Large foes will sometimes just stagger a little instead of being stunned, but the range of the final blow is very good and it will often hit sidestepping opponents. Square (x2), Triangle, Circle: Lead Jab - Uppercut - Right Body Hook - Argentine Backbreaker to Slam (uses some Heat Gauge; move must be learned-- Technique level 10) After hitting the opponent in the body, Kiryuu will put him on his shoulders and throw him off his left shoulder. The attack can be guided by hitting the opposite direction than the desired direction on the analog stick. This is a very good attack because Kiryuu can quite literally launch the enemy into a crowd and knock foes down. Square (x2), back + Triangle: Lead Jab - Uppercut - Backwards Spinning Backfist (move must be learned from Komaki Soutarou) Hits foes behind Kiryuu, knocking them down, breaking guards, gaining a decent amount to the Heat Gauge. Has a wide attack range. Square (x3): Lead Jab - Uppercut - Left Overhead Hook This is definitely past the point of no return for side-stepping enemies; Kiryuu will be wandering off a little once they move. These moves still add very little to the Heat Gauge. Square (x3), Triangle: Lead Jab - Uppercut - Left Overhead Hook - Uppercut The final blow knocks foes down. It also breaks guards and staggers big foes, like the other combo enders. Square (x3), Triangle, Circle: Lead Jab - Uppercut - Left Overhead Hook - Uppercut - Mini Giant Swing (uses some Heat Gauge; move must be learned-- Technique level 10) Kiryuu grabs the opponent's legs and swings him around, knocking any nearby foes down, and lets go, throwing him into the crowd. The attack may be guided like the other ones. It seems like it will end up being almost 90 degrees to the left (counter-clockwise) from the direction pressed on the stick. Square (x3), back + Triangle: Lead Jab - Uppercut - Left Overhead Hook - Turn Kick (must be learned from Komaki Soutarou) Kiryuu ends with a back kick similar to the Turn Kick move, but with added motion lines and a little improved hit range. Knocks down and breaks guards. Square (x4): Lead Jab - Uppercut - Left Overhead Hook - Roundhouse Kick (move must be learned--Technique level 3) Like the other weak attack combos, except that the final attack can actually break guards, stagger enemies, and adds a large amount to the Heat Gauge, almost like a strong attack. Use on side-stepping foes only when they're backed into corners or against walls. Square (x4), Triangle: Kick Combo (move must be learned--Technique level 3) The final attack of this combo is a heavy kick that will knock opponents back, break guards, and stagger very large enemies. It will also add a great deal to the Heat Gauge. The best part of this is that if the opponent guards the final weak attack, their guard will break and they'll be pretty much forced to take the final hit of the combo. Square (x4), back + Triangle: Lead Jab - Uppercut - Left Overhead Hook - Roundhouse Kick - Backwards High Spin Kick Hits behind Kiryuu, knocking foes down and breaking guards. Adds a decent amount to the Heat Gauge, and has a large hit area. Square above downed foe: Stomp This stomp will prompt downed foes to get up, and will add a great deal to Kiryuu's Heat Gauge. Triangle: Straight Kick This move is fairly slow, but most enemies will guard it rather than try and sidestep it. It adds a fair amount to the Heat Gauge. Triangle above downed foe: Stomp (when Heat Gauge is not full or before Pursuit Mastery is learned at Mind level 6) The same stomp as with Square. Triangle above downed foe: Stomp or Stomach Kick (when "Goku" kanji flashes; when Heat Gauge is full; uses a great deal of Heat Gauge) Sometimes it seems like the head stomp results when the foe is face-up and the stomach kick when he is face-down. A Special or "Goku" attack, this will yield bonus experience as well as deal a large amount of damage. If the stomach kick results, Kiryuu will be facing the foe, but will be turned around from his original position. Triangle above downed foe, Kiryuu's health low and flashing red: Mounted Punches (when "Goku" kanji flashes; when Heat Gauge is full; uses a great deal of Heat Gauge) Kiryuu mounts the foe and starts giving swinging hooks to his face. Quickly and repeatedly tap the square button as prompted to continue the attack up to 22 strikes. This deals a *great* amount of damage, and is a Special or "Goku" attack, gaining bonus experience. Hold Triangle, release: Charge Kick (move must be learned--Technique level 2) Kiryuu crouches at the beginning of this move, making "high" attacks such as jabs go right over him. This is a mysterious property and sometimes seems to bear fruit and sometimes seems to be ignored by the A.I. Once Kiryuu grunts, the charge kick will come out, knocking foes down and breaking guards and staggering very large enemies. It also adds a great deal to the Heat Gauge. This move is perfect to use when an enemy is starting to get up. After a pursuit with triangle, continue holding triangle to start the move, then hit them just as they get up. Again, this can be sidestepped, but rarely is. Triangle timed with enemy attack: Komakiryuu Tora'otoshi (move must be learned from Komaki Soutarou with all three attributes at level 8) Kiryuu leans forward and fires out a fast, heavy, straight punch to the opponent's gut, knocking him down. This move adds a great deal to the Heat Gauge and does a considerable amount of damage. Running Triangle: Drop Kick (move must be learned at Technique level 7) Kiryuu jumps in the air and does a double drop kick a' la a high-flying pro wrestler, leaving him on the ground, toppling most foes, breaking guards, and adding a decent amount of Heat Gauge. Circle timed with enemy attack: Komakiryuu Ukenageshi (move must be learned from Komaki Soutarou with all three attributes at level 9) Kiryuu steps to the opponent's right side, putting his hands on the foe's upper back and pressing forward while bringing his knee into the enemy's chest. This stuns them, standing, for a short while, adds to the Heat Gauge rather considerably, and does a good amount of damage. L1: Guard This can be broken by certain attacks, but is strengthed by Iron-Armed Discipline learned at Mind level 8, so that when the Heat Gauge is full, most weapons besides guns can be guarded. L1 timed with enemy attack: Komakiryuu Hikigaeshi (move must be learned from Komaki Soutarou with all three attributes at level 7) Kiryuu pulls the opponent in and then slaps them back with his forearm. Bosses will recover from the knockdown and it adds little to the Heat Gauge and does little damage. R2: Taunt Kiryuu says "Koi yo" ("Come at me") all manly-like and prevents his Heat Gauge from depleting for a moment. This also can supposedly cause foes to attack you. There is apparently a maximum range from foes before Kiryuu will taunt. R2: Taunt 2 (move must be learned at Mind level 7) Kiryuu says "Kiyagare!" ("Come on!") all forceful-like and gains a fair amount to his Heat Gauge. This also supposedly causes foes to want to attack you more. There is apparently a maximum range from foes for Kiryuu to taunt. Grapple Attacks: Circle: Grapple Bigger enemies and bosses can break your grasp much more easily than small foes. Make sure you don't tap the circle too much as you get them into the grab, or a throw will always start. Sometimes, you'll want to use other attacks from the grapple. Circle, directional input: Pull This will tow your enemy around. You can lead them towards walls, shutters, vending machines, trucks, cars, planters, balconies, ponds, and such things to use the "Goku" or "Special" attack. Again, big enemies and bosses will break this quickly. Circle, Square: Headbutt (without Heat Gauge or before Heat Hold Combo is learned at Technique level 5) After the first hit, the grapple is suddenly and immediately broken. Kiryuu will be able to almost immediately go into a combo or grapple again. Circle, Square (x2): Two Headbutts (without Heat Gauge or before Heat Hold Combo is learned at Technique level 5) Same as the first hit, but repeated. Circle, Square (x3): Headbutt Combo (without Heat Gauge or before Heat Hold Combo is learned at Technique level 5) For the final headbutt, Kiryuu leans fairly far back and then breaks his hold by slamming his forehead into the opponent and knocking him down. This adds a great deal to his Heat Gauge, but is fairly slow and leaves him open to other opponents' attacks. Circle, Square: Headbutt (when Heat Guage is full after Heat Hold Combo is learned at Technique level 5) More damaging than the normal headbutt, this takes off some Heat Gauge. Circle, Square (x2): Headbutt, Knee (when Heat Gauge is full after Heat Hold Combo is learned at Technique level 5) More damaging than the two headbutts, but uses Heat Gauge, unfortunately. Circle, Square (x3): Heat Hold Combo (move must be learned at Technique level 5, takes off Heat Gauge) A more damaging attack than the normal headbutt combo. Unfortunately, the combo also drains off as much energy as a "Goku" attack, and is probably the only move to be avoided. The last move is a right hook similar to the Circle, Triangle one. Circle, Triangle: Hook (without Heat Gauge full or before Heat Hold Kick is learned at Technique level 8) This attack knocks the opponent down and adds to Kiryuu's Heat Gauge. Circle, Triangle: Heat Hold Kick (with Heat Gauge full after move has been learned at Technique level 8) A move similar to the charge kick will occur, knocking the opponent down and dealing a great amount of damage. Circle, directional input + Circle: Ipponze'oi or Sukuinage? Kiryuu grabs the opponent's arm and turns his back, judo-style throwing them to the floor in the direction pressed, if the foe is facing him. If the enemy was back-turned, he spins slightly and hurls them to the ground with his hand on their back. This move does decent damage and adds a decent amount to Kiryuu's Heat Gauge. Against large enemies, the circle button will need to be tapped repeatedly, so be ready and start rapidly tapping when initiating throw. Circle, directional input + Triangle: Head Bash or Back Break, Head Stomp (when Heat Gauge is Full and while pressing towards an object such as a wall or planter and the "Goku" kanji flashes) A special attack, this drains a great deal of Heat Gauge, but yields bonus experience. For the follow-up attack, you'll have to wait until the small "Triangle" flashes in the middle of the screen and hit the button then. It flashes when the opponent hits the ground and will make a sound when it does. The timing isn't extremely tight, but you don't seem to be able to simply tap the triangle button to make the move continue. Both hits will inflict great damage upon the foe. Objects that will take the attack include some walls, especially those with shutters, lamp posts, planters, oil cans used to make fires for homeless people, pedestrian railings, trucks, and cars. NOTE: Only the follow-up stomp seems to gain the bonus experience! This move also deals so much damage that it's better to use other "Goku" Attacks to get experience, since you can get in multiple pursuit mastery moves or weapons mastery attacks before the opponent dies, and quite few of this head bash - head stomp types.... Circle, directional input + Triangle: Toss (when Heat Gauge is Full and while pressing towards a balcony railing or pond and the "Goku" kanji flashes) This special attack drains a great deal of Heat Gauge, but kills the opponent instantly and yields bonus experience. Places this can be used include the second story of the Ji Wa Chinese restaurant's dining hall, on the second- floor banister in the Toujokai's manor and at its koi pond, on the second floor of the night club, Deborah (which yields a rather comical result when fighting the Bloody Eye members), and off of Teruda's yacht. Circle, Circle: Ipponze'oi or Sukuinage? (without full Heat Gauge or before Giant Swing is learned at Technique level 9) Same as with the directional input. Listed twice because of the Giant Swing technique. Circle, Circle: Giant Swing (with full Heat Gauge, move must be learned at Technique level 9) Against large enemies, the circle will need to be tapped repeatedly, so be ready. Kiryuu grabs the opponent's legs and swings them around, cleaning house. Drains Heat Gauge. Shifting: Hold R1: Shift Motion This targets a specific enemy or a specific direction. While holding this down, Kiryuu cannot run, but can walk around with the analog input. If you want to target an enemy closeby and they've sidestepped you or you were already targetting a static direction, release the button and hit it again. Hold R1, back + Triangle: Turn Kick (must be learned from Coin Locker #50, Technique at level 4) Kiryuu throws a back kick with his right leg, dropping his leg and turning his hips and heel to end facing behind him. This move knocks foes down and breaks guards of defensive enemies. Hold R1 + left + X: Left Sway Kiryuu dashes to the left of the direction he was facing during shift motion. During Sway, he is invulnerable for a period. Hold R1 + left + X, Triangle: Left Sway, Left Cross Hook (move must be learned from Komaki Soutarou with Technique and Body at level 6) Kiryuu dashes to the left, gains the invulnerability, and then throws out an attack that yields decent damage and Heat Gauge. These sway attacks are also pretty good for forcing enemies in certain directions; use them to guide foes towards walls and such for "Goku" attacks. Hold R1 + right + X: Right Sway Same as Left Sway, but to the right. Hold R1 + right + X, Triangle: Right Sway, Right Cross Hook (move must be learned from Komaki Soutarou with Technique and Body at level 6) Same as Left Sway, Left Cross Hook, but to the right and with the right fist. Hold R1 + forward + X: Forward Step Same as the left sway, but towards the enemy or direction Kiryuu is facing. Hold R1 + forward + X, Triangle: Forward Step, Shoulder Charge (move must be learned from Komaki Soutarou with Technique and Body at level 6) Kiryuu dashes forward with a period of invulnerability and hits them with a shoulder charge, with similar effects of the Left Sway, Left Cross Hook. Hold R1 + back + X: Back Dash Swaying away with a period of invulnerability. Hold R1 + back + X, Triangle: Back Dash, Back-Stepping Toe Kick (move must be learned from Komaki Soutarou with Technique and Body at level 6) Another, similar attack, this one's use seems to be to avoid people crowding in behind you. Its hit range is deceptively large; foes who seem to be too far behind you will often still be hit. Armed Attacks: NOTE: some particular weapons will have effects, such as the Stun Gun, which can stun a foe with each hit. Weapons will be dropped automatically if any character is caught in a grapple attempt. You cannot taunt with weapons, which is kinda bad because there will be many opportunities for the Heat Gauge to suddenly drop. Also, some weapons (namely Large and Medium) are too heavy and Kiryuu can neither run nor Sway with them in hand. All weapons can be used to guard with, and most will help Kiryuu guard against knives and other such weapons. Large Type (e.g. bicycles) NOTE: With these equipped, Kiryuu cannot sway or run. He also drops these if hit. Square: Swing Knocks foes down, deals a great amount of damage, adds a great amount to the Heat Gauge, staggers large foes. Square (x2): Two Swings Two attacks with similar effects. Square (x3): Three Swings The final attack is a bit slower than the first two and does more damage. It seems to knock large foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Overhead Slam, Jumping Double Stomp (with full Heat once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) A *powerful* attack that also yields bonus experience. Triangle: Overhead Slam (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks foes down, does a great deal of damage, adds to the Heat Gauge, can be held down to charge for more damage. Triangle: Overhead Slam Special (with full Heat Gauge, learned at Mind level 3, when red "Goku" kanji flashes) Floors foes and deals a large amount of damage. A special attack, this yields bonus experience. Circle: Throw Tosses the item at the enemies. Slow. Circle, X: Throw cancel Medium Type (e.g. trash cans) NOTE: With these equipped, Kiryuu cannot sway or run. He also drops them when hit. Square: Overhead Slam Staggers foes and seems to break their defenses. Square (x2): Double Overhead Slam Another swing. Square (x3): Slam Combo The last one is, again, a little slower and knocks most foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Overhead Slam (with full Heat Gauge, learned at Mind level 6, when red "Goku" kanji flashes) A very damaging slam that usually destroys the item and yields bonus experience. Triangle: Overhead Slam (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Similar to the final swing in the combo, it can be charged by holding the button down to deal more damage. Triangle: Overhead Slam, Face Punch (with full Heat Gauge, learned at Mind level 3, when red "Goku" kanji flashes) A very damaging, special attack that yields bonus experience and drains the Heat Gauge. Circle: Throw Tosses the weapon at the opponent. Slow. Small Type (e.g. Potted Plant) Square: Overhead Swing Breaks guards. Square (x2): Double Swing Two, similar swings. Square (x3): Swing Combo The third attack knocks most foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks foes down, can be charged by holding the button down for more damage. Triangle: Headlock with Repeated Blows to the Head (with full Heat Gauge once Weapon Mastery is learned at Mind level 3, when red "Goku" kanji flashes) Continuously and rapidly tap the Square button to continue dealing hits, up to seven. Deals a good amount of damage and yields bonus experience. Circle: Throw Tosses the weapon at the foes. Hold R1 + directional input + X: Sway Spear Type (e.g. Ornamental Spears) NOTE: Kiryuu drops these items if he's hit. Square: Horizontal Swing Breaks foes guards, usually. Square (x2): Double Swing Two swings. Square (x3): Double Swing, Overhead Two horizontal swings and a sluggish, overhead, vertical attack that knocks foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Overhead Swing (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks foes down, can hold the button down to charge the move for more damage. Triangle: Gut Stab, Throw (with full Heat Gauge once Weapon Mastery is learned at Mind level 3 and red "Goku" kanji flashes) Deals out plenty of damage and yields bonus experience. Circle: Throw Fairly slow, Kiryuu tosses the weapon at the opponents. Hold R1 + directional input + X: Sway Club Type (e.g. Golf Club) Square: Overhead Swing Breaks guards. Square (x2): Double Swing Two, similar swings. Square (x3): Swing Combo The third attack knocks most foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks foes down, can be charged by holding the button down for more damage. Triangle: Neck Choke, Kick to the Back (with full Heat gauge once Weapon Mastery is learned at Mind level 3) Deals a large amount of damage and yields bonus experience. Circle: Throw Tosses the weapon at the foes. Hold R1 + directional input + X: Sway Bat Type (e.g. Baseball Bat) Square: Overhead Swing Breaks guards. Square (x2): Double Swing Two, similar swings. Square (x3): Swing Combo The third attack knocks most foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks foes down, can be charged by holding the button down for more damage. Triangle: Crippling Blow, Hit to Temple (with full Heat Gauge, learned at Mind level 3, with red "Goku" kanji flashing) Deals a large amount of damage and yields bonus experience. Circle: Throw Tosses the weapon at the foes. Hold R1 + directional input + X: Sway Sword Type (e.g. Iaidou Sword) Square: Overhead Swing (before Komaki-Style Swordsmanship is learned) Breaks guards. Square: Stepping Overhead Swing (once Komaki-Style Swordsmanship is learned) Deals much more damage than the normal swing. Square (x2): Double Swing (before Komaki-Style Swordsmanship is learned) Two, similar swings. Square (x2): Stepping Overhead Swing, Upwards Slash (once Komaki-Style Swordsmanship is learned) Deals much more damage than the normal swing. Square (x3): Swing Combo (before Komaki-Style Swordsmanship is learned) The third attack knocks most foes down. Square (x3): Stepping Slashing Combo (once Komaki-Style Swordsmanship is learned) Third attack knocks down, whole thing yields much more damage. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks foes down, can be charged by holding the button down for more damage. Triangle: Slash to the Stomach, Overhead Slash (with full Heat Gauge once Weapon Mastery is learned at Mind level 3 and red "Goku" kanji flashes) Deals a large amount of damage and yields bonus experience. Circle: Throw Tosses the weapon at the foes. Hold R1 + directional input + X: Sway Knife Type (e.g. Old Dosu) Square: Slash A horizontal slash, doesn't seem blockable by most foes. Square (x2): Double Slash Two slashes. Square (x3): Double Slash, Stab The final stab thrusts forward and knocks the enemy down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Stab (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks opponent down. Can be charged by holding the button down. Triangle: Stab Special (with full Heat Gauge, learned at Mind level 3, when red "Goku" kanji flashes) Deals out large damage and yields bonus experience. Circle: Throw Tosses the weapon at the enemy. Hold R1 + directional input + X: Sway Lighter Type (e.g. Modified Lighter) NOTE THAT THERE ARE TWO "USES" FOR THIS: NORMAL (IN GREEN), AND SPRAY (IN RED), THAT GETS USED UP BY THE TRIANGLE BUTTON Square: Overhead Swing Breaks guards. Square (x2): Double Swing Two, similar swings. Square (x3): Swing Combo The third attack knocks most foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Spray (without full Heat Gauge or before Mind level 3) Hold the button for a longer spray. Triangle: Headlock with Repeated Blows to the Head (with full Heat Gauge once Weapon Mastery is learned at Mind level 3, when red "Goku" kanji flashes) Continuously and rapidly tap the Square button to continue dealing hits, up to seven. Deals a good amount of damage and yields bonus experience. Circle: Throw Tosses the weapon at the foes. Hold R1 + directional input + X: Sway Gun Type (e.g. 9mm Auto) ALL GUNS ONLY "RUN OUT" OF BULLET ATTACKS (TRIANGLE) Square: Overhead Swing Breaks guards. Square (x2): Double Swing Two, similar swings. Square (x3): Swing Combo The third attack knocks most foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Fire Make sure you're holding down R1 and facing a foe. Knocks down. No bullets fired by the player can be guarded. Circle: Throw Tosses the weapon at the foes. Hold R1 + directional input + X: Sway Bomb Type (e.g. Lightening Bomb) ALL BOMBS WILL ONLY BE USED UP ONCE THROWN (CIRCLE) Square: Overhead Swing Breaks guards. Square (x2): Double Swing Two, similar swings. Square (x3): Swing Combo The third attack knocks most foes down. Square over downed foe: Stomp Just like the unarmed version. Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit Mastery is learned at Mind level 6) Just like the unarmed version. Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji flashes) Same as the unarmed version. Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery is learned at Mind level 3) Knocks foes down, can be charged by holding the button down for more damage. Triangle: Headlock with Repeated Blows to the Head (with full Heat Gauge once Weapon Mastery is learned at Mind level 3, when red "Goku" kanji flashes) Continuously and rapidly tap the Square button to continue dealing hits, up to seven. Deals a good amount of damage and yields bonus experience. Circle: Throw Tosses the bomb. The bomb will detonate soon, so stay away! Hold R1 + directional input + X: Sway Rope Type (e.g. Rope) NOTE THAT USING THE STRANGLE SPECIAL ATTACK DESTROYS THE WEAPON DESPITE THE INFINITE NORMAL USES. ALL UNARMED MOVES BESIDES MOVES WITH "CIRCLE" (GRAPPLES) ARE AVAILABLE. THE ONLY "WEAPON MASTERY" SPECIAL IS THE STRANGLE SPECIAL FROM BEHIND THE FOE. Triangle: Strangle (behind enemy; sidestep an attacking foe, with Mind at level 3 and full Heat Gauge, with red "Goku" kanji flashing) Kiryuu strangles the foe and breaks the rope, inflicting great damage and gaining bonus experience. Circle: Throw Tosses the weapon at the foes. Knuckles Type (e.g. Dragon Fist) ALL UNARMED MOVES BESIDES MOVES WITH "CIRCLE" (GRAPPLES) ARE AVAILABLE. THERE IS NO "WEAPON MASTERY" SPECIAL. ONLY THE SPIN ATTACK (CIRCLE) USES UP THE WEAPON. Circle: Spin Attack Kiryuu charges up his energy and spins with whirlwind effects all about his body. This move is powerful and adds a great deal to the Heat Gauge, as well as offering a large window of invulnerability. Breaks defenses. 2b-II. Defeating the Different Enemies --------------------------------------- There are six major types of enemy in this game: Brawler (your standard yakuza or punk), Boxer (those annoying guys who are always dancing around), Roughnecks (those really big guys), Kickboxers (who usually stand in Muay Thai poses), Martial Artists (sometimes using a "monkey"-looking, "ng zo kyun"-style pose, sometimes using more of your typical "karate" or "siu lam"-like stance), and bosses. The bosses, of course, have unique move sets, such as luchador and gun-fu, and will require specific strategies to defeat. However, most foes you'll encounter will just be one of the first three types, and so you should know general ways to defeat them. Brawlers: You'll know a brawler because he seems to sport a very generic stance, shoulders slightly lowered and knees slightly bent, and doesn't look very limber when he moves about. These guys are the easiest to handle, as they rarely sidestep and use moves surprisingly similar to Roughnecks, but without any resistance behind anything. Just using generic strings should shut them up. Sample attacks: Two punches + kick string Backdrop (yes, believe it or not) Ducking shoulder ram (avoids highs) Boxers: Oooh--I hate these guys the most, I think. You'll know them because they look very loose and are always dancing and bouncing in place with their hands hanging lower and their backs fairly straight. Hyperactive, they tend to sidestep everything. Your strategy of success? Usually, you'll want to throw them to the ground or throw others into them and repeat. You can also use weapons, of course. Note that you can apparently sidestep throw attempts and throwing someone as their attack is coming it is also impossible. So, you'll probably miss throws often, but don't despair or give up. Sample attacks: Jab--fast and usually avoids high attacks. Three Punches--the second hit usually breaks your guard, third sometimes is unblockable (ouch) Roughnecks: Big guys. Almost all big guys will be like this; the ones who aren't are special enemies such as bosses. Though they rarely sidestep, they do have a few moves that appear invulnerable and follow you as you move around. Big deal, though. These guys are pretty darned easy, and they have a lot of health, so you can use your special attacks a few times on them, which is nice for experience. I think the programmers thought these guys were harder because of their lengthy life bars, but.... It's not so bad. The only other thing you'll have to be aware of is that throwing these guys will require you to repeatedly tap the circle button, so if you start a throw attempt, start mashing on the button like mad or you'll end up falling on your back and taking damage (grr). Sample attacks: Two Punches, Kick Combo--slow. Easy to sidestep! Running Headbutt--should be illegal. Seemingly invulnerable, slow, and tracks you as you avoid it. Annoying. Jumping Overhead Hammer--should be banned, again. I hate these attacks. It tracks you and they're airborn, so even if you get a hit, they'll just fall out of your string. They'll often use it when you aren't facing them. Annoying. Backdrop Kickboxers: Their fists will be raised and their arms held out in front of them, elbows slightly bent. They will rest their weight on one foot and leave the other leg bent and sort-of lightly resting on their toes. These are close to the boxer type, but with different attacks and without sidestepping as much--but still doing it. They like to break throws more than boxer types, but throwing is still adviseable. They also grapple often. The number one most annoying thing about these guys, though, is that they tend to jab twice and then retreat. So, even if you sidestep or guard their attack, they'll be safe from retaliation. Sample attacks: Two Advancing Jabs, Sway Back--invulnerable as they retreat Jumping Knee--ducks low and avoids highs before jumping Clinch--he'll grapple and start to knee Kiryuu; hit X repeatedly to escape Martial Artists: Most of their attacks come from Lau Ga Lung. They like to flip around and avoid attacks, but aren't quite as overactive as the Boxer type. They grapple more than a boxer and often use swords. They're really a rare enemy. I suggest sparring with them; attacking and then swaying a lot. Try and get them to use a big attack and sidestep it. Grappling works fairly well. Sample attacks: Twin Kicks--knocks down. Three-Hit Jumping Kick Combo--unfortunately, hitting them during the third attack knocks them out of the air before you can get a string in on them. There doesn't appear to be enough time to retaliate usually if guarded. Three-Hit Double Palm Combo--this one does leave them open to attacks, and starts the same as the other'n. Splash, Double Palm--the first attack can break guards; the second seems unblockable. Bosses: Well, it varies from boss to boss, doesn't it? I'll give strategies for defeating them in the walkthrough and in the characters list in the appendix. There are three basic strategies for fighting the enemies, and you should get acquainted with them. You will. It just takes a little practice. The fighting in Ryuuga Gotoku is a little different from other games, and is kinda sluggish at times. It's sorta unique, but it gets really fun once you get the idea. The first strategy I'll use often is the "knock the guy down, stomp on him, knock him down again" strategy. Throwing is recommended here. If you do successfully throw someone, you are invulnerable to the rest of the crowd while the throw is going on, and then you'll knock him and surrounding opponents down. Stomping on them can be a special attack to grant bonus experience, which is good, and gives you back a lot of Heat Gauge if you don't use the special. It also forces the guy to stand up. While they get up, why not charge up the Charge Kick and use that to knock them down? If they start to stagger from guarding it and there's a weapon around, pick it up. If you keep getting your Heat Gauge up by knocking people down, then they have very little window to retaliate and you'll start massing good damage and experience. Another strategy I employ is the "guide the guy to the hazard area" strategy. Hit 'em a few times, without necessarily finishing combos, and use the Sabakiuchi (sway attack) to push the foe in the direction you want. You can throw and stomp 'em, too, to make them get up near where you want 'em. The point here is to get them over to a wall, planter, pond, flaming barrel, lamp- post--whatever it takes, so you can grapple them and use the red "Goku" attack on them. This attack usually does quite a lot of damage--especially if you get the follow-up down. It even instantly kills opponents if you throw them off a balcony or into the water! You can guide 'em over to weapons, too, but you'll probably wanna knock 'em down before trying to pick it up, because if they're too close, you'll grab 'em instead. The final basic strategy I use is the hardest to master, but really quite useful against those enemies who buzz around like annoying flies. This is what I call the "spar with the guy" strategy. Basically, use a few quick attacks, such as the first two Square attacks (armed or unarmed for that matter), and then get ready to either lock onto them again or just sway backwards or to the side. Some enemies are really..."shitsukoi" as the Japanese say. Tenacious? Something like that. (to quote the ex-Akebono) These guys will need you to do this until they attack. The point here is just like in boxing; you want them to attack so you can sidestep or intercept. Remember that if they're side-turned, or back-turned, it's hard for them to guard or shift away from you. Then, you can unleash a long flurry of attacks, or just a few heavy ones. Also, remember that after two weak attacks, you can hit the heavy attack for that big body hook attack, which hits people who are slightly off to the side easily--and usually ends up stunning 'em (hee hee). Don't be afraid to mix in a throw, and if you sway backwards, don't forget that you can use the retreating toe kick (R1 + back + X, Triangle) to hit opponents who appear to be too far behind you to hit, so you don't get surrounded. Besides that, the only other advice I can give is to use weapons as you want, but usually just do the first two square attacks until you build up your Heat Gauge and use the "Goku" attack on the staggering guy. Usually, weapons cause people to stagger slightly, and some even stun them. Weapons do a lot of damage, but they run out of attacks, and more importantly, they change your entire attack style. So...I don't use them *too* much. I usually just grab 'em to deal the "Goku" attack. Oh yeah, one last thing about weapons--this is really important: BEING HIT WITH GRAPPLE ATTEMPTS CAUSE CHARACTERS TO DROP THEIR WEAPONS. Except for some bosses, if someone gets a weapon, walk over and grab 'em! Even if they break the grapple, they'll drop their weapon. Weapons cause a lot of damage, so...you should probably avoid getting hit with 'em. 2b-III. Advanced Techniques ---------------------------- BUFFERING You can "buffer" sways in this game. In other words, when caught in the middle of some animation such as an attack string, you can make sure that Kiryuu immediately sways in one direction. To do this, simply hold down R1 and X and the direction you want to sway while in the other animation. You can't buffer a sway from a sway, but you can buffer it out of the attacks from swaying or from a taunt used during a sway. You can also buffer a charge for the Charge Kick. During animation such as breaking a trow or throwing a character, just press and hold down Triangle. Onced Kiryuu is done attacking, he'll crouch down for the Charge Kick. SWAY CANCEL There are a three inputs available during Sway, and each has its own use. You can press Triangle (once the technique is learned from Komaki) to add on an attack near the end of the invulnerable animation, which is very good for moving the fight around, press R2 to taunt, or press L1 to guard. The last to commands actually cancel the Sway. The only trouble is that you can't sway quickly after swaying the first time. You'll notice this if you countinue to shift in a direction and keep tapping the X; there's a period of time when you won't be able to sway again. So, neither guarding nor taunting will make you able to sway immediately. The taunting sway cancel will keep your Heat Gauge from falling or even add to it if you get Taunt Level 2. This is good for trying to make enemies follow you to a certain area, either to get a weapon, get near a hazard area, or to force them into a corner (as in, with Majima Gorou). The guard one will stop the Sway animation. You can tap the guard and then start an attack, which is sometimes preferable to just skating around all over the place while you miss a window of opportunity. It'll also provide you with a way to reverse people who try slow attacks that catch you at the end of the sway. Both of the ways of cancelling a sway will allow you to buffer into sways; you can just keep holding a direction and R1 and x to sway immediately after. Also, the window of time in which you have to wait to sway again starts right after the cancel; it usually would start right after the entire sway animation. So, it does shorten the amount of time between sways a bit. With the taunt, if you buffer a sway, it'll start right afterwards--but that's because you can't cancel the taunt animation like you can the guarding one.... DELAY You can delay almost all attacks in a string; you don't need to have them come out immediately but have the option of pausing slightly before executing the attack. Sometimes, this is the best way to catch swaying enemies; you can throw out a couple of punches, then wait to see if they try to get around you, then throw out either a triangle or back + triangle. THROW BREAK FOLLOWUP There are three different animations for breaking a throw: one when an opponent facing you tries to throw you and Kiryuu grabs his arms and throws them off of him, making them stagger slightly, one when kickboxers and the like try to grapple and knee you, where Kiryuu pushes the foe far away, and one when a foe grabs you from behind and Kiryuu hits him in the face with an elbow. If you push the foe far away, you won't be able to follow up at all, and your Heat Gauge will almost certainly deplete. For the one where Kiryuu grabs the opponent's arms and throws them off of him (the most common), you have a small window of attack. Usually, only one punch will land after this, but you can always try and grapple yourself. You can throw out a standing Triangle, and if they guard, use that to your advantage. Just don't let throw breaks go un-punished. For the last kind, when they're behind you, you can *always* get in a Turn Kick after breaking the throw. The Turn Kick causes two things: either it knocks the foe down or they stagger. Both are to your advantage, so exploit this window of opportunity! SHIFT AND SWAY Many enemies are the type who seem to think "I'll just stand here and sway away from the first attack Kiryuu throws out!" This type of A.I. is annoying, but good practice in your own ability to shift and sway. Almost all foes in this game will stand still, shift a little, then attack. Approach them with the shift button held down (R1) and walk to the either side. Once you've had enough experience, you'll know which sides to step to; most enemies seem more effectively dodged if you walk to their right (your left). When they start to attack, that's the time to sway. Many strings will be completely avoided if you avoid the first attack. There are only a couple of boss characters who will continually home in on you and give you a hard time. For most fights, you won't have to be cautious, but if you try and circle around foes and then dodge right as they attack, you'll usually be able to attack them better. Remember that a side-turned foe will usually get hit with the first four weak attacks of Kiryuu's string and will quite often try to sway the wrong way and be hit by his Lead Jab - Overhead Swing or Lead Jab - Upper- cut - Right Body Hook strings. If you hear and see Kiryuu get hit while swaying, but he keeps moving, then it was a really close call, but you won't take damage. Also, I might note that it's best--but much harder--to go for the Tora'otoshi (Triangle) reversal move instead of a sway. SECOND ATTACK TRAP When armed with a small, club, spear, or medium-type weapon (including bombs, guns, and lighters), Kiryuu's second attack causes enemies to stagger for a moment. Actually, most foes won't ever be able to respond to this, so if you pick up most weapons, attack twice with square. Most nearby foes will have to stagger around. You can actually repeat this ad nauseum with most enemies, but I recommend doing it until your Heat Gauge is filled and then doing a Heat Action with your weapon. You can do a similar thing with Kiryuu's Lead Jab - Uppercut - Right Body Hook string, but many enemies won't be affected by the third attack and there is a larger window of escape (after the second weak attack). ATTACK CANCEL This is the hardest thing to do in the battle system and may even be a glitch. Kiryuu's strong attacks from his strings and the fourth weak attack in his Kick Combo seem to be moves that you can cancel into a sway. The timing is very, very picky, similar to the infamous "Just Frame" moves in Tekken 4 and 5. I'm fairly certain it is a glitch as it seems to only happen once in a very very long time and I can't seem to replicate it at will. The only other attack I seem to be able to cancel is the Throw (circle) for large weapons. Hit x to cancel. --------------------- 3. STORY WALKTHROUGH --------------------- For this walkthrough, I'll start each chapter with quick notes on things that must be accomplished in that chapter if you're looking to get things like the secret boss or to get all the coin locker keys. When marked with a %, this means that missions will span chapters (in other words, part of it can be done now, but it won't be completed until a later chapter). When marked with an *, the mission should be completed in that chapter, or you missed your chance! ------------- 3a. Prologue ------------- Kiryuu: Un ga warukatta n da yo, omaera wa. ("You're in the wrong place at the wrong time....") Caption: Densetsu no gokudou ("The Yakuza of Legend") Haruka: Atashi wa 'Haruka.' 'Omae' ja nai. ("It's 'Haruka;' not 'you.'") Caption: 100 oku en no shoujo ("The 10 Billion Yen Girl") Caption: Futari no tabi no hate ni.... ("What awaits them...") Nishiki: Yachimatta...toujoukai no...daikambu wo.... ("I've killed him...the Head of the Toujoukai!") Caption: ...matsu mono wa nani ka.... ("...at the end of their journy...?") Nishiki: Toutou ninku mo no kashikinko ni atta no kumi okane...hyaku'oku... nusumareta tte wa hontou desu ka na? ("I've been trying not to ask this, but is it true that 10 billion yen of the money in our family's accounts...has been stolen?") Shimano: Yakamashi wa! ("How dare you!!") Caption: Ikiru koto wa nigenai koto ("To Live Is To Not Run Away") Kiryuu: Tekagen wa shinee...shinitee yatsu dake, kakatte koi! ("The gloves are off; come at me, only if you wanna die!!") This is the story of a man, Kiryuu Kazuma, who had nothing but the yakuza, but now, betrayed by his old life completely, has found something to protect; some- thing to live for. He was raised in an orphanage, "Sunflower," with a boy and a girl who were like brother and sister to him, Nishikiyama Akira and Sawamura Yumi, respec- tively. He developed a strong bond to these two, and both boys seem to have fallen in love with the girl, but left those feelings unsaid and those dreams unrealised. Rising up quickly in the ranks of the powerful group of yakuza known as the Doujima group, founded and lead by Doujima Souhei, Kiryuu earned the nickname "the Dragon of the Doujima" ("Doujimano Ryuu"). He used his influence to introduce Nishikiyama to the group and to start a life for him there, too. Then in 1995, everything changed. Doujima, apparently a philanderer, tried to take Yumi by force. Nishiki ran to her aid and ended up shooting the boss to death. Kiryuu showed up shortly, before the police did. Nishiki's sister was in the hospital, recovering from an operation. The doctors expected this may have been the last one they could have done for her, and that she had little time left. What's more, he had just made his debut and was just starting this new life. So, for the sake of the man he considered his younger brother, Kiryuu decided to do the unthinkable and take the blame for him.... -------------- 3b. Chapter 1 -------------- The FATE of a FATHER-KILLER (No missions or coin locker keys to get) 1995, the Kamuro District. First, Kiryuu will talk to Shinji and say he'll help him collect payment for him. "Go and Collect" Meet Shinji halfway up Kamuro street and talk to him. He'll run north; follow him, and he'll stop and talk again, then run east. He'll stop in front of a business there called "Peace Finance." Go in, and you'll fight your very first fight. This is actually a tutorial. Land the attack listed in the lower right-hand corner of the screen the number of times written in green to pass each test. The opponents have infinite health, though they do die at points. After beating up Hirata and his crew, you'll get an attache case full of the payment they owed. Your next task is to go to Serena (highlighted in red) and meet up with Reina, Nishikiyama, and Yumi. As you get near the alley that runs behind Serena, you'll bump into a yakuza who will start an argument. Fight him, beat him, and then Majima will show up in a cut scene. Now, go up the stairs to Serena. "Head for the Kazama Group Office" Now that you've met with your friends, it's time to deliver the money. The highlighted area on the map is the office. Before you go there, Tamura shows up at the alleyway. Tamura is apparently a small-time reporter friend of Kiryuu's, using the info from a friend of his, Aoki. He's there to introduce you to Aoki right now. Talk to them and go. You can get in another fight en route--if you want the experience (which you probably do). Walk north from the Serena and you'll meet up with a tough guy who'll automatically fight you. Bring the case into the office (note the save point if you will) and go through the door directly across from the entrance. "Head for the Doujima Group Office" Leaving Kazama's office, Kiryuu will get a cell phone call. Answer it with circle and then go north to the highlighted area. You can run along the street on the west, near the theaters, if you wish, but if you just charge north, near the pachinko slot parlor, you should meet up with Hirata from Peace Finance. Fight these guys and beat them. Now, the big set-up for the story happens. Kiryuu will take the fall for Nishikiyama, who's shot Doujima over Yumi. After the movies, Kiryuu will be eating in prison. The guard leaves, and a fight breaks out. Beat Prisoner #1356 (he's the one with the knife and fork) to end the fight, but I'd recommend defeating all the characters. -------------- 3c. Chapter 2 -------------- TEN EMPTY YEARS Mission available: False Molestation "Head for Stardust" Back on the streets, huh? Kiryuu decides that his best bet is to find Tamura. Heading north up Kamuro, near the T-junction with Taihei street, you'l run into a punk, Abe (that's "ah-beh," not "Abe" like "Honest Abe"). He'll offer you information. No matter what line of questioning you pursue, he'll fight you, so I usually pick the middle choice, refusing his help right away. Beat him, and he'll tell you to go and see Aoki. Aoki (whom you met in Chapter 1 leaving Serena) stands in the square in front of the theaters, near the center on the north, near Club Sega. Talk to him, and he'll remember you. He'll tell you all the information you need about Serena and Tamura. It seems Tamura's been sleeping with the fishes since five years ago for looking into your case.... Yikes! Anyway, you only really need to ask him about Stardust, which is the middle option. Once he's told you where Stardust is, it'll appear on your map. Head there. I'd recommend running around and encountering as many random yakuza and street punks as you can, first. Once you reach a certain amount of experience, they'll stop coming around. One hangs out near where the "False Molsetation" mission occurs, one at the northeastern edge of the square in front of the theaters near the pedestrian guardrail, one at the southwestern corner of the square, one just south of there near the intersection south of the theater, one in the middle of the road on Tenka'ichi as you near Stardust, and one off to his west down the alley at the dead-end. You can buy information from a man at the eastern edge of the square, too. All he'll tell you is that the head of the Toujou (that's Sera) has apparently been killed. Once you go near Stardust, Yuuya will attack you. Beat him, and then you'll automatically go inside. Go up the stairs and talk to the owner, then yakuza will bust. Go downstairs and talk to them to start the boss-like fight. After beating them, Shinji will wait by the door for you to get you into the funeral so you can meet with Kazama. Tell him you're ready to go (bottom choice), but first check out the items box if you haven't already. -------------- 3d. Chapter 3 -------------- THE FIGHTING FUNERAL (No missions or coin locker keys in this chapter) "Meet Shinji" Kiryuu needs to sneak into the funeral; he's been cut off from the yakuza. To do this, he'll need to find Shinji and sneak in a back way. At the main gate, you can see the entrance to the mansion and a bunch of guys in black suits attending the funeral. You'll also notice guys wandering around. These are the guards you'll have to avoid. You need to reach the sign-in desk near the entrance (in a white tent, off to the entrance's right) without being spotted. Get spotted, and they'll toss you out. My advice is to enter, walk to the right into the parking area, wait for the guard there to move so you can get past him, get to that middle alley, wait for the guard there to not be walking straight towards you and turn away, then run up the stairs to the right and stick to the right. Talk to the last man there, who's seated with the tent over him. Write a fake name (second choice), then answer you were an old member of the Doujima Group (top choice). Now, you have to get a pass to go to the back gate, as the guy there won't let you in without one. Go inside the mansion and walk along the right-hand side to the guy at the desk. Talk to him, and he'll mention that he dropped his pass outside. Walk back out, walk to the right, and you'll see it gleaming not too far away. Pick it up, then walk across to the guy who wouldn't let you in before, and he'll let you in now. Walk over to the red area, and you'll be blocked by some big guy who's been told to bring you to his boss. He'll fight you. After beating him, go inside and see Shinji, who'll lead you in the back gate. Head inside the door, and he'll lead you through the back entrance and up some stairs to a room where Kazama will meet you. On the way, underneath the staircase, a man in a black coat calls to you. This guy is the travelling black market salesman (whose look hints that he might have some kind of a connection to the hidden boss, if it isn't him, actually). Look inside the room, and you'll see pictures on a wall. Look at them, get the low-down on the group leaders inside the Toujoukai. Then, Kazama will join you. "Escape from the Funeral" Once he's been shot and Shimano shows up, fight the guys in that room (which has a Heal in it), then Kiryuu will jump out the window. Beat the guys near the pond. If you run around the edge of the pond opposite of the one all the foes are standing around at, you'll find an Ornamental Spear (which are also inside the building) and a Heal. Break in, beat them, then go back in the same door Shinji led you in. There's another Heal here at the end of the hallway that runs around the funeral's main room. Beat those guys, then more will show up. Beat them, and then go out into the hallway towards the staircase. There's a little guy hanging out there to beat. Then, go upstairs, beat those guys, and there will be another healing item down the left hallway as you leave the staircase at your back. Go to the railing of the next staircase, and you can choose to jump down with circle if you wish. Beat those guys...there's another Heal back behind Kazuma in the corner. Beat the guys outside, and then head towards the gate. You'll meet Shimano there. During the boss fight, there's another Heal off to the right from the gate in front of the tents there. For strategies, look in the appendix for Shimano Futoshi. -------------- 3e. Chapter 4 -------------- The MEETING Missions Available: "Hey, That Hurt!", "Hey, That Hurt! The Revenge," "Hey! That Hurt! The Great Revenge," "Hey, That Hurt! Epilogue," "The Yakuza- Hating Man," "For Good Cafe'," "Bad News for Smile Burger," "Benevolence and Renumeration,"% "Find the Manuscript," "Catch the Pickpocket," "The Stalker," "The Cost of Fortune," "Dine and Dash," "Purse Snatcher," "UFO Catcher," "My Contact," "The Matchstick Girl," "Number One Host," "The Guard," "The Strong- Armed Man," "The Gold Lighter," "My Son," "Collections Call," "Art and Talent," "The Price of an F-Cup," "Baby's A Showgirl"* Coin Locker Keys: 2, 3, 5*, 6, 8, 12, 16, 19, 21-28, 29*, 30-41, 42*, 44, 46*, 50 "Head for Serena" Kiryuu jumps into a speeding car that is driven by one of the detectives on the case Kiryuu ended up getting time for, Date Makoto. After a speedy getaway, he is finally returned to Kamuro--this is the first time you can pretty much go all about the entire map. The game will prompt you to go to Serena, as Kiryuu didn't get a chance to make it there earlier. Well, before you do, I'd sug- gest that you complete all the missions and get all the coin locker keys you can for the experience, money, and items. When you're ready, go to Serena. It'll be highlighted on the map. "Head for Bacchus" Before you go to Bacchus, you'll get a phone call from Yuuya. He'll want to meet up at a strip club. It'll be highlighted in green; Bacchus will be in red (tho' you should remember it because you were just there at the head of the chapter). Going to the club will start the "Baby's A Showgirl" mission. After visiting Bacchus and finally meeting Haruka, she'll follow you away from the bloody scene. You'll note you can't go north; it's blocked by the cops. Walk south, and you'll see a cut scene where a bunch of stupid punks are throwing rocks at a dog. Beat them. "Save the Dog" Haruka thinks it's too cruel to leave the poor dog alone out there; she wants you to feed it. Dog Food is apparently only sold at the Don Quixote super- market at the southern edge of Chuudou street (the corner of Chuudou and Shouwa). Bring the food to the dog (I'll usually buy it in advance of this chapter to avoid running all over the place later), and talk to Haruka. Unfortunately, if you're playing an import game, this might be a bit hard as it brings up a list of your items and you'll have to find the Dog Food. You'll also have to be able to recognise the name to buy it from Don Quixote in the first place.... "Get Haruka to A Safe Place" OK, so Haruka's had enough, and collapses. Kiryuu will now carry her. Thugs will block your path--go ahead and fight 'em. Be mindful of your health and healing items--you can't go into shops like this, I don't believe. Date calls you and suggests getting Haruka over to Reina's. Right here...this is where you can pick up coin locker key #5. That was so annoying! No list on the net seemed to have the right time to get this key, and I had everything else. On the way to Serena's, you'll see a guy standing in front of the black car just to the west of the lockers on the north side of the street. Talk to him. Once she's rested a bit and become chipper again, she'll explain she was looking for her mother, Mizuki, who is, apparently, Yumi's sister. Of course, you're supposed to wonder if it's the same Yumi that Kiryuu knew ten years ago. When you're ready to go, go and talk to Haruka, and answer "Yeah, let's go to Ares," which is the bottom choice. Running with Haruka to the Milennium Tower, you'll run into a cop near the save point. It seems that nothing you say is good for this guy. I usually just choose the first choice over and over. The upshot if it all will be that Haruka calls you her daddy and the cop lets you go. Inside the Milennium Tower, be sure to grab all three coin locker keys, and then head to the elevators in the basement. First, Haruka will choose to look at the directory, then she'll run over to the elevator. Talk to her, then go in. She knows the code to get to Ares. Inside, run to the left of the door as you look into the room and around to the picture on the wall of. Hayashi shows up and Kiryuu assumes they're after him, but Hayashi tells him they're after the girl. Beat them. (see "Hayashi Hiroshi" in the characters appendix for strategies) -------------- 3f. Chapter 5 -------------- The RIVER STYX Missions Available: "Art and Talent 2," "Art and Talent 3," "Art and Talent 4," "Art and Talent 5," "To Be A Doctor"*%, and the completion of "Benevolence and Renumeration." Coin Locker Keys: 1, 13, 14, 15 "To The River Styx" The biggest thing that'll happen to you in Chapter 5 is you'll find the River Styx area and meet "Gambling" Hanaya ("Sai no Hanaya"). The area I call the River Styx is called "Sai no Kawara" in Japan. It's hard to translate, but it literally means "The Competing River Bed" or "The Gambling River Bed," and is a spiritual place where the river "Sanzukawa" is located, which divides the world into three parts. It's what you cross in Shingon Buddhism when you die, so it's often called the River Styx. The "Sai no Kawara" is also referred to as "limbo," sometimes. It's the same "Sai" that's in "Sai no Hanaya," and "Hanaya" means "flower shop" (tho' it can also be a last name). So, he might get a name like "Charon" or "Hades" or something in the North American release. I'll just refer to him as "Hanaya." At the eastern end of Kou'enmae ("in front of the park") street, there's a little park with a run-down toilet. Going in there (please be sure and give the boy outside some food as you'll need to do that to complete a mission later), you'll be greeted by an "out of order" sign. Run off to the right, down into the toilets, and you'll be stopped by homeless guys. They'll ask if you saw the sign. It doesn't matter how you answer (I just put the top choice, "yes"). Before anything big goes down, one of the guards will get a call from Hanaya and you'll be escorted inside. Right before the entrance to the underground casinos and such, you'll be able to buy things from the homeless man or look around the new area for two coin locker keys and finish up the newly-unlocked missions. At any rate, you'll now need to go down into said area and run all the way down to meet Hanaya. There are two more coin keys to pick up along the way and you can check out the casino if you want. Once you talk to Hanaya, he'll ask you to do something for him before he gives you the info you need. He wants you to fight in his little underground club. Go to it. When you're in the hallway, waiting to fight, use the items box if you have to or save the game, but when you're ready, talk to Hanaya. Answer the bottom choice for his questions, and make sure you don't have anything equipped. The fights in this arena have three rounds. You'll only be able to fight this one right now. First, you'll fight Daniel Feldman, an escaped con from the USA, Gaowayan Pramuk, a former middleweight kickboxing champ from Thailand, and then the undefeated, retired champ from the USA who wields a really thick American accent, Gary "Buster" Holmes. "Save Date" So, after you beat the knuckleheads, Hanaya starts to talk. Homeless guys block your exit, so you'll have to talk to Hanaya. He's interrupted by a phone call. It's about Date. You gotta go help that guy. Apparently, he's hassled the homeless guys there and has a past with Hanaya. Before you get to the flashing red area, I'd recommend going over to Komaki, noted at the north end of the map, near the center, standing with his arms crossed and looking all tough. He's seen your fighting in the colisseum and thinks you look good enough to become his deshi (pupil). Make sure you have nothing equipped. For tips on getting moves from him, look in the "Hidden Moves" appendix. These guys beating up on Date aren't much to speak of, even if they all have bokutou. "Save Haruka" So why was Date charging into an area where he clearly wasn't wanted? Well, the video Hanaya showed you earlier had Haruka getting kidnapped and Date getting shot. So...now, you gotta go get her. They've taken her away to the Yoshida Batting Center. Along the way, beat up the thugs planted. One of the guys that appears (he appears near MEB) asks you about Ares. I usually answer him that I know it, then I ask why he wants to know--first choice, second choice. This gets the fight. Majima is a pretty tough fight. You'll probably want a lot of healing items on hand. He's in the characters section if you want some suggestions. Beat him, and Haruka will say she was helped by a mysterious figure. -------------- 3g. Chapter 6 -------------- FATHER and CHILD Missions Available: "A Drunk," "The Cell Phone You Picked Up," "The Former Pro- Leaguer," "Bad News for the Gelato Shop," "The Suspicious Man," "Graffiti," "Find the Bag," "Horse Racing Mania," "The Scout," "Yakuza Aspirations," "Yakuza Aspirations 2," "The Man in the Toilet," "Save Ka'ai Momoko," "Suspicious Gun" Coin Locker Keys: 17, 20 This is a weird chapter. It doesn't really have too much to do with the main plot. I suppose they wanted to do some character portraits for a couple of the main guys, but.... I dunno; it's just kinda out of place. "Meet with Hanaya at the River Styx" So, when you walk out of Serena, a homeless man will meet you and ask you to go and see Hanaya. You might want to do all the missions available now. You'll find Hanaya holed up in his little pit watching everything. He'll tell you that his son, Takashi, is in big trouble with some yakuza. Seems he's run off with Kyouka, the boss's daughter. Go to the batting center and you'll have to fight Takashi because he just assumes you're a yakuza come to get her back. He has a bat and a lengthy life bar, but he's pretty easy. After him, tho', you'll have to fight B-King, a team Takashi belongs to--or, at least, used to, before he suddenly quit. The leader likes to sweep a lot, but you can throw him fairly easily. "Head for Deborah" You gotta get to the night club, Deborah, which is right in front of the theaters. Once there, you'll have to run up the stairs to the balcony, where the door is blocked by a tough guy. Once you get near him, there will be a cut scene showing Kiryuu breaking in on the Atobe group. Beat them--the boss won't drop his knife. You can throw guys over the railing (whee!). Once you beat them, then the boss will tell Kyouka through a note that he just wants her to be happy, but that they want the money back. Takashi says that to prove he wants her happiness, he'll do anything. He means to cut his own fingers off, but, Kiryuu stops him. After that, Kiryuu will suddenly go to see the Hanaya--for some reason, you don't have to make him run all the way over there (this rarely happens in the game). After talking to him, Kiryuu thinks he should go back to Serena, walks outside, and gets a call from Reina.... Apparently, they thought they should tell you twice. Go there, and talk to Date...well, hit the circle button, anyway. He's passed out drunk. "Save Date's Daughter" So, Date's daughter, Saya, seems upset at him for not being there when he said he would. Well...yeah, of course. Go down to the Third Park, and two "kogals" will come and solicit you. Kiryuu looks confused, so they look shocked and decide to go. One girl calls the other "Saya." Kiryuu tries to talk to her, but she runs off. The other girl seems to be actually concerned about her friend, so she talks to you and tells you to go and see some guy Shoutarou, who apparently works out of the bar, Shellac. The owner of Shellac wants to see if you're really Shoutarou's friend or not, so he'll ask what his most expensive drink is. It's the second-to-the-last one, Bowmore '40. He'll tell you that Shoutarou now works as a host at Star- dust and goes by the name "Shouta" (with different Kanji). Date breaks in while Kiryuu has Yuuya finger Shouta. After much arguing, you'll have to fight with the knuckleheads outside. Go to leave, and Saya will run up to you and you'll ask where this guy is. She'll tell you it's the Hanagata Building, on Pink street. "Head for the Hanagata Building" She'll follow you there. Once there, you'll see Shouta trying to scam Date out of money. He tells him to even sell his gun (which is a common, symbolic castration of a police officer in gangster films in Asia) to pay for it. Date would die for Saya, apparently, and she's moved. Well...go bust their heads! But...be aware that Shouta doesn't drop his knife. Well, things are looking good for father and kid. Hey, that's the name of this chapter! -------------- 3h. Chapter 7 -------------- The DRAGON and the KOI Missions Available: "Bad News for B-King," "The Man Who Wanted to Die,"* "Casino Royale,"* "Betting on Boxing,"* (plus the completion of "To Be A Doctor") Coin Keys Available: 9 This is a good chapter, and if you're going for 100%, you should note that you can now finally (?) lead Haruka around and get her trust up in you (see the appendix in extras), thus getting some key items. Also, at least one mission needs to be completed before the "chouhan" betting incident, and two after. "Head for Ryuujinkaikan" Kiryuu will be strangely woken up by Date (augh!) brandishing the photo of a corpse's tattoo. Apparently, it's Mizuki, Haruka's mother. Kiryuu figures that he should go and see the artist--since that tattoo must have been done by the same one who did his many years ago. Head for the highlighted area near Senryou street, and Kiryuu will talk to the artist and find out that it's a fake. Then, a phone call will come from Nishikiyama (!), who'll ask you to meet him at Stardust that night. The artist freshens up his tattoo on Kiryuu's back. Once you get back to Stardust, talk to Date, and Haruka will get upset at you for always leaving her in the dark. She figures you're just after her stupid pendant like everyone else, so she slams it on the bar and storms off. "Find Haruka" This is an annoying point because there's really no clue as to where the girl ran off--and she did it so fast, too! Run up to the square in front of the theater (with Date in tow) and talk to Aoki--he's standing in the same spot he was in in Chapter 2. He'll tell you about a girl who seems pretty shaken up but seems to know what's going on, who's now in that Club Sega behind him. Go and talk to her--she's in the Print Club Machine. According to her information, there's a guy in the parking lot on the east end of Taihei street who knows what's up. Go and see him, and threaten him three times (top choice). He'll tell you that you can find her in one of the parks there. You can check all three, but why waste time? At the Third Park, you'll find some mysterious men who look like they stepped right out of an X-Files episode. Go to Stardust and confront them. Kiryuu throws the pendant in exchange for Haruka (whom they try to kill anyway and actually do graze with a bullet). Fight them. Two of them have guns. They'll drop a pin that Date says he'll look into later. After the fight, you'll automatically go to the River Styx (again!), and Hanaya will set you up there with a base of operations (a "Hint Room"). OK, so, is it just me, or did Haruka *just* find out about her mother's death? She suddenly wants to go see the town and have some fun. There are a few hours before you have to meet Nishiki, so, Date suggests you take her out. Before you leave, a homeless man tells you to go and see the fortune teller by the coin lockers for a good time. This is where the "chouhan" gambling incident will take place. So...before you do go there, you'll want to walk west and encounter the "The Man Who Wanted to Die" mission. I usually do the "Casino Royale" one, too. You might want to lead Haruka around and build her up to at least "S" now, too, and I usually bring her over to Aoki to thank him. You don't need to, but it'll make Aoki come to visit the River Styx later and meet up with Tamura, wrapping that story up. Go to the Fortune Teller's and give 'em the 100,000 yen. You'll get whisked away into the chouhan dice game. Bet the maximum over and over; it really doesn't matter because Haruka apparently always wins--until the dealer gets up and goes to the bathroom, secretly getting some loaded dice, too (which look really stupid). OK, so then she loses, and Kiryuu gets up to leave, but they won't have that, of course. You gotta fight your way through this...it seems the guy's gonna get his fingers cut off after you leave (ow). Or maybe worse. As you leave, Date calls you and tells you to bring Haruka back--it's time to meet Nishiki. Before you do, you might want to do the two missions that are finished after the chouhan event--"To Be A Doctor" and "Betting on Boxing." Then, bring her back. "Head for Serena" Go to Serena and talk to Nishikiyama. He asks you to hand over the kid and to join up with him, but Kiryuu refuses (of course). Nishiki leaves and sicks his goons on you a moment later. Fight them first in the bar with their bokutou, then Kiryuu will go outside and fight them--lead by Shintou Kouji--in the alley. -------------- 3i. Chapter 8 -------------- The SCHEME Missions Available: "The Gokudou's Wife"* "Find Haruka" It must be rough to exist only to be kidnapped. When Kiryuu leaves Serena, he hears from all the folks on the street that something big's gone down over at the River Styx, and that firemen were called, and there was a big explosion. Well...go there. It seems it was a plot to snatch Haruka. People there tell you that a gang got her. There are three main gangs in Kamuro, each identified by their colors--the Blue Z (Blues?), the White Edge, and the Bloody Eye. First, when you walk right out of the River Styx, you'll see some of the Blue Z hanging out right near that alley that the Strong-Arm Man stood around in. Talk to them, and Kiryuu will end up fighting them. They'll tell you that the White Edge hang out in the Champion District. You don't actually need to fight the Blue Z, but I usually want the experience. Did you ever notice that little nook just south of Champion that's guarded by a white-clad guy? That's where they are. Go there, and Kiryuu will strong-arm his way in. Beat Shiraki Yuuji and he'll tell you that they handed her over to the Bloody Eye. "Head for Deborah" The Bloody Eye apparently hang out in Deborah. Go over there and upstairs to that little balcony you fought the Atobe group at. Beat those guys (who hang off the light fixtures if you throw them off the railing) and then go down- stairs and into the actual dance floor. Beat the Akai Brothers (who apparently have a tag team routine) and you'll find out that they handed Haruka over to the Se Waa Chinese Mafiosi, headed by Lau Ga Lung. Kiryuu remembers when he was saved from Lau's torture by Kazama. Date will call you. Go back to the River Styx and meet up with him, and he'll ask if you're ready to go. That's the bottom choice. The phone will ring first, and it'll be Hanaya. Go and see him first if you want to complete the "The Gokudou's Wife" mission. When you're ready, go and talk to Date and choose the bottom choice.... -------------- 3j. Chapter 9 -------------- RECOVERY (No missions or coin locker keys in this chapter) "Recovery" OK, so Kiryuu knows that he has to go to Chinatown and face Lau Ga Lung, who carved him up and tried to kill him as a message to the Toujoukai many years ago. Kazama's leg was injured in the daring rescue operation. Anyway, he hangs out at the Chui Lin Lau restaurant (literally "Green Lotus Pavilion"). This is a long battle, similar to the one in chapter 3. First, a whole mess of guys fight you in the main restaurant. Go through the flashing doors to get to the kitchen. In here are two healing items in two of the alcoves. The chef wields two cleavers. Then, you'll finally face Lau Ga Lung. There are two healing items during this fight: one hidden behind Haruka, and one off to the right as you're looking at Haruka, midway along the wall. For strategies, see "La Ga Lung" in the characters appendix. "Retaliation from the Se Waa" Driving away, the Se Waa will attack you. This begins the track shooting, Virtua Cop or Time Crisis-like shooting mission. Suddenly, you'll be playing a shooting game, rather than a running-around-and-beating-up-yakuza game. This is the only time you'll have to do this. Here's what you do: aim with the left analog stick. Use the X button to reload (and to get inside the car; this also avoids attacks, but damages the car), hit the triangle button to fire, hit the R1 button to zoom in, hit the L2 and R2 buttons to move 90 degrees either to the left (counter-clockwise) or right (clockwise). Two health bars will appear: one for Kiryuu, one for the car. Once you've killed the guys shooting at you in the cars, the driver will try to ram you. It usually takes three shots to destroy the car. You'll know you can shoot someone when a green circle appears around their person. You'll know they're gonna shoot you when that red symbol about their body gets dark. You'll either want to hit them or dodge by reloading. You have infinite rounds, but you can only hold 10 at a time. Once the truck with guys standing on the trailer appears in the road next to you, you're at the final fight. The guy with the long life bar is Gam. Kill him and it's all over. --------------- 3k. Chapter 10 --------------- The SHAPE of LOVE Missions Available: "Suspicious Cop," "Street Fighter," "Catch the Pick- pocket 2," "Gang Busters," "Gang Busters 2," "Gang Busters 3," "Gang Busters 4," "Gang Busters 5," "Gang Busters Leader," "Pulling the Strings: Asano," "A Dying Man's Request," "A Dying Man's Wish," "A Dying Man's Hope," "Abandoning the Yakuza," "Mistaken Identity," "Kyouka and Takashi," "Collection Help," "The True Form of a Beautiful Lady," "Yakuza Aspirations 3," "Yakuza Aspirations 4" Coin Locker Keys: 4, 7, 10, 48* "Find Shinji and Reina" When Kiryuu and Date get back, Kiryuu suddenly realises something and goes to Hanaya's room. They had a mole in their little operation: Reina. When you arrive at Serena, you'll find it in shambles, and a note on the counter. Read the note and Kiryuu will find out that Reina was in love with Nishikiyama and thought if she could prove useful to him to bring Kiryuu and the 10 billion yen to him, he would see her in a different light. Well...now, she realises her mistake. She and Shinji are both deserting...but, from the state of the bar, something horrible must have happened. Leaving the bar, you'll see all sorts of blood all over the ground. Shinji and Reina are in the building the man wanted to jump from in the "The Man Who Wanted to Die" mission, at the west end of Kou'enmae street to the east of the Yoshida Batting Center. You'll get various tips, including a phone call from Shinji himself. Before you go there, I'd suggest doing this batch of missions that have just become available. If you've been keeping up on it, you should only really have two missions to do after this chapter. "Head for the Roof" Once inside, look around, and you'll see blood on the wall. Be sure to go inside the bathroom and pick up the coin locker key. Run up the stairs and you'll start the action event. Make sure you explore the whole building-- there is part of the floor directly above you from the entrance that you might pass up that has a Heal in it. Beat up all the guys, pick up all the items. There's a Heal off to the left of one of the staircases, at the top floor before the roof in a little room with the glass windows broken, one at the roof right behind you, one after you jump to the second part if you run around the whole roof instead of running underneath the bridge to the spot behind the staircase, and one at the last part where you face Nagase. Oh yeah, at the end, you'll find Shinji mortally wounded and Nagase Masato. For this mission, I really recommend you wear the Bulletproof Vest to prevent always being knocked down. --------------- 3l. Chapter 11 --------------- DUTY Missions Available: "The Truth Behind the Fake Mizuki"*, "The Last Assassin" Coin Locker Keys: 18*, 45* "Go to the Tougenkyou" Shinji's last request is that Kiryuu go and tell his girl, Akemi, about his death. Akemi is a prostitute working at the "soapland" (a kind of brothel), the Tougenkyou. "Tougenkyou" means "Peach Fields Homeland," literally. The word "peach" is used because it looks like a butt and is pink; the color that means "woman," and "homeland" obviously is there to make you think it's some kind of dreamy place to go. It's really not a bad name, but sounds weird in English, maybe. There's a hilarious scene here where Haruka asks them what a "soapland" is. Well, the truth is, it's a place where women (not very far from prostitutes at all) will bathe their guests privately. Yes, they offer them sexual services. When Haruka asks, Kiryuu says, "Well, it's a bath--," but then he looks over to Date, "--or, is it more like a sauna?" Date responds, "Hey, don't try to make me answer this!" Haruka asks Kiryuu if he's ever been, and he looks uncomfortable and doesn't know how to answer. The truth is, Haruka actually knows what a soapland is (even at 9), so she's just playing with them all. The Tougenkyou is ridiculous; it costs a million yen (that's somewhere around $80K) a night there, and the passes are apparently very hard to get ahold of. Hanaya knows that a woman named "Zan Mei" (a.k.a. "Shinmei") has a pass. She's a Chinese-born cabaret club girl over at Shine. Before you go, if you thanked Aoki in the square before the theaters with Haruka to thank him for helping in gettig her back, he'll come back to see you there. Remember when Tajima checked in with you again earlier and said that he actually hadn't been killed, but was now under Hanaya's watchful eye? No? Well, no matter. At this point, the two friends will be reunited, finally, with a word of caution from Kiryuu about not getting too mixed up in things again. So go and see Zan Mei over at Shine and she'll agree to help, but only if you can get her brother a fake passport from some guy named Master Jan Bin (a.k.a. "Ninbenshi"). Well...of course, you should be able to smell the Se Waa here. Go north to Jewel on Taihei street, and you'll be lead to Ayaka, who will deny knowing anything about Jan Bin. Leave the club. Just after you leave, members of the Se Waa will walk in, saying "This is the place, right?" or something like that. Kiryuu notices. Walk back inside, and they'll be trying to rough the girls up. They run off, and the Se Waa members say they'll meet her at the Third Park. Go there and you'll find Ayaka and her friend being attacked by the Se Waa again. They figure out who you are and attack. After you show them you mean business, the girls agree to help you, revealing the true identity of this "Jan Bin" person (it's the madame of the Jewel club). Take the passport to Zan Mei and she'll thank you, but...it turns out that she gave her pass to a guy named Mizuno, a man she shacked up with before. She'll give you an expensive necklace. Go and talk to Mizuno (he works at MEB on Taihei now; they don't mark this on your map for some reason!). He'll sell you the pass, but he wants 500,000 yen for it. You can buy it for 300,000 instead, and he'll give in, because you mentioned Zan Mei. OK, so you now have a pass. If you go back and talk to Haruka, she'll follow you to the Tougenkyou. Beware, however! You'll also get a message that Hanaya has some information for you. Go and see him before leading Haruka to get the "The Truth Behind the Fake Mizuki" mission. If you complete that mission, and you've kept up with things, you should have completed all 72 "normal" missions (and maybe all six cabaret club ones, too). This means that the final mission is available--the one where you fight the secret boss! There's another thing you can do at this point--take Haruka down to Bantam. Remember the boxe, Jackal Yagisawa? Well, so does Haruka. Go inside and talk to the barkeep. He'll put down a newspaper that has a picture of Yagisawa saying that he did win the match. Once you're ready, go and get Haruka and head down to the Tougenkyou. Go inside and head for the last room on the top floor--pick up the keys along the way. You can stop inside rooms to ask for Akemi, and the women there will tell you she's up top at the very last room. "Head for the Lobby" Once you meet Akemi and tell her the news, she'll tell you about Terada and how he's hiding Kazama. Then, suddenly, enter Majima, who drives a huge truck right into the Tougenkyou. Well...that's easier than paying a million yen, I guess. Once you've messed with the items box and/or saved your game as you will, go out the door. I recommend taking one high-level armor such as Haruka's Neck- lace and the Bulletproof Vest gotten from the "The Cell Phone You Picked Up" mission, or bought from the hidden weapons shop in Beam. Why? Well, in one hallway, three men with guns will stay by the staircase and keep knocking you down if you don't have some protection. There's a shield hidden nearby, but it's not very good because you'll drop it a lot and it slows you down. There's also a Heal hidden in one of the rooms--be sure and visit them all. Once you get near the lobby, you'll see Majima holding Akemi with a knife. When you tell him she's Shinji's girl, he suddenly lets her off and treats her with respect. Kiryuu says he really can't figure Majima out at all. It's true; he's a pretty weird guy. Oh, yeah, you have to fight him now. This is a bit of a headache. Once you beat him, you'll go back to the River Styx. Meet with Date here and tell him about the information Akemi's passed on to you. He'll want to take you to Terada's boat. Choose the bottom choice once you're ready. --------------- 3m. Chapter 12 --------------- The REUNION Coin Locker Keys: 11*, 43* "Go to Where Kazama Is Waiting" Be sure to pick up a key near the entrance on the pier before the ship, and the other on the deck. Once you go in the door, you'll go and meet up with Terada Yukio and Kazama. Kazama tells you about the theft of the 10 billion yen and what's happened with Yumi losing her memory and how Sera had drawn up a secret will naming his successor to thwart Jingu's plot. Then...Shimano suddenly shows up. Go out and fight his men on the deck, then Kiryuu will jump off the ship as the other guys toss bombs up there. Down on the pier, you'll fight against Shimano's group with your own. First thing? Run up to Shimano and hit "circle" so, even though he'll break the throw, he'll drop the sword. After you beat him, Shimano will throw a bomb at Haruka, but Kazama throws his body over her, protecting her (and getting killed). --------------- 3n. Chapter 13 --------------- The END of the FIGHT Coin Locker Keys: 29*, 42*, 46* These were available earlier. You