2009年2月19日木曜日

龍が如く3 Ryuu ga Gotoku 3 FAQ v. 0.8



RYUU
GA
GOTOKU 3

F.A.Q. / Walkthrough
by Patrick Coffman
(ryled@yahoo.com)
(hatoriki_kai on PSN)
(ryled on YouTube)

Version 0.8--03/28/2009. Unfinished FAQ.
Story mode finished, side missions finished, still working on some things,
then moving to side games...probably starting with Cabaret Club Girls next
week

!!!SPOILERS AND ANNOYING RAMBLING WARNING!!!
I tend to ramble. I also tend to spoil everything. If you don't want spoilers,
or you just want clear instructions on beating the game, you might want to
check the "Quick Story Walkthrough" section. For each side mission, I'll also
first ramble about things, then I'll make a list of instructions, so you can
clear them without having to swim through text.
Oh--but, I should note this FAQ is written for the Japanese version, and it's
being written up before any word of a U.S. release. So, if you want full
translations of cut scenes, they'll be at the very end of the FAQ before the
"thank you's" and glossary.

NOTE: This FAQ is based upon the Japanese version of the game and the trans-
lations are the author's. They will be different from any official local-
izations.
This file contains no Japanese text. If your operating system doesn't have
Japanese fonts available, or if you can't stand the weird fonts browsers often
have when set to Shift_JIS encoding, this would be the FAQ for you.
Japanese text is Romanized using a slight variation of the Hepburn system.
Double or "long" vowels will be donated as described in the "How to Pronounce
Japanese" section.
SIGNIFICANT NAME CHANGES:
KAZAMA Shintarou -> U.S. name: Shintaro Fuma
HANAYA -> U.S. name: Kage

COPYRIGHT information: This FAQ is to be hosted only on sites with the author's
consent, such as GameFAQs (www.gamefaqs.com), and IS NOT TO BE SOLD, but
distributed freely. Full credit to the author must be given for replication of
all or part of this document. The author's expressed written permission is also
needed--just like the NBA!


TABLE of CONTENTS:
1. INTRODUCTION
1a. How to Use This F.A.Q.
1b. A Word from the Author
1c. Mini-F.A.Q.
1d. How to Pronounce Japanese
2. The BASICS
2a. The Adventure
2a-I. Controls
2a-II. Display
2a-III. Start Menu Options
2a-IV. Building Up
2a-V. Story Progression
2b. Fighting
2b-I. Commands
2b-II. General Battle Advice
2b-III. Strategies for Enemies by Type
2b-IV. Chase Battle
3. STORY WALKTHROUGH
4. QUICK STORY WALKTHROUGH
5. APPENDICES
5a. Missions
5a-I. Overall Mission List
5a-II. Kamuro Missions
5a-III. Okinawa Missions
5a-IV. Hitman Missions
5b. Extra Skills & Power-Ups
5b-I. Revelations
5b-II. Training
5c. The Underground Coliseum
5d. Romancing the Cabaret Club Girls
5e. Grooming the No. 1 Cabaret Club Girl
5f. Skill Games & Gambling
5g. Haruka's Trust
5h. Coin Locker Keys
5i. Maps
5j. Shops
5k. Items
5k-I. Weapons
5k-II. Armors
5k-III. Accessories
5k-IV. Effect/Healing Items
5l. Main Characters List
5m. Completion Lists
6. EXTRAS
6a. Unlockables
6a-I. Unlockable Items
6a-II. Battle Review Mode
6a-III. Adventure Review Mode
6b. The Hidden Boss
6c. Trophies
6d. Demo Walkthrough
6e. Trivia
7. MAIN STORY CINEMA TRANSLATIONS
8. GLOSSARY
9. "THANK-YOU"'S


----------------
1. INTRODUCTION
----------------

---------------------------
1a. How to Use This F.A.Q.
---------------------------

Navigating the F.A.Q. should be simple. Even notepad has the "Find" feature.
I'd suggest using "Find" and typing in the exact text as it appears in the
Table of Contents. For instance, if it says "8a-1. The Abyss," then typing
in "8a-1. The Abyss" would get you there. Typing in "8a-1." would probably
work, too. I know F.A.Q.'s can get rather lengthy....


---------------------------
1b. A Word from the Author
---------------------------

Finally.
I mean, I liked Kenzan. I REALLY liked Kenzan. But, it was a slasher, based
on samurai, rather than a modern-day, grimey, action-flick-esque brawler. It
was a little weird to see that the next Ryuu ga Gotoku game would be about
Miyamoto Musashi, and you'd be in early Edo Period Japan, and all.
Not that there was anything wrong with that. I still say if you have a PS3
and you don't mind playing an import, well, get Kenzan. That game was amazing.
But...you know, it'll feel good to get back to the streets of the Kabuki--
er, Kamuro--District.
For those who've never played a Ryuu ga Gotoku game before, let me just sum up
the experience that awaits. You'll be playing a guy in an action-RPG setting,
and your main focus will be on laying the smack down on hustlers, thugs, and
Japanese mafiosi. There will be conspiracy around every turn, secrets at every
corner, and when you get on the streets of Kamuro, you'll really feel like
you're walking around the busy streets of Tokyo at night.
Except you'll be a tall, beefy badass who doesn't take crap from anyone.
But, the beauty of this game doesn't lie solely in its brutal combat. Rather,
it's the story, characters, cinematic presentation, and, most of all, the
dialogue.
So.... If you're one of those brave enough to import this title and use a
lengthy (sorry!) guide to help you along, well, then, I really hope you enjoy
this game. If you want the great dialogue to be in English as you play so you
can get the little jokes and great lines here and there? I'm sorry in advance
that I can't replicate that. So, go e-mail Sega and tell them to localize this
game and Kenzan!
As for me, I just can't wait to get back out in Kamuro. It's gonna feel good
to smack some thugs around again.


----------------
1c. Mini-F.A.Q.
----------------

Q: How did they make three sequels to that first game?! No offense, but this
series is garbage.
A: Well, no game is going to be anyone's cup of tea or anything, but, this
series certainly isn't garbage, and it's also one of the best-selling serieses
out there in Japan at the moment.
It failed in the U.S. partly because of marketing errors (namely, in the
way it was perceived by the press, who thought it was a different kind of
game).
But, it also failed because of the sluggish battle system with its frustrat-
ing lock-on system that failed every time an opponent didn't just stand still,
laborious menu systems, "old-school" interfaces with not many shortcuts and
such, and many, many things that could simply be missed and never gotten
again unless someone played through the entire game again. I mean...there
were lots of missions you could easily fail.
Still, I loved the game. The combat was addictive and brutal, the story was
amazing, the character designs and cinematic feel just wonderful.... It was
truly a great game, but I could see why it would be hard for people to get
into it. When I first played it, I actually didn't like it very much at all
until I built Kiryuu up to a certain point!
However, if you haven't played #2 yet, I'd seriously suggest picking it up
or renting it, or whatever. There were huge improvements to the game's
engine. And Kenzan improved it even above and beyond that!
To be honest, Kenzan and this game are the best games I have on the PS3,
hands down. I'd say these are seriously great games that could be sleeper
hits if they were localized and marketed correctly, without any fanboyish
delusion whatsoever. Action/adventure games with great stories, cinematic
presentation, truly humorous moments, and brutal, over-the-top action that
flows well? Oh--and that's not even mentioning all the side materials there
are in these games.
Seriously, these are great games and it's a shame they'll be missed by many
because of the failed localization of the first title.

Q: Is this game Shenmue?
A: No.... It's actually quite far from it.
People still argue this point with me, but, there are actually a very few
points this game shares with Shenmue. Namely, they're both *published* by
Sega--though they're not the same development teams. They're both adventure
games set in Japan (tho' Shenmue II was in Hong Kong). They both involve you
investigating. They both have brawling elements.
Here's the thing. Have you played both of these serieses?? Shenmue was
written with a much more family-friendly story. It did feature the main
character's father's death in the beginning, but the rest really does feel
like a cartoon for the "tween" age.
Shenmue has a huge emphasis on the adventure aspect. You can pick up many
items that have nothing to do with anything and just look at them, then put
them down (remember the orange in the first game?). There are incidental
things like the cockroach in the cupboard. The main story changes slightly
depending on exactly who you talk to and where.
In fact, it's much more ike a text adventure presented with beautiful, 3D
models than an action game. You'll be talking to people. A LOT. Even many
of the fights are completely Q.T.E.'s (Quick-Time Events), which are basically
scripted, "Dragon's-Lair"-like scenes. You wanna go to the next building you
have to go to in order for the plot to advance? Well, first, you gotta have
someone point it out, otherwise Ryo can't even interact with it at all. You
wanna find someone based on a partial telephone number? Well, you have to
find the appropriate person to interview before you can even have Ryo realize
that you can look in a phone book.
Rather than all that, although there are many side games and such in the
Ryu ga Gotoku series, there's much, much more of an emphasis on the actual
fighting in the story. Much more action. Much, much more action. It's also
very brutal, and there's really ugly, ugly language in these games, as well as
a lot of adult situations and entertainment that you wouldn't find in
Shenmue.
So, no; this game is actually quite different from Shenmue.

Q: Is this a GTA4 ripoff?
A: No. You won't be driving around. You won't be able to kill everyone you
see. You won't have to keep track of what gangs will shoot at you when you
go to certain parts of town or worrying about a "wanted" level.
Most importantly, you won't be trying to build a gang empire. That's one of
the biggest misconceptions about this series. You're not a guy who wants to
get recruited by the mob, build up his rank, and then topple everything and
get the city under his control. This limits your freedom a lot, because you
won't be freely running around, messing up everything in town, committing
crime here and there for money and respect.
Instead, you play a jaded, disenfranchised tough guy in a dark, twisted
world of government conspiracies and mob wars, trying to fight for what's
right and protect those who need it. You're much more like a film noir pulp
detective or action movie hero than anything else.
And that means this isn't a sandbox game. There is a world, but, it's much
more like Hyrule in a Legend of Zelda game, or one of the many worlds present-
ted in the various and sundry "JRPG's" out there. Sure, things will change
depending on the main story or on if you do little side things to help people
who need it, but, that's about it. You can't go around blowing up everything
and killing whoever you want, so...it's not a sandbox game.

Q: So, if this does well...will we finally see it? Will Shenmue 3 finally come
out??
A: No.
First of all, the reason there hasn't been another Shenmue is certainly not
because Sega's just been waiting for a big hit to finally come along so they
can afford it again. They're not sitting around, eager to make enough money
so they can finally make another Shenmue for you.
Secondly, this game is not related to Shenmue. When the first game was in
development, people thought that perhaps some of the design team from Shenmue
was involved because the characters looked a lot like real people, as they did
in Shenmue.
But, it turns out, that's not the case. Nagoshi himself worked on Suzuki's
projects such as Virtua Fighter 2, but, he's been making his own games for a
while now, what with Spike Out and Super Monkey Ball. He's making his own
game here; not a Suzuki Yu game.
Don't get me wrong here. I know you're all tired of this response on the
message boards, and I know avid fans of Shenmue will be angry by this, but I
certainly wouldn't mind a new Shenmue. I wouldn't mind seeing what was
supposed to happen in the rest of the story.
It's just that the Ryuu ga Gotoku series is a completely different series.
It's much more successful than Shenmue was monetarily (in Japan, anyway). As
much as I liked Shenmue, it's a totally different game. It's like suggesting
that with the impending success of Street Fighter IV, Capcom can now finally
make that sequel to Warzard/Red Earth you've wanted all this time, or that
they'll make a sequel to the brawler The Punisher if Biohazard/Resident Evil
5 sells well....

Q: Are there Trophies?
A: Yes. Every PS3 title released after January 1st, 2009 has to have Trophies.
At least...that's what the word on the street is.

Q: Is there an install? Is it optional?
A: Mandatory. It's a whopping 5 gigs, and takes about 16 or 17 minutes.

Q: Is there DLC for this title?
A: Yes, and the game will automatically search for it. There will be 8
installments of downloadable content, each reportedly to be made available
one week after the next, starting March 5th (Japan time).
These will also be free downloads. Basically, they just look like you're
getting system updates, and it'll say "version 1.02" or whatever. You can
pick up the items from the guy in a white suit with clown makeup, a false
nose, and a clown wig, Bob Utsunomiya, but you can only get them once, unlike
the items from clearing Completion Lists. All the two-player games will be
available from the "Extra" option on the main menu.
At present, this is the list of features and items that are available with
the downloadable upgrades:

*(NOTE: None of the 2P modes have online play. There is no online play for
this game.)

MARCH 5TH
(Normal Items)
Items Pack 01 - Staminan Royale, Tauliner++, Toughness Emperor, Large
Collapsible Hammer, and Manly Sarashi
Billiards 2P Versus Mode - You can play nine ball, eight ball, and rotation
billiards with another person! The game accommodates two controllers, but
you can use just one.
Darts 2P Versus Mode - You can play 301, Cricket, and Count-Up darts with
another person! The game accommodates two controllers, but you can use
just one.
(Clear Game Items)
S-Items Pack 01 - Black Jack Amulet, Bust Amulet, and Royal Joker

MARCH 12TH
(Normal Items)
Items Pack 02 - Staminan Royale, Tauliner ++, Toughness Emperor, Collapsible
Stick, Warring-States-Era Chainmail Shirt
Answer x Answer 2P Versus Mode - You can now play against someone in
Answer x Answer at your very own home! This mode uses 2 controllers.
Bowling 2P Versus Mode - Go head-to-head against another player in 3 or 10
frames of bowling. This mode can be played with 2 controllers, or just
with 1.
(Clear Game Items)
S-Items Pack 02 - Gauntlet, Old-Fashioned Suspension, Scrap of Magnetic
Metal

MARCH 19TH
(Normal Items)
Items Pack 03 - Staminan Royale, Tauliner ++, Toughness Emperor, Red Lion
Dosu, WAT Armor
Golf 2P Versus Mode - You can now play a golf tournament with your friend.
This was designed for two controllers, but you can use just one.
(Clear Game Items)
S-Items Pack 03 - 123 Gum, Arashi Youkan, Rock from the Pee Mountains
Outfit Change: Kiryuu
Outfit Change: Rikiya

MARCH 26TH
(Normal Items)
Items Pack 04 - Staminan Royale, Tauliner ++, Toughness emperor, Black
Shaft, Steel Shinguards
(Clear Game Items)
S-Items Pack 04 - Unnamed Sword, Ancient Black Sand Steel, Old-Fashioned
Bell
"Ryuu ga Gotoku Quiz" questions added to Answer x Answer - Ryuu ga Gotoku
series questions are added to the "Answer x Answer" arcade mini-game in
the game! If you wanna call yourself a true fan, you'll want to get all
questions correct! These questions will also appear in two-player
"Answer x Answer," so you can prove which player is the true fan!
Exclusive Game Mode "Survival Onigokko (Tag-Like Game)" - Run from the
"oni!" Fulfill the 10 objectives! At night in the Kamuro District, you
can play a certain game where you run from the "oni" and try to complete
the 10 tasks given to you in the time limit. Your prize varies depending
on remaining time and on the number of objectives met. What "oni" will
chase you? And, what are these "10 objectives?" Play the game to find
out!

APRIL 2ND
(Normal Items)
Items Pack 05
(Clear Game Items)
S-Items Pack 05
Exclusive Game Mode "All-Star Tournament"

APRIL 9TH
(Normal Items)
Items Pack 06
(Clear Game Items)
S-Items Pack 06
Exclusive Game Mode "All-Star Tag Tournament"

APRIL 16TH
(Normal Items)
Items Pack 07
(Clear Game Items)
S-Items Pack 07
Exclusive Game Mode "Survival Battle"

APRIL 23RD
(Normal Items)
Items Pack 08
(Clear Game Items)
S-Items Pack 08
Outfit Change: Haruka
??????

Q: I'm trying to complete everything. Where's "salt?" "Unknown Syringe?"
"Rope?" "Bowling Ball?" "Unknown Liquid?" "Pliers?"
A: This is a little annoying, but, these items can only be found in certain
locations--they can't be bought.
The pliers are found at the north end of the Kariyushi Arcade in Okinawa.
They're near a wire rack of what appears to be magazines.
The rope is in the second floor of the Municipal Market in Okinawa, in the
corners behind the staircase. The portable stove is also there.
In the same floor, you can find pepper, which acts like the salt weapon.
It's on the ground near the restaurant area right near the top of the stairs,
and next to it? It's a jug of liquid you can use for the "unknown liquid,"
but you can also find that in parking lots and other areas.
The bowling ball? You can find this inside Mach Bowl when you're fighting
for side stories and the like, or you can find them just outside, too. Thanks
to Aerith for pointing out that you can find them outside, too...I thought
their Heat Action might be something you could miss if you didn't do it at
the right time!
That only leaves the syringe. This item is hidden under the stacks of beer
bottle boxes in the arena during the Street Fight GP tournament.
Good luck!

Q: Now I want to complete the restaurant items...but, what's up with Smile
Burger, Gelateria Kamuro, Sushiya Gin, and Kyushu Ichibanboshi Ramen?! Now
they each have one missing item from their menus, according to the completion
lists--is this like in #2, where I have to order at a certain time of day?
A: No; the only place with a varying menu is Pronto, but you can select "Caffe
Time" or "Bar Time" in the last Chapter.
This time, there are certain restaurants that will only offer their final
item if you bring an issue of Tokyo Week 1 in with you. You can find the
magazine in most convenience stores. You just have to have it on your person,
and wham!--one more item on their menus.
Kinda silly, I know....

Q: Is there anything you can miss this time around? I don't wanna look at a
FAQ every two seconds (no offense).
A: Yes. This is probably the most annoying thing about this series, though a
lot of other RPG's make this mistake.
If you're playing the story mode, there are things you can miss. There are
less than in earlier games, but, they're still there! I think Nagoshi's team
has been working to streamline some things, and maybe get rid of these, but I
think they should get rid of them altogether. It's cool when you have a game
that only takes like a couple of hours or something to play through, you know,
but this takes like 50-60 hours or so, depending on how much you want to get
done.
Specifically, there are four missions you can miss this time:
CHAPTER 4, with Haruka:
A Trip Before Marriage
CHAPTER 4, after talking with Mack Shinozuka:
Love Letter In A Bottle (you can also do this one later in Chapter 10
when you go looking for Ayako, but, those are your only chances)
CHAPTER 6, while taking Rikiya around:
A Girl From Back Home
Garyou Tensei ("Dotting the Eye")
That's really not a LOT, but, it's still aggravating if you don't do them.
You'll probably want to do all missions at some point so you can get the
cool bonus item.


------------------------------
1d. How to Pronounce Japanese
------------------------------

I know many people take Japanese now, and are used to hearing it from their
subtitled DVD's and such, but when I was growing up in America, there were many
people who couldn't say anything right ever. "Ryuu" (the character from "Street
Fighter") became "RYE-you," and his famous "Shouryuuken" move became all sorts
of things--the "All You Can" is my favorite.
Anyway, enough ranting. Japanese is a fairly monotone language filled with
polysyllabic words. Here's how to pronounce the consonants:

"k" = "k" as in "kite." The "k" sound is harshly aspirated in Japanese and
sometimes sounds like a "t" to English speakers because of that. In other
words, a strong puff of air comes from the lungs when saying this often.
"g" = "g" as in "good." This is a voiced "k." Also,
= "ng" as in "fang" when it comes in the middle of a word quite often,
especially in the Tokyo area.
"s" = "s" as in "lapse." The "s" in Japanese is a rather "hard" "s". It's
actually with the tongue pressed up closer to the roof of the mouth than in
English.
= "sh" as in "shape." This occurs before the "i" and "y" sounds.
TO AVOID CONFUSION I SHALL WRITE IT AS "sh" IN THESE INSTANCES.
"z" = "dz" as in "gadzooks!" The "d" is slight, so often it will sound just
like an English "z;" a voiced "s."
= "j" as in "jam." This occurs before the "i" and "y" sounds.
TO AVOID CONFUSION I SHALL WRITE IT AS "j" IN THESE INSTANCES.
"t" = "t" as in "top." Actually, this "t" is not heavily aspirated, so it
may sometimes sound like a "k" or a "d" to some English speakers.
= "ch" as in "chopper." Again, not seriously aspirated, this appears only
before the "i" and "y" sounds.
TO AVOID CONFUSION I SHALL WRITE IT AS "ch" IN THESE INSTANCES.
= "ts" as in "lets" before a "u."
TO AVOID CONFUSION I SHALL WRITE IT AS "ts" IN THIS INSTANCE.
"d" = "d" as in "don't." A voiced "t."
"n" = ... This is difficult. There are two different sounds written "n" in
Romanised Japanese.
"n" at the beginning of a syllable = "n" as in "not."
"n" by itself is its own syllable; no vowel is needed. This is a different
"letter" in the Japanese writing system, and is similar to the French
"n." In other words, the tongue doesn't touch the roof of the mouth and
a nasal sound is produced.
Before "p," "b," and "m," the lips close and this sound comes out like
an "m."
TO AVOID CONFUSION I SHALL WRITE IT AS "n'" IF IT COMES BEFORE A VOWEL AND
SHOULD BE PRONOUNCED AS THE "FRENCH 'N'." ALSO, I SHALL WRITE IT AS "m"
BEFORE LABIAL SOUNDS.
"h" = "h" as in "hat." This is actually a "hard h;" the tongue is, again,
raised up agains the roof of the mouth (farther back than the "s") and the
air almost hisses out.
= "f" as in.... Well, our "f" is just an approximation. When the lips
are pursed for "u," the air puffs out and sounds like an "f." The lip should
not touch the teeth, generally. This occurs only before the "u" sound.
TO AVOID CONFUSION I SHALL WRITE IT AS "f" IN THIS INSTANCE.
"b" = "b" as in "boy."
"p" = "p" as in "pad."
"m" = "m" as in "map."
"y" = "y" as in "you." Not that this comes right after other consonants
frequently and should be pronounced the same but with the other consonant
attached to its front; NOT AS ANOTHER SYLLABLE. For example, "kyuu" is
not "KYE-you" or something like that; it's more like "Q" as in "the letter
'Q.'"
"r" = ... Well, unfortunately, this one's a bit tricky. The tongue generally
flaps against the raised ridge behind the front teeth on the roof of the mouth
and sounds like the "tt" in "butter" in the middle of words, and comes fully
in contact with them at the beginning of words to make more of a conventional
"l" sound.
"w" = "w" as in "wane."

There are five vowels in Japanese writing:

"a" = "a" as in "father."
"i" = "ee" as in "feet." After a "voiceless" consonant (p, k, etc), the "i"
sound is muted; almost whispered with no voice. To many, it sounds like it
vanishes, but it doesn't completely.
"u" = "oo" as in "loop." Just like "i," after voiceless consonants the "u"
sound seems to vanish, but just gets quite muted and becomes almost voiceless.
"e" = "ay" as in "say," sorta. It's kind of between there and the "e" in "bet."
"o" = "oh" as in "oh, man!"

Vowels are read each after the other (without the gutteral break in "uh-oh!").
This makes pseudo-diphthongs as such:

"ai" = "ah + ee." Sounds similar to "eye."
"au" = "ah + ooh." Sounds similar to "ow" as in "cow."
"ae" = "ah + eh." No equivalent.
"ao" = "ah + oh." No equivalent.

Also, vowels can be lengthened. This means you say the vowel twice (again
without a break); making it last longer. It doesn't mean there's some weird
other sound (such as the difference between long and short vowels in English).

Here is a list of the ways I will lengthen the vowels:

"aa" or "a-"
"ii" or "i-"
"uu" or "u-"
"ei" or "e-" or "ee" Note that "ei" is sometimes pronounced as two "e" sounds
and sometimes as an "e" + "i." The difference is negligable and most Japanese
people wouldn't distinguish it.
"ou" or "o-" or "oh" or "oo" Again, "ou" is sometimes pronounced as two "o"
sounds and someitmes as as "o" + "u." The difference, again, is negligable.
The reason for "oo" to show up is because of the way the word would be written
in Japanese script, usually using the word "big" ("ookii" or "ooi" [rare, but
used as a prefix often].)

In other words, it's not "GOW-key." It's not "GOO-key." It's "GO-key." (the
"Street Fighter" character Gouki, that is.)

Consonants can be lengthened, too. This makes it sound like the word has
stopped and paused for a split second. Hold your mouth in the position of
the consonant. Sometimes it makes it sound a bit more stressed; like the
muscles were more tense than usual in the mouth. This takes a bit of practice
sometimes. Most consonants can do this, and they will be written twice.

Here is a listing of all the syllables that occur in modern Japanese:

a ka sa ta na ha ma ya ra wa ga za da ba pa n(or "m")
i ki shi chi ni hi mi ri gi ji ji bi pi
u ku su tsu nu fu mu yu ru gu zu zu bu pu
e ke se te ne he me re ge ze de be pe
o ko so to no ho mo yo ro wo* go zo do bo po

kya sha cha nya hya mya rya gya ja ja bya pya
kyu shu chu nyu hyu myu ryu gyu ju ju byu pyu
kyo sho cho nyo hyo myo ryo gyo jo jo byo pyo

*--This is really pronounced the same as "o" except by some pre-WWII people.
It's listed here because it's usually used as a "particle word."

"Stressing" syllables should usually only occur with elongated vowels and
syllables starting with a stopped (doubled) consonant. There are some words
that have clear "stress," but many words have none at all.

Lastly, note that I will use an apostrophe to separate sounds that I feel
need to be separated so you can pronounce them correctly. This will probably
only occur with "n" sounds in the middle of words (that's the nasal, solitary
"n" that is its own syllable) and long vowel patterns. For example, "Ma'ou"
should be pronounced "ma + oh (long)"--tho' I'll probably forget the apostrophe
sometimes in this instance. "In'e" should be pronounced "i + n + e;" not "i +
ne."


--------------
2. The BASICS
--------------

------------------
2a. The Adventure
------------------

2a-I. Controls
---------------

D-Pad: In battles, use to switch between unarmed or one of the three assigned
weapons. You can assign these weapons in the Pause Menu. Also, pressing
down will cause you to drop a weapon if you've picked one up during a battle.
Also, pressing down during a battle while unarmed will cause Kiryuu to light
up a cigarette as a stylistic way to make the enemies look stupid.
Left Analog Stick: Use to walk or run. You can also use this to move the
cursor in menus.
Right Analog Stick: Use to move the camera.
Start: Use to pause the game and bring up the Pause Menu.
Select: Use to pause the game and bring up the Quit Menu.
Square: Use for weak attacks. Rapidly tap this to help Kiryuu get up when
knocked down.
Triangle: Use for heavy attacks. Rapidly tap this to help Kiryuu get up when
knocked down.
Also, this is the button for Heat Actions, when you're in Heat Mode and when
a Heat Action is available (you'll see a prompt at the top of the screen).
Confirm Button (Circle on a Japanese PS3, X on a U.S. PS3): Use to confirm
selections in menus, talk to people, or to examine items. Press while talking
to someone to speed up their text.
Press during a conversation with R1 held down to skip the entire conversation!
Cancel Button (X on a Japanese PS3, Circle on a U.S. PS3): Use to back out of
menus. Press while talking to someone to speed up their text.
Circle Button: Use to grapple people or pick up objects in battle. Rapidly
tap this to help Kiryuu get up when knocked down.
X Button: Use to sway (sidestep). If you don't hold a direction on the Left
Analog Stick, Kiryuu will just step backwards. If you want to move to the
side or in front of you, hold down the R1 button to "shift" (lock-on and then
strafe), and then hit X while holding a direction on the Left Analog.
Rapidly tap this to help Kiryuu get up when knocked down.
Rapidly tap this when grappled to break the grapple, when prompted.
L1: Press and hold to guard.
L2: Use to set the camera behind Kiryuu.
L3 (press the Left Analog Stick in): Toggles the on-screen mini-map between a
wider view, a closer view, or no mini-map at all.
R1: Hold this to target the nearest enemy. Kiryuu can only sway backward or
to the side with this button held down; otherwise, he'll sway forward.
During a conversation, hold this button and press the Confirm Button to skip
all dialogue!
R2: Use to taunt, which will build Heat Gauge.
R3 (press the Right Analog Stick in): Use to set the camera behind Kiryuu
during battle, or during adventure mode, to enter First-Person View (with
the cell phone camera). In this mode, you can view Revelations to get more
Heat Actions, but passing the reticle over a thug or street punk who's waiting
to fight you will cause him to run over quickly to start the fight.


2a-II. Display
---------------

There are three bars in the upper, left-hand corner of the screen. The thick,
orange bar is your health. The thin, yellow bar above it is your experience,
and the blue bar beneath it is your Heat Gauge.
In battle, in the lower, right-hand corner, you'll see your enemy's health.
The game displays the health of the enemy you are hitting. If it's a blue
gauge, that's probably the gauge of an obstacle you can break. If there is
another person such as an ally there, their health will appear in the lower
right-hand corner, too, but it shouldn't be too hard to distinguish the two as
the guy you're hitting's gauge will deplete when you hit him. Also, on the
battle screen, the D-Pad looking thing below your health refers to that--the
D-Pad. Down will usually be to disarm yourself, while the other three will
switch weapons to the one displayed in that slot.
Depending on your settings, you will probably see a mini-map in the lower,
right-hand corner of your screen. Usually, the next important point of interest
to advance the plot is shown with a red dot, while sub-plots are shown with
green ones. If they're too far away to be displayed, a little arrow will
appear at the edge of the map pointing in their direction.
Lastly, you should be aware that when in Chase Battle, there will be two
gauges at the bottom of the screen--one for you, and one for the enemy. These
are for the characters' endurance. Above that is a meter showing how far the
chaser is from the chasee, by marking them with little running figures. You'll
get the hang of it.


2a-III. Start Menu Options
---------------------------

First of all, you should be able to see, but your money, health, experience,
and the map are displayed on this screen. The text under the map also tells
you where to go for your next objective.

ITEMS. Select this to manage the items you are carrying around. You can use
items, such as healing items, by selecting them and hitting the "confirm"
button. Similarly, you can equip armor and accessories, and you can set what
weapons you want in your quick selection on the D-Pad. Obviously, the one in
the middle is the one you'll hit up for. The ones on the left and right are
the ones you will select with left or right. The box with the red frame is
your armor, and the two yellow ones to the right are accessories.
You can unequip something you've equipped with Triangle. You can move items
around in your inventory by selecting it with Square, and then putting the
cursor on the desired spot, then hitting Square again.
The R1 button will make you go to your "Important Items" (or "Story Items").
There's not too much to do wih them, though.
MAP. Pressing the "confirm" button or L2 or R2 will zoom in. You can then
move the cursor around, and the names of streets and important locations will
be revealed to you.
Pressing Triangle will bring up a list of places of inerest. The place will
light up on the map.
ABILITIES IMPROVEMENT. The yellow bar is your stock of experience. Once you
have enough to build up one of the different attributes, pass the cursor over
it and spend your stock until you level up. The effects of each new level
are listed below. you can press left or right to toggle through the various
improvements you get with each level.
Here is the order the attributes are listed in:
Mind
Technique
Body
Mastery (it's the "Goku" kanji; really means like 'ultimate' or 'extreme')
Also, from this screen, if you hit Triangle, you can view lists of various
upgrades and basic techniques you have acquired.
CELL PHONE. This is where you can view your e-mails.
CHARACTERS.
SUB STORIES. These are your side stories, also often called "missions."
COMPLETION LISTS.
SETTINGS. You can change the various optional settings here, such as the way
the camera moves, whether or not you can skip events (which you do with the
"START" button), whether or not to have subtitles, the brightness level, and
what font text is displayed in.
Camera Control (Horizontal) - Normal / Reverse (default: Reverse)
First-Person View (Vertical) - Normal / Reverse (default: Reverse)
First-Person View (Horizontal) - Normal / Reverse (default: Reverse)
Mini-Map Display - Surroundings / Straight Ahead (default: Surroundings)
Subtitles - Off / On (default: On)
Event Skip - Off / On (default: Off)
Brightness
Font - Auto / Mincho / Gothic (default: Auto)

Sorry a few of those sound weird.... The mini-map one toggles between an over-
head view and more of a street-level view. The "Event Skip" one is fairly im-
portant, because if you have it on, you can skip cut scenes by pressing the
Start Button. The Font one...on auto, it changes depending on the dialogue,
presumably. Otherwise, you can set it to one or the other. Gothic is usually a
little easier to read--especially if you're like me and you still lack an HDTV.


2a-IV. Building Up
-------------------

This is really an action-RPG-esque title. As such, you'll have to upgrade
Kiryuu an awful lot if you want him to really hand it to the enemy. You'll do
so by learning techniques from having Revelations around town at certain points
of the story, by training with the various masters around Okinawa and Tokyo,
and simply by using experience points.
As you fight, order items at restaurants, and do side missions, you'll be re-
warded with experience. That's the little yellow bar above your health meter.
After you fill up the bar, it becomes a "stock" level of experience. You can
assign this from the pause menu to one of four attributes, and when you have
enough stock to gain a new level in one of the attributes, you can level it up
and get new abilities and status effects.
The four attributes are: Mind, Technique, Body, and Mastery. The "Mastery"
one literally means "extreme" or "ultimate," but, it's a little hard to make
"extreme" or "ultimate" into nouns without things even sounding more awkward
than they already are.
Mind is all about your status effects concerning the Heat Gauge. Technique is
(obviously) techniques. Body is your health and defensive properties, and
Mastery effects your Heat Moves.
Here is what you get for leveling each attribute up:

MIND
Level 2
Heat Gauge Maximum Increase
Status of the Red Phoenix (Suzaku no Kii)
When your health gauge is low, you automatically, gradually build Heat
Energy.
Level 3
Heat Gauge Maximum Increase
Understanding of Iron-Body (Goutai no Kokoroe)
When it Heat Mode, it's a bit harder for enemies to knock you down.
Level 4
Heat Gauge Maximum Increase
Status of the White Tiger (Byakko no Kii)
Taunting a nearby enemy builds Heat Energy.
Level 5
Heat Gauge Maximum Increase
Knowledge of the Thunder God (Raijin no Kokoroe)
When running in Heat Mode, you won't stop when attacks hit you.
Level 6
Heat Gauge Maximum Increase
Status of the Dark Warrior (Genbu no Kii)
Guarding enemy attacks builds Heat Energy.
Level 7
Heat Gauge Maximum Increase
True Understanding of the Iron Body (Shin Goutai no Kokoroe)
It's almost impossible for enemies to knock you down when you're in Heat
Mode, unless they throw you.
Level 8
Heat Gauge Maximum Increase
Status of the Blue Dragon (Seiryuu no Kii)
You cannot die while you're in Heat Mode. Of course, unless you have the
Seal of the Fighting God equipped (which gives you infinite Heat), you'll
lose Heat Energy when opponents hit you, so, it's still very possible to be
killed.
Level 9
Heat Gauge Maximum Increase
Understanding of the Wind God (Fuujin no Kokoroe)
When not in Heat Mode, your sidestep's range is increased. This does not
apply if you are holding a weapon.
Level 10
Heat Gauge Maximum Increase
Status of the Yellow Dragon (Ouryuu no Kii)
Charge Heat Energy by holding down the R2 button near an enemy.

TECHNIQUE
Level 2
Komaki-Style Cat Flip (Komaki-Ryuu Nekozori)
When you're about to hit the ground from being knocked down, hit the X
button to land on your feet.
Level 3
Rising Kick
When you're on the ground after being knocked down, hit Square to sweep
enemies.
Speed Up 1
This speeds your attack strings up.
Level 4
Flashing Spirit Palm of the Lotus House (Renka Senkishou)
Hold Triangle longer than the amount of time for the Charge Kick, then
release.
Level 5
Double Finish Blow
Hit Triangle after a Finish Blow (a Triangle at the end of a weak attack
string)
Level 6
Komaki-Style Punishing Strike (Komaki-Ryuu Sabakiuchi)
During a Sway, hit Triangle.
Speed Up 2
Speeds your attack strings up even more.
Level 7
Down Reversal
When you're about to hit the ground from being knocked down, hit the Tri-
angle button to land on your feet and retaliate with a gut punch.
Level 8
Bound Hold
Formerly called the "Finish Hold," this basically adds grapples to Finish
Blows. After a weak attack string has been ended with a Triangle, when in
Heat Mode, hit Circle. It costs some Heat Energy.
Level 9
Kawachi-Style Breaking Throw (Kawachi-Ryuu Tokinage)
When grappled, tap Circle repeatedly to reverse and throw the opponent.
Speed Up 3
Speeds your attack strings up even more.
Level 10
Cancel Sway
When you're not in Heat Mode, you get the ability to cancel weak attack
strings into sways (sidesteps) with X or with a directional input and X
while locked on.

BODY
Level 2
Health Gauge Maximum Increase
Level 3
Health Gauge Maximum Increase
Escape Grade 1
Less tapping of the X button is needed to escape grabs.
Level 4
Health Gauge Maximum Increase
Quick Stand 1
When you're on the ground after being knocked down, less tapping of the
buttons is needed to make Kiryuu stand up.
Level 5
Health Gauge Maximum Increase
Reguard
After an opponent's heavy attack breaks your guard, releasing the L1 button
and then pressing it again will make you able to guard again.
Level 6
Health Gauge Maximum Increase
Throw Power Increase
Less tapping of Circle is needed to throw heavy enemies when you're grap-
pling them.
Level 7
Health Gauge Maximum Increase
Quick Stand 2
When you're on the ground after being knocked down, even less tapping of the
buttons is needed to make Kiryuu stand up.
Level 8
Health Gauge Maximum Increase
Escape Grade 2
Less tapping of the X button is needed to escape grabs.
Level 9
Health Gauge Maximum Increase
Grappling and Throwing Power Upgrade (Nagemakikomi Iryoku Kyouka)
Throw attacks do more damage.
Level 10
Health Gauge Maximum Increase

MASTERY
Level 2
Pursuit Mastery (Oiuchi no Kiwami)
When in Heat Mode near a fallen enemy, press Triangle when prompted to do a
more powerful pursuit attack.
Level 3
Flattening Throw Mastery (Nagetsubushi no Kiwami)
When in Heat Mode, grappling a foe near a fallen foe, hit Triangle when
prompted to toss the grappled opponent on top of the fallen one.
Level 4
Swing Mastery (Suingu no Kiwami)
When in Heat Mode, while grappling a fallen foe by their ankle, drag them
near a hazard such as a wall or post, and hit Triangle when prompted.
Red Gauge Addition 1
When your Heat Gauge reaches its maximum section, you'll enter Red Heat
Mode--which you'll need to do the more powerful Heat Moves.
Level 5
Faint-Hearted Mastery (Monooji no Kiwami)
When an opponent armed with a weapon shakes in fear and you're in Heat
Mode, get close and hit Triangle when prompted.
Level 6
Two-Headed Mastery (Soutou no Kiwami)
When in Red Heat Mode, while grappling an enemy, drag them near another
enemy and hit Triangle when prompted.
Overall Heat Move Improvement 1 (Han'you Heat Action Kyouka 1)
When doing Environment Heat Actions against walls or tables or objects,
or when doing the Pursuit Masery Heat Actions, hit the button prompted on
the screen for an additional hit. NOTE: Although it's not listed in the
upgrade's in-game description, this extra hit also applies to all the Giant
Swing variations where you hit the guy into something such as a post or
car.
Level 7
Komaki-Style Unarmed Reversal (Komaki-Ryuu Mutegaeshi)
A Heat Move that reverses all unarmed enemy attacks while Kiryuu is unarmed.
So long as you're not locked on and in Heat Mode, you should be prompted to
hit Triangle to reverse enemies from the front, behind, or at either side of
Kiryuu.
Red Gauge Addition 2
Makes the second-to-the-last bar of Heat Gauge also activate Red Heat Mode.
Level 8
Komaki-Style Harquebus Muffler (Komaki-Ryuu Hinawafuuji)
A Heat Move where you can hit Triangle when in Heat Mode near an enemy who
is brandishing a firearm.
Level 9
Mounted Punches (Oikomi no Kiwami)
When your Health Gauge is low enough that it is flashing red, the usual
unarmed Pursuit Mastery Heat Action is changed to mounted punches.
Overall Heat Move Improvement 2 (Han'you Heat Action Kyouka 2)
This adds an extra attack (with the correct button press prompted on-screen)
to some of the Environment Heat Actions and Pursuit Mastery Heat Action.
Note that each successful additional hit takes more Heat Energy.
Level 10
Ultimate Mastery (Kyuukyoku no Kiwami)
Kiryuu does a Bruce-Lee-esque slow-motion hand gesture, then backhand slaps
the opponent to death in a powerful, single hit. Use this Heat Action in
Red Heat Mode in front of a dizzied opponent (except those dizzied by the
Flowing Catch Circle reversal--that's the set-up for a different Heat
Action).
Red Gauge Addition 3
The third-to-the-last bar of Heat Gauge will now also activate Red Heat.


As for the extra techniques learned by sparring with the masters, there are
three different masters you can learn from: Komaki Soutarou in Tokyo, Yonashi
Shouji in Okinawa, and Mack Shinozuka, who appears in different places depending
on the point you're at in the story. For more information, please see the
"Extra Skills & Power-Ups" section.


2a-V. Story Progression
------------------------

-------------
2b. Fighting
-------------

2b-I. Commands
---------------

LEGEND (I don't think you can configure the controls, but just in case, I'll
list the defaults)
Square = Weak attack button.
Triangle = Heavy attack button.
X = Sway button.
Circle = Grapple button.
L1 = Guard button.
R1 = Shift / Lock-On button.
R2 = Taunt button.
, = Then.... In other words, "Square, Triangle" means you hit square, and then
after that, you hit triangle (you don't press them together)
+ = Together. In other words, "Towards + X" means you press towards the
opponent and hit X; you don't a direction, let go of the stick, then hit the
button.
Hold = Keep the button held down for a duration of time.
Hold long = Keep the button held down for a longer period of time than just
"hold."
Forward = Press the left analog stick in the direction Kiryuu faces.
Back = Press the left analog stick away from the direction Kiryuu faces.
Left = Press the left analog stick to the left from the way Kiryuu's facing.
Right = Press the left analog stick to the right from the way Kiryuu's facing.
(Back) = Press the left analog stick in a direction other than the one Kiryuu
faces.
(Free) = Don't forgot *not* to lock on; don't press R1.
(Lock) = Must be "locked on"; while holding R1.
(Behind) = When behind an enemy. Sidestep when they attack or while paralyzed.
(Goku) = When prompted; while the "goku" kanji flashes.
(Heat Move) = Move can only be done in Heat Mode.
(Red Heat Move) = Move can only be done in Red Heat Mode.
(Wall) = Near an environmental hazard such as a wall, bench, river, etc.
(Down) = While Kiryuu's lying on the ground.
(Falling) = While Kiryuu's flying through the air from being knocked down.
Front = While the enemy is facing Kiryuu.
Behind = While the enemy is facing away from Kiryuu.
Light = Effects light enemies.
Medium = Effects medium enemies.
Heavy = Effects heavy enemies.
Heat bonus = Increases your Heat Energy.
High Heat bonus = Increases your Heat Energy noticeably.
Heat cost = Costs Heat Energy.
High Heat cost = Costs a large amount of Heat energy.
Guard Break = Enemies who guard this move are temporarily stunned.
Knockdown = Enemies who get hit by this will be floored.
Bounce = Bounces the enemy, allowing an extra hit. Usually, you can only get in
a Blow Kick (Triangle).
Dizzy = Makes enemy stand still a moment, seeing stars.
Collapse = Enemy slowly collapses to the floor.
Burn = Enemy becomes set on fire, taking extra damage.


UNARMED ATTACKS
---------------

Move: EQUIP
Commands:
D-Pad Up
D-Pad Left
D-Pad Right
Readies whichever weapon you've set to those directions from the Pause Menu.

Move: TIME FOR A CIGARETTE (YOYUU NO TABAKO)
Commands:
D-Pad Down
Kiryuu ridicules the enemy by lighting up a cigarette, showing he has that
much time where he won't even need fear an attack from them.

Move: CIGARETTE MASTERY (TABAKO NO KIWAMI) (Heat Move)
Commands:
D-Pad Down, (Goku) Triangle
You'll be prompted after he's sucked enough smoke into his lungs. Kiryuu spits
the cigarette into the enemy's eye and then punches him with a wild hook, right
in the face.
NOTE: If you were interrupted while smoking, but the cigarette's still in
Kiryuu's mouth, hit the D-Pad Down again and you should get the (Goku) prompt
right away.

Move: LEAD JAB (RUSH COMBO's first hit)
Commands:
Square
Your average jab to the face. Not too much to say here.

Move: STRAIGHT BACK KICK
Commands:
Square, (Free) (Back) + Square, (Free) (Back) + Square
Square, Square, (Free) (Back) + Square, (Free) (Back) + Square
Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Square
Square, Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Square
(Free) (Back) + Square, (Free) (Back) + Square
(Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) + Square
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square,
(Free) (Back) + Square
(Free) (Back) + Square, Square, Square, Square,
(Free) (Back) + Square, (Free) (Back) + Square
This is the follow-up move to the back-turning moves, turning Kiryuu around
again.

Move: SOK KLAB
Commands:
Square, (Free) (Back) + Square
(Free) (Back) + Square
Kiryuu spins towards the enemy with a turning, backwards-striking elbow.
This move starts the jab strings, too, but note that hitting back plus Square
again will just make Kiryuu do the Straight Back Kick move.

Move: SLAM BLOW
Commands:
Square, Triangle
Square, (Free) (Back) + Triangle
Square, (Free) (Back) + Square, Triangle
Square, (Free) (Back) + Square, (Free) (Back) + Triangle
(Free) (Back) + Square, Triangle
(Free) (Back) + Square, (Free) (Back) + Triangle
Guard break. Light, medium knockdown.

Move: SLAM UPPERCUT
Commands:
Square, Triangle, Triangle
Square, (Free) (Back) + Triangle, Triangle
Square, (Free) (Back) + Square, Triangle, Triangle
Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle
(Free) (Back) + Square, Triangle, Triangle
(Free) (Back) + Square, (Free) (Back) + Triangle, Triangle
Guard break. Light, medium knockdown.
Learn at Technique level 5.
Continue holding Triangle after move hits opponent (not blocked) for "Lingering
Mind" (Zanshin), which will charge Heat Energy.

Move: FLAPJACK (Heat Move)
Commands:
Square, Triangle, Circle
Square, (Free) (Back) + Triangle, Circle
Square, (Free) (Back) + Square, Triangle, Circle
Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Circle
(Free) (Back) + Square, Triangle, Circle
(Free) (Back) + Square, (Free) (Back) + Triangle, Circle
Only works on light and medium foes. Though this is not a "super" move, it
still needs you to be in Heat Mode, and costs Heat.
Learn at Skill level 8.

Move: CROSS RIGHT UPPERCUT (RUSH COMBO's second hit)
Commands:
Square, Square
(Free) (Back) + Square, Square
A little more damaging than just a jab.

Move: SPINNING BACKFIST
Commands:
Square, Square, (Free) (Back) + Square
(Free) (Back) + Square, Square, (Free) (Back) + Square
Kiryuu spins around and swings his arm in a wild punch.

Move: BODY BLOW
Commands:
Square, Square, Triangle
Square, (Free) (Back) + Square, Triangle
(Free) (Back) + Square, Square, Triangle
(Free) (Back) + Square, Square, (Free) (Back) + Square, Triangle
Light, medium collapse.

Move: TURNING BODY SIDE KICK
Commands:
Square, Square, (Free) (Back) + Triangle
Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle
(Free) (Back) + Square, Square, (Free) (Back) + Triangle
(Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) +
Triangle
Light, medium collapse.

Move: QUICK KNEE
Commands:
Square, Square, Triangle, Triangle
Square, Square, (Free) (Back) + Triangle, Triangle
Square, (Free) (Back) + Square, Triangle, Triangle
Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Triangle
(Free) (Back) + Square, Square, Triangle, Triangle
(Free) (Back) + Square, Square, (Free) (Back) + Triangle, Triangle
(Free) (Back) + Square, Square, (Free) (Back) + Square, Triangle, Triangle
(Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) +
Triangle, Triangle
Light, medium knockdown.
Learn at Technique level 5.

Move: BACKBREAKER TO POWERSLAM (Heat Move)
Commands:
Square, Square, Triangle, Triangle
Square, Square, (Free) (Back) + Triangle, Circle
Square, (Free) (Back) + Square, Triangle, Circle
Square, (Free) (Back) + Square, (Free) (Back) + Triangle, Circle
(Free) (Back) + Square, Square, Triangle, Circle
(Free) (Back) + Square, Square, (Free) (Back) + Triangle, Circle
(Free) (Back) + Square, Square, (Free) (Back) + Square, Triangle, Circle
(Free) (Back) + Square, Square, (Free) (Back) + Square, (Free) (Back) +
Triangle, Circle
Only works on light and medium foes. Though this is not a "super" move, it
still needs you to be in Heat Mode, and costs Heat.
Learn at Skill level 8.

Move: OVERHEAD HOOK (RUSH COMBO's third hit)
Commands:
Square, Square, Square
(Free) (Back) + Square, Square, Square
The third move in Kiryuu's basic string.

Move: BACK KICK
Commands:
Square, Square, Square, (Free) (Back) + Square
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square
Kiryuu turns around, throwing out a straight kick.

Move: UPPERCUT
Commands:
Square, Square, Square, Triangle
Square, Square, Square, (Free) (Back) + Triangle
Square, Square, Square, (Free) (Back) + Square, Triangle
Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle
(Free) (Back) + Square, Square, Square, Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back)
+ Triangle
Light, medium knockdown.
Continue holding Triangle after move hits opponent (not blocked) for "Lingering
Mind" (Zanshin), which will charge Heat Energy.

Move: HAMMER HOOK
Commands:
Square, Square, Square, Triangle, Triangle
Square, Square, Square, (Free) (Back) + Triangle, Triangle
Square, Square, Square, (Free) (Back) + Square, Triangle, Triangle
Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle,
Triangle
(Free) (Back) + Square, Square, Square, Triangle, Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Triangle, Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle,
Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back)
+ Triangle, Triangle
Guard break. Light, medium bounce.
Continue holding Triangle after move hits opponent (not blocked) for "Lingering
Mind" (Zanshin), which will charge Heat Energy...but for noticeably less than
other "Lingering Mind" charges.
NOTE: This move is unique in that you can use the Lingering Mind charge for the
Uppercut (the first Triangle), then follow it with the Hammer Hook, giving you
two chances to charge Heat Energy.
Learn at Technique level 5.

Move: MINI GIANT SWING
Commands:
Square, Square, Square, Triangle, Cirle
Square, Square, Square, (Free) (Back) + Triangle, Circle
Square, Square, Square, (Free) (Back) + Square, Triangle, Circle
Square, Square, Square, (Free) (Back) + Square, (Free) (Back) + Triangle,
Circle
(Free) (Back) + Square, Square, Square, Triangle, Circle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Triangle, Circle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle,
Circle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, (Free) (Back)
+ Triangle, Circle
Only works on light and medium foes. Though this is not a "super" move, it
still needs you to be in Heat Mode, and costs Heat.
Learn at Skill level 8.

Move: ROUNDHOUSE KICK (RUSH COMBO's fourth hit)
Commands:
Square, Square, Square, Square
(Free) (Back) + Square, Square, Square, Square
The fourth in Kiryuu's basic string.

Move: SPINNING BACK KICK
Commands:
Square, Square, Square, Square, (Free) (Back) + Square
(Free) (Back) + Square, Square, Square, Square, (Free) (Back) + Square
Kiryuu turns around, kicking opponents.

Move: FINISH KICK
Commands:
Square, Square, Square, Square, Triangle
Square, Square, Square, (Free) (Back) + Square, Triangle
(Free) (Back) + Square, Square, Square, Square, Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle
Kiryuu turns his hips and throws out a second kick. Light, medium knockdown.
Continue holding Triangle after move hits opponent (not blocked) for "Lingering
Mind" (Zanshin), which will charge Heat Energy.

Move: JUMPING OVERHEAD SPIN KICK
Commands:
Square, Square, Square, Square, Triangle, Triangle
Square, Square, Square, (Free) (Back) + Square, Triangle, Triangle
(Free) (Back) + Square, Square, Square, Square, Triangle, Triangle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle,
Triangle
Light, medium bounce.
Learn at Technique level 5.

Move: POWERBOMB (Heat Move)
Commands:
Square, Square, Square, Square, Triangle, Circle
Square, Square, Square, (Free) (Back) + Square, Triangle, Circle
(Free) (Back) + Square, Square, Square, Square, Triangle, Circle
(Free) (Back) + Square, Square, Square, (Free) (Back) + Square, Triangle,
Circle
Only works on light and medium foes. Though this is not a "super" move, it
still needs you to be in Heat Mode, and costs Heat.
Learn at Skill level 8.

Move: BLOW KICK
Commands:
(Free) Triangle
Almost like he's kicking a ball or something.
Hits Bound enemies.
Knocks nearby items towards enemy.

Move: BRAWLING KICK ("KENKA KICK")
Commands:
(Lock) Triangle
A front kick.
Knocks nearby items towards enemy.

Move: CHARGE KICK
Commands:
Hold Triangle, release
Kiryuu crouches, avoiding many high attacks, then releases a powerful kick.
Guard break. Light, medium knockdown.

Move: FLASHING ENERGY PALM OF THE LOTUS HOUSE (RENKA SENKISHOU)
Commands:
Hold Triangle long, release
Kiryuu crouches for the Charge Kick, then as you keep charging, shifts back and
turns his shoulders a' la the beginning of a hadouken from Street Fighter II,
then steps forward, throwing a long-ranged punch to the stomach.
Light, medium collapse. High Heat bonus.
Once "True" version is learned from the IF7 game, Kiryuu can charge Heat Energy
while charging the palm strike. If Understanding of the Iron Body is learned
at Mind Level 3 and the "True" version is learned, Kiryuu will continue to
charge, even if he gets hit.
Learn at Technique level 4.

Move: TURN KICK
Commands:
(Lock) Back + Triangle
Kiryuu attacks behind him, but stays facing forward.

Move: DROP KICK
Commands:
Run Triangle
Avoids sweeps and low attacks. Kiryuu lies on the ground after the move.
Guard break. Light, medium knockdown.

Move: FORWARD CROUCH DASH
Commands:
(Lock) Forward + X
Swaying forward; avoids many attacks.

Move: FORWARD DIVING ROLL
Commands:
X, Forward + X
(Lock) Forward + X, Forward + X
(Lock) Left + X, Forward + X
(Lock) Right + X, Forward + X
(Lock) Back + X, Forward + X
Kiryuu dives towards the opponent and rolls, avoiding most attacks.
Learn from Komaki training.

Move: FORWARD ROLL MASTERY ("ZENTEN NO KIWAMI") (Heat Move)
Commands:
X, Forward + X, (Goku) Triangle
(Lock) Forward + X, Forward + X, (Goku) Triangle
(Lock) Left + X, Forward + X, (Goku) Triangle
(Lock) Right + X, Forward + X, (Goku) Triangle
(Lock) Back + X, Forward + X, (Goku) Triangle
Kiryuu spears the opponent's gut, then does an arching, leaping kick to their
head.
Learn from Revelation.

Move: SHOULDER CHARGE
Commands:
(Lock) Forward + X, Triangle
Learn at Technique level 6.
Hits Bound enemies.

Move: SIDESTEP
Commands:
(Lock) Left + X
(Lock) Right + X
Kiryuu moves to the side, avoiding most attacks.

Move: SIDE ROLL
Commands:
X, Left + X
X, Right + X
(Lock) Forward + X, Left + X
(Lock) Forward + X, Right + X
(Lock) Left + X, Left + X
(Lock) Left + X, Right + X
(Lock) Right + X, Left + X
(Lock) Right + X, Right + X
(Lock) Back + X, Left + X
(Lock) Back + X, Right + X
Kiryuu rolls to avoid most attacks.
Learn from Komaki training.

Move: LEFT CROSS HOOK
Commands:
(Lock) Left + X, Triangle
Learn at Technique level 6.

Move: RIGHT CROSS HOOK
Commands:
(Lock) Right + X, Triangle
Learn at Technique Level 6

Move: SWAY BACK
Commands:
X
(Lock) Back + X
Kiryuu steps backwards, avoiding most attacks.

Move: HOP BACK
Commands:
X, X
(Lock) Forward + X, (Neutral) X
(Lock) Forward + X, Back + X
(Lock) Left + X, (Neutral) X
(Lock) Left + X, Back + X
(Lock) Back + X, (Neutral) X
(Lock) Back + X, Back + X
Kiryuu steps backwards, avoiding most attacks.
Learn from Komaki training.

Move: RETREATING FORWARD KICK
Commands:
X, Triangle
(Lock) X, Triangle
(Lock) Back + X, Triangle
Learn at Technique level 6.

Move: CANCEL SWAY
Commands:
(Not in Heat Mode) During weak attack rush string, X
(Not in Heat Mode) During weak attack rush string, (Lock) (Direction) + X
Cancels into one of the "(Lock) (Direction) + X" moves. The double sway and
attack during sway moves can all be done off of this.
This technique may only be done when NOT in Heat Mode.
Learn at Skill Level 10.

Move: RISING KICK
Commands:
(Down) Square
A sweeping kick.
Light knockdown.
Knocks objects towards enemy.
Learn at Technique level 3.

Move: KOMAKI-STYLE CAT FLIP ("KOMAKIRYUU NEKOGAERI")
Commands:
(Falling) X
Kiryuu lands on his feet.
Learn at Technique Level 2.

Move: STOMP
Commands:
Triangle near downed enemy*
Kiryuu stomps on the enemy.
*-If in Heat Mode after Pursuit Mastery ("Oiuchi no Kiwami") has been learned,
move will not work.

Move: ULTIMATE PURSUIT (Heat move)
Commands:
(Goku) Triangle near downed enemy
Kiryuu stomps on the enemy's face. Additional attacks may follow with future
power-ups.
Heat cost.
Learn at Mastery level 2.

Move: MOUNTED PUNCHES ("OIKOMI NO KIWAMI")
Commands:
With Health Gauge low enough to be flashing red, near downed enemy, (Goku)
Triangle, tap Square
Kiryuu mounts the foe and starts slugging away.
Learn at Mastery level 9.

Move: KOMAKI-STYLE TIGER KILLER ("KOMAKI-RYUU TORAOTOSHI")
Commands:
(Lock) Triangle as enemy attack is coming towards Kiryuu
Small, medium knockdown.
High heat gain.
Learn by Komaki training.

Move: KOMAKI-STYLE FLOWING CATCH ("KOMAKI-RYUU UKENAGESHI")
Commands:
(Lock) Triangle as enemy punch attack is coming towards Kiryuu
Dizzies most enemies.
Heat gain.
Learn by Komaki training.
(NOTE: won't work on armed attacks--not even brass knuckles ones)

Move: TAUNT
Commands:
R2
Kiryuu taunts.
Heat bonus after Mind level 4.

Move: STATUS OF THE YELLOW DRAGON ("OURYUU NO KII")
Commands:
Hold R2
Kiryuu charges his Heat Energy.
Learn at Minf level 10.

Move: GUARD
Commands:
L1
Guards all but low attacks, weapon attacks, or throw attacks.
Heat gain after Status of the Dark Warrior has been learned at Mind level 6.
After Dragon God Protection has been learned from IF7, guards all weapons except
for bullets when in Heat Mode.

Move: KOMAKI-STYLE PARRYING REVERSAL ("KOMAKI-RYUU HAJIKIGAESHI")
Commands:
L1, Triangle after successful block
Heat gain.
Learn by Komaki training.

Move: SPECIAL PURSUIT
Commands:
Tap R2 within time limit to get to Heat Mode, then hit Triangle
This only occurs with bosses and boss-like characters and usually happens once
you've gotten them down to a certain amount of health or hit them a certain
number of times.
There are three different moves out of this, which are chosen by hitting one of
the three buttons on screen. Two of them must be learned by Revelation.

Move: KOMAKI-STYLE UNARMED REVERSAL ("KOMAKI-RYUU MUTEGAESHI") (Heat Move)
Commands:
(Free) (Goku) Triangle as enemy attack is coming towards Kiryuu
Only works on unarmed enemies. Works on attacks from all directions.
Learn at Mastery level 7.

Move: KOMAKI-STYLE SWORDLESS REBIRTH ("KOMAKI-RYUU MUTOU TENSEI") (Heat Move)
Commands:
(Goku) Triangle as enemy armed with a sword attacks Kiryuu
Learn by Komaki training.

Move: SELF-DESTRUCTION MASTERY ("JIBAKU NO KIWAMI") (Heat Move)
Commands:
(Goku) Triangle as enemy armed with a heavy- or sign-type weapon attacks
Kiryuu
Learn by Revelation.

Move: LEAPING MASTERY ("CHOUYAKU NO KIWAMI") (Heat Move)
Commands:
When facing an enemy standing on the other side of a railing, (Goku) Triangle
Learn by Revelation.

Move: KOMAKI-STYLE HARQUEBUS MUFFLER ("KOMAKI-RYUU HINAWAFUUJI") (Heat Move)
Commands:
Near opponent wielding a pistol, shotgun, or machine gun, (Goku) Triangle
Learn at Mastery level 8.

Move: FAINT-HEARTED MASTERY (MONOOJI NO KIWAMI) (Heat Move)
Commands:
Near frightened, armed opponent, (Goku) Triangle
Kiryuu grapples the foe and knees their arm.
Heat cost.
Learn by Revelation.
(NOTE: When opponents are the last one left in the battle, they usually either
become scared or enraged. They do need to be standing, however--cowering foes
are considered on the ground)

Move: KOMAKI-STYLE DRAGON KING MASTERY (KOMAKI-RYUU OURYUU NO KIWAMI)
(Heat Move)
Commands:
In front of an enemy dizzied by the Flowing Catch, (Goku) Triangle
Heat cost.
Learn by Komaki training.

Move: ULTIMATE MASTERY (KYUUKYOKU NO KIWAMI) (Heat Move)
Commands:
In front of a dizzy enemy, (Goku) Triangle
Heat cost.
Learn at Mastery level 10.
(NOTE: Cannot be an enemy dizzied by the Flowing Catch move. Other was to
dizzy foes include hitting them with a 2x4 or knocking them down with a combo,
making them roll around, holding their heads, and then picking them up with the
Propping Back Up move).

Move: SURRISE MASTERY (KYOUGAKU NO KIWAMI) (Heat Move)
Commands:
Running, facing 4 or more enemies, (Goku) Triangle
Then, follow online prompts.
Heat cost.
Learn by Revelation with the Lady Handing Out Tissues.

Move: TURNOVER MASTER (GYAKUTEN NO KIWAMI) (Heat Move)
Commands:
When knocked down, near enemy (Goku) Triangle
Kiryuu kicks the opponent's knees, rolls over on top of them, and punches them.
Heat cost.
Learn by Revelation.

Move: DRUNKEN IRON MOUNTAIN MASTERY (SUITETSUZAN NO KIWAMI) (Heat Move)
Commands:
When drunk, (Lock) (Goku) Triangle
Learn by Revelation.

Move: POLE DANCE MASTERY (Heat Move)
Commands:
Drunk, running towards opponent, (Goku) Triangle
A flashy, lucha-libre-style hurricane rana.
Learn by Revelation.

Move: STATUS OF ASURA (SHUURA NO KII) (Heat Move)
Commands:
With Health bar low enough to flash red, in Heat Mode, L3+R3
Sacrifices Heat Energy to heal Kiryuu.


GRAPPLES
--------

Move: GRAPPLE
Commands:
Circle
Note that different Heat Actions occur depending on whether you grabbed the
opponent by their front or their back.

Move: PULL
Commands:
Circle, directional input
Use to pull the opponent in the desired direction.

Move: ESCAPE
Commands:
Tap X repeatedly when grappled
Self-explanatory. Some unique characters will initiate grapples that require
other inputs to escape; follow the prompts on the screen.

Move: KAWACHI-STYLE BREAKING THROW ("KAWACHI-RYUU TOKINAGE")
Commands:
Tap Circle repeatedly when grappled
This is basically a reversal of a throw attempt; Kiryuu will throw the opponent
when they try to grab him.
Learn at Skill level 9.

Move: BACK KNUCKLE
Commands:
Triangle when grappled from the front
Oddly, Kiryuu has the ability to spin and punch behind him when an opponent is
trying to grab him.

Move: FRONT KICK
Commands:
Square when grappled from behind
Kiryuu can also kick in front of him when grappled.

Move: GRAPPLE BREAKING MASTERY (KAIBAKU NO KIWAMI) (Red Heat Move)
Commands:
When grappled by an enemy, (Goku) Triangle
High Heat Cost.
From the front, Kiryuu gets 'em in a headlock, breaks their neck, and then
piledrives them. From the back, he breaks their elbow, then does a seoinage.
Learn by Revelation with the High School Girl Harrassed by Drunks.

Move: HOLD BLOWS
Commands:
Circle, Square, Square, Square
Heat bonus. Knockdown. If you stop after one of the first two hits, you'll
end up still holding the enemy.

Move: HOLD TURN BLOW
Commands:
Circle, (Back) + Square
Kiryuu kicks behind him while holding the opponent.

Move: HOLD FINISH
Commands:
Circle, Triangle
Kiryuu delivers a roundhouse kick. Good for scattering enemies and knocking
down heavy enemies.
Heat bonus. Knockdown.

Move: IPPONZEOI
Commands:
Front Circle, Circle
Need to tap button repeatedly versus medium, heavy enemies.

Move: REVERSE KUBINAGE
Commands:
Behind Circle, Circle
Need to tap button repeatedly versus medium, heavy enemies.

Move: HERCULEAN STRENGTH MASTERY ("GOURIKI NO KIWAMI") (Red Heat Move)
Commands:
Circle, (Goku) Triangle at Red Heat
Learn from IF7.

Move: TWO-HEADED MASTERY ("SOUTOU NO KIWAMI") (Red Heat move)
Commands:
Circle, (Goku) Triangle near other opponent
Kiryuu rams the two opponent's heads together like a vaudevillian.
High Heat cost.
Learn at Mastery level 6.

Move: ENVIRONMENT HEAT ACTION (Heat move)
Commands:
Circle, (Goku) Wall Triangle
Kiryuu performs one of several Heat Actions depending on environmental hazard.
Some have special follow-ups. See the completion lists section of the FAQ.
Heat cost.

Move: KOMAKI-STYLE SKULL SMASHER ("KOMAKI-RYUU HACHIKUZUSHI") (Heat Move)
Commands:
Circle, (Goku) Triangle near waist-high object
Learn from Komaki training.

Move: FLATTENING THROW ("NAGETSUBUSHI NO KIWAMI") (Heat move)
Commands:
Circle, (Goku) near fallen enemy Triangle
Kiryuu performs one of two throws, tossing the opponent onto the fallen one.
Heat cost.
Learn at Mastery level 3.

Move: PROP BACK UP ("HIKIOKOSHI")
Commands:
Circle near fallen enemy's head
Sets 'em back on their feet. Note that if they were rolling around on the
ground after a combo, they will be dizzy once propped up.

Move: FOOT GRAB ("ASHITSUKAMI")
Commands:
Near fallen enemy's feet Circle
Kiryuu grabs opponent's foot.

Move: DRAG
Commands:
Near fallen enemy's feet Circle, directional input
Kiryuu drags the opponent around by their foot.

Move: DRAGGING LEG SWEEP
Commands:
Near fallen enemy's feet Circle, Triangle
Kiryuu kicks the opponent while holding their leg, knocking them back. This is
a nice alternative to using Heat energy when in Heat Mode near a fallen enemy;
Kiryuu cannot perform a normal Stomp in that instance.
Downs surrounding enemies.

Move: DRAGGING BACK KICK
Commands:
Near fallen enemy's feet Circle, Back + Square
Kiryuu kicks behind him in a fashion similar to when he's doing a normal
grapple.

Move: MODIFIED FLAPJACK
Commands:
Near fallen enemy's feet Circle, Circle
Similar to the Flapjack that comes from Square, Square, Triangle, Circle.

Move: GIANT SWING (Heat move)
Commands:
Near fallen enemy's feet Circle, (Goku) Triangle
There are actually several different moves that are available here, depending
on location, usually involving swinging them into different objects. See the
completion lists section for details.
Learn at Mastery level 4.


ARMED STYLES
------------
There are two types of weapon in this game: "Equipped," which are part of your
inventory, must be assigned to a slot on the Start Button menu, and can be
retained after battle, and "Found," which are picked up during a fight and can-
not be retained after battle.
There are also several different types of weapon. For brevity's sake, I will
not give each different type of weapon its own command list here, but I will
explain a few things by listing the weapon type for unique properties.
Also, note that all attacks and successful guards using weapons will take
away 1 point of endurance--even Heat Actions. The only exceptions are special
weapons with infinite endurance.

Move: SWITCH EQUIPMENT
Commands:
D-Pad Up, Left, or Right
Switches to another readied weapon. Note that weapons such as the Nunchaku and
Hammer types will damage enemies when stowed or drawn.

Move: STOW WEAPON
Commands:
With Equipped weapon readied, D-Pad Down
Puts the weapon away. Note that weapons such as the Nunchaku and Hammer types
will damage enemies when stowed or drawn.

Move: DROP WEAPON
Commands:
With Found weapon readied, D-Pad Down
Drops weapon without attacking. Note that fragile weapons such as the Unknown
Syringe will break when you drop them, even though they weren't used for an
attack.

Move: BASIC ATTACK STRING
Commands:
Square, Square, Square
Almost all weapons only have 3 attacks in their string. The heavy and sign
types will usually knock enemies down at the end of the string. The staff type
weapons have longer strings because of techniques Kiryuu learned from Old Lady
White, the White Lotus Master.

Move: POWER ATTACK
Commands:
Triangle
With Knife-type weapons, you can continue holding the Triangle button to charge
energy with "Lingering Mind (Zanshin)."

Move: CHARGED POWER ATTACK
Commands:
Hold Triangle
Not all weapons have this. Mostly two-handed weapons such as sign and heavy
weapons do. Swords do, also.

Move: FIRE WEAPON
Commands:
Triangle
This is only for spray or gun type weapons. It uses up the green bar of ammun-
ition.

Move: SPECIAL ATTACK
Commands:
With Equipped weapon readied, Circle
Sometimes this costs more than 1 endurance, so be careful. There are various
effects depending on the weapon.

Move: THROW WEAPON
Commands:
With Found weapon readied, Circle
Throws the weapon at an enemy. This will activate bomb type weapons.

Move: SWAY
Commands:
X
(Lock) Back + X
Steps backward, avoiding most attacks.

Move: HELMET-SPLITTER
Commands:
X, Triangle
(Lock) Back + X, Triangle
This is only for sword weapons.

Move: SIDESTEP
Commands:
(Lock) Left + X
(Lock) Right + X
Avoids most attacks.

Move: HILT STRIKE LEFT
Commands:
(Lock) Right + X, Triangle
This is only for sword weapons.

Move: HILT STRIKE RIGHT
Commands:
(Lock) Left + X, Triangle
This is only for sword weapons.

Move: CHARGING HILT STRIKE
Commands:
(Lock) Forward + X, Triangle
This is only for sword weapons.

Move: WEAPON HEAT ACTION (Heat Move)
Commands:
(Goku) Triangle
Firearms, bombs, sprays, knuckles, the rope, and bowling balls can't use this.

Move: WEAPON PURSUIT ATTACK
Commands:
Near a fallen foe, Triangle
Heavy weapons don't have this.

Move: WEAPON PURSUIT MASTERY (Heat Move)
Commands:
(Goku) Triangle near fallen foe
There are different ones for whether the opponent is face-up or face-down.
Knuckles only have this type.

Move: SECRET SWORD - ENSNARING KITE SLASHES ("HIKEN - MAKI TONBIGIRI")
(Heat Move)
Commands:
(Goku) Triangle when enemy attacks with a sword-type weapon
This is only for sword weapons.
Learn from reading Musashi books.

Move: SECRET SWORD - WILD BULL ("HIKEN - AREUSHI") (Red Heat Move)
Commands:
Far from an enemy, lock-on with R2, (Goku) Triangle
This is only for sword weapons.
Learn from reading Musashi books.

Move: SURE-KILL SWORDS - DANCING CAT ("HISSATSUKEN - ODORINEKO") (Heat Move)
Commands:
Far from an enemy, lock-on with R2, (Goku) Triangle
This is only for kali stick weapons.
Learn from reading Musashi books.

Move: SURE-KILL SWORDS - TWIN HEAVENS ("HISSATSUKEN - NITEN") (Red Heat Move)
Commands:
(Goku) Triangle
Only for kali stick weapons.
Learn from reading Musashi books.

Move: POWERFUL SWORD - MAKING FLIES CRY ("GOUKEN - HAENAKASE") (Heat Move)
Commands:
Wall Triangle
Only for hammer weapons.
Learn from reading Musashi books.

Move: COMBINED KODACHI - ILLUSORY WOLF ("KUMIKODACHI - GENROU") (Heat Move)
Commands:
Running towards a group of 4 or more enemies, (Goku) Triangle
Only for knife weapons.
Learn from reading Musashi books.

Move: STABBING WITH A KNIFE MASTERY (WALL) ("DOSU SASHI NO KIWAMI - KABE)
(Heat Move)
Commands:
Wall (Goku) Triangle
Only for knife weapons.

Move: STABBING WITH A KNIFE MASTERY (TABLE) ("DOSU SASHI NO KIWAMI - DAI)
(Heat Move)
Near a table or other waist-high object (Goku) Triangle
Only for knife weapons.

Move: BOWLING MASTERY (Heat Move)
Far from the enemy, lock-on with R2, (Goku) Triangle
This is only for bowling balls.

Move: ROPE MASTERY (Heat Move)
Behind enemy, while enemy is attacking, (Goku) Triangle
This is only for rope weapons.
A good way to do this is to sidestep an enemy's attack. Still, it's hard to
time it so that you get the button prompt, because attacking usually turns them
back towards you. Try and time it correctly!

Move: PLIERS MASTERY (REVERSE) (Heat Move)
As enemy attacks Kiryuu, (Goku) Triangle
Only for pliers.

Here is a quick run-down of the various weapon types:

ONE-HANDED TYPE - 3-hit normal string, usually can't charge Triangle.
Umbrellas, Bowling Balls, Salt, Syringes, Portable Stoves, Mystery Liquids,
and Pliers have their own, unique Heat Actions. Pliers have an additional
one, too, that's a reversal.
GUN TYPE - Lacks heat action, 3-hit normal string, Triangle to fire weapon.
SPRAY TYPE - Lacks heat action, 3-hit normal string, Triangle to fire weapon.
BOMB TYPE - Lacks heat action, 3-hit normal string, Circle to throw (and
activate).
KNIFE TYPE - 3-hit normal string, usually fast, can use Zanshin (hold Triangle
after Triangle attack to charge Heat). Knives have three Heat Actions: the
normal one, one near a wall, and one near a waist-level object. A special
Heat Action can be learned by reading books purchased at Kamiyama's and the
weapons shops.
STUN GUN TYPE - like knives, but have only one Heat Action, lacking the two
additional ones other Knives have.
BAT TYPE - Includes longer poles. Chargeable Triangle attack. Golf clubs are
similar, but have their own Heat Action.
SWORD TYPE - 3-hit normal string, chargeable Triangle attack. Can use Triangle
attack during sidesteps. Additional special Heat Acitons can be learned by
reading books purchased at Kamiyama's and the weapons shops.
SPEAR TYPE - 3-hit normal string, chargeable Triangle attack.
STAFF TYPE - Long normal string, chargeable Triangle attack.
HAMMER TYPE - slow, 3-hit normal string, chargeable Triangle attack. Special
pursuit Heat Action in addition to normal Heat Action. Special Heat Action
against a wall can be learned by reading books from Kamiyama's.
SIGN TYPE - 3-hit basic string, chargeable Triangle attack.
MEDIUM TYPE - similar to signs but with a different Heat Action.
HEAVY TYPE - Huge things such as bicycles. 3-hit basic string, chargeable
Triangle attack.
KNUCKLES TYPE - fast string, slow Triangle, Circle for special attack combo.
Only have a pursuit-style Heat Action.
NUNCHAKU TYPE - long string, chargeable Triangle, Circle for special attack
combo.
KALI STICKS TYPE - long string, chargeable Triangle, Circle for special attack
combo, two additional special Heat Actions learned by reading books from
Kamiyama and the weapons dealers.
ROPE TYPE - Seemingly useless, it can doesn't change Kiryuu's basic attacks. It
can be thrown with Circle. Unique Heat Action--reversal behind an opponent.


2b-II. General Battle Advice
-----------------------------

I always refer to the games in this series as action-RPG's with brawling as the
combat system.
As you can gather from that, there's a lot of fighting in this game.
The basic premise is simple. Beat people up before they beat you. Use quick
attacks to get in on them, try and counter their attacks, and throw them when
they're standing around guarding. Make sure you get your Heat Actions in--not
only does it really mess an enemy up, but it gives you more experience.
Here are some pointers.

GUARDING. It's imperative that you understand the basics of guarding. You can
pretty much only guard from the front, so, make sure you turn towards an
enemy to guard. Remember that if you haven't learned to guard weapons yet,
you'll get hit--but, to that end, you can always pick up a weapon and use it
to defend against all but bomb blasts and bullets.
Also, you'll want to get reguard early. Lots of enemies (particularly in
the underground arena) will break your guard with their attacks, which will
leave you open to another attack--unless you've learned reguard. Get in the
habit after that of seeing when your guard is broken, letting go of the
button, and then hitting it again.

SHIFTING. Despite how it may sometimes seem, you actually do have a lock-on in
this title.
The thing is...you have to learn when to use it, and when not to use it.
The slightest motion by enemies will cause you to lose your hard lock--they'll
often not look like they're doing a shifting attack or sidestepping, but they
are. This makes people sometimes think that Kiryuu is nuts and likes to
attack in all sorts of directions, when the problem is that the game is think-
ing about the enemy's motion as if it has the property to make Kiryuu lose his
lock, but, there's not too much of a sign that it's happening.
When this happens, you'll want to let go of lock and try to go free at it,
usually in a string of weak attacks. That's because weak attack strings can
pretty much go any direction and don't leave you standing around, open to
attack if they miss.
However, if you want to turn away from an enemy, you'll note that locking
onto nothing doesn't help. Kiryuu will turn towards the enemy as you move him
about while he's strafing/shifting, even if you wanted him to look away.
So, what do you do? You have to learn to Sway. Say you're fighting an
enemy and he uses his move's properties to get behind you (which will inevit-
ably happen from time to time, as it does in all brawlers). You can still
avoid his attacks if you're clever enough by shifting as he attacks, avoiding
it. For instance, a good player will often be going after one quarry so that
he can eliminate him first and not get distracted (such as a guy with bombs,
or something). Guys will dash in behind him and do all sorts of moves to
hit him, so, the player will use cancel sways or just wait until he sees
attacks coming, and then dash forward to avoid the attack, or dash and then
roll, which is even better.

THROWS. If you're surrounded by people, as you usually are, you will definitely
want to grapple a guy, if you can. Note that "sumo-wrestler" like enemies and
other big guys will automatically break your grapple--no matter what you do
(*muttered expletives*). But, if you can find a light or medium guy, grab
onto 'em and you have a few options.
First of all, you should get used to just hitting the Circle button once,
then starting your throw or attack. Why? Becuase if you hit it more than
once, you'll have a problem when you grab big and medium dudes, who need you
to furiously tap the Circle button within a short time to successfully throw
them.
Really, you have to be careful with too much tapping of the Circle button.
First of all, if you need Heat Energy, you can do the three-hit hold combo
with the Square button. That gives a lot of Heat--and another good thing
about it is that you can just do the first one or two hits and then pause and
start again, if you want to drag the guy to a certain location or something.
If the enemies are closing in behind you--or even in front of you, you may
want to initiate the throw. When your throw is successful, enemies won't be
able to guard against the thrown enemy, and you'll get a nice Heat boost.
The enemy will also be on the ground, which is nice, and all enemies near
where you threw him will be at least knocked back a little.
If your "Goku" kanji prompt isn't flashing, that means you can use the
Triangle button to kick the guy back. All enemies get knocked down by this
attack--except for enemies you can't even grapple in the first place. It
knocks the guy back and usually clears out the people right behind him, plus
it gives you a nice Heat boost. Also, you don't have to struggle with big
guys to do this like you do with throws--you just do it, so, it's a lot fast-
er and leaves you less open to interference.
A very nice routine for beating most people in the game besides sumo wrest-
lers and other such throw-breaking people is to grab someone, throw them
down or kick them, step on them or prop them back up, and repeat until they
die. This is the old standby and, while it's not as effective as it was in
the first two games, it's still pretty good.

THE BEAUTIFUL PICK-ME-UP. So, a guy is on the ground in front of you. What a
pity, huh?
You have a few options. You can step on him and get that Heat boost (or use
a pursuit-style Heat Action for damage and experience), which will force all
characters to stand up.
Or, if you wanna go all-out, you can get in the habit of either grabbing
their feet or going for their head and picking them back up with the Circle
button.
Enemies that can be grabbed by the leg are plentiful and you'll be able to
flapjack them to death with Circle, if you want. You can do that to nail
bystanders, too--all of which helps you accumulate some Heat, damage enemies,
and keep folks around you off your back.
You can also kick them with Triangle, unless you're in Heat Mode--but, you
can also use the Heat Actions such as the Giant Swing, if you'd like. That'll
hurt and give you experience.
But...what about the many enemies who can just kick you away when you grab
their feet? What then?
Propping them back up by going to their head's side is awesome. If they
landed on their back, which is most often the case anyway, you'll end up
standing behind them--where they can't block! Seriously, only very fast
opponents with the right A.I. such as martial artists will spin around and
guard at this point.
If you're very fast with the Square buttons, you can actually get in a
pretty nice combo from behind. Near a wall, and you'll get a wall stun, which
will help you combo them even more.
Of course, if they're grabbing their heads and rolling around on the
ground, you should know that when you pick them up, they'll be dizzied. That
means you can use the Ultimate Mastery on them, if you have that. Not a very
nice move to eat.

THE BOUND SYSTEM. You may have read this a few times in this FAQ, but there's
actually a pretty slick addition to the fighting system in the game this time
around--and they call it "Bound."
The basic idea is that when you hit against the ground, they bounce a
little bit, or when you splat them against walls, they're stunned and fall
back.
You know what? I call it "juggling." If you play fighters, or even if you
played Spikeout, you know all about juggles and damaging combos you can get
that way.
Most enemies that aren't so huge get bound by the Hammer Hook move, which is
done by Square x 3, Triangle, Triangle. You'll notice them bounce a little.
You can actually tack on two more hits this way--first, a "free" Triangle (not
one done while holding R1!). Then, you can do another one, or if you're
stylish, you can lock on, sway towards them, and hit Triangle to shoulder
charge.
Those are actually attacks enemies cannot defend against. It may not sound
like a lot, but, when you combine that with getting them to bounce into a
wall? You have the potential of hitting them with a quick combo. Usually,
you can only do something like the Body Blow followed by the Quick Knee
(Square x 2, Triangle x 2). But, that's enough to cause a lot of damage.
Keep in mind that you can hit big guys against walls with Tiger Killer
reversals (the Triangle reversal), and a few other things. You'll really
want to rely on actual combos, especially if you want to play in the arena or
at a higher difficulty level.

REVERSALS. Reversals are very, very powerful. As a matter of fact, I think
that they're more powerful in this game than they've ever been--unless you
take into consideration using the Brawling God Amulet in the second game,
using the Flowing Catch (Circle reversal), and then immediately doing the
Ultimate Mastery. Bosses would go down in just a few hits.
The change to the Parrying Reversal was great. Now, it's more like a "Zero
Counter" in Street Fighter--except that it doesn't take Heat Energy. In fact,
it gives you back some! For those who have no idea what I'm talking about,
you can basically stand there, guarding, and wait for an enemy to attack, then
easily just hit Triangle after their attack lands on your blocking arms and
hit them. You have a pretty decent window, and it has pretty strong power--in
fact, it can interrupt most combos!
The Tiger Killer (the Triangle reversal) is still great. It gives a LOT of
Heat energy and it knocks all enemies down. What's so great about that?
Well, spend some time fighting tons of sumo-wrestler types and see if you
wouldn't like them to just fall the heck down once in a while. It also splats
them against walls, which is nice because then you can sometimes follow it
with a nice combo the opponent can't escape. It's a little squirrelly with
that, like Spikeout was, but understanding comboing is really the key to
messing people up in the arena and on higher difficulty levels.
The Circle reversal, the Flowing Catch, may work only on punches, but it's
still a great move. It has a larger window of opportunity than the Tiger
Killer does, it gives a lot of Heat energy, and it leaves the guy standing--
and sometimes dizzied. I've even seen big guys get dizzied by it, tho' I've
usually had to have softened them up with one or two beforehand. If this
happens, and your attacks quickly strike, you can sometimes start them as if
they were bound and being juggled.
Also, after the Flowing Catch, I should note you can do the Dragon King
Mastery Heat Action. It may not be the Ultimate Mastery, but, it's still
certainly nothing to sneeze at.

HAMMER HOOK. This is probably my main go-to move. Unless a guy is really
reverse-happy, like aikido experts in the arena, it's really a great move to
just throw out there. First of all, the second hit is a guard breaker and
hits most enemies (for some reason), even on higher AI's. Secondly, it bounds
smaller foes, who are plentiful enough to make it so you can grab them and
slam them into the big guys. It also does decent damage, and builds pretty
good Heat.
On top of all that--guess what? It's a very safe move. Unless someone is
dancing around like a fly and completely avoids the derned thing, all enemies
will generally be far enough away that they can't immediately retaliate. If
they guard or if they stand far away and they DO start to retaliate? You
usually have enough time to react, which is good because you should be going
for reversals!

WHY YOU CAN'T HIT THAT GUY. OK. You picked up a weapon. You've been waiting
to use its Heat Action. But...you never get the "Goku" prompt.
How come? Because one of the things about this series is that the fighting
has always been more like a wrestling game like Def Jam than Final Fight, or
any other traditional brawler. That might not sound like such a big deal,
but it is.
See, in order for moves to work right, the opponent needs to be in the right
status. Unfortunately, that means that they can't be attacking, and they
can't be reeling from attacks, in order for you to do an attack that would
normally need them to just be standing there.
It's a different style than frenetic, dodging, shooting games like Devil May
Cry or God of War or something, but, it is what it is, and it can sometimes
make you gnash your teeth a little in frustration. Trust me. I've been
there, too. But, just so you know, your game isn't broken--you just need the
guy to recover from his attack pose, or something.

TO HEAT ACTION OR NOT TO HEAT ACTION. That is the ... well, I put a period, so,
I guess it's a statement (apparently).
Now, you may feel like you should fire off a Heat Action every time you get
into Heat Mode and happen to grapple a guy, or one of the weaklings comes at
you and you can do the unarmed reversal.
I'd say, unless you have the War God Seal, it's probably a little better to
refrain most of the time.
As you build Kiryuu up, you will get more and more status effects that apply
to Heat Mode. These will usually include things like, oh, the enemy's ability
to knock you down or not. You may note that you just kinda stumble in Heat
Mode, while you get knocked down when not in Heat Mode...and, you don't want
to spend all your time on the floor, right?
Still, you should also know that you get experience bonuses for using Heat
Moves. You'll normally not notice it too much--the bonus for trash enemies
isn't so great. But, when you're fighting a boss? If you know a way to get
Heat Actions in easily against him, by all means, it behooves you to do so if
you want a lot of experience.


2b-III. Strategies for Enemies by Type
---------------------------------------

SMALL ENEMIES. By "small," I don't mean like the children at the Morninglory.
I just mean your average nobody enemy, who gets effected by things more than
others.
Small enemies are easy to throw. They get knocked down by Charge Kicks.
They crumple to the floor from a gut punch. They bound from your Hammer Hook.
These are the guys you should be using to build your Heat Meter. They're
not worth very much, so, if there's a bigger fish around, by all means, fry
it with Heat Actions for experience boosts.
What's annoying about small enemies is that their attacks are usually weird
and reach far. Awkward overheads, for instance, have them dash in, do a hook,
and avoid high attacks like quick attack strings while being hard to reverse,
because you have to time it with the punch coming to you rather than to them
moving around like a jackass.
They also use weapons the most.

MEDIUM ENEMIES. These guys stagger when hit with Triangle attacks. They seem
a lot like small enemies, with bruiser attacks like the one where they rush
towards you and do a headbutt, avoiding most attacks in the process, but
when you try to throw 'em, you'll have to tap Circle a lot.
There are a few different types of medium enemy, but most will ignore
weapons (unlike small guys) and prefer to grab you instead. Be ready to tap
X to break their hold, as when they grab you, you lose Heat energy (not to
mention, you can get thrown down). If you have the Kawachi Breaking Throw,
tap Circle quickly so you can teach them a lesson instead.
Despite that, you'll actually probably want to counter these guys with
grapples fairly often. They usually break foot grabs, but, if you grab 'em
when they're standing, you can usually just throw your foot into their chest
with Triangle and send 'em flying.

BIG GUYS. Most of the time, these guys do dohyou-iri-like stamping and other
such things that make them look like rikishi (sumo wrestlers).
They're also ready to dash in and knock you down, absorbing hits or just
ducking right under them. In a very annoying fashion.
Thankfully, they don't instant-throw you like they did in Kenzan so much,
so, you don't have to fear that. You do have to fear their attacks, still,
though. You can't just throw caution to the wind and jam on attacks in these
guys' faces--they'll find many ways of going right through your attacks--even
the Hammer Hook! So, you'll probably want to just do the first Finish Blow
of a combo, and guard when they retaliate.
I should also note that you can't grapple them. They'll always break your
grapple. In Kenzan!, you could grab them from behind--which was nice. But,
you can't even do that anymore. Guess the sport of sumo did evolve in those
400 years?
Instead, once you get reversals, go for 'em! Triangle reversal these guys
to the floor.
The best strategy against them is just to hit 'em with a Blow Kick (Triangle
while not locked on). It's fast enough that they can't retaliate--even if
they can just stand there and block forever. Then, when they do start movin',
you'll probably wanna reverse them with Triangle.
Or, you could just say an expletive and go grab whatever the heck is lying
around and ram it into their face over and over.

SPECIALISTS. This is my lump category for boxers, martial artists, and wrest-
lers. Why did I lump them together? Because they all seem to share a lot of
their strategy.
Once you start to go off on these guys with a nice attack string, they
usually know just what to do and do some sort of attack that will just jump
right through the last hit--even if they were guarding up to that point.
Here's what you do. Just do some weak attacks, and maybe end the combos
with one Triangle--like the Uppercut. Wait to see what they do, and dash to
keep the pressure on them. If they try to counter, well, get your own
counter ready. A good thing to do with boxers, who usually do a ducking
attack, is to pause slightly and then reverse their punch with Circle--that
really gets to 'em.
The other guys, you'll usually hear a chime, and they'll start some attack
with a red or yellow aura about them. They just take hits without any kind of
reaction during this time, so, you don't want to attack them because they'll
interrupt you. But, the premise is still the same...just, your reaction will
depend on what attack they do. If you can time it well, the Tiger Killer is
your friend.
The martial artists...well, the aikido guys will love to grab your attack
and force you to go through a slow, painful reversal. What do you do? Well,
you just keep weakly attacking them, until you notice them get into a differ-
ent posture, usually raising their hands up a bit. At the end of that, you
can hit them--or you can just try to grab them (and sometimes automatically
have your grab broken) just to stop them from being in "reversal land."

GUN/BOMB GUYS. I can't stress this enough. You want to kill these guys.
Fast.
Guys with knives, stun guns, and swords are pretty annoying, and you will
want to take them out so you can have a normal time fighting, but, gun guys
and bomb throwers are worse. Bombs do damage no matter what, so long as
you're standing near them, and they can even stun you--which they can just do
over and over ad infinitum, should they so choose! But, gun guys are even
worse in my opinion.
Why? Because they just stand far away from the action, slowly creep around,
and then blast you so you get knocked down before you can do anything.
Shotgun guys pack a lot of damage with their punches, but, strangely, pistol
guys are way worse. They can usually just stand far away and fire off an
entire volley of shots at you, which does a lot of damage and will make you
get knocked off your feet.
Seriously, take them out. Get close to them, lock on, and pay attention.
If they shoot, dash towards them or sidestep. You can avoid even a gunshot
that way.
Truth be told, you can actually take care of everyone else while these
nuisances are around. You just have to kinda feel when their next attack is
coming, and dodge when it does. But, who wants to rely on that?

HUMAN WALLS. So...you may have noticed that on action stages, they like to set
guys right in your way, like, in a doorway or staircase. These guys have big
things they swing at you when you get too close, knocking you off your feet.
They're really more like obstacles than enemies, I suppose. Here's what you
do: you learn the Self-Destructive Mastery. Then, you get close in Heat
Mode, wait for their attack, and reverse it to instantly kill them.
Failing that, you just get close, sway backwards once when they attack, and
then go in and hit 'em a few times, then repeat, so you don't get hit. It's a
lot slower that way, tho'.


2b-IV. Chase Battle
--------------------

Ahhhhh...Chase Battle.
These aren't really battles so much...as obnoxious things that almost ruin the
game until you've built Kiryuu's endurance meter up high enough.
On your first play through, you're almost guaranteed to see what I mean.
Here's the deal. You have an endurance gauge. Your enemy has an endurance
gauge. If you're running from someone, you want them to exhaust their gauge.
If someone's running from you, you'll want to get close and tackle them with the
Square button, damaging their endurance gauge until it empties and you can stand
over them like a god and feel glad you won't have to go through that again.
To that end, you can spend your endurance running with the R2 button. That
will make you move faster, usually, on a straight section of the course--unless
you're running from them, in which case it'll just help a bit.
But, you may notice a curious thing here that kinda makes this whole thing
break down. The computer? Yeah...except for the chase against Ayako? They
don't use their endurance gauge when you're chasing them at all, yet it sure as
shootin' does seem like they used it. So, you'll have to rely entirely on
tackles--which are hard to do because the computer starts zig-zagging when
you're close.
Also, it's hard to tell when you're close enough.
Other actions include jumping, which you'll need to do to clear hurdles such
as trash cans, and diving over cars and things when prompted on the screen.
These are all done with X.
I should warn you that you will lose endurance if you bump into people or
stumble on an object the person has thrown in your way, so, be careful.
That means that when there are people present, you won't want to lay on the
gas so much. It behooves you to take your finger off the "run" button when
you're turning corners, too--they're usually a little too tight, just like in
racing games.
This all seems really rough when you have a tiny endurance gauge, but, when
you find Mack Shinozuka in Tokyo, you'll be able to run around with him in the
Sai no Kawara/Purgatory/West Park area in the northeast part of the map and
race against him. Each time you win one of the races he has for the first time,
you can improve your Chase Battle stats. One upgrade is for your shoulder
charge, which is nice and all, but...the others are all for your endurance
meter, which is way more appreciated. They're substantial increases, too, so,
you should be able to actually win those Chase Battles more after training with
that dude.


---------------------
3. STORY WALKTHROUGH
---------------------

Think of this as an action movie. There's a guy who's like a detective--but,
you know, almost like a superhero, in that he always knows the right thing to
say and do. Every move he makes just like drips stereotypical manliness.
Except he's also raising orphans now.
I guess he's kinda like a Magnum, P.I. or something--but in Japan. And an
ex-Yakuza.
Kiryuu's been through a lot, and he's pretty much found his reason to stand up
and be a man and take everything on his shoulders right there with that girl,
Haruka. There's really a lot to say about the story here, but, rather than just
ramble on for hours and hours, I think I'll let you choose to either play the
first two games yourself, or to just watch the convenient recaps placed in the
first chapter.
At each new chapter, I'll give you the title and the missions and keys that
become available.
As I mention in the Missions section, there are actually five side quests you
can miss if you're not careful--two in Chapter 4, two in Chapter 6, and one in
the final chapter that just needs you to have done one of the missable ones in
Chapter 4 first.
So, that's not too bad. So long as you're careful with the missions in Chap-
ters 4 and 6, you should be O.K. if you want to just race through the story and
ignore side stuff, then go back at the end and try and complete some of the
things you let slip away.
So, my focus here will be just to present you with a way to get through the
story. It's a shame, but, so far, the story's only available in Japanese--which
isn't so bad at all, really, if you know Japanese. But, I understand that a
lot of people using this document won't be able to really understand what's
going on. Maybe that's because this is an English-language FAQ, after all!
Anyway, my point is that I'm going to try to relate the story to you here,
too, rather than just throw out a set of technical directions like "go here, go
there, etc." If you're looking for that, skip past this part, and go to the
next section, which has it all reduced into quick directions without any of the
story.
I guess that would be a good place to check if you don't want spoilers, too.
Incidentally, I should point out that I'm going to put translations to the
major cut scenes at the end of this document, so check back if you wanna know
what people said to each other.
To all those who speak Japanese, and to all those who wanted to read it for
not awkwardly maybe being smoothly written, I'm sorry now for my clumsy, bad
writing.


CHAPTER 1
---------

"SAYING OUR 'GOODBYES,' STARTING OUR JOURNEY" ("WAKARE TO TABIDACHI")

Missions Available: (None)
Hitman Missions: (None)
Locker Keys Available: (None)

We start the game by a little prologue, just a few cinemas. The chap with the
nice tattoo all over his back is Kiryuu, and the girl is Haruka. Kiryuu is the
star of our little thing.
(Don't worry, the game is much better than the water effects!)
He catches a fish, brings it to his orphans, and they all start to eat
dinner...when another character you probably don't know yet named Rikiya shows
up, saying his boss (he calls him "oyaji," meaning "father," which is common in
yakuza stories) has been shot.
We're supposed to be shocked--if we know what's going on.
Then, there's a guy in a car--that's Doujima Daigo, current head of the Toujou
Association, a Tokyo-based yakuza group. Kiryuu was once the head of that
group, but, he just handed the honor right down because he couldn't live that
life anymore, and because he found something more important to live for--Haruka
(and now, the other orphans).
Doujima is turning down a very attractive offer for a land deal. He's turning
it down because of Kiryuu, and because he owes him. He owes him a lot, and so
do the rest of the Toujou Association's members. He says there's no way he'll
take away Kiryuu's land.
He then cancels a dinner appointment and turns back to his headquarters, be-
cause they have to get this land deal thing taken care of right away.
As he pulls in, however, he gets some very disturbing news. He has a visitor,
and when the name is whispered in his ear, he is very shocked. He hurries to
the conference room, and there, he meets two men--a white guy in a suit and
Kazama.
He's shocked because Kazama died in the first game. Kazama was like a father
to Kiryuu, funding his stay at the orphanage and visiting him, raising him, and
bringing him into the Toujou Association. He did this as a debt to him, because
he killed his real parents.
But, he died in the first game, jumping onto a grenade to protect Kiryuu and
Haruka. He died right in Kiryuu's arms, confessing everything on his deathbed.
But now, here he was, standing in front of Daigo, giving him a land deal.
He's already written up the deed to the land the orphanage is on.
Daigo refuses, and Kazama's associate takes the deed away. Kazama reaches in-
to his coat pocket, and Daigo draws his gun--and is shot.
Now, we're back with Kiryuu. He and Rikiya race through the hospital to visit
Rikiya's boss. Mikio, the fat guy with the blond hair, and a child who's gone
mute from trauma in her past, Saki, wait for them there.
Mikio explains that their boss was shot by someone, probably about the land
deal. Saki suddenly stands and gives Kiryuu the sketchbook...she's been draw-
ing the person who shot the boss, who is raising her as a father, Nakahara
Shigeru. On the sketchbook, to Kiryuu's shock, is a portrait of his dead father
figure, Kazama Shintarou.
Rikiya notices Kiryuu knows the guy, and Kiryuu goes wide-eyed. "This...this
is Boss Kazama," he says. "What on earth is going on?"
Now, you can save the game, if you wish. Be warned that there will be more
cut scenes after this, but, don't fear--you'll soon be able to control your guy
and get to busting heads.
Here you are at the graveyard in 2007. That very first grave shown is actual-
ly Kazama Shintarou's.
The woman meeting with Kiryuu is his love interest, Sayama Kaoru. She worked
closely with him in the last game, in the war against the Omi Group, and the
struggle with the Jin'gweon Faction, a criminal organization from Korea. So,
they're sort of like comrades-at-arms, or something--plus romantically involved,
of course.
You can finally control the game. Hitting the "Circle" button will advance
text, but, I'll give you this tip, if you don't know already right now: holding
the R1 button and Circle button together will automatically skip text. Saves a
little bit of your thumb muscles, I guess.
You can look at the graves here, and press the Circle button at each of them
to reminisce about the first two games' stories. See how there are red, flash-
ing dots at each grave? That's how you know where you're going for the next
story point. You may also notice that when they go off the mini-map, there's a
little red arrow pointing towards them, so, this will help you when your object-
ive is farther away.
The grave at the end is Kazama Shintarou's. To the left of that grave is
Sawamura Yumi's, Kiryuu's childhood love, and also mother to Haruka (no;
Kiryuu isn't the father). Next, we have Nishikiyama Akira's grave. He was
Kiryuu's closest childhood friend--like a younger brother, who was driven mad
when Kiryuu took a fall for him in the events before the first game, and founded
the Nishikiyama Group of gangsters. To the left of that is Terada Yukio's
grave. Really named Kim Taejin, he was secretly a member of the Jin'gweon
Faction, but his life was spared by Kazama when the Toujou Association moved in
to kill them all on Christmas Eve many years ago. Kiryuu trusted the Toujou
Association to him, naming him the next chairman when he abdicated, and although
Terada looked like a traitor by his actions with the Jin'gweon Faction, setting
up a bomb as revenge in Kamuro, he kept the detonator out, acting against his
own group's wishes to honor Kazama and the good people in the Toujou Asso-
ciation.
Kiryuu was too beat up (shot up, really) to leave the rooftop where the bomb
was set, and Sayama refused to leave his side, so...in a way, Sayama and Kiryuu
both owe their lives to Kim Taejin / Terada Yukio. Because of that, and because
of her own blood ties to the Jin'gweon Faction and the tragic night of the
massacre so long ago, Sayama has left flowers at Terada's grave.
You can view quick summaries like this by looking at each grave, and then you
can even view videos summaries after text, if you wish. The game asks if you
want to relieve moments from "Ryuu ga Gotoku" and "Ryuu ga Gotoku 2," and you
have that option. The top choice plays a video about the first game, the middle
choice has a video about the second game, and the bottom choice is to not view
any cinema at all.
Whether you view them or not does not effect the completion of the game; they
are available in the extra, cinema-viewing mode after you finish the story mode
regardless.
You can look at all three and watch the videos if you like, but you only need
to look at at least one grave, choose either to watch or not to watch, and then
return to Sayama and talk to her to get the ball rolling.
Once you talk to her, choose the top choice to say you still wanna pay your
respects and the bottom choice to continue with the story.
Kiryuu reveals that he's going to Okinawa to run an orphanage called the
"Morninglory." Seems the old manager died. Sayama also reveals that she's
leaving Tokyo the next day, headed for the U.S. to pursue her detective career.
She doesn't explain what it's all about, just that it's something Kiryuu would
try to stop her from doing.
Meanwhile, two people are spying on them. The dude in the Columbo-esque get-
up is Date Makoto, an ex-cop who stuck with Kiryuu and helped him get to the
heart of the matter. The other guy is Sudou Jun'ichi, a cop who once trained
under detective Date. After the events of the last game, he's been promoted to
the home division, and will be leaving Kamuro, being allowed back into the elite
forces.
But, he has his doubts. The police is backing off a little and leaving the
area in the Toujou Association's hands again, now that the gang war is over.
But...he doesn't trust them.
Date tells him not to worry. He's sure Kiryuu will make sure things are
taken care of when he leaves.
He has, actually. He thinks Daigo is too young and still needs guidance to
run the Toujou Association, so, he's got someone to trust with the job of look-
ing over him--a veritable sociopathic lunatic named Majima, who was in the
Toujou Association with Kiryuu. He's left now, realizing he'd rather just kinda
go do wild things than be part of any organization...but, Kiryuu thinks that he
can convince him.
And so, everyone parts ways, and only Date stays in the Kamuro District, land
of the Toujou Association, night life, and Kiryuu's home.
Before you can go see Majima, Haruka wants to go around town with you. This
is a completely optional thing, but, you can build her trust here, and get re-
wards (you'd think having her life saved over and over would have her trust up
about as high as it can get, right?). Her'es how it works. When you get near
a shop or amusement center's entrance, if she wants you to go in and buy her
something or do something special, she'll stop in front of it and walk weirdly,
then say something like "I'm hungry!" So, watch for it--but only if you want
the bonus items. They're really only there for completists, and don't effect
any of the "Completion Lists" or Trophies, or anything like that.
When the two of you arrive at the gate to Kamuro, down in the southwestern
corner of the town, she turns to you, and suggests going to say "goodbye" to
Yuuya and Kazuki. Kazuki is the owner of the Stardust Host Club on Tenkaichi
(that street you're on), and Yuuya is his faithful second-hand-man-esque
employee.
If you've already completed something in a previous play through the game and
you're playing a "Premium New Game," you'll notice that although your complet-
ion lists are complete empty, you'll get messages on your phone here from Sayama
that congratulate you as if you had just completed them. This is because you
can still get your bonus items from Bob Utsunomiya.
If you don't know what I'm talking about because this is your first play
through the game, don't worry about it. Basically, there are Completion Lists
on your pause menu, and if you complete them, you'll get some cool items as
rewards.
The game will tell you how to control things and give you brief tutorials for
stuff like battle, but, you may want to check the controls, commands, battle,
and other sections on your own because there's a lot to cover.
Note that if you walk slowly in this part and Haruka is nearby, she'll go to
your left and hold your hand (awwwww, cute!).
Otherwise, she'll yell at you to slow down (awww, man--annoying).
Once you get close enough to Stardust, you'll automatically talk to Yuuya.
He's got a cloth on his head because he got hit on the head. Kiryuu asks about
Kazuki, who got shot in Ryuu ga Gotoku 2, and Yuuya says he's still in the
clinic run by Dr. Emoto, which is just north of there. Then, Kiryuu explains
about going to Okinawa and all that.
Their goodbyes said, it's time to go see Kazuki for the last time. Emoto's
clinic will be marked with a red dot.
In front of the clinic, some punks suddenly show up to harrass you. If you're
new to the series, you should know that apparently, if you're a guy who's like a
foot taller'n everyone else, buff, and has a really tough scowl on your face all
day long, apparently, people wanna go beat you up in Japan (or something). I
dunno.
I mean, it's apparently so dangerous to go strolling around Japan, right?
Anyway, they think it's stupid of you to bring Haruka around to this Vegas-
esque adult funland, so, Kiryuu tells them to shove off.
And it's time for a battle tutorial! Once you've beaten them all, it's time
to go into the clinic.
You can't go until you've spoken to both Emoto and Kazuki. You may not have
noticed Emoto--he's off in the couches, off to the right when you first come
in. Kiryuu says goodbye to Kazuki, and he asks Emoto to watch over Haruka
while he goes off to Majima.
Talk to Haruka after the other two. If you choose the top choice, you can
stroll around town with her and build her trust up and such. If you choose the
bottom one, it's off to Majima you go.
Kiryuu has to find Majima, though. It's not really as hard as it sounds.
Head out the door, past the Matsuya Beef Bowl, north up towards the Theater
Square. You'll get stopped by the same, stupid street punks.
They've got a bigger, tougher one with them to teach you a lesson. Time for
another tutorial.
Beat them? Good.
A yakuza shows up, asking them what the heck they're doing on his terf. The
tough guy asks him to help him, but, the yakuza recognizes Kiryuu. He bows to
you, and then tells them all to pay respect, too--which they do, when they
hear who you were.
The yakuza's name is "Aniki," apparently. That's a term meaning "big brother"
that yakuza call each other often in stories--but, he's got it written in
kanji. Clever?
Aniki is part of the Kazama Group, who have their offices on the top floor of
that huge building in the center of town, the Millennium Tower. So, head for
the Millennium Tower!
In the tower's yard, a construction worker stops you. He works for the Majima
Construction Company--who are basically just ostensibly legit yakuza. The guy
tells Kiryuu that Majima's most likely done with Kashiwagi, head of the Kazama
Group, because he hates idle chatter and pleasantries--but, that he's probably
up on the roof, getting sentimental, because he's sad to see Kiryuu leaving.
He then asks him not to tell Majima he said that, and gives you two Staminan
X's. Staminans are healing items that both restore Health and Heat energy.
So, in you go, then down, then to the elevators in the back. Examine the
elevators, and choose the top choice to go to the roof.
Run over to Majima, and he'll ask if you're leaving Kamuro. So, Kiryuu
explains that he's come just because he's leaving, and that he wants Majima to
look after Daigo. Majima seems upset that you're asking him to return to the
Toujou Association. So, he refuses.
He just wants to go free. Be wild. He doesn't want the responsibilities and
such of running an organization, of taking care of Daigo. It's too much and he
just won't have it.
So, Kiryuu says that Majima just wants to go crazy a bit...so, he'll give him
something to play with for a while. Kiryuu will fight him, and if he wins,
Majima will have to watch over Daigo.
Of course, Majima kinda always wanted that. He loves a fight and he only
takes orders from really strong guys...so, he'd lke it if Kiryuu showed him
again how strong he was. Duke it out!
Once you beat Majima, he'll agree. The two of you have a smoke and talk about
things, and hten Kiryuu leaves, tho' Majima says he'll be sad. He also says
he's worried because Daigo trusts people too easily, just like Kiryuu does. But
Kiryuu says Daigo's no fool and leaves.
Majima says it seems like a hard task, but...then he looks really determined
suddenly. But...he really does say it seems like annoying work, after all.
Too bad he's promised Kiryuu!


CHAPTER 2
---------

"THE MEETING" (DEAI)

Missions Available: (None)
Hitman Missions: (None)
Locker Keys Available: (None)

So, now, we see Kiryuu in a Hawaiian shirt, cutting onions. Taichi, one of the
kids in the orphanage, comes in and starts trying to ask Kiryuu something, but
he snaps at him, because he's really focused trying to cut. Poor Kiryuu is
really struggling.
He's made them all curry. Kouji looks ready to eat, but Haruka chides him.
They all have to wait for everyone to come to the table--and Izumi isn't
there. Then, they ask Shirou if he's seen her...this is basically a quick
little introduction of some of the kids.
Kiryuu tells them all to go ahead and eat; he's gonna go look for Izumi.
Before you head out, the game introduces "Hint Rooms." These are kinda
handy...you gradually heal while in them, and you can manage items and save the
game, just like at the telephone booths. Unlike telephone booths, though, you
can remember events in the game (rewatch cinemas) or look at your rate for
completing things (the "results").
You can talk to your neighbors about it, if you'd like, but there's really
only one other place to go here--the beach. Go ahead out there and you'll
find Izumi sitting there, all gloomy. She doesn't want to eat.
Choose the bottom choice to see if something's happened to her at school. She
asks if it's a bad thing to have no parents, no family....
Choose the bottom choice again and Kiryuu explains to her that she does have a
family. He can never be her father, but, he and the other orphans are all like
family.
Actually...you can choose either one, for your reference, for both of those
questions. Those are just the nicer-sounding answers.
In she goes--and everyone actually waited for her! Even though they were so
eager to eat.
Get used to these touching moments, guys. There are plenty of them in the
orphanage scenes.
Some time later, Haruka brings Kiryuu an eviction notice. Seems they've been
left there a lot lately, and those two weirdos in the blue truck (the Nakahara
Construction Truck) have been snooping around a lot.
They drive of when Kiryuu comes to see them. So...you'd better go see what
the heck is going on with these pinheads. They're in Ryukyu Village, which you
can reach by going to either end of the main street.
You're kinda limited here, but you can nose around town if you'd like. When
you go to the plaza near the M Store and Coin Lockers, Kiryuu will spy the blue
truck. The two dornks are eating popsicles.
The one in the Hawaiian shirt is Shimabukuro Rikiya, who's known as the
"Tough Guy Habu." A habu is a snake native to Okinawa. Rikiya tells Kiryuu
that the Ryuudou House, a local yakuza gang, doesn't like people like him who
come slinking down there from the mainland, and tells him he'll have to go to
their office to get to the bottom of this.
It's supposed to intimidate him, but, it doesn't. Kiryuu starts to walk over
there, and Mikio, the fat dude, pulls out his phone to call them. Rikiya won't
let him...instead, he tries to threaten Kiryuu some more, and then pulls off
his shirt, showing his tattoo.
Kiryuu says it's a nice snake tattoo, and Rikiya gets pretty angry. "That's
not a 'snake'--it's a habu!! I've got a tough habu there! The habu is the
soul of Okinawa!"
He's pretty serious. If you can take him out, he'll take you to his yakuza
group's hideout. So, beat him up!
Kiryuu struts around, asking how a mainlander's punch feels, and tells Rikiya
that he promised. He has to take him to the office.
And, he does. Mikio runs on ahead...and you're supposed to follow Rikiya. Be-
fore you go, Kiryuu asks about the tattoo...and why there's no eye. It turns
out that the tattoo artist died. But, Kiryuu thinks that a great tattoist
would be able to finish the tattoo, because they read you and tattoo what they
see. In other words, the tattoo reflects you, not the other way around, so,
Rikiya doesn't need to worry so much about finding a great tattooist as just
being a great guy.
As he runs past people on the street, they all talk to him. It's clear that
they value their relationship with the people around town.
Once you reach the office, in Kiryuu goes. Mikio fetches Nakahara Shigeru,
head of the Ryuudou House. About the room are things that say stuff like
"Honor" and "Loyalty." Kiryuu spies a young girl sketching in the sun.
In walks Nakahara--the dude in the undershirt. He says he understands Kiryuu
really handed it to Rikiya and asks Saki to leave to discuss the land thing
with Kiryuu. When Kiryuu asks, he says that Saki's not realy his daughter;
she's kinda been taken in by him. Then, he suddenly goes bck to talking about
the land deal.
Nakahara knows that Kiryuu runs an orphanage. He explains that he didn't
really do anything bad here; it's just that their hands are tied. Kiryuu wants
him to explain.
He says that it's land they've had for a long time, and even though it's all
residential now, they suddenly need to buy it all up. There's a resort
planned for the area...though Kiryuu hasn't heard of it. Nakahara explains
that there are plans for a huge resort, along with an expansion of the U.S.
military base.
He explains that it's a chance for Okinawa. He was born and raised there, and
his Ryuudou House works for Okinawa's future. So, he needs that land.
He even offers to lend some money to Kiryuu to help him rebuild somewhere
else!
Kiryuu tells him he's gonna turn it down. It's surprising to Nakahara, but,
Kiryuu says that even if that's the reason Nakahara gives, that's just plain
old selfish actions of a bunch of gangsters. Kiryuu says that it matters to the
children and he won't take their home away from them, and Nakahara stops him as
he goes to leave, drawing his sword.
Nakahara says that although he may be 60, there's no way he's gonna sit there
and take a lecture from some mainlander.
But, Kiryuu calls him on it, saying that there has to be some other way for
Okinawa than to drive the ofphans off their land. He warns him that if he
wants to come around and try some funny business, he's ready for him, anytime.
He storms off, but, his words seem to reach Nakahara....


CHAPTER 3
---------

"THE LAND RIGHTS WAR BEGINS" (KENRYOKU RAISHUU)

Missions Available (11/11 possible):
Kidnapping? (Yuukai?)
I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1 Hanashi)
The Brewer's Treasure (Shuzouka no Takara)
The Fall Guy (Butsukaru Otoko)
The Rose Balsam Song (Tinsagunu Uta)
Challenge from a Hustler (Hustler kara no Chousen)
Okinawa Soba Delivery Race (Okinawa Sobaya Demae Race)
Make the No. 1 Cabaret Club Girl! (No.1 Kyabajou wo Tsukurou!)
Tsuchiya Mika of Flawless
Kaneshiro Nao of Flawless
Unten Saya of Flawless
Hitman Missions: (None)
Locker Keys Available: (None)

If you didn't notice, this is the first chapter when you can do side missions.
These are found around town, after fulfilling certain requirements, here and
there. They give a lot of experience, money, and items--plus they help you get
100%, if you wanna do that. I won't spoil the surprise if you don't want to
know, but, let's just say the last one's pretty interesting and gives you a
very powerful reward.
I should also mention that this chapter has a lot of side games in it. If
you didn't know, there are all sorts of little skill games and gambling side
games you can play in the Ryuu ga Gotoku universe. The rewards of these vary,
and some are used for side missions. For instance, you can fish at the beach in
front of the Morninglory by going over to that fishing pole and hitting the
Circle button.
There's a flashing light in the front yard of the Morninglory you may have
noticed. This is a worm, which is used as bait. The supply of worms is
actually infinite, but, you can only have one at a time--so once you've used
one, just go back to the yard and you'll find another. There's also a flashing
light next to the fishing pole--this is a little magazine that has tips for
you, if you can read Japanese.
Anyway, I just thought I'd point out some of the fun little diversions in this
game outside the main story, since they'll become available in this chapter.
On to the story.
We see a news story from a few days after the incident with Nakahara. Both
the Minister of Defense, Tamiya Ryuuzou, and the Minister of Land, Infrastruc-
ture, and Travle, Suzuki Yoshinobu, are coming to visit Okinawa.
Tamiya is working on a proposal to expand the U.S. base, while Suzuki is
working on a rider-like proposal that will, at the same time, build a resort in
the area. Suzuki explains that he thinks that the Ballistic Missile Defense
system introduced in the bill is probably in Japan's interest, but, he also
says that he wants to show the ministers that it's in their best interest to
contribute to the area's prosperity at the same time.
Then, there are interviews with some of the "man on the street" types, who
seem to feel that the base isn't really in the interest of the people of Oki-
nawa, but...they all seem to be into the resort idea.
There's Kiryuu, smoking, watching the TV. He turns off the news after the
important report, and Haruka asks if that means they'll have to leave. She
thinks that if they have to leave, they'll have nowhere to go. What will they
do?
But, Kiryuu says he won't let that happen, and tells her to trust him.
And then he stands there, doing nothing, and you're on your own. Don't worry,
though--the game will give you direction soon enough. As a matter of fact--it
gives it to you right as you turn to walk away! Haruka tells you that Shirou's
been pretty unhappy since coming home from school that day, and so, Kiryuu
decides he should go have a look and see if he can help the boy out.
He's in the communal room the kids use.
You'll find it easily enough by turning right down that hallway. It's the big
room past your hint room. You can ask Taichi on the beach first, and he'll
say he's probably in the kids' room--which is where he is.
When you talk to him, he just shrugs you off, saying nothing's the matter.
No matter which choice you make, he'll say the same thing, so, just keep on
asking until you run out of options. Kiryuu ain't getting anywhere with him,
so, he decides to go ask the other kids and see what they know.
Talk to Taichi and Mitsuo on the beach. Kiryuu says he seems depressed after
school, and Taichi says that he's been like that a lot lately.
It seems he's being bullied at school. Kiryuu calls the school, but the guy
he talks to, Hashimoto, doesn't seem to be too cooperative. In fact, he seems
very defensive, as if Kiryuu's trying to sully their reputation, and suggests
that he work on taking better care of the kids in his orphanage instead.
He then hangs up, and Kiryuu decides to go talk to Shirou again. Shirou
admits he's being bullied, but stops Kiryuu when he says he's gonna go talk to
the school again. He doesn't want you to talk to his teacher....
So, Kiryuu decides to get at the heart of the matter. He thinks he'll ask
around again.
You can talk to the other kids, if you want, or you can cut to the chase and
talk to Taichi again. This time, he's talking to Haruka. Kiryuu asks him to
find out who's been bullying Shirou, and he says there's no need--he's already
seen the kid do it. His name is Yoshinori--Hashimoto Yoshinori, son of his
teacher. Kiryuu decides he'd better go talk to Shirou to see if it's true.
I know...there's an awful lot of running from one kid to the other here.
Well...get used to it, I suppose. This happens a lot in this game.
It seems the kid's been threatening him, because his daddy's golfing buddies
with a congressman named Akasaka.
Guess what that means? Yeah...you're gonna go play golf. Before he leaves,
Kiryuu tells Shirou to just off and hit that kid next time he starts his crap.
Before you can leave, your neighbor, Mr. Miyara, talks to you about the bully-
ing. He doesn't think Akasaka is the kind of guy who'd pull some kind of
chenanigans on the Morninglory at all. He suggests you go play golf with him.
You get to the golf course by the monorail. It's called the South Seas
Country Club (Nan'you Country Club). But, why not look around town and do the
side missions first?
When you're ready to go, answer the second choice at the monorail station (the
first one is to go to the Morninglory, the bottom one to stay in Ryukyu).
Of course, you can't just go into a country club without a membership. When
you get there, the receptionist stops you, but a guy comes up and says he was
looking for someone to play golf with, so, why don't you go play with him?
When Kiryuu asks who he is, he reveals that he is none other than Congressman
Akasaka himself. Kiryuu can't let this opportunity go--he plays golf against
him.
If you're struggling with this part, don't worry. You can actually not win
the game and still get through this part of the story. You can also retake your
shots in your first play through the game's story.
He talks to you about the Morninglory and agrees to help you out with it if
he can. That's great news for Shirou. Oh--he also says you can go back to the
country club. You'll always be his guest, so, you can always use the place now
(for free, too!).
Head back to the Morninglory.
When you get there, why, Akasaka's already there! He's the type who when he
gets it in his head to do something, he jus up and does it. The kids come home
and Kiryuu tells them to say hello to the guest. Shirou shows up and he's all
beaten up! But, he says that he beat the other kid.
Akasaka is impressed!
Suddenly, up walks Mr. Hashimoto, with his kid--who has a nice, bloody nose.
He's there to see what Kiryuu intends to do about the "bullying" his kid has
gotten (yeah--he's pretty much just a jerk). He then is shocked to see Akasaka
there.
Akasaka says he's impressed with the children at the orphanage, and Kiryuu
says he lets them live their lives their own way. Akasaka turns to Hashimoto
and says maybe that's something he should think of at his school!
Yoshinori, Hashimoto's kid, points to Shirou and asks what they're gonna do
to him. Akasaka chides him, and Yoshinori leaves--but not before cursing.
Akasaka turns to Hashimoto and says it looks lke things are pretty rough for
him, too. Hashimoto runs off.
Well, that's settled, but you're not out of the woods yet. After Haruka comes
home, a good dinner sounds really nice. Walk into the Morninglory, though, and
something's up in the kids' room--Taichi is complaining that he wants something
he lent someone back.
Kiryuu doesn't wanna see Taichi and Ayako fighting, so, he decides he should
check in on them. Walk to the room, and Kiryuu will just kinda evesdrop a bit.
It seems Taichi lent Ayako 1,000 yen. And...she doesn't have it anymore. Can
he wait until their next allowance? But, Taichi can't--he wants a new manga
that's only gonna be available that day. Taichi gets mad and calls her a liar,
telling her to pay him back when she can.
So, go talk to her. Kiryuu asks why she can't pay him back. It's not like
her. Did she drop it or something?
No...she tells Kiryuu she's had it stolen, and by someone in the Morninglory,
no less.
Kiryuu's gonna get to the bottom of this. He wants everyone to get together
for a meeting now. That means you have to go and find them, first. Start by
talking to Ayako, since she's still right in front of you. You'll find Haruka
in the kitchen, Riona in the laundry room, Eri and Izumi in the front yard,
Taichi in the street, and Keiji, Mitsuo, and Shirou at the beach.\
Once you've got 'em all, go into the dining room.
Kiryuu explains everything. He then asks the kids if they know what happened
to the money. One by one, the kids start accusing each other, so Kiryuu just
kinda lets it go, rather than have them fight.
Go towards the kids' room, and you'll see Eri doing something suspicious.
Kiryuu asks if she was in Ayako's bag, but she says "no" and runs away (gee,
could he have suspected her from that shot earlier where she was the only kid
not looking him in the eye when he talked about the theft?).
Ayako asks what's up and Kiryuu says Eri's been in her bag. She goes in, and
finds that the 1,000 yen is back in her wallet. Go to the beach and you'll find
Eri all sad, but, Kiryuu wants an explanation. It seems she promised a friend
to go to a movie, but she didn't have any money. She gets picked on so much for
not having money, since her allowance is so low compared to the non-orphan kids.
So, Kiryuu explains to her that he understands but that she did something
very wrong in taking something that didn't belong to her. Then, he compliments
her on returning the money, and on telling him all about it. Eri thinks nobody
will forgive her for causing trouble.
Ayako comes and Kiryuu tells Eri to be brave and say what she did. But,
Ayako already knew. In fact, she apologizes. She saw Eri take the money, but,
she didn't stop her.
Then, they hug and apologize and cry and it stuff...aww.
It's cool to have kids sharing tender moments while some huge, stoic, muscle-
bound yakuza looms over them with an uncomfortable smile, huh? Well...it is
what it is. I know a lot of people were expecting tougher stuff from the story,
and it's coming. Trust me. Maybe I'm getting old, but this sort of stuff is
fine to me, too.
Anyway, they don't want everyone to freak out on them, so, Kiryuu devises a
plan. He's gonna call everyone back to the dining room.
Go in the room yourself and Kiryuu will start explaining to everyone that the
money has been found. They ask who stole it, but he says that nobody did. In
fact, it was all a misunderstanding. He's called them there to apologize.
He tells them that a few days ago, he was holding some money that Eri had
found. They seem shocked and ask Eri about it. She says she found 1,000 yen in
the yard, and Kiryuu says that the chance of that being Ayako's money is very
high! In fact, he can't think of any other explanation. Then, everyone starts
apologizing.
Haruka heads back into the kitchen to make dinner. Go in after her, but
Taichi will suddenly come running to you. He says some bad dude's come to
the Morninglory--the dude with the short perm! That would be Rikiya.
Have a look outside (run down to the beach) and Kiryuu will shrug it off when
he doesn't see anyone, thinking Taichi was just mistaken. But, when you go
back to the Morninglory, someone calls out to Kiryuu.
Kiryuu tells Rikiya he's still not moving, but, Rikiya says he's actually
there for Kiryuu's help--not about the eviction notices.
It seems something's happened to Saki, the girl who was with Nakahara when you
visited earlier. She's gone missing, and they can't call the police, because
she's not really Nakahara's daughter.
Saki can't speak. When she witnessed her father hang himself, she just stop-
ped talking. He was a gambler who ran up some huge debts and just ignored life
at home.
Her real mother isn't so great, either. She never really cared for Saki or
the family, always just running around from man to man. She had left them long
before her father committed suicide over the debts.
The Ryuudou House went to collect on the debts, and they found Saki there in
that horrible situation. Nakahara is an old-fashioned man who felt that it was
their responsibility to take care of this poor kid when no-one else would.
At first, they seemed to think of taking care of her as a chore, but, Nakahara
soon warmed up to Saki, and now thinks of her as his own, real daughter.
Nakahara's been trying to keep her inside so her real mother won't ever find
her. Even still, she's suddenly vanished.
So, Kiryuu asks what they want him to do. They want him to come take care of
Nakahara, who's in a bad way, and is real drunk and crazy.
Rikiya keeps calling Kiryuu "brother" ("aniki"), which is a respectful term
that yakuza use for each other. Kiryuu gets angry about that, since he's the
second-in-command of the Ryuudou House. Rikiya tries to tell him it's OK if he
calls him "aniki," but, Kiryuu gets upset and tells him he doesn't want to be
called "aniki" by some yakuza in front of the children like that.
Of course, Rikiya doesn't listen. He knows Kiryuu's a cool, tough dude, and
someone you can rely on, so as he goes to fetch the car, he calls him "aniki"
yet again.
Kiryuu just gives up on that fight, apparently.
You're automatically forced back to Ryukyu Village. Run with Rikiya over to
the Ryuudou House's headquarters.
Inside, you'll find Mikio rubbing his neck, with a nice black eye. He tells
them that Nakahara's drunkenly throwing things around inside.
Nakahara's room is in bad shape. There's a table thrown against a wall, a
couple of the lanterns on the ground, and Nakahara, with a bottle of awamori.
He asks Kiryuu to come back some other time and they can discuss the land
deals, but, Kiryuu tells him that he's there because Rikiya has told him all
about Saki. He asks why Nakahara doesn't go looking for her on his own, but,
Nakahara says that might be a bad idea.
He believes that Saki has run away because she doesn't like living there with
him. He thinks she's gone to be with her real mother, and laments, "Am I really
worse than that ****** horrible woman?"
Kiryuu can't convince him to go look for her, so, he offers to go find her
himself and hear from her whether she wants to be with Nakahara or her real
mother. He says that he's like Nakahara, and can't just let things like this
alone--and that he's not doing it for the eviction business, either.
Outside, Kiryuu and Rikiya discuss where to look. Rikiya tells him that they
haven't checked First Town, but that they can't go there because that's the ter-
ritory of the Tamashiro Group, a rival yakuza syndicate. So, Kiryuu decides he
should head up there and see if anyone's seen her.
As he goes to leave, Rikiya says he's coming with him--even if it's to a rival
territory. He's really headstrong!
Go to the intersection of Ryukyu and North Ryukyu, and an older woman will
come running up. She says that she saw Saki going around in First Town with a
strange woman. She then hits on Kiryuu, but that's neither here nor there.
So, a red dot is put on your map at the M Store in First Town. Head up there,
and you'll be stopped before you can go in the store. These guys are Tamashiro
Group members, and they want to know what yakuza group you're from. Kiryuu says
he's not a yakuza, but they see Rikiya there with you. Kiryuu tries to play
dumb a bit, but the only response he gets is that they don't want no poor
yakuza coming willy-nilly into their terf. They also mention something about
"that kid," so, it's time to leap into action!
After you beat them up, Kiryuu wants them to spill the beans. Rikiya asks if
they really kidnapped Saki. But, the guy tells you they never kidnapped her--
her mom brought her to them.
Why? Because she's their boss's woman. So, it's time to go bust some heads
and get your way into their headquarters. It's marked with a red dot.
Before you can go in, Rikiya decides he'd better run and get the rest of the
crew. Kiryuu notices the sketchbook on the ground, and sees a surprising sketch
there. So...he knows it's definitely Saki's.
As you start to go in, some weird dude with a backpack and a stutter walks
into you. This is Kamiyama Renta, a local weapons geek, who's here to give them
some kind of weapons they ordered.
He tells you about the weapons dealer, which is located right nearby in that
van. So, the two of you pop in for a bit, and Kamiyama tells you that he, too,
runs a shop--on the second floor of a building near the Ryuudou House's head-
quarters. He then gives you a collapsible stick, a weapon you can equip from
the start menu to one of the three slots available, which can be accessed
during battle quickly by hitting the appropriate direction on the D-Pad.
When you come in, they think you're from the Ryuudou House. Kiryuu asks
where Saki is. They tell her he's up in the office of their boss, Tamashiro
Tessei.
So...get to it! This is your first action stage. Beat people up and break
the glowing barriers to progress. Note that you can throw dudes out windows
here when in Heat Mode.
Tamashiro is really a jerk. He's manipulative, and very criminal. When
Kiryuu arrives, he seemed to have expected it--and he seems to be using Saki as
money in the bank so Nakahara will give up the ghost and he can take over the
land. Saki's mother is there, and even she seems upset. She thought that had
told her to go and get Saki so that the three of them could live a nice life
together--but, he tells her he has no use for an old girl like her. I mean, he
can obviously get any woman!
After you beat up Tamashiro, he wonders why such a guy is in Okinawa. In run
Rikiya and Nakahara. He calls to her, and then looks hurt. So, Kiryuu tells
her that he's been sad because he thought she wanted to go to her real mother.
He asks her which one she wants to be with, and her mother starts laughing.
"What daughter? What kid? You guys are such idiots! You know, because of
this girl...I've had my life all messed up!" Rikiya comes to attack her, since
she's saying such horrible things right in front of her own kid, and she pushes
him away, telling him not to touch her and that she'll just give the kid to
Nakahara if he wants her so much, and leaves.
If there's any doubt in Nakahara's mind, Kiryuu tells him to look inside the
sketchbook to find the answer. There's a cute sketch of Nakahara, and a caption
that reads "Together Forever." So, he runs and hugs her.
Nakahara thanks you back at his office, and suggests you guys drink together,
in a kind of ceremony where you become like brothers. It's a gangster thing,
so, Kiryuu looks kinda upset--he's not a gangster anymore.
But, Nakahara doesn't care. He wants to drink with you.
Suddenly, Daigo walks in. He says he can take the cup, if he wants--I mean,
he is a yakuza, after all.
He's there for the land purchase deals about the resort. He and his corpor-
ations are trying to get in on those--including the group working under them,
the Tamashiro Group.
Minister Suzuki has asked the Tamashiro Group to soak up all the land. It
seems like everyone's relying on the yakuza groups controlling the areas to get
the land on them.
Daigo's there to try and convince Tamashiro to stop trying to force people off
their land. He goes on to explain that the two proposals are together as
riders, on the same bill, but he thinks that Tamiya is going to withdraw his
proposal for the base, and just leave the one with the resort.
The guy with him is Touma, an attache to Minister Tamiya. He's from Okinawa,
and he wants to see what's best for the area done. It seems Tamiya has proposed
the base expansion project together with the base, so that he can lend a little
more legitimacy and urgency to the idea, then withdraw. That way, the resort
will surely succeed.
He explains that they need money to flow into the area, and Nakahara dis-
agrees. He says that what should be important to them is Okinawa itself, not
the money. Although government officials might think that money is important,
so it doesn't matter if one or two peoples' lives are upset, you know, that land
they're taking is what people are living for. Where they're working. Touma
looks sad.
At any rate, Daigo decides he won't lay a finger on Okinawa. He wants Kiryuu
to live his life there, raising orphans, as he wished. He and Touma leave.
Nakahara asks Kiryuu, after Daigo leaves, why they kept calling him "fourth
chairman all the time." Only then does he suddenly realize who Kiryuu is--the
famous man who was once head of the Toujou Association, the Dragon of the
Doujima.


CHAPTER 4
---------

"THE MAN IN THE SKETCH" (KAKARETA OTOKO)

Missions Available (40/40 possible):
English Conversation Solicitor step 1 (Eikaiwa no Kan'yuu step.1)
English Conversation Solicitor step 2 (Eikaiwa no Kan'yuu step.2)
Lost Child Hunter (Mayoigo Hunter)
The Lost Keys (Nakushita Kagi)
Love's Cupid (Koi no Cupid)
A Family Full of Love (Aijou Ippai Kazoku)
Love's Cupid Continues (Zoku Koi no Cupid)
Find the Shisa (Shi-sa- wo Sagase)
Love's Cupid Continues Again (Zokuzoku Koi no Cupid)
Find the Purse-Snatcher (Hittakurihan wo Sagase)
Dirty Money and the Debtor pt. 1 (Yami Kinyuu to Shakkin Otoko Dai 1 Hanashi)
The Man Who Wanted A Sea Bream (Tai ga Hoshikatta Otoko)
Dirty Money and the Debtor pt. 2 (Yami Kinyuu to Shakkin Otoko Dai 2 Hanashi)
The Fall Guy Strikes Back (Butsukaru Otoko no Gyakushuu)
Drinking Duel (Sakenomi Taiketsu)
The Seven Wonders of Ryukyu Town #1 (Ryuukyuugai no Nanafushigi Sono1)
The Seven Wonders of Ryukyu Town #2 (Ryuukyuugai no Nanafushigi Sono2)
The Seven Wonders of Ryukyu Town #3 (Ryuukyuugai no Nanafushigi Sono3)
The Seven Wonders of Ryukyu Town #4 (Ryuukyuugai no Nanafushigi Sono4)
The Seven Wonders of Ryukyu Town #5 (Ryuukyuugai no Nanafushigi Sono5)
The Seven Wonders of Ryukyu Town #6 (Ryuukyuugai no Nanafushigi Sono6)
Mikio at Market (Mikio to Ichiba)
Golfer Boss (Shachou Golfer)
Hide-and-Seek in the Morninglory (Kakurenbo in Asagao)
Teach Mame to Sit (Mame ni "Osuwari" wo Oshieyou)
Teach Mame to Roll Over (Mame ni "Omawari" wo Oshieyou)
Teach Mame to Fetch (Mame ni "Tottekoi" wo Oshieyou)
A Trip Before Marriage (Konzen Ryokou)*
Love Letter In A Bottle (Binzume Love Letter)*
Hitman Missions: (None)
Locker Keys Available:
All Okinawan keys except no. 17
Tokyo keys nos. 4, 6, 15, 16, 18

Well...finally, you're back to the present--the present in the prologue, in the
hospital, looking at the sketch of Kazama Shintarou. A phone call comes to
Kiryuu's cell phone, so he answers.
It's Kashiwagi Jun, current head of the Kazama Group--and a powerful ally to
Kiryuu and Kazama Shintarou in the past. Kiryuu tells him he's in the hospital
right now, and asks i fhe can call back later, but, it's important.
Kashiwagi tells him Daigo's been shot, about an hour earlier.
Kiryuu is clearly shocked by the news.
Even more shocking is when Kashiwagi tells him it was apparently by a man who
looks exactly like Kazama Shintarou. He then says when he figures out what's
going on, he'll call him again.
Kiryuu tells them that Daigo got shot, and Rikiya remembers meeting him a year
earlier. Kiryuu tells him that it's the probably the same gunman.
Just then, the operation ends, and the doctor comes out to talk to them. It
seems 3 bullets were fired at close range, and that it will take a week or so
for Nakahara to recover. The good news is that they've removed the bullets, the
bad news is there's only about a 50% chance of recovery.
Presumably that night, we see Kiryuu on the beach. Haruka comes to him, and
tells him all the kids are asleep. She then asks if Kiryuu's going back to the
Kamuro District. He doesn't seem 100% certain, but...he will probably have to
go.
Rikiya shows up. He wants Kiryuu to take him with him to Kamuro. He knows
Kiryuu's gonna head up there because of these land deals...and he wants to go,
himself, so he can look for the man who shot Nakahara.
Kiryuu refuses. He wonders who will watch over Saki if Rikiya just ups and
goes to Kamuro.
Haruka suddenly says she can take care of Saki and the others at the orphan-
age. Kiryuu looks upset, but...he has no argument left. He agrees to let Riki-
ya come with him. He says he'll meet him the next day at night, and that he
should wait for him at the office.
Once he's gone, Kiryuu tells Haruka to tell Rikiya what's up after he's gone.
He's gonna leave him there...it's too dangerous for Rikiya in Tokyo.
Haruka says it's cold and asks to turn in, but Kiryuu thinks he's gonna stay
up a bit.
You now have control. You can go around and take care of the side missions
that are available, or you can go inside and talk to Haruka to get her to come
with you, so you can build her trust. The first option is to keep going around,
the second to turn in for the night to continue the story.
If you choose to keep going around outside, she'll ask if she can come with
you, to which the first answer is for her to go to bed, the second to have her
go with you. Talk to her inside the orphanage if you want her to stay there
again, choosing the first choice. That'll just put her back to her original
position, where you can go out alone or with her or turn in.
Keep in mind that you can only do most sub-missions without Haruka or any
other person around, but, if you want her items from raising her trust, now's as
good a time as any to do that.
The next morning, Mikio and the boys are trying to catch a dog in the yard for
some reason. It looks like they're gonna give it a good thrashing (again, for
some reason...is that like a common thing to do, to beat the crap outta dogs or
something?). Izumi wants them to stop, so she runs over. Kiryuu wants to know
if she knows the dog or something, but, it scares her, snapping at her, and runs
off.
Mikio suddenly remembers the dog. Apparently, he was kept by some bar owner
in First Town. It was a nice dog back then, but now, it seems to be going a bit
nuts. He guesses the poor thing was left behind when the bar owner moved.
Off they go to find the dog, and you're meant to go find them (of course).
As you go to leave, some guy in a straw hat is there. Mitsuo is telling him
you guys don't need ice cream, and that he should shove off (guess he thought
the dude was there to sell ice cream?).
It seems he's looking for you, actually. Kamiyama told him about you.
His name's Yonashi Shouji. Apparently, he's Kamiyama Renta's teacher, and
he's gonna help you learn weapons styles. Choose the top choice to have him
teach you.
He'll go down to the rock at the east end of the shore (that's off to the left
as you run to the beach from the Morninglory). Be sure you go and talk to him
to learn how to use weapons like the kali sticks, nunchaku, and tonfa.
It's optional, of course, but I'd totally recommend doing so. His training is
very simple. Beat him while he uses the different types of weapon. You may use
healing items, so bring some with you. You should be able to learn all three
types.
After you've learned all the styles from him, he'll tell you he remembered
something when fighting you--the days when he wandered the world, following his
dream of learning all about weapons styles. He guesses he'll go to find one of
his masters, a Chinese martial arts master living in Osaka. He tells Kiryuu
this master is actually an old woman called "White Lotus." Kiryuu knew her in
the second game as "Old Lady White."
Anyway, off he goes! And you can continue with your story.
You'll find the dog at the dead end in northeastern First Town (to the east of
Flawless). It runs off when Kiryuu approaches it, which initiates your very
first Chase Battle--only, it's not as involved as Chase Battles will be later.
For now, you should know that holding down R2 makes Kiryuu run faster.
You don't need to catch the dog. You just need to chase it around until it
comes to a certain point in North Ryukyu, north of the Monorail Station.
Kiryuu traps the dog next to a black moped. Mikio and Izumi aren't far be-
hind. Izumi asks if she can keep him. She starts to cry when Mikio says "no,"
because helooks just like Mame, the dog she had when she was younger. Kiryuu
agrees that if she can tame the dog and take care of him, she can keep him.
First things first, she has to decide what food to give it. You have four
choices here: dog food, a hamburger, milk, or a bone (in that order). If you
choose dog food, you'll find it's for sale in the M Store (19th item from the
top, 270 yen). If you choose a hamburger, go to Smile Burger and get take out.
The milk you can get at M Store (26th choice, 130 yen), and the bone...you have
to check both M Store locations to find out they just don't have those.
Anyway, go get the item and come back to Izumi and Mikio and talk to them. No
matter which one you chose, he's not satisfied.
Now, she wonders if he needs to play. You have four choices again of things
to give him: a rubber ball, for which you will need to go back to the Morning-
lory and talk to Kouji in the kids' room, a foxtail, which you can get from
talking to Miyara on the street near the beach, a doll, which is in the shelves
at the kids' room in the Morninglory, or a bone, which you can't get.
No matter which one you choose, again, he won't be happy. But, Izumi won't
give up, and Mikio won't just leave her there. So, you decide to leave them.
You can just enter a store and come back out or you can go back to the Mor-
ninglory area and come back--either one will advance the story. Kiryuu will
suddenly think about how he's worried and should go check on them, so, go do so.
Mikio promises to help build a doghouse for him, but, the dog (now called
"Mame") still cowers away.
Suddenly, a bunch of Tamashiro idjits show up and tell them to get out of
there way--they wanna buy suff and they're blocking the entrance.
One of the guys hits Mikio when he mentions he's from the Ryuudou House, but
Mame goes kinda nuts and runs and bites the guy. The other guy swings a
wooden plank at the dog, but hits the first guy in the leg instead in typical
comic fashion.
In one of the most surprising turns of events, a cop shows up and goes after
them when he sees two people fighting like that. Is that the one cop that's
ever done that in this series's history??
Well, Mikio has no choice now. He's gonna go back and get the doghouse ready.
Away the three of them go, and you can go back to the Morninglory to advance
the story, or stay for a while to wrap up any side missions, if you want.
Rikiya's waiting for you there. You told him you'd be leaving that night,
but you didn't tell him when. So, he's come to find the time. Remember,
Kiryuu's gonna ditch this guy. He tells him 8 and Rikiya says that's pretty
late. Seems he's already packed, too, which makes Kiryuu a little uncomfort-
able.
Rikiya then points to the two kids, Mitsuo and Riona. Seems like Mitsuo's
gotten a bit of a crush on Riona.
Mitsuo tells Riona that one of their classmates, Okada, has a really rich
family that owns 3 movie theaters. So, anyway, um...he's got two tickets to a
movie from Okada. They expire that day, though, so he needs to use them quick-
ly. He explains that nobody in his class is free, so...anyway, he's asking her
out to the movies.
She can't though. She's already agreed to do something with someone else.
When he asks what and who, she tells him it's none of his business, and then
suggests maybe he should take Shirou or someone.
Rikiya says, "Aw, poor Mitsuo--he was shot down. I guess he just doesn't
know how to read women enough to win them over."
Kiryuu responds, "And I suppose you do?"
Rikiya laughs and acts like it's obvious he does understand women--I mean,
look at his sexy haircut! Kiryuu laughs, but Rikiya just shrugs it off that
probably, Kiryuu just doesn't understand because he doesn't get women. Kiryuu
responds that he does so know how to treat a lady, and so, they decide to have
a bit of a competition. Choose the top choice to agree.
Here's what Rikiya proposes: you both go and get some clothes for Mitsuo to
make him really fetching. Whoever makes the best little casanova wins!
As you leave, Kiryuu's neighbor, Miyara, tells you he overheard. He then
tells you there's a great, fashionable kids' clothing shop in Ryukyu, just to
the east of the main intersection with North Ryukyu.
Head on over. Talk to the guy in the beret. First, you have to choose the
clothes you'll get for Mitsuo. First choice is a Polo Shirt with an American
Flag. Second choice is a Polo Shirt with Dragon Print.
Next, the accessory. The first choice is a Ten-Gallon Hat, and the second is
Sunglasses.
It doesn't matter which one you choose, but, you'll get some pretty funny
words and Mitsuo looks pretty funny in both outfits or any combination.
Go back to the Morninglory and talk to Rikiya on the street. Mitsuo seems to
think Rikiya's got really crappy fashion sense, and Kiryuu agrees, telling him
he's just got some outdated, faux-punk fashion popular in the '90s in Japan
called "Yankee." (Of course, he's one to talk--his Hawaiian shirt is the first
change to his outfit in like 15 years or so). He puts his clothes on poor
Mitsuo, and Rikiya makes some harsh comments.
Anyway, Kiryuu thinks that now it's time for Mitsuo to go and try again with
Riona. She looks at him like he's from outer space and says his weird clothes
don't fit him at all. Especially now, she'd be embarrassed by him, so...no way
would she go to the movies with him liking like that. But, she won't go anyway,
since she's got some other business.
Mitsuo wants to throw in the towel, but Kiryuu tells him to be a man and not
give up just because of one silly invitation to a movie. Mitsuo says he thinks
Okada's a better target for Riona and all, so, he thinks it's all kinda a moot
point.
But, Kiryuu convinces him to keep trying, if he really cares for her. He
agrees, and decides that he'll just go with Taichi to the movies for now.
As you go to leave the Morninglory, at the gate, Riona comes to get you.
She's looking for Haruka, but, she can't find her. She needs help making a
bento lunch for one of her friends she's gonna go play with and wants to make
some duruwakashii, a kind of paste with taro, vegetables, and pork eaten in
Okinawan cuisine. So, Kiryuu will show her. She's surprised that you can make
something other than curry!
Once you leave the room, Haruka shows up, and Kiryuu eavesdrops. Haruka asks
why she's making bento box lunches...maybe, she's going on a date? Riona says
"yes," though there will be other people there, so it's kinda like a group
date or something.
Haruka asks if it's a date with Mitsuo, but Riona gets angry and says an
emphatic "no." Haruka says that she thought the two of them went together well,
since he seems to like her so much, but Riona cuts her off. She says that to
put it bluntly, she really doesn't like Mitsuo at all. She doesn't want a
black kid like him caring for her!
Haruka is shocked. Riona tries to say that's not what she meant, and then she
leaves. Kiryuu's pissed at her.
Suddenly, Taichi comes in. He asks what's up with Riona. Kiryuu is surprised
to see Taichi, and asks if he was invited to the movies by Mitsuo or not. Ta-
ichi says that it's a love story and it'd be embarrassing for two guys to go
together.
Kiryuu asks what happened to Mitsuo, and Taichi tells him he left, but he
didn't seem his usual, happy self.
It's time to go look for Mitsuo. Go to the plaza near the M Store on Ryukyu
and the Coin Lockers to find him.
He's stalking Riona, who's on her date--she and another girl, and two boys.
The other girl, Takako, is laying her doughy eyes all over Okada, the boy
Riona likes. She asks where they're going. Apparently, there's a pool at a
nearby hotel that his dad owns. Takako and the other boy, Mamoru, seem impres-
sed and want to go.
But...Riona can't go. She always wears long sleeves because she was burned in
a fire that claimed her parents' lives some years ago.
She seems a little put off by the idea, so Takako suddenly remembers and tells
everyone about the burns on Riona's body and how she wouldn't want to go because
of them. Mamoru grabs her by the arm and pulls her sleeve up to show everyone.
Takako won't look, and Okada makes a disgusted face, even saying it's repul-
sive. That makes Riona cry, so, Mitsuo comes in and busts him one in the face.
He gets his own from Mamoru, and then the kids walk off, leaivng Riona to cry.
Mitsuo offers his hand to help her up, and she asks if he's disgusted by her
burn or not. He says of course he isn't; he knows it's really painful for her.
He also mentions he's got burned-looking skin all over (wow).
So, she hugs him, apologizing.
Back at the orphanage, Izumi tends to the wounded Mitsuo, and Rikiya and
Kiryuu look on. Rikiya wonders what on Earth happened, and Kiryuu says Mitsuo's
clearly better with the girls than Rikiya, but Rikiya points out that Kiryuu's
clothes didn't do the trick at all.
Anyway, Rikiya leaves to go get ready. Again, you're left with no direction.
When you leave the Morninglory, however, Kouji comes running out. He wants to
play baseball. Kiryuu figures that there's still some time before he heads out
to the airport, so, he agrees.
So head on down to the beach. Kouji notices a kid hanging out there, and he
asks Taichi who it is. He doesn't know him. Haruka suggests they go ask if he
wants to play, so, Kouji and Taichi head over to him.
His name is Akira. He hesitates, saying he's never played, and he's probably
really bad at it. But, Kouji and Taichi encourage him, and he joins in.
Go talk to Kouji on the beach. He'll ask to play with them--which kinda gets
you a preview of the baseball mini-game. Basically, you have to time your
swing with the pitch to hit the ball, and you can turn and aim in different
directions with the analog stick. Hit ten pitches to continue with the game.
So, the kids break up into teams and start playing a game. You're left on
your own again, so, if you want to advance the plot, try to go back into the
Morninglory.
Haruka comes running to you. It seems something's happened to Akira.
His mother is there, asking just what the hell is going on with you guys. It
seems he fell while going for a fly ball and hit his head. His mother gets
really furious and says that Akira can't play sports. Kiryuu asks if maybe
there's something wrong with him physically, but, his mom just gets mad and
says that it's too dangerous, so she's forbidden him from playing.
Kiryuu says the balls are rubber, the bat plastic. It's not like real base-
ball. How could it be so dangerous?
But Kouji seems to think it's his fault. After all, he feels like he practic-
ally forced the kid to play.
Suddenly, in comes Hashimoto, teacher over at the Ryukyu Town First Element-
ary. Akira's mother asks him if he's going to just sit by and watch as this
sort of thing happens. She wants to know what kind of school he's running where
this can happen!
Kiryuu says it has nothing to do with the school, and Hashimoto gets angry,
accusing Kiryuu of causing trouble again. When Akira's mom asks, he tells her
one of the kids there beat up his son. So, she assumes those rotten kids at the
Morninglory have gone and beaten up her poor Akira! She even accuses Kouji
right to his face of being a bully.
Kiryuu says Kouji's not that kind of kid, but, she demands proof. She then
asks Hashimoto to go call the cops, who agrees to go immediately to them.
Just then, Akira wakes up, and his mom tells him not to worry--the police are
on their way. Akira turns to Kouji and apologizes. He thinks he let him down
by being so bad at sports, when Kouji went to all the trouble to be nice to him
and try to get him in with the other kids.
He also says he really had fun playing baseball for the first time! He says
he'll try hard and practice, if he lets him on his team.
Her mom objects, shocked that he'd want to play baseball. On top of that, he
wants to play with these orphans? She'll never let him.
He cuts her off and says that he wants to play baseball. He wants to do what
he's decided. He also says that Taichi and Kouji and the other kids are really
nice--much nicer than those other kids at school. He's always been jealous of
them, getting along so well there. It's the opposite of school--there's no
bully at the Morninglory.
She looks shocked, and asks if he was bullied at school. He nods. When she
asks him by which kid, he says it was Hashimoto's son. That makes his mom
furious. She flies into a rage all over Hashimoto, who eventually runs off.
Kouji and Akira, meanwhile, become friends.
After that charming incident (well, it was nice to see that jerk teacher get
burned, I guess), Haruka asks if you're heading out. Choose the top choice to
say you still have stuff to do before you go or the bottom choice to call all
the kids together and cast off.
NOTE: You should choose the top choice, definitely. You can do a few side
missions here. You can choose to go around with her in the bottom option or to
go alone in the top choice, so you can do the "hide-and-seek" and "teaching
Mame" missions.
If you choose to go around with Haruka, talk to her again at the Morninglory
and choose the bottom choice to have her wait again.
When you're ready, talk to Haruka and choose the bottom option. She calls
everyone together. The kids are surprised to see you wearing that same old
gray suit and wine-red shirt, so they ask what's going on. Kiryuu explains that
he's off to Tokyo on business, and also introduces Saki to them, telling them
she's gonna stay there with them and he'd like them to treat her well. He also
tells them she can't speak.
She looks apprehensive, but the other kids seem ready to take her in.
Haruka gives you your plane ticket. Then, she says there's still time, and
wonders if you'd go with her so she could do the shopping for that evening. She
needs to go to the Municipal Market.
Kiryuu agrees, and you have Haruka in tow now. As you walk out to the street,
you'll notice a girl in a bikini dqancing around in the water...that's Mizuki,
a girl who was in side missions in the last three games (yes, even Kenzan!).
In the last couple of games, that guy with her (Akimoto) was her boyfriend...
kinda. She's a cabaret club girl, and he fell for her, but was very jealous and
suspicious. Truth be told, he probably should be suspicious of her, but that's
not the point.
The point is that he threatened to kill himself over her in the first game.
In Ryuu ga Gotoku 2, he threatened to kill himself AND her. In the side
missions, Kiryuu was able to talk him out of it.
This is actually the initiation of a side story. You can talk to them if you
want to start it (I'd definitely recommend doing so as you'll never get a chance
to do this, or the two missions that need you to have completed this mission
first!). Or, you can just go to the market.
If you choose to talk to them, I'll leave that part up to the missions section
of the FAQ.
Either way, you're going to have to go to the Municipal Market with Haruka,
spend some time in there, then go back to the entrance to have her come to you.
Then, you have to head off to the Monorail. If you want to follow the mission,
while in the Municipal Market, go to the second floor, then go to Stone Market
afterwards and see the events with the couple there. Then, choose to go back
to the Morninglory at the Monorail.
Haruka asks if you're heading out to Tokyo. The top choice is to stay in
Okinawa, followed by the usual three choices (Morninglory, South Seas Country
Club, or to stay there). The bottom choice is to head out to the airport.
When you do make that choice, Kiryuu will send Haruka home and decide to get
on the monorail.
He's suddenly interrupted by a half-African-American guy in black. This is
Mack Shinozuka, who thinks you look really cool. He thinks he can get the
best shot from you.
Kiryuu has no idea what he's talking about. So, Mack introduces himself and
explains that he's wandering the world, trying to get the greatest photograph.
So, Kiryuu introduces himself, too. But, he's pressed for time, so he asks if
there's something Mack needed...?
Mack asks you if you know about "Revelations" (Tenkei). These are things
people learn from divine inspiration--things people just find by chance, as if
Heaven lead them there.
Mack's looking for that kind of moment, so, he's traveling the world to take
pictures of them. He thinks Kiryuu should think of doing that, too.
Kiryuu apologizes for acting so suspicious. But, he tells Mack he doesn't
even have a camera, and Mack waves him off. No problem! He's got a cell phone,
doesn't he?
Kiryuu has his doubts. Will a cell phone be able to take such a great pic-
ture? But, Mack tells him it's a matter of course, and brings Kiryuu over to
the intersection of Ryukyu and North Ryukyu to show him what he means. Then, he
brings you over to where some old lady is looking drowsy on a moped. He's sure
something will happen there! He thinks that if you take a picture of some
wonderful thing there, then you should be able to post a blog about it. Kiryuu
doesn't know what he means, so Mack shows him how to blog from his cell phone.
Here's the basic idea: there are techniques around Ryukyu Village and the
Kamuro District to be learned by "Revelation." When you find the right spot
(which is always hinted to in e-mails to your cell phone from Mack), look at
the target in question with the R3 button's reticle and hit the "Circle" button.
This initiates a mini-event where the person does something interesting, and
where you're prompted to hit buttons to take pictures. Then, you have another
prompt--a set of three different ideas to blog about. The choice is timed,
unlike just about every other dialogue choice in the game (except Answer x
Answer, of course).
So, try it out. Go into R3 and place the reticle over the lady. It'll zoom
in slightly. Hit "Circle" when prompted to start the event, then hit Triangle,
Square, and X when it prompts you on the screen. Choose the first idea, that
her leaping and turning through the air was truly graceful. You then get to
see his blog post about it, and you learn the Leaping Mastery technique.
Zipping forward, the old lady is distracted by a billboard with a famous
Korean actor's face on it. His name is I Ryujeon, and he was in the last game,
too. She zooms right into a car and flips, end over end, to land gracefully,
unaware of what happened as she is distracted, thinking of him saying "I'm I
Ryujeon" and "I love you" over and over.
Having talked to you about revelations, Mack promises to e-mail you if he
finds any more, and says "bye!" (tho' his dialogue says "Adieu!").
As you run away from that spot, you'll get a mail from Mack in pretty crummy
written Japanese (well, it is his first e-mail in Japanese, I suppose). He asks
you to post your Revelations to your blog.
You can now go to the airport with the third choice on the Monorail Station
menu, but I'd really recommend that you went to the Morninglory. There's one
more side mission that must be done at this point in the story, if you want to
get 100% of them. There's one other point later on to get this side story, but
if you save it to the last Chapter, you'll miss your chance.
Anyway, off you go to Tokyo.
Meanwhile, in Minato in the Tokyo area, we see a man punching a bag. That's
Mine Takayoshi, head of the Hakuhou Group of the Toujou Association.
In comes his secretary. She tells him an emergency meeting for the Toujou
Association heads has been called and asks what he should do with the IT Venture
company he had a meeting with, and he says to cancel the meeting.
At the same time, in Chinatown, in Yokohama, we see a chef looking really
frightened as someone butchers a pig. That huge guy is Hamazaki Goh. He's
talking about what a weird country China is. They'll eat anything, even cats
and pigeons.
Then, he accuses the guy of being a member of their mafia. The guy protests,
saying he's just a chef, but Hamazaki won't hear that. He wants 1,000,000 yen
a month from the guy. He then slams down with the butcher knife where the guy
had his hand...and cuts the head off a duck.
Finally, he says he could cut a guy's head off with this sharp, Chinese knife.
He says he's heard that this chef's cooking was good, and so he holds his head
up where he can watch as he eats the head of the duck right in front of him.
In comes Hamazaki's underling to tell him about the emergency meeting.
The chef says he can't pay, and so, Hamazaki puts a suitcase down in front of
him, saying he's sorry to have scared him like that. He just wanted to do
business with him after all. So, he's giving him this suitcase of money as
payment for his troubles. He then turns and makes a ridiculous, ridiculous
face that would have fit in well with silent movies, and tells the guy to give
him a call if he changes his mind.
When the guy opens the suitcase...?
Boom!
So much for that, huh?
Also at the same time, we hear a woman and man going at it--very roughly.
We're in a yakuza office, but the boss is in there with some woman. Just
then, one of the guys answers the phone and gets notice of the emergency meet-
ing.
In comes the head of their group, a tough guy named Kanda Tsuyoshi. He asks
what time the meeting starts, and when the men are a bit confused, he slaps
one of them. He heard the phone, so he knew what it was about.
Then, he walks down the line and slaps every member present, who then thank
him.
He tells them to go and get money from Mine, and to tell Hasebe to go do that
"business" they discussed, then smilingly boasts that it's time for war.
Mine gets the phone call from Kanda. He looks surprised when Kanda asks for
a billion yen with little or no cause, and asks why. Kanda tells him it's for
war, of course!
Back in Kamuro...Kiryuu strolls into the area. He notes how little the place
changes--and then notices clients getting thrown out of the Stardust Host Club
by yakuza. Before he can meet with Kashiwagi, he figures he'd better go see
what's going on over there.
Just then, you get a call from Mack telling you about some "judo girl" in
Kamuro. She's across the street from Stardust, near the little alleyway, being
harrassed by a drunken businessman--if you want to get that revelation.
You can take a moment to buy stuff, if you need to--you're about to walk into
a boss battle.
Go into Stardust. The guy with cornrows is Hasebe, a member of the Nishiki-
yama Group. He's been sent there by his boss, Kanda Tsuyoshi, to buy up all
the shops around town, but Kazuki refuses to sell. Kiryuu shows up. Hasebe
doesn't know who he is, but Yuuya tells him who he's talking to.
Hasebe respectfully asks that you let things alone here, but Kiryuu can't do
that. So, he says that you're the one who picked the fight. Are you OK with
that? Of course Kiryuu is!
Trash this punk. Be careful--he pulls a sword out for half the fight.
Defeated, he realizes there's no way he can beat you. When Kiryuu tells him
to explain everything, he says you're too late already, and that Kashiwagi's
probably already dead. He then tells you the war's already started, and passes
out.


CHAPTER 5
---------

"THE CURTAIN RISES ON THE WAR" (TATAKAI NO MAKUAKE)

Missions Available (67/69 possible, **--mission starts here, ends later):
Chase the Debtor (Shakkin Otoko wo Oe)
Cat Watcher (Neko Watcher)
Manga Artist Debut (Mangaka Debut)**
The Runaway Phone Chat Girl (Terekura Iede Musume)
The Big Prize Scam (Ooatari no Wana)
Clearance Sale (Tatakiuri)
Chasing A Full Stomach (Manpuku Chaser)
An Old Gentleman's Memories (Roushinsji no Omoide)
Try And Hit Me Again! (Kaette Kita Naguttemiroya)
High-Tech Peeping (High-Tech Nozoki)
Taxi Driver
The Dragon Palace Restoration (Ryuuguujou Futatabi)
Run from the Crossdresser (Okama kara Nigero)
The Water Purifier (Seisuiki)
I Wanna Go to Tokyo pt. 2 (Toukyou ni Ikitai Dai 2 Hanashi)
A Tale of Ramen (Ra-men Monogatari)**
Is She Talking About Me...? (Ore no Koto?)
Photographical Evidence (Shinjitsu wo Utsusu Shashin)
The Worrysome First Draft Pick (Nayameru Draft 1rin)
How To Win At Love Darts (Ren'ai Darts Shinan)
Great Genius Showdown (Unchikuou Ketteisen)
Death Bowler
Araki Sayaka of Club Ageha
Sakurai Rina of Club Ageha
Nishiyama Rihou of Club Ageha
Nemu of Club Ageha
Momochika Eri of Club Koakuma
Mutou Shizuka of Club Koakuma
Ayukawa Rina of Club Koakuma
Hitman Missions: (None)
Locker Keys Available:
All Tokyo keys except nos. 14, 21, 24, 25, 29, 35, and 48

Kiryuu and Yuuya are sitting at a table, having a drink after the fight. Yuu-
ya's a bit nostalgic, but Hasebe's final words have made Kiryuu a little worried
for Kashiwagi.
Kazuki tells the cops it was just a fight between some hosts and sends them
away so there's no trouble, but the cops are still gonna be around a bit, so
Yuuya tells Kiryuu not to go running to Kashiwagi just yet. After all, even if
they couldn't prove anything, nobody wants to hae to talk to the cops like that.
After sending them away, Kazuki comes to join you. He says he's sure the
cops will clear off in ten minutes or so, and then sends Yuuya to go be lookout
for a bit outside to tell them when the coast is clear.
While he's waiting for the cops to clear off, Kazuki talks to Kiryuu about the
Toujou Association's present state. Since Kiryuu left town, it seems like the
Association's been in trouble because of the Nishikiyama Group still. The
Group's first head, Kiryuu's childhood friend, Nishikiyama Akira, caused a lot
of trouble in the first game, and his successor, Shindou Kouji, was no differ-
ent. Now, Kanda's going around hassling local businesses and it looks like he's
ready for a fight.
Kiryuu says he's sure Kashiwagi, head of the Kazama Group, won't just stand by
and watch this Kanda guy cause too much trouble, but Kazuki notes that as the
Association's second-in-command, Kashiwagi can't really do much otherwise he'd
start a war within the Association's various factions.
It seems they've gotten a bit of money lately, too. Kiryuu assumes that their
forceful ways have caused people to give them money. It looks like they're
kinda bullying their way around, and Kazuki notes they've even expanded their
territory within Kamuro, which kinda disgusts Kiryuu because it's not very
loyal to the other groups in the association. Anyway, it's caused a bit of a
tiff lately.
Anyway, Kazuki says that he and his neighbors have been worrying that becuase
of the strict opposition the two groups have to each other now, there must be a
huge war brewing within the Toujou Association. He figures that the Nishikiyama
guys were planning to buy his club to make a base of operations against the
Kazama Group, based in the nearby Millennium Tower, so he turned them down.
Just then, Kiryuu gets a call to his enormous cell phone. It's Kashiwagi Jun,
head of the Kazama Group. He asks Kiryuu to come to Tokyo straight away--which
is cool, seeing as he's already there and all. He tells Kashiwagi he's in
Stardust, and Kashiwagi looks out and sees the cops are there, so he asks what
happened.
Kiryuu explains about Kanda's attempt to buy the place, and then asks if
Kashiwagi is OK--I mean, he was threatened just a minute ago, and all.
So, Kashiwagi thinks Kiryuu should talk to him right away. Kiryuu agrees to
head to the Millennium Tower and meet up, and Kashiwagi warns him that his life
may be in danger, too.
Kiryuu starts to leave, but Yuuya comes running up to tell them that the
cops have left and are now standing in front of the Millennium Tower. So,
Yuuya suggests that you take side streets over to Pink Street, then come back
to the little alley near Nakamichi so you can avoid the cops.
Kazuki warns Kiryuu that there are other people around he's got to be careful
of--weird foreigners in black suits. They seem to be looking for Daigo's
location...so, he figures they've got something to do with the shooting. He
doesn't know who they are, but he's sure they're not on your side.
You have control of Kiryuu again, and you can nose around and pick up coin
locker keys, buy items--but you can't play the side games and such just yet.
You also can't go very far. There are policemen at the end of many of the
streets, and Kiryuu doesn't wanna get hassled by them. So, it may be best just
to go through this part of the story rather than explore too much yet. Don't
worry, there's a point coming very soon where you have freedom to explore the
whole city.
I will warn you there's a boss nearby, though, so you'll probably want to get
any healing items you need from Poppo Mart, Don Quijote, or the take-out from
Smile Burger.
Anyway, to get where you're going, you'll have to take the little alley past
the Third Park that's right north of Stardust over to the next big street,
Nakamichi. This is where a lot of restaurants are, a Club Sega arcade, and
Don Quijote, the local bargain store.
Next, you should run east to the next big street, Pink Street, via either the
alley running east from the Club Sega or the one south of it, where the Ebisuya
Pawn Shop is located.
You can head east from there to Senryou, if you want, but there's really no
point as the only shops in the area are Karaoke-Kan and Love In Heart, neither
of which are available at the moment.
Instead, run north to the alley that was blocked by the cops and then run west
into it, towards the Poppo Mart in the middle of the Nakamichi area. Run north
along that little alley towards the Millennium Tower, but even that path is
blocked by a cop, so you gotta run east into that little back alley behind the
Poppo Mart and nearby shops.
Suddenly, Kiryuu is approached by a guy who looks like Wesker from the Bio-
hazard/Resident Evil games, and a few dorky-looking suits. He asks who they
are, but they don't answer, so he guesses they can't speak Japanese.
It's time for a showdown. The big dude (who looks kinda like Wesker and has
a blonde mullet) is pretty tough, so be careful of him. Beat the crud outta
'em!
Beaten, the men get back up, and Kiryuu asks if they're the ones looking for
Daigo. He then asks who hired them, and the big dude draws a gun. When a
siren sounds, he jerks his head to the other guys, and they get outta town.
Anyway, Kiryuu can now go north to the Millennium Tower. But as you go
north, Kiryuu will notice a foreigner in a black suit. He thinks he's probably
in league with those jerks from before, so he walks up to him. The guy runs,
tho' (who could this mysterious guy be?! you probably have no idea at all,
right?).
Anyway, this is your first *real* Chase Battle. Chase Battles are kinda
obnoxious and they definitely take getting used to. Unfortunately, you can't
really practice them until later. According to Aerith on the GameFAQs boards,
losing this one apparently doesn't count as a "continue," but I can confirm
that it does later on!
You have to hold down the R2 button to make Kiryuu run, like before with the
dog--only now, you may notice two meters. One has your endurance, the other
has the guy your chasing's endurance. Running faster with R2 will slowly eat
away at endurance, so you should probably only lose it when you're ver close,
when you're cutting into the inside nearing a turn and the guy's on the out-
side, or when you're on a straight path.
You have to avoid things in Chase Battles, and you have to use the X button
to jump over certain obstacles. You'll also get an "X" prompt near things like
the hoods of cars--things Kiryuu can do things such as sliding overtop of them.
Hit the X button then, too.
Bumping into things and running takes away your endurance, but what about the
target? Well, you have to hit Square next to him to do a shoulder charge and
knock his endurance down. Once his endurance runs out, you got him!
...and once yours runs out, it's curtains. So be careful! This chase won't
be too hard, though, because it's kinda like a warm-up.
Later, you'll be able to practice these, and train to build up your meter and
do more damage with your tackle.
Guess what, it's Mack Shinozuka. He apparently ran because he was afraid you
were someone who was mad at him for taking a picture. Suddenly, he recognizes
you, and Kiryuu finally recognizes him.
He saw you fighting from far away and took a picture. Well...he tried, any-
way; by the time he took the picture, the fight was over.
He also says he's impressed by your running ability. He then tells you he's
got a special place he'd like to show you sometime, and Kiryuu agrees, but
Mack gets an e-mail from a friend to go drinking. He guesses he should go see
his friend and that he'll show you this special place some other time.
So, off he runs, and Kiryuu notes that their little chase sure took up a lot
of time. He figures he should hurry to the Millennium Tower. I'd say you
should definitely think about going around town now that the cops are gone and
looking around, playing around at side games, and completing the various and
sundry missions that have become available, because going to the Tower will end
this chapter.
Before you can do anything, you get another e-mail from Mack. Seems there's a
drunk pole-dancing near Asia, the strip club! Just so you know, this is another
Revelation--and you need to actually pay and enter Asia first, then go see a
show there, keep watching when it prompts you so you can see the girl pole
dance, and then come back out to find the guy on a lamppost.
In this chapter, you can also open up the Dragon Palace, or Ryuuguujou, a
place to go gambling. It's also a place where your old master, Komaki Soutarou,
has his dojo, so it kinda behooves you to go and find him and train again. You
can also learn some techniques if you visit Minamida in the little empty space
at the Champion District, who runs the Inner Fighter 7 virtual reality video
game machine.
There's a lot to do in Tokyo. You may as well do it while you can! Kiryuu
says you should rush off to Kashiwagi, but there's no real-time clock here, or
anything. You can spend as much time as you'd like having fun before you go to
the Millennium Tower.
When you're ready, go ahead in the Millennium Tower by one of the entrances
on the south side (where the flashing red dots are). Run down one of the
escalators to the bottom floor and back to the elevators. You can go up the
long escalators to the third floor's elevators, too, but all roads lead to Rome
here. Examine the elevators and choose the top option to go to the top floor
and meet Kashiwagi in the Kazama Group's office.
Kashiwagi is looking out his window at the city. He tells you time is short
and he has a lot to tell you about the emergency group head meeting they had
that day.
That big oaf is Kanda, punching the seat in anger over the idea of bringing
Kiryuu in on it. Kashiwagi explains that he has to turn to someone who knows
about working with other groups now. Mine agrees. He knows he's pledged loy-
alty to Kanda and his group, but he also knows Kiryuu can help (Kiryuu defeated
both of the previous heads of Kanda's organization).
Kanda yells at Mine and spits his cigarette onto his jacket.
Hamazaki is against the idea, too. He thinks they have to go and get retrib-
ution for the attack. He doesn't think Kiryuu will help with that.
Mine thinks it's time to rebuild and regroup, and he suggests Kiryuu's help is
essential. But Kanda gets mad and reminds them that he'd rather go and kill
Kiryuu in revenge, than give him the seat again.
Kanda tells him this whole time he's just been running some headquarters aimed
at raping women, and Kanda gets angry. So, Hamazaki says he doesn't really care
about Kiryuu or anything, but he doesn't want to hand the seat over to Kanda,
either.
Kashiwagi gets upset. This isn't the time to be talking about who succeeds to
the seat...Daigo's still alive!
Hamazaki turns to the quiet one of the group, Majima Gorou. He'd like to
know his opinion, too.
Majima sighs and says they're just a bunch of idiots. He doesn't care what
they do, and he tells them to go ahead and do whatever they want. As he goes
to leave, he remembers something and gives them one final word: if they bring
this fight to his terf, he's not gonna let them get away with just a few
scratches. Then he leaves, and notes to himself that there's a lot of trouble
coming for Kiryuu.
Kashiwagi is sure that some of the groups already know Kiryuu's in town. He
thinks he should watch out for Kanda.
When they start talking about the shooting, Kiryuu shows Kashiwagi the sketch
of the man who looksl ike Kazama. He then explains that it was sketched by a
witness of the shooting of the head of the Okinawan syndicate, the Ryuudou
House. Kashiwagi realizes that if both the Okinawan syndicate head and Daigo
were shot by the same man on the same day, it has to have something to do with
the Okinawan land purchase deals. He explains that a year ago, Minister Suzuki
asked the Toujou Association to buy up the land by force, but that Daigo re-
fused because of the Morninglory.
Kiryuu asks where Daigo is staying, and Kashiwagi tells him it's at a hospital
he trusts, but that it's best if nobody knows the location--not even Kiryuu.
Kashiwagi wonders how the man who shot both men could possibly have done it
only two hours apart like that. But before there's an answer, the lights go
out. A blackout...? It looks like the rest of Kamuro is fine.
A helicopter comes down, and a spotlight shines on the two men, followed by
some kind of vulcan-like machine gun, that blasts into the place. Kiryuu dives
down, and then looks around the office...and finds Kashiwagi, riddled with
bullets.
Kashiwagi's final words are to ask Kiryuu to find the man in the sketch. He
has to be the link to the troubles...and he's sure it has to be a link to a
traitor in the Toujou Association.
At the base of the tower, police start to assemble. It's time for Kiryuu to
make like a ghost and get the heck outta there. Before he goes, he takes the
sketch of the man who looks like Kazama Shintarou.


CHAPTER 6
---------

"ALLIES" (KYOURYOKUSHA)

Missions Available (86/89, *--missions MUST be completed in this Chapter,
**--mission begins here, ends in a later chapter):
The Dragon of the Silver Screen (Ginmaku no Ryuu)
I Ryujeon at the Movies (Gekijoumae no I Ryuujon)
Run from the Crossdresser!! (Okama kara Nigero!!)
A Punk's Filial Piety (Chinpira Oyakoukou)
Stardust
Kiryuu Suspected of Pickpocketing (Kiryuu, Suri Giwaku)
Shoplifter G-Men (Manpiki G Men)
Try And Escape Me! (Nigetemiroya)
Dotting the Eye (Garyoutensei)*
A Girl From Back Home (Doukyou no Onna)*
Bodyguard Job (Youjimbou Irai)**
The First Bodyguard (Hitorime no Youjinbou)
The Second Bodyguard (Futarime no Youjinbou)
My Husband's Been Acting Strange Lately (Otto ga Saikin, Hen nan desu)
Chasing A Full Stomach Again (Matamata Manpuku Chaser)
The Apprentice Ramen Chef (Ra-men'ya Minarai)
Chain Stalkers
The Worrysome New Employee (Nayameru Shinnyuu Shain)
A Satisfying Yakuza (Iyashiikei Yakuza)
Retirement (Tsutomeake)
Hitman Missions:
Batsu the Executioner (Shikei Shikkounin Batsu)
Koutarou the Murderer (Koroshiya Koutarou)
Rags Hasutani (Borofu no Hasutani)
Mr. & Mrs. Oda the Killers (Oda Kiri Fusai)
Eagle-Eye Shuu (Taka no Me no Shuu)
Locker Keys Available:
Tokyo key no. 25

Kiryuu is soaked in blood as he exits the tower. A policeman notices, so he
runs. That's always smart, by the way, boys and girls. Police love when you
run from them. But, I guess he'd at least be interrogated for hours, after
all, so off he goes.
He seems to get away from them, but one of the cops notices and starts to
come over...it's time for a Chase Battle. Make it to the goal on the map with-
out running out of endurance. Run with R2 and avoid the cops--if they grab
you, you'll have to tap X furiously to get them off.
When you get to the intersection near the old Tougenkyou/Shangri-La brothel,
someone calls to Kiryuu. It's Date Makoto, the ex-cop-turned-reporter who
helped Kiryuu out so many times before. He asks you to have a drink with him.
You have to follow him to his bar. Make sure you don't press to hard on the
Left Analog Stick when cops are around...if you're running, you'll attract
attention. A good tip is to stay behind Date a bit, and then stop running when
he does, then note where he started running again and start up again once you
reach the same point.
So, up you go to the bar. It's the same place Kiryuu used to go when he was
younger with his childhood friends, Nishikiyama Akira and Sawamura Yumi, but
it's got a new bartender now that the old one's dead. It's been renovated and
renamed "New Serena."
Date has a crush on the barkeep, actually. It's a little obvious.
In comes a young guy, who can't even stand to drink the liquor there. He
asks for some water, and passes Date the pictures he needed. Date seems to
thank him and the guy gets a little angry. After all, that young guy? He's
Date's boss now!--even if it almost seems like the reverse.
He's onto some things about the case brewing now about Suzuki and the land
purchases and the Toujou Association.
You now have three pictures to choose from, and he'll tell you all about each
Toujou Association group head. The left is Kanda, the middle is Mine, and the
right is Hamazaki.
He explains that Kanda is the third head of the Nishikiyama Group, tho'
Kiryuu's never met him. It seems he went to jail for rape. When he worked
under Nishikiyama, he was just some wild punk who liked women and fighting,
but after he got out of jail, he's been trying to build the power and spread the
territory of the Nishikiyama Group. He's already built a huge territory after
the war with the Omi for some inexplicable reason. Date says he's a short-
sighted guy who only thinks of women and territory.
He explains that Mine is head of the Hakuhou Group. He's a young guy with
lots of money who has his base in the harbor area (Minato-ku). He's a bit of
a yuppie; he's young and obsessed with work and driving fine automobiles and
such, who's amassed a large fortune with insider trading. He's sure tons of
Mine's money has been spent on the Toujou Association, especially on the
Nishikiyama Group. It seems that Mine was a normal businessman until Kanda
came and got him to join the Toujou Association. Introduced to Daigo by
Kanda, Mine has become a group head.
Kiryuu aks if that means that Mine's under Kanda's thumb, but Date feels that
Mine doesn't really need Kanda now that he's head of his own group. He says
that he's probably shrinking away from Kanda.
Date calls Hamazaki a guy who looks like a male porn star. He's called the
"Hama Emperor," because his name is Hamazaki, his territory is Yokohama, and
maybe because he can "hamaru" (a kind of expression for trapping and pressuring
enemies so they have no way out). Date's sure he has some connection to the
Chinese mafia, the Se Waa. Hamazaki only seems to have about ten underlings or
so. There's no way he could take over that whole area, which has about five
hundred or a thousand Se Waa troops in it, without even them putting up a fight.
So, Date figures Hamazaki is there as some kind of front for the Se Waa. He
thinks he might have something to do with the plan regarding the Okinawan Resort
land purchases. Kiryuu notes that means the Chinese mafia must be after the
land, too.
Once you've heard about all three, choose the last one (with the big red "X")
to exit this mode, or go back and hear about whichever one you'd like.
Kiryuu tells Date that Kashiwagi tells him someone within the Toujou Asso-
ciation definitely betrayed them, and that that person is connected to the
person who shot Daigo. He then hands the sketch to Date and explains about the
man shooting both Daigo and Nakahara.
Date is surprised by the sketch, of course.
Kiryuu says he's not sure if it's Kazama or whatever, and he's not sure about
who was behind the helicopter...he wonders just where the enemy is. Date
suggests it's probably Kanda who killed Kashiwagi, so, he's as good a starting
point as any. He knows that Kanda's men are always abducting women and taking
them to Love Hotels, so, he's sure if Kiryuu can find these men, he'll find
Kanda.
He also asks the bartender to give Kiryuu use of the room in the back. This
is your "Hint Room." She says it's alright, and notes that it's OK only for
her special customer, Date--and also because you're her type of man. That
makes Date jealous, of course, so they all tease him.
Flustered, Date tells Kiryuu he should get after Kanda already.
You have control of Kiryuu again. As you exit New Serena, a call comes.
It's from Rikiya. He chides you for ditching him in Okinawa like that, and
tells you he's in Kamuro right now! He's left everything in Mikio's hands and
come here to get the guy who shot his boss.
He apologizes for selfishly making up his mind like that, but Kiryuu also
apologizes. After all, he just left Rikiya in Okinawa like a jerk.
He asks Rikiya where he is, but Rikiya doesn't know Kamuro, so he has no
idea. He tells Kiryuu he's on a street with big buildings and lots of neon
signs. That could be just about anywhere, so Kiryuu tells him as soon as he
finds some kind of marker, he should let him know and he'll come over.
A few steps later, Rikiya will send a message that he's on a sidestreet near
some huge tower. Kiryuu wonders if he means he's on Nakamichi or Taihei. It
doesn't matter which one you choose, but the top choice, Nakamichi, is closer.
He isn't there, so, another e-mail comes and says he's in front of a conven-
ience store. You have four choices: Poppo on Tenkaichi, the Poppo near Naka-
michi, the Poppo on Shouwa, or the M Store on Shichifuku. He's at the M-Store,
not to ruin the surprise or anything, but you can choose the other ones and go
to them if you want; you'll just get angry e-mails and have to choose other ones
on the list.
Before you go running off to meet him, you may want to go and take care of
some of the missions that have opened up. It's up to you. You can always do
them later--but note that there are two missions that must be completed in this
chapter if you're going for 100%. The two in question must be done WITH Rikiya
around, though, so don't sweat it just yet.
Go to the M Store. Rikiya's not there, but Kiryuu suddenly gets a phone call
from him. He tells you that he's in a park nearby, where people are trying to
abduct some girl! The nearby park would be the Children's Park, around the
corner, to the west, on the north side of Shichifuku.
Leave, and you'll get a message from Mack. You can get a new revelation at
the bowling alley.
So go to the park. A bunch of yakuza are demanding that Rikiya get out of
their way and let them take the girl. When Kiryuu tells them he doesn't like
them just taking the girl like that, the guy shows him the Nishikiyama Group
button on his lapel. They think he's scared for some reason, but he's not
scared at all. Kiryuu tells Rikiya these are the people he's been looking for.
So, they're gonna kick Kiryuu's butt, supposedly. Kiryuu says that the
lower yakuza soldiers are still the same, just like the old days, flashing
their buttons to intimidate people. He says he'll put them in their place--by
beating the snot outta 'em.
After Kiryuu beats them up, they explain that they were ordered to go and get
a big, strong-looking woman. It seems Kanda isn't abducting women to rape
them...he's got this particular fetish of forcing women who hate him to give
him massages.
...Um, what?
Anyway, they tell you he's at the "Red Brick Hotel" in room 403, up in the
Hotel District. It's a "Love Hotel," which is basically an hourly hotel you
take someone to have some fun with when apparently there just isn't anywhere
else.
So, Rikiya's coming with you. Go up to the Red Brick Hotel. It's the red
dot on your map. Just so you know, this will be another action stage, complete
with boss at the end. So...you may wanna get some healing items.
I also have to warn you this is probably one of the most hilarious parts of
the game coming up.
The lady behind the desk stops you and tells you this is a love hotel and
she's not allowed to let businessmen in there...it's for couples only!
Rikiya has a great(?) idea. He grabs your arm and winks, saying you two are
an affectionate ocouple. She gives you the key to room 401, and they head to
the elevator. Rikiya leans against Kiryuu lovingly, and Kiryuu shoves him
away.
They knock at Kanda's door, and he opens, saying you were late. Kiryuu says
that he thinks he has some time to chat to him, and Kanda asks who he is. When
he tells him, he looks nervous and suddenly bolts, running through the hotel in
only his underwear (hey, it could be worse--it could be that scene in Borat).
Rikiya decides to go downstairs and look for him after you beat up the guys,
while Kiryuu's gonna go up. It's a bit of a hide-and-seek part, where you
gotta look in the right rooms. Don't worry; it's actually not bad at all to
look in the wrong rooms--it just wastes a little time and is a little funny.
You can only check rooms with the light on next to them.
Here are the rooms he runs to: 603, 406, 704, and then he goes up to the
top past the rope to the penthouse. Follow him there to have the boss battle.
He stalks Kiryuu like a crocodile in a very shallow pool, then jumps up and
grabs his neck, demanding to know why Kiryuu's there. Kiryuu asks why he did
such a sudden thing, and Kanda responds by telling him he should be the one
asking Kiryuu that. It seems they can't just talk about things, so Kiryuu's
gonna have to beat him up.
When he runs to get weapons, you can't do much to him, and you can't really
do much when he has them. Use your own weapons around the room to get him or
to guard his attacks so he'll break them. When his life gets low, he'll go and
grab one of those huge, round, stone objets in the wall. Avoid the attack with
the button prompt on the screen.
When his health gets low enough, I don't even really know if I should describe
the final moments of this fight. I'll tell you to follow the button prompts,
though. I'll just say it's pretty hilarious.
Kiryuu demands what Kanda knows, and demands to know if he shot Kashiwagi.
But, it really looks like he doesn't. Kanda thinks that Hamazaki probably
shot Kashiwagi.
As Rikiya shows up and Kiryuu turns to him, Kanda draws his dosu and runs to
stab Kiryuu, who spins and kicks him in the face, knocking him out. It's OK,
though; he probably really doesn't know anything.
Kiryuu then tries to convince Rikiya to go back to Okinawa, but he refuses.
Kiryuu finally gives in, but he makes him promise not to act on his own when he
sees the man in the sketch.
Then, Kiryuu asks him to go drinking with him. He wants to show him the good
side of Kamuro. Rikiya wants to go eat some barbecue, so, head on out to
Karai (Han Rae).
I have to warn you that right after you go to Karai, you'll have an opportun-
ity to do a side mission you can miss if you're not careful, that will cost you
100% (if you're going for that). So be careful! After going to Karai, talk to
the guys standing around outside to hear about the tattoo artist so you can do
the "Dotting the Eye" mission.
You'll also get a message from Mack at this point so you can do the next
revelation on Pink Street.
In Karai, offer to pay with the top choice. It'll cost 65,000 yen.
Outside, you can either choose the bottom choice to call it a night, or the
top choice to keep going with the sightseeing. I'd recommend finishing the
sightseeing.
He asks to go to Don Quijote. Take him there, and he'll buy so much stuff,
he'll have too much to carry, so take him to the Coin Lockers.
You have the same option--the top choice to keep showing him around, or the
bottom choice, to just call it a night. You may as well do the top choice, as
you get a reward for taking him around.
So, it's decided that you guys should go to the park nearby and drink the
booze he bought in memory of Kashiwagi. Go to the nearby Third Park.
Rikiya asks you what kind of person Kashiwagi was. You have two options for
two questions, and one answer is serious, while the other is a little comical--
especially the second set of questions, where the bottom choice is that Kashiwa-
gi liked Soumen.
The top choices are both serious, real answers, and will give you the best
rewards. Rikiya says he wants to go to a strip club, but Kiryuu doesn't seem to
feel like it anymore. So, Rikiya heads back and a phone call comes to Kiryuu.
It's Date, and he has something he wants to talk about, so go back to New
Serena.
In front of New Serena, Kiryuu hears people yelling in the back alley. So,
he goes there to investigate. One guy gets hit as a final warning to leave
the other guy alone, so Kiryuu walks up to see what's goin on.
His name's Ibuki. He recognizes Kiryuu right away, but Kiryuu doesn't remem-
ber him. He was a member of the Kazama Group, apparently.
Ibuki seems like he's going to collapse, so Kiryuu takes him home.
His "home" is really more of a base of operations, a place called "Kamuro
Castle." From here, Ibuki runs a group called the "Hard Life Association (Ken-
seikai)." They apparently help out yakuza who have left their associations so
they can live honest lives.
This weird, castle-like place was once a theme restaurant. It seems they
show them this prison-like place to make them want to live an honest life.
This was created by Kashiwagi. Kiryuu thinks that sounds just like him.
They've got a big problem, though. Seems some of the people who've reformed
are going back to take revenge upon them, calling themselves the "Avengers."
They seek out the yakuza about town like hitmen.
Long story long, it's up to Kiryuu to go and get these Hitmen. That's where
your missions come in, and you get them from this guy. They're a side thing,
so you can do them now, put it off to later, or just not do them at all, if you
like. See the section on them in the missions part of the FAQ for details.
Back in New Serena, Date asks Kiryuu if he met with Kanda. Kiryuu did meet
with Kanda, of course, but he's got Rikiya to think of now, too, so he surpris-
es them with a request to let Rikiya also use the room. Then he explains who
Rikiya is, and Date is shocked to find another man living in his woman's
place. The bartender chuckles and says not everyone who comes to see her is a
middle-aged man like Date. That was just revenge for a comment Date made about
her age a little ways back.
Rikiya arrives, and the bartender notes what a fun, happy guy he seems to be,
which makes Date even more jealous, of course. He complains to Kiryuu that he
couldn't ever make that strip club--he really wanted to see what they were like
in Tokyo!
Before you get on with the main story, you can talk to Rikiya here to go
around town with him. I'd highly recommend you do so--this is another oppor-
tunity to complete a mission that will otherwise be impossible to do in story
mode, so you won't get 100%!
See the Missions section for details.
If you do decide to go after missions, bring Rikiya back and talk to him in
Serena after finishing the mission and choose the top option to drop him off,
then go ahead out again and finish up the few missions left in the chapter.
To make the story progress again, talk to Date again at the bar and take the
bottom option.
Date then asks Kiryuu to talk about Kanda. For some reason, that's the very
end of the chapter.


CHAPTER 7
---------

"MAJIMA GOROU"

Missions Available (96/101 possible, **--mission starts here, ends in a later
chapter):
Just Chasing A Full Stomach Again (Hatamata Manpuku Chaser)
The Red Balloon Connecting Mother and Son (Oyako wo Tsunagu Akai Fuusen)
Super Catch
Brand Purse-Snatcher (Brand Hittakuri)
Try And Catch Me! (Tsukamaetemiroya)
Queen of Kamuro (Kamurochou no Joou)
Run from the Crossdresser!!! (Okama kara Nigero-!!!)
The Third Bodyguard (Sanninme no Youjinbou)
The Fourth Bodyguard (Yoninme no Youjinbou)
Armed Robber (Goutourannyuu)
Be Careful When Renovating (Reform ni Go Youjin)
Tuna Fund**
Hitman Missions:
Kurenai of the Silver Bullet (Gin no Dangan Kurenai)
Zen the Black Hyena (Kuroi Hyene Zen)
Tokoyami the Masked Assassin (Fukumen no Ansatsusya Tokoyami)
Locker Keys Available:
Tokyo key #21

Hamazaki talks on the cell phone talking about Kanda getting beaten and how his
group is now all messed up by this Dragon of Doujima. He tells the person he's
talking to that Kiryuu's finally coming around about this Okinawan business,
and then cautions this person that Kiryuu's gonna be coming right up to him,
because he's the one who talked to Suzuki about the resort plans.
He then says that the person who might be the most easily suspected of shoot-
ing Daigo is the person he's talking to--Majima Gorou. He says he's sure Daigo
understands the desire to claim all of Kamuro as his own territory. He then
asks him to close up this little hitch in their plans and leaves.
As Rikiya slumbers, Kiryuu looks at the sketch of Kazama. Suddenly, Date
comes in with a scoop, bringing their newspaper in. It looks like the resort
plans have been reintroduced, and the person who talked to Suzuki about making
the deal, despite Daigo's orders to stay away from land purchases, is none other
than Majima Gorou.
Date seems surprised that Majima would be involved in the land deal, but this
proves he's got something to do with the incident. He wonders if it's possible
that Majima could be the one who shot Daigo and Kashiwagi.
Of course, Kiryuu says that's impossible. But, Date reminds him that Majima
*is* still a yakuza, after all--even if he appears an ally. Kiryuu says that he
doesn't believe a true yakuza would go back on a promise like the one Majima
made two years ago.
Date says he can understand how Kiryuu wants to trust his old friend, but he
asks him what he'll do if the trail does lead to Majima. Kiryuu says that he's
gonna take care of whoever's behind this--even if it's Majima.
He then abruptly gets up and leaves to see Majima. Date stops him, caution-
ing him that he shouldn't just go traipsing off to Majima if he doesn't know
whether or not the guy's his enemy. But Kiryuu won't heed his warnings. He
asks Date if Majima's still up in the Sai no Kawara area, and Date tells him
that he's still there and if he wants to get there, he'll still need to go
through the public restroom at the West Park.
"West Park" is a misnomer. The park is in the northeast corner of your map.
To get to see Majima, you need to go into the restroom there, past all the
stalls to the last one, and out the back door. Well--you normally go there
that way. This first visit, you just walk up and choose the bottom choice to
enter.
Of course, it's probably a good idea to take care of the missions and Hitman
missions you'll find along the way. As you exit New Serena, you'll get a
message from Mack telling you about a kid who saw a sign in Kamuro at an adult
novelties shop, that said they have toys. The kid wants to go get toys, but his
dad doesn't know how to explain it to him--it's pretty funny, and it's another
Revelation. You may want to stop and get that first (it's on Koenmae, on the
south side, near the West Park actually).
Once inside, Kiryuu walks to the office, headquartrs of the Majima Group.
There's nothing but a desk inside, with a phone that says people should pick up
the phone and dial "0-0-7." Only laughter comes out (when did Majima become
the Joker?--yes, I know his English voice actor for part one was Mark Hammill).
When Kiryuu exits, the whole group has assembled outside. Apparently, this
was some kind of weird security, because it's very dangerous these days within
the Toujou Association.
Anyway, he takes you downstairs to the underground area of the Sai no Kawara,
a place of gambling and the underground fight arena once run by a man called
"Sai no Hanaya." Hanaya is an ex-cop who became...well, a spy, basically. He
gathers information on all the goings-on in Kamuro through a network of infor-
mants.
Majima asks you to follow and leads you back towards his real office. He
takes a turn and ends up walking into the underground coliseum, where no-holds-
barred street fights were once held to delight an audience (at presumably high
prices).
In the abandoned, dark place, Majima notes how nostalgic he feels. It was
here he fought Kiryuu two years ago. Kiryuu asks him what's up with the resort
plans in Okinawa, and Majima's smile fades. When Kiryuu asks why he went to
Suzuki like that, Majima tells him it was for Daigo's sake. He figured he'd
make things easier for Daigo with that deal, but Kiryuu notes that Daigo ended
up refusing...though that got him shot.
Majima doesn't get it at all. Kiryuu tells him he's sure he couldn't have
come up with that land purchase deal on his own like that; someone had to have
told him about it.
But Majima doesn't answer. You know...even if he's been tricked into this,
he can't just go tattling about who did it! He is a yakuza, after all. So,
he snaps his fingers, and on come the lights, down comes the cage. The announ-
cer starts to talk about how you two are finally in the ring again...and
Kiryuu understands. Majima just wants another fight.
Beat him. He's a little more powerful than before, but his main tactic is to
dash around quickly and stab you. Bear in mind that although his knife attacks
can't normally be guarded, single-handed weapons like knives can be reversed
with the Flowing Catch. When his purple aura activates, he'll dash around like
a loon, but if you can hit him out of it, he'll stand there, tired, and you can
combo him like mad.
Now that he's gotten that out of his system, he'll tell you everything, in his
office in the back of the underground Sai no Kawara.


CHAPTER 8
---------

"THE MAN WITH THE PLAN" (EZU WO KAKU OTOKO)

Missions Available: (None)
Hitman Missions: (None)
Locker Keys Available:
Tokyo keys nos. 14, 24, 29, 35, and 48 (Tokyo keys complete)

Back in the office, Majima tells Kiryuu he was told to go to this Suzuki guy
by Hamazaki. After Daigo decided to withdraw from the land deal, Hamazaki
approached Suzuki about the land deals. He'd make all kinds of deals if he
could get the land purchase to go through--including construction rights.
Majima could use those.
Majima tells Kiryuu the photograph was leaked to the press by Hamazaki, who
obviously wanted people to think the Majima Group was connected to Suzuki.
This way, if there's some kind of scandal, the only guilty ones would be
Suzuki and Majima. He apparently thinks that once Majima and Suzuki are ar-
rested, he'll get complete control of the plan and make all the money himself.
He then tells Kiryuu that Hamazaki seems to have another goal. When he met
with him, he told Majima he wanted to take care of all of the Toujou Associa-
tion. Majima figures Hamazaki probably knew all these bad things with Daigo
and Kashiwagi and Kanda would happen, so...maybe he planned it all!
Suddenly, someone says "That's not all," and the desk and floor tremor and
lower on a huge lift. Below the room, there's another room--a room full of
computers and monitors. That guy sitting at the desk? That's Hanaya, the
legendary spy and informant.
Hanaya thinks Hamazaki was planning to take the whole resort and sell it to
the Chinese mafia. Kiryuu asks why that would be, and Hanaya shows him a pic-
ture--a picture of Hamazaki shaking hands with Lau Karlung, a man who kid-
napped Haruka three years ago. Kiryuu defeated him then, and thought he died
from the injuries--partly because lots of people in the first two games said he
was dead. Hanaya nonchalantly dismisses that; he says Lau just left Japan at
that time and has been laying low.
The next photograph shows the resort plans, discussing the deal between Hama-
zaki and Lau's organization, the Se Waa. They were going to sell it to them
because they were goin to apparently build a casino for mobsters underground
beneath the resort.
Kiryuu wants to know why Hanaya has been studying Hamazaki so closely, and
he tells him it's because he was asked to do so by Daigo. It seems Daigo's
suspected for over a year that a traitor had appeared in the Association.
So, Majima guesses it must have been Hamazaki who shot Daigo and Kashiwagi.
But Hanaya's not so sure. He then reveals a picture of the man who looks ex-
actly like Kazama. He thinks something's really not quite right with the
whole picture. Kiryuu shows him the sketch, but before they can explain it,
some people show up in Kamuro--Lau and the Se Waa. Seems they're after Rikiya.
They also speak Mandarin, which is weird considering he's got a Cantonese name
and all, but I'm just nitpicking I guess.
Kiryuu immediately calls Rikiya to warn him, but some weird guys come and
kidnap him.
This chapter doesn't have too much in it in the way of side missions, because
once you leave the Sai no Kawara's above-ground area, you'll be in a rather
long action stage. You'll have a boss at its end, but I should warn you there's
also a rather obnoxious Chase Battle placed in the middle. If you lose it, it's
Game Over. It's OK if you don't mind continues or if you're playing on Premium
New Game or something, so you've built your Chase Gauge up. Otherwise....
You can save at the Majima Group Headquarters. It's one of your hideouts
now. The only other things to do before heading out? Why, get the last coin
locker keys, or how about nipping over to the Underground Coliseum and fighting
a few tournaments?
When you're ready, go to the door and choose the bottom option to head on out.
Beat guys. Beat 'em up. Sounds easy...well, it kinda is! Break barriers
when you come to them and...beat more guys!
After you beat the high-ranking Se Waa soldier, he'll run off rather than
tell Kiryuu where Rikiya is. You have to catch him, and the first time you
try, you haven't been able to build up your endurance by training with Mack
quite yet. So...don't worry! Chase Battles do get easier once you can do
that. It's not always gonna be hard.
You may want to completely let off the R2 when you have to corner. Or,
when a lot of people are around. That way, you won't lose control or bump into
things while running (which will cause you to bounce around and lose energy).
After you catch him, he'll send you off to...why, fight more guys, of course.
Beat guys, break barriers, and then beat the high-ranking soldier guarding the
building they're holding him in. After that, you'll be able to go to the roof
and meet Lau himself.
On the roof, two Se Waa soldiers hold Rikiya. Lau is there. He's kidnapped
Rikiya and done all this just to get revenge on Kiryuu--even his cooperation
with Hamazaki was all to get to you. First, he fights with a polearm, then
a sword, and then with claws. Beat him!
As Kiryuu goes to save Rikiya, Lau grabs his leg and tells them to kill
Rikiya in front of Kiryuu. Suddenly, both of the soldiers are shot.
By whom? Kazama. Lau says he thought he was dead, and Kazama shoots him
right in the forehead.
I guess Lau won't be back after that!
Kiryuu calls to him and asks if he's his old boss, Kazama. He also asks if
he shot Nakahara and Daigo, and Kazama turns and calmly says "So, you're
Kiryuu Kazuma, huh?" He uses the English word "you."
Then he says "Beautiful eyes. Like I heard from my brother before."
Well...guess that explains that! (kinda)


CHAPTER 9
---------

"THE RUSE" (BOURYAKU)

Missions Available (103/107 possible, **--mission starts here, finishes in
a later chapter):
The Mars Fighter Invades Tokyo (Toukyou Shinryaku Kasei Fighter)
The Alps Tea Shop Murder (Kissa Alps Satsujinjiken)**
I'll Tell You Your Fortune (Anata no Unsei, Uranaimasu)
The Fifth Bodyguard (Goninme no Youjinbou)
The Panicking Pickpocket (Suri, Ooawate)
The Telephone Booth (Denwa Box)
Hitman Missions:
Sameshima the Firearms Expert (Juuki Master Sameshima)
Lorentz the Panther of Corsica (Corsica no Hyou Lorentz)
Locker Keys Available: (None)

After the fight, Majima, Date, Kiryuu, and Hanaya meet in the office and try to
figure it out. Rikiya's there, too. He looks a little crestfallen. He asks
why the guy with the moustache who shot his boss saved him. Kiryuu tells him
to go back to Okinawa, and Kiryuu says they're not even sure if that man from
the picture is an enemy or an ally, and that Rikiya's being there is not going
to really help. For once, Rikiya agrees.
The phone rings. Apparently, the head of the Hakuhou Group, Mine Yoshitaka,
is coming directly to the Sai no Kawara to meet them!
He brings a large, heavy suitcase. He seems surprised that there's such a
place in Kamuro, and Kiryuu asks what he wants. He puts the case on the desk
and opens it...and what's inside shocks the men present, though they don't
show us.
It's Kanda's head.
The night before, we see Kanda at Mine's, losing his temper over his loss.
Mine sits there, looking nice and bullied. Kanda smashes an expensive-looking
vase and the orders Mine to get troops and money so he can get Kiryuu. Mine
asks him to calm down...this is his ofice, after all.
In his rage, Kanda grabs a bunch of expensive antiques and wrecks them, plus
he overturns Mine's shelves.
He promises Mine to make him the head director underneath him when he goes and
takes Kiryuu's head with his money and soldiers, which he's sure will make him
the next chairman.
Mine tells him the stuff he's broken are all worth about 100 million yen, and
Kanda says it's just money, but Mine says it's not that, it's that Kanda isn't
worth that much. So, he goes to punch Mine, who responds with a quick jab to
the gut that sends Kanda reeling. He hits him a few more times, then leaves,
ordering his troops not to kill him there--he's already made enough of a mess
out of that room.
He says that Kanda's not really worth so much either, and then explains that
he has his soldiers looking for Hamazaki, but...he's not sure they'll find him.
After all, he's probably not in Japan anymore! Lau's troops have probably
thrown him off a pier somewhere because of the perceived failure of protecting
their boss.
He then explains he's gonna head back and make sure there's no war between
the Toujou Association and the Chinese mafia, and tells Kiryuu to take care of
himself--he's so important to the Association now.
Kiryuu asks if that's how he was instructed by Daigo, and Mine thinks Daigo
probably wouldn't do anything like this. But, he's got to do what he knows and
what he himself can do.
He says something else--he's not sure why Daigo puts so much value on Kiryuu.
I mean, they're going to miss this huge opportunity just because of his orphan-
age. It's not like they're just volunteers for the Association!
In other words, he explains he's going to do what's best for the Toujou
Association--just as Daigo would want him to do. He also tells Kiryuu that he
takes care of everything that gets in his way--all of them.
Majima notes how different Mine seemed from his usual self. But, he guesses
it's OK. Now, they don't have to worry about revenge from Kanda, and that
schemer, Hamazaki's probably food for the fishes. Those are all the people
who would be after Daigo, so...that's probably the end of that.
Date tells him that although Hamazaki's gone and now his organization will be
destroyed by the Se Waa, well...it's not like it was that simple, was it? If
this guy who looks like Kazama is the shooter, well, who gave the order? After
all, if Hamazaki was behind everything, why would he have hired Kazama, who he
then would have ordered to take Lau out?
Kiryuu asks Hanaya to look into the Hakuhou Association and the guy who looks
just like Kazama. He then asks Majima to get the remaining Kazama troops. If
they let things continue in disarray, other yakuza groups will come and take
away their land.
It's time to send Rikiya off to Okinawa. Talk to him, then lead him to the
nearby taxi. Right after you send him off, a phone call comes to Kiryuu's
cell phone.
It's Defense Minister Tamiya Ryuuzou. He asks if Kiryuu knew he was working
with Doujima Daigo over the Okinawan deals, and Kiryuu tells him he heard about
it from Tamiya's attache, Touma.
Tamiya says that after Daigo fell, someone inside the Toujou Association began
working with Suzuki. That's why he had to introduce the B.M.D./base expansion
proposal again. Kiryuu doesn't quite understand...by reintroducing the bill,
isn't he trying to start the resort again proposal again, too, since they're a
package deal? Tamiya says that it was kinda a blindsiding attack and he had to
act.
Kiryuu asks what he wants with him. Tamiya says he has something to ask of
Kiryuu, and Kiryuu gueses it's to stop the resort plans. Tamiya says it's not--
well, not exactly. Stopping the resort will naturally come with his request.
Kiryuu again has no idea what Tamiya's asking, really. So, Tamiya asks him to
come hear him out at the Diet Building.
After he agrees, Kiryuu realizes he should talk to Date about this, so he
calls him. Date says there's no way he'll let Kiryuu go without taking him
along and asks if he should go on to the meeting spot, but Kiryuu thinks it'd
be kinda bad if Date showed up first, so he'll go meet him at New Serena.
But, before you head out, you may as well take care of your recently opened
side missions and such! For instance, Mack Shinozuka is standing just to the
west from the West Park (Sai no Kawara) area, on the south side of the street.
Talk to him to improve your Chase Battle game (finally!). You also get a mes-
sage for a revelation near the Club Sega on Nakamichi.
When you're ready, go talk to Date. Kiryuu seems to trust Tamiya, but Date
cautions him that he's sure he's up to something--I mean, he's a politician,
after all. When you're ready to go, choose the bottom choice and go with Date
to Taihei, in front of the Millennium Tower. Talk to the guy next to the limo,
and he'll recognize Date and tell him reporters shouldn't be at this meeting.
But, Kiryuu is able to convince him, so away you go to the Diet Building (if
you choose the bottom choice).
You're about to find out most of the plot here. It's a little aggravating
because Tamiya keeps stopping you to see if there's anything you want to ask,
and you have to go down the list and choose each one, one after another.
Tamiya says you're younger than he expected, and when he's told Date's name,
he seems to know all about him. He offers them a drink, but they turn him down.
Getting up from behind his desk, he has a seat with them. He explains that he
thinks they should stop the resort plans, and Kiryuu reminds him that if he
does that, he'll lose the base expansion project, too. Tamiya says that's OK--
he was never going to go through with it anyway.
So, Kiryuu asks him to explain the whole thing. Tamiya agrees, because he's
got something to ask of you too.
You have three choices: Tamiya's real objective, who shot Daigo, and what
request Tamiya has for you.
Choose the top option and he'll explain that he was after destroying a power-
ful, illegal group called the "Black Monday." Date knows them--they're a huge,
illicit arms corporation that was once based in New York, run by a guy named
Andre Richardson. To lure him out, Tamiya created the base project, because if
Japan had the Ballistic Missile Defense system, the rest of the Eastern hemi-
sphere wouldn't be able to touch them for several decades. So, he's sure that
Richardson wouldn't be able to stay away from that because other countries would
need new weapons to compete. He'd have to come and get these weapons and do
huge deals with other governments in the area.
So, the plan was all a fake from the beginning. But, he still needed it to
look kinda legit, so he approached Suzuki and talked to him about the resort
plans so that he could trick the other ministers and introduce this ridiculous-
sounding bill. It never was for a power struggle between him and Suzuki...he
says younger, more foolish ministers might want that, but not him.
Then he asks if there's anything else you want to hear about. Choose the
middle option to hear about the guy who shot Daigo. Tamiya doesn't know who
shot him, but Date says something about the guy who looks like Kazama, and the
minister asks to repeat that. He's not sure if it's the same Kazama, but...he
knows Kazama Jouji, the younger brother of Kazama Shintarou. He says it kinda
figures that Kazama Shintarou wouldn't tell you about his family, because his
brother was kinda his enemy. He was in an elite group of cops, while Shintarou
was a yakuza. He says that Kazama Jouji actually made the plan with him, and
that he used his "organization" to follow the plan.
He then reveals that the "organization" he speaks of is none other than the
C.I.A. Jouji works for the U.S. government.
A new option has appeared--you can ask about the CIA as the bottom choice.
May as well hear that before you hear about Tamiya's request.
Kiryuu asks why Jouji is working for the CIA while living in Japan, and Tamiya
explains that he's going after Richardson and the Black Monday. Date asks why
he's shooting people like this, and Kiryuu asks if it really was him? Tamiya's
not sure, but it's very possible. The orders from the CIA are:
1. To pass the base expansion project and use it to flush Richardson out,
then to arrest him
2. Elimination of those who oppose
Tamiya says that the guy who attacked Kiryuu earlier was a CIA agent, and that
it's very possible that the CIA also shot Kashiwagi. Kiryuu asks why Jouji
would do that, being a Japanese person, and Tamiya explains that Jouji was
ousted from his role in the police because of his ties to his brother, and he
went off to the U.S., finding someone who would still take him in. So, he's
sure he treats the CIA like his organization, and follows its whim as if it
were his yakuza boss.
Talk to him again and choose the third option to ask about Tamiya's request.
He wants you to save two people. The first is Touma, his attache, who ran off
to Suzuki when he learned his homeland wouldn't be getting the wealth from the
resort because it was a fake plan. He's also run off to the Toujou Association,
and has trusted the whole thing to Mine Yoshitaka.
The other man is the person who has been ordered to silence Touma--Kazama
Jouji.
You now have another option to choose at the bottom--Mine. Of course, they
used them to get the land earlier, as we know. When Daigo backed out of it,
he was shot. It seems they must have told Mine about the land deal, and Touma
went to Mine to offer him 100% of the deeds to see this through. He worked
hard at it back then because he loves Okinawa and wanted to make it wealthy.
Once he found out it was a fake about a year ago, he went to Mine to get the
whole thing to pass.
After you've heard all about everything, Kiryuu recaps, saying he finally
knows what's going on. Tamiya asks you to stop Jouji. He wants you to save
Touma. Even if he betrayed them, and even if he knows too much, Tamiya doesn't
want to kill Touma. He likes him, and he worked under him...so, he doesn't
want to see him die. He thinks Touma can actually become a great statesman.
Date tries to say it's too dangerous, letting him live for such a small
reason, but Kiryuu tells him that's not really a small reason at all. He knows
that Tamiya is old-fashioned and wants to protect those who worked for him, and
that's very honorable.
So, it's decided that Kiryuu should go down to Okinawa and save Touma. Tami-
ya is impressed by Kiryuu, musing that it's amazing that there's still a guy
like him in the yakuza.
Just then, Suuki's Secret Police show up. They want to stop Kiryuu at any
cost. Kiryuu sends Date off--someone has to tell people what's going on. He
then decides to fend off the police...so, beat them!
After a few waves, all seems lost, until a truck comes speeding in, all but
mowing down the lines of troops around you. It's Majima, here to get you out
of there!


CHAPTER 10
----------

"SETTLING THE SCORE LIKE MEN" (OTOKO NO KETCHAKU)

Missions Available (118/119 possible, *--only chance to do this mission):
Love's Cupid - The Finale (Koi no Cupid Kanketsuhen)
English Conversation Solicitor step 3 (Eikaiwa no Kan'yuu step.3)
I Wanna Go to Tokyo pt. 3 (Toukyou ni Ikitai Dai 3 Hanashi)
The Car that Gets Struck (Atarare Car)
Go After the "M" Funds (M Shikin wo Oe)
English Conversation Solicitor step 4 (Eikaiwa no Kan'yuu step.4)
Chasing A Full Stomach Forever (Eien Nare Manpuku Chaser)
Catch the Black Market Broker (Yami Broker wo Toriosaero)
Dirty Money and the Debtor pt. 3 (Yami Kinyuu to Shakkin Otoko Dai 3 Hanashi)
The Seven Wonders of Ryukyu Town #7 (Ryuukyuugai no Nanafushigi Sono7)
The Fall Guy Throws in the Towel (Hirakinaotta Butsukaru Otoko)
Two Fathers (Chichi Futari)*
(Previously available missions that can finally be completed in this chapter:
The Manga Artist Debut, A Tale of Ramen, Tuna Fund)
Hitman Missions:
Sentetsu the Wild Stallion of Kamuro (Kamurochou no Arama Sentetsu)
Supernova Avenger Yuuto (Fukushuusha no Shinsei Yuuto)
Executive Avenger Gohren (Fukushuusha Kanbu Gohren)
Akitsu, the Man With No Past (Kako no Nai Otoko Akitsu)
Kengo the Wild Man (Kyouki no Otoko Kengo)
Tetsuji, Returned (Demodori no Tetsuji)
Issen the Assassin Trainer (Satsujinjutsu no Shi Issen)
Egami the Blind Hitman (Moumoku no Hitman Egami)
The Super-Swift Blade, Arasaki (Shinsoku no Yaiba Arasaki)
Arase, Leader of the Avengers (Fukushuusha Shuryou Arase)
Locker Keys Available:
Okinawan key no. 17 (all keys complete)

For some reason, Mine has a picture of himself when he was a child on his
desk. He remembers doing well on his test, and his father being proud. He
also remembers not even having a baseball bat or mitt...so he couldn't play
baseball with them. He was too poor.
On his deathbed, his dad asked him to please work hard, study hard, and be a
success. He dies, saying he's sorry he couldn't save him.
Someone knocks. It's Katase, his personal assistant (the one we got a good
look at in her first appearance, for some reason). She's got it all set for
him to go to Okinawa.
Before he leaves, she tells him she thinks he's overdoing it a bit lately and
she hopes that he takes care of himself. He tells her not to worry. Budding
office romance, perhaps?
On the TV, the news reports about the incident at the Diet Building, and
Kiryuu asks the matron to turn the TV off. Date remarks that he thinks Kiryuu
better get a move on--soon, it'll be kinda hard for him to make it to Okinawa.
Kiryuu says he's gonna go alone, and Date objects. He says that Mine's men
will probably be out in strong force.
Majima is apparently in New Serena with them. He says he should let him
order his men to go with him, but Kiryuu turns down the offer. He explains that
this business with the Morninglory is his own personal thing, and he has to take
care of it himself. Majima insists a bit, saying that there will be both the
CIA and Mine's troops there--they'll probably see it differently. But, Kiryuu
notes that he won't be alone in Okinawa--he'll have the Ryuudou House.
Majima then tells Kiryuu he'll watch over things here with the Toujou Assoc-
iation while he's gone. So, it's decided that Kiryuu will head out alone. You
can get there from the taxis.
Now, for you completists who wanna take care of things right away, I should
tell you two things. First of all, there are a lot of things to take care of,
mission-wise. Secondly, you should know that you can spend 30,000 yen to take
a taxi to the airport and then fly to Okinawa, but that you can spend 30,000
yen again at the monorail station in Okinawa to return to Tokyo. You can only
do this until you take the monorail to the Morninglory! After that, you're
stuck on the story's rails and you gotta let them run their course.
Before you do anything, you'll get a mail from Ibuki about the Hitman
missions. Seems you can take some in Okinawa by going to the Ryuushou Shogi
Parlor to the west of the Monorail Station.
Once you're ready, take the Monorail back to the Morninglory.
As you reach the Morninglory area, another message from Mack arrives, talking
about the last Revelation--but you can't get that until Evening, so, nevermind.
As you near the Morninglory, it starts a cinema. Kiryuu is back, and all the
kids come running. He's surprised to see Nakahara there, all bandaged up. He
comes and greets you and Kiryuu asks about his health. Seems he'll get better.
Rikiya asks if Kiryuu's found anything out about the man who saved him, and
Kiryuu explains. They're shocked to hear about the CIA, and Kiryuu says that
they're after something, but he can't talk to them about it. He explains that
they didn't really need the land, but they needed the purchase deals to start
up for their plan. They don't quite get it, so Kiryuu tells them about a major
enemy of the U.S. being forced out of hiding by the expansion law.
(So, he did talk about it, even after he said he couldnt'...?)
They ask how he found all this out, and he tells them Defense Minister Tamiya
Ryuuzou told them, to their shock, and explains about Touma and how he's come
to save him.
Just then, the phone rings. It's Tamiya. He tells you that Touma's in a
meeting all day today in the prefectural office--probably about the Okinawa
resort deal. He's sure he won't be targeted while he's in the office, so he
figures tomorrow will be the big showdown. He's not sure at what time, but the
meeting will end tomorrow and Touma will be able to do as he pleases. He's
sure that's when Jouji will go after him. So, when he knows where he's going,
he'll call you.
Well.... Were you worried that by coming to Okinawa, you'd have to go through
some babysitting again? Because, guess what?
So, anyway, the Ryuudou House dudes split, and Kiryuu's got time to hang out
at the kiddie table. Mitsuo and Taichi watch as Kiryuu tells Riona and Ayako
all about his trip, bored. Taichi says he thinks they have pro-wrestling going
on every day in Tokyo, and Mitsuo says he's sure they don't.
Taichi remarks that Mitsuo hasn't even been to Tokyo. How would he know?
So, Mitsuo returns the favor, since Taichi's never been there, neither.
This tiny argument makes Taichi challenge Mitsuo to a wrestling match, to
which Mitsuo seems to roll his eyes. He calls him a wrestlig nut.
Anyway, off they go to the beach to slam it out a few times (for a change).
Haruka comes to ask Kiryuu where Taichi is. He was supposed to go to the
market for her! So, looks like Kiryuu's gonna have to go whip that boy into
shape. Those of you who like to get 100% of everything as quickly as you poss-
ibly can would do well to note that if you go to Ryukyu Village now, you'll get
a message from Rikiya telling you that you can now use the hideout (Hint Room)
in the Ryuudou House headquarters. That means the last coin locker key is now
available.
Go talk to him on the beach and Taichi will tell you he's busy. Kiryuu asks
"busy doing what? You're supposed to go shopping! Be sure and do your chores!"
He says he'll go in five minutes because he's in the middle of a 15-minute
wrestling match and Kiryuu has to give in and tell him to make sure he goes
right at the end of the match. He even forces Mitsuo to go.
Run up to the street. Taichi throws Mitsuo down and goes to do his finishing
move--the Taichi Kick! Mitsuo ducks and Taichi sails overhead, landing and
passing out. Mitsuo pins him for three seconds, and claims victory, but Taichi
won't get up--he's too busy wheezing on the ground. Panicking, Mitsuo runs to
the Morninglory, calling to Kiryuu.
Kiryuu brings him inside the Morninglory and lays him out on his futon. He
calls for a doctor, who explains that it's clearly asthma. He still has some
tests to run, because there are a lot of things that could cause that--it could
be that it wasn't a condition he was born with, but something like cigarette
smoke or car exhaust that set it off.
As Taichi lies there, overhearing them talking in the entrance, the doctor
says that stressful activities could have caused it, too. He suggests that
Taichi be prohibited from wrestling.
Go in and talk to Taichi. Rikiya's asking him to go fishing with him, but
it's not really working. He looks really down. He wants to wrestle, dern it!
Rikiya tells him he can't right now, and Taichi says that it's not just "right
now;" he won't be able to wrestle for his whole life! If he wrestles, he'll
have an asthma attack and die. He wants to wrestle and become famous and make a
lot of money for the Morninglory.
Kiryuu tells him to just grin and bear it. He asks if it's really his dream
to become a wrestler, and points out that if it is, he should just not give up
on it. For now, all he can do is bear it.... But he shouldn't give up.
Rikiya agrees. He can't wrestle right now, but there will surely be a day in
the future when he can! He also notes how fun it is to watch wrestling--he can
kinda research it that way! He's come up with the idea to give him a special
match while he still can't wrestle.
This part's actually kinda rad. Rikiya's gonna set up the ring and you're
going to help him put on a wrestling show for the kids. Go to Ryukyu Village
and you'll get a message from Rikiya that the ring's already set up.
Go to the beach in front of the Morninglory and talk to Rikiya. There's a
ring there. It's time to put on masks and luchador it up. Rikiya becomes
Ricky Mask and Kiryuu becomes Dragon Mask. Mikio will become the ref. Choose
the top choice if you still wanna mess around Ryukyu, but the bottom if you
wanna get on with it.
Do the moves the kids call out. First, do three throws, then two drop kicks,
then get knocked down (with strikes) on purpose. Then, you get put in Heat
Mode. Hit Triangle near Ricky Mask to use a suplex on him.
Ricky Mask goes for a foreign object!! In comes Taichi, who does his finish-
ing move--the Taichi Kick. Ricky Mask is down! Here's the cover! One...two...
three! Taichi wins!
He seems OK, even if he's wrestling. The doctor comes running up and explains
that it wasn't the stressful activity at all--he's got a food allergy. He had
soba for lunch...apparently, he's allergic to wheat.
So like...he didn't eat his lunch and then saved it in his pocket and pulled
it out mid-air while drop kicking or something...? Because food allergies that
choke you usually happen, like...pretty fast.
That settled, Kiryuu starts to go into the Morninglory--when he's run into by
Haruka. Kiryuu asks where she's off to in such a hurry and she says she's just
gonna go buy stuff for dinner. He offers to go with her, but she wants him to
relax.
Kiryuu's got a moral dilemma. It looks like she's maybe off on a date, or
something...? Should he follow her? It doesn't matter which way you choose;
he'll eventually just decide to follow her anyway.
On the way out, Taichi will stop you for the Young Magazine he wanted, if you
started the Manga Artist Debut mission. If you have the 50 issues, he'll give
you a gold plate.
So go to Ryukyu Village. You'll find Haruka near the alley near Blue Seal
Parlor. She's reading a bill posted to one of the electricity poles advertising
part-time work. Kiryuu asks her what she's doing and she runs off, north to
First Town. Next, you'll find her at the corner near Tamashiro's--the parking
lot near Karaoke-Kan. She's meeting with two guys who are telling her it's
actually very easy, all she has to do is hand these things out like pamphlets
to whoever asks for 'em. One of the guys tells her she's lucky, because this
kind of work pays well and is easy, so it's really popular. Usually, they post
the bill and then immediately fill the position.
Kiryuu approaches, and the guys run off. He asks who they were and she says
they just asked her directions, and then runs off.
Run over to the bridge by the monorail. Some Host-looking guy comes up and
asks for one of...whatever she has and takes it. For some reason, Kiryuu has
apparently lost 100% of his brain and wonders if maybe that was her boyfriend.
Then, some jerk comes up and asks for one, and Kiryuu gets a little confused.
Another guy comes and Kiryuu thinks there's no way that guy's not some kind of
schemer. He also thinks he's a little too old to be Haruka's boyfriend, so he
approaches, and she runs off again.
So go back to the Morninglory. Inside, it's dinnertime. She's made them
sukiyaki! She says that she's gotten good at this from practicing so much.
Mikio shows up and tells Kiryuu Haruka was seen with some dishonest-looking
men. Oh no, Haruka! Be careful!
After dinner, Haruka says she's got some errand to do and heads out, despite
Kiryuu's protests. It's late, after all.
Of course, that means it's time to go find her! I should note that you can
finally get that last revelation at this time.
Go back to the corner at the parking lot near Karaoke-Kan. Kiryuu hides
behind the corner and watches to see what she does. First, she meets with the
two guys, then a cop comes and she plays dumb, to their delight.
Get a little closer again, and customers come up. Kiryuu will hide again.
You can interrupt her after each customer, but the one that'll advance the
plot are the two shady dudes. If you come by for the yakuza, you'll have a
fight, and you'll have to run from the cops. After each one, choose the top
option to stop them, or the bottom to just watch and wait for the next guy.
When the two guys come, interrupt them and you'll have to fight them. Beat
them up.
Turns out, they were making fake credit cards. Rikiya and Mikio come up. It
turns out? Haruka heard them talking and thought they were saying that they had
to use less food for the Morninglory because of money problems, with the raise
in rent and stuff, but they weren't talking about the Morninglory. They were
talking about the Ryuudou House's headquarters. The rent had gone up and they
were using too much food--because of Mikio (hurhur, he's fat!). But, they'll
think of something...probably, Mikio will have to diet.
You can now take Haruka around and build her trust up to your heart's content.
It's OK--I won't tell anyone if your heart's content is to not take her around
at all. Haruka's gonna go take her bath. Why don't you go ask if everyone else
washed and did their homework and stuff?
When you go into the kids' room, Kiryuu spies on Izumi and overhears her ask-
ing Ayako for some money. She's just got to get Mame a toy she saw at the pet
shop. Ayako's only got 550 yen left from her allowance...and the toy is 500
yen. She lends her the money.
After Izumi leaves, in comes Shirou. He's complaining about his teacher, who
thought he cheated on the math to get 100, so he's got some Japanese homework--
which is his worst subject. She agrees to help him.
Kiryuu comes in and asks if she's taken a bath. Haruka's in there, so she
has to wait. He then starts to talk to her about how she has to take care of
the kids so much and is cut off when Haruka gets out, so Ayako goes to take a
bath.
When you leave the room, Haruka comes strolling in. Kiryuu stops her and
tells her about Ayako and how he thinks she might be overdoing it a little for
the other kids' sake. Haruka says Ayako's just like that--she's very respons-
ible, and the other kids can come to her because she won't yell at them like
Haruka will.
The next day, Haruka and Ayako are standing around, talking about food to
make. Izumi comes in and Ayako asks if she bought the toy. Seems they were
sold out, so she used the money to go buy candy with her friends instead.
Shirou comes in and Ayako asks how the homework went. Seems it was printed
on the assignment that the theme had to be 400 characters long, while the one
she wrote with him was less. He yells at her for it and Haruka tells him not
to yell at Ayako like that.
Shirou runs out, but then so does Ayako. She just couldn't take it anymore.
Haruka goes and rounds up the troops. Kiryuu starts to talk to them about
Ayako. You can choose any of them. The list is Shirou, Mitsuo, Kouji, Taichi,
Izumi, Eri, and Riona. Talk to each of themm, one after the other.
Go near the Coin Lockers in Ryukyu. You'll see Ayako, and she'll dart off.
This is a Chase Battle--but you can't shoulder charge her. Don't want you
smashing the poor little thing.
Bring her back to the Morninglory. Everyone apologizes to her, and give her
presents...coupons for help for stuff around the house and such. Taichi gives
her coupons for help with homework, and everyone laughs, saying she wouldn't
need such a thing from him!
Nakahara and the crew come by, and Kiryuu gets a call from Tamiya. He tells
him that the meeting just ended. Seems Touma's gone off to some drinking spot
in First Town, but Tamiya doesn't quite know. When he was down there, he was
introduced to lots of people and shown lots of places. Touma really liked one
that had a pole dance show.
So, you gotta go to First Town and find the pole dance club. If you wanna do
the missions, you HAVE TO DO ONE OF THEM NOW WHILE IT'S STILL EVENING, SO...be
careful. You won't have a chance to come here in the evening later!
Talk to the man at the intersection near Karaoke-Kan. He's advertising the
cabaret clubs around. The pole dance one is Canal Grande, and it's straight up
to the north, at the T-junction past the M Store and Flawless.
Talk to the guy in front of the building and when you're ready, choose the
bottom option to go in.
Touma is there, alright--across the room from Kiryuu as he ascends that set
of stairs. He's bragging about making Okinawa more prosperous.
Kazama is there, too--walking up the opposite stairs (the ones closer to
Touma). Kiryuu races over there. Will he be too late? Jouji draws his gun
and points it at Touma. The girls take off.
Kiryuu shows up and tells him to stop. He tells him that he knows the reason
why he shot Nakahara and Daigo and why he needs to kill Touma, and then tells
him that he knows he doesn't want to kill him, even if it's an order from the
CIA. Touma thinks it means Tamiya wants him dead, and tries to run, but
Jouji shoots next to him and stops him. He says that it's the same to him as
getting an order from his yakuza boss, getting an order like that from the CIA,
and goes to shoot Touma. Kiryuu interferes and tells him to run.
He then tells Kazama he promised Tamiya he'd save Touma and then Kazama, and
Kazama says Tamiya is too naive and doesn't know who his enemy is.
Now, it's time to fight the brother of Kiryuu's father figure. Beat him.
Jouji says he's getting old. Kiryuu points out that if Jouji were any younger
he'd have beaten him. He then says he'll forget about that boy over there,
then, and Touma was there all along...he hadn't run away.
He's impressed that Tamiya wanted him to save him. Kiryuu tells him the
reason he saved him is just because he likes him. Even though he betrayed him
and went to Mine, he just felt that it meant Touma really wanted to save Oki-
nawa. He also tells him he thought he'd make a great statesman.
Touma is moved, and falls to the ground, crying, apologizing to Tamiya.


CHAPTER 11
----------

"THE CRISIS" (KIKI)

Missions Available: (None)
Hitman Missions: (Complete)
Locker Keys Available: (Complete)

If you've kept up with your side missions and such, this chapter will be fairly
short. It's just gonna be story and a fight, basically. But this is a very
important part to the story.
After their fight, Kiryuu and Jouji rest in the Canal Grande. Jouji actually
passed out a bit there, sleeping on a couch. He sits up and asks Kiryuu how
long he was asleep. It was about an hour. He asks what appened to Touma, and
Kiryuu tells him he went off to Tokyo to be with Tamiya again.
Kiryuu asks if Jouji will be alright. I mean, he let his target escape. Jou-
ji points out that it's Kiryuu who let Touma get away. He then tells him that
he realizes now that although the CIA is everything, he should also follow his
own intuition. Rather than blindly following orders, he should do what he
feels he has to do in order to accomplish the CIA's goals.
Kiryuu asks if he shot Nakahara and Daigo to accomplish those goals. Kazama
doesn't want to explain at first, but then he finally does. It seems he's not
the one who shot the two. When he met Daigo, he reached for something in his
coat pocket. Being a gangster, Daigo naturally thought he was going for his
piece, but he wasn't. Kazama's partner, the guy who fought you in the alley
after you defeated Hasebe when first returning to Tokyo, saw a weapon was drawn
and fired to protect them. A similar thing happened with Nakahara.
He then says it was very regrettable what happened, so Kiryuu tells him that
Nakahara's been released from the hospital, and he can go meet him face to face
if he wants. But, Jouji says that although he really does want to see him, as a
CIA agent, he knows he can't. So, Kiryuu will apologize for him.
Jouji says that would be best, and asks Kiryuu to also apologize to Doujima
Daigo for him. Kiryuu asks if he knows where Daigo is, and Jouji looks stunned
that Kiryuu wouldn't know. He asks if anyone besides Kashiwagi knew, and
Kiryuu says he's sure of it.
Jouji asks Kiryuu what he thinks Mine would do if he knew where Daigo was. He
points out that Mine can only view Daigo as the opposition at this point, and
so, he'll probably find him. Kiryuu asks if Mine knows where Daigo is, and
Jouji says there's a high possibility. He says that if there's any slim chance
at all that someone else knows Daigo's location, then he's doomed.
So, Kiryuu asks where Daigo is. Jouji says he's in Tokyo, in the Tokyo City
Hospital. He says that he'd better hurry if he wants to make it there before
Mine gets to him.
Suddenly, Taichi shows up. Something's up at the orphanage!
The Tamashiro goons showed up that afternoon with pickaxes and hammers. Tama-
shiro shoots both Rikiya and Mikio in the leg (why not in the head?).
Mine is there, too. He tells Haruka that he doesn't want to do this, and he
thinks that it's all Kiryuu's fault that it had to come to this. They're all
Kiryuu's victims, in the end. She slaps him, and he slaps her down.
In the come to wreck everything, and one of them walks over to Mame's dog-
house. Izumi gets in the way, but she's knocked down easily. She grabs the
guy's leg, and he raises his hammer, hitting the doghouse--
--or, rather, Mikio's back. He covers the doghouse and says he won't let them
destroy it. After all, he built it! So, the guy hits Mikio in the back of the
head with the sledge hammer. Down he goes, head covered in blood. He apolo-
gizes for being weak, and passes out. That's that for the doghouse.
Nakahara gets up to go to Mikio, and Tamashiro comes to confront him. So, he
says that if Tamashiro's after him, he gladly gives himself over--just so long
as he spares the children. But, Tamashiro tells him that wouldn't be enough.
He still has scars from a year ago.
So, his men take Nakahara away, as he calls to his men to come in with a bull-
dozer and knock the place down. Mine and Tamashiro laugh like silent movie
villains or something, and we return to the club to see Kiryuu's super-angry
scowl. He says he's off to the Morninglory, and Kazama nods.
But, what about Mine? Kazama notes that he might be too late; Mine might al-
ready be headed to Tokyo to get Daigo as they speak. Kiryuu says he has to head
out to the orphanage, so Kazama offers to help him get to Tokyo. After all, he
still has business in Tokyo. He's sure that since Mine certainly must have con-
nections with the Black Monday, Richardson will definitely be there at the
Tokyo City Hospital.
Kiryuu notes he's heard of this Richardson, and Kazama nods. He explains that
nobody knows what Richardson looks like, but that they know he must be the head
of the Black Monday. He's manufactured all this to lure him out and catch him,
so he definitely needs to head back to Tokyo. He tells you to hurry to the
orphanage and he'll get the transportation ready.
You have Taichi running with you, so I don't even know if it's possible to do
too much side mission stuff if you're looking to wrap up anything. Don't worry;
you'll have a chance to come back to the Okinawa area in the next chapter. I
have to warn you that it's night now, and it'll also be night in Chapter 12, so
if you had to do something like the golf mission.... Well, that place is only
open during the day. You'll have to start a save data in the Premium Adventure
mode to do that mission, or start over the story.
Go to the Monorail Station and head to the orphanage. It's wrecked. Kiryuu
Mikio's head is bandaged, but he's not looking too good. Everyone's crouched
over him.
Kiryuu is defeated. The kids run to him for comfort, but he excuses himself
and goes to Rikiya, asking how Mikio is. Mikio opens his eyes when he calls to
him and apologizes. He then asks him to go save Nakahara, and Kiryuu swears to
do so. Then, Mikio loses consciousness.
Later, everyone's asleep on a tarp under the stars. Rikiya talks to the
hospital on the phone. It seems they were able to save Mikio's life. Kiryuu
stands up and gets ready to go to the bullfighting ring outside of town, which
has been made into the new TAmashiro headquarters.
As he goes to leave, Rikiya tells him he's coming with him, and limps up to
him. Kiryuu turns him down again, ordering him to the hospital. He says if he
comes like this, he'll just die a dog's death--he'll just die needlessly. Riki-
ya says he just wants to be an independent, real man. Kiryuu tells him he's
sure there's a time when he will be able to put his life on the line as a man,
but it's not today. He then asks him to believe in him for now, and leaves.
Head to the taxi in town and taks it to the bullfighting ring--it's the third
option.
There are bulls in the ring. Kiryuu looks around and spots Tamashiro, waiting
for him on the steps. He says he finally meets you again, and Kiryuu asks him
where he's taken Nakahara.
But, Tamashiro tells you not to rush into it. He's been looking forward to
your "reunion" for a year. He tells you when he heard from Mine that he'd be
facing you again, he was very happy. He tells him Mine's already gone back to
Tokyo, and that he has two roles here--to destroy the Morninglory, and to delay
Kiryuu.
They bring Nakahara out and throw him in front of one of the bulls. Kiryuu
runs to save him, but Tamashiro stops him, saying that if he shoots the gun in
the air, the fighting bulls will run and attack the nearest target--Nakahara.
Suddenly, the gang closes in on Kiryuu. Tamashiro wants to see him killed
before the bulls get Nakahara.
In comes Rikiya, who asks you not to be mad at him. It seems Saki wanted to
go to Nakahara, and Rikiya couldn't let her go alone, so he came with her,
against Kiryuu's wishes. He then tells Tamashiro he's called cops on him, and
that they'll be there any second. Even if he's a gangster, he called the cops
because he thinks Tamashiro's not worthy of a real fight.
So, Tamashiro shoots in the air and tells Nakahara this is the end for the
Ryuudou House. One bull eyes Nakahara and rushes towards him. Saki suddenly
cries out, "Father! Father! Watch out!"
Suddenly filled with strength, Nakahara stands and grabs the bull by the
horns, throwing it down. He says he's suddenly had that old self of his come
back now with that, and he's leaving the rest in Kiryuu's hands. Kiryuu asks
how long it'll take before the cops go, and Rikiya says about 7 or 8 minutes,
so Kiryuu decides he should beat all those guys by then.
Beat the guys, then beat him. He calls guys in twice. They have weapons.
Might as well beat them and get the weapons.
Kiryuu approaches Nakahara, and Rikiya and Saki come in the bullfighting
ring, too.
But, Tamashiro's not down for the count. He reaches for his gun, and as
Nakahara congratulates Saki for talking and apologizes for worrying her, Tama-
shiro gets his gun ready and stands to shoot at Kiryuu.
But, standing in front of Kiryuu, is Rikiya, who gets hit right in the chest.
Down he goes. Kiryuu catches him, and Tamashiro laughs. He says it's not
like a real fighter to turn his back on his opponent like that! But, before he
can shoot Kiryuu, a bullet goes through his head. It's Kazama Jouji.
But...he's too late for Rikiya. Kiryuu covers the wound, while Rikiya asks
where he was hit. Kiryuu tries to tell him it'll be alright and that he should
hang in. Rikiya puts his hand on Kiryuu's. "Brother...is this...a meaningless,
'dog's death'...? Brother...did I save you...? If I did...it's alright with
me."
He says it was great fun, meeting Kiryuu, and wonders if he's now a great,
independent man...? Kiryuu's tears fall on Rikiya's hand. Rikiya tells him
he's the gretest man he's known and tells him not to lose to that Mine, no mat-
ter what.
Then, he goes limp.
Kiryuu yells at him. "Don't you go dying on me!" But...it's too late.
He apologizes, then dies. As Kiryuu goes into hysterics a bit, Jouji walks up
and puts his hand on his shoulder.


CHAPTER 12
----------

"WHERE THEIR AMBITIONS LED THEM" (YABOU NO HATE)

Missions Available (123/123 possible--complete):
Date's Pride (Date no Hokori)
The Fall Guy in Tokyo (Toukyou ni Kita Butsukaru Otoko)
The Couple Who Wouldn't Learn (Korinai Futari)
Amon
(The mission "The Alps Tea Shop Murder" continues to this chapter)
Hitman Missions: (Complete)
Locker Keys Available: (Complete)

This is it--the big gun-down.
Mine is on the plane, headed to Tokyo. His underlings talk about Mine and
how they wanted to see the look on Kiryuu's face when he saw the ruined Morning-
lory. One of the underlings says it's great; once Mine dies, there won't be
anything to stop Mine. He'll be chairman, for sure. One of the underlings says
Mine was just a brat, after all.
Suddenly, Mine is there talking to them. He asks what they're talking about,
and they say how happy they'll be when he's head of the organization. He then
asks what there is to be so happy about. The guy looks confused, and Mine
pulls a knife and pins the guy's hand to the chair with it, shouting in his
face. "Will it really be so great when Daigo dies, huh?? Will it??"
He then calmly sits back down, while the two underlings stare at him in shock.
Kiryuu is with Kazama at the military base. A supersonic spy plane is pre-
pared for them. That's how Kazama got to Tokyo so quickly.
Kiryuu reaches to shake Jouji's hand, but he refuses. He says once Mine and
Richardson, he'll shake his hand, but not before then. They're not out of the
woods yet!
Kiryuu asks Haruka to come with him. She agrees.
The plan is simple; Kiryuu will go in the place and look for Daigo, while
Jouji will head to the roof in a helicopter.
Daigo rests in his hotel room, meanwhile. Mine is there, watching over him.
In comes one of his underlings, telling him he's got a call from Richardson.
He speaks to him in English, saying there has been no change in the plan and
that he understands what Richardson wants him to do.
Here you are again at the gate to Kamuro. Kiryuu stops at it, looking at it
very seriously. Haruka asks if he asked her there because he's not sure if he's
gonna survive this. She wraps her arms around him, and he puts his hands on her
shoulders and pushes her back to look in her eyes. He apologizes to her, and
tells her he just wanted to walk these streets with her again. He says it was
selfish and he should have just left her in Okinawa, but she grabs him tight
again and says she's really happy.
So, you can go around with her and get her trust raised and stuff to your
heart's content. You'll need her around for one of the side missions, too. If
you want to drop her off, do it at New Serena.
In front of New Serena, an African-American CIA agent shows up. His name is
Rick Langley. He says he was given the message to tell you that if you need to
go back to Okinawa, you should go to the airport and he'll have the jet waiting
to spirit you back and forth. Go in New Serena and Kiryuu will explain that
he's off to take care of Mine and he'd like Date to watch over Haruka in the
meantime. Date agrees.
Talk to Haruka. Use the top choice to have her go around with you, or if
you're ready, use the bottom choice to have her stay. You can talk to her
again and choose the top choice to have her go around with you again, if you
want, so you can drop her off here and take care of missions, then come back
and get her if you want to raise her trust level or whatever. Just, before you
go to the taxi and head out to the hospital, you'll need to drop her off.
Go to the taxi alone and Kiryuu's phone will ring. It's Jouji. He says that
he's sent a message to all members of the CIA working in Japan that they should
support your mission, but that it seems like not all members got the message.
He's not sure why. So...not all of them may be on your side here.
Inside, of course, all of Mine's men are ready to pounce on you. Kiryuu says
his famous line that he's said in all the games: "Those of you who wanna die,
come at me!" You'll have to beat these guys first to find out where Daigo's
room is. The fat guy at the very end of this long fight in the foyer area
will know. Keep going, beating guys blocking the way up down along the way,
breaking lockers to get items.
Run through the next area, mindful of gunmen. Then fight through the next
room. Watch your sides and break the beds set up as barriers. There are
guys with machine guns...but they shouldn't pose much of a threat.
Beat the goons in the elevator and tap "X" to avoid the guy who looks like
Ibuki. Once it stops, you're almost to Daigo's room. You can break the par-
titions and chests in this room to get items. Proceed to his room.
He's not there. The CIA agent from before is, though. You know, the blonde
dude with almost a mullet...the guy who looks like Wesker. He says you just
missed them, takes off his glasses, and says he would have killed you when he
first met you, if he knew back then. Then he points up and says Mine's taken
Daigo to the roof. Too bad Kiryuu only seems to understand the "roof" part.
Guess those "conversational English" side missions really didn't work at all.
Beat the guy up.
Go back outside to head to the roof, and CIA agents will come meddling. Beat
them. They all have firearms and like to sidestep all over the place.
Before Kiryuu can make it out of the room, a gunshot breaks the silence.
It's that numbskull again. This time, he uses guns. Beat him again!
In the elevator, Kiryuu is confronted with wave after wave of agents. Beat
them.
Mine waits on the roof next to the unconscious Daigo. Kiryuu runs through
the doors to the roof and calls to him. Mine says he's glad he could come,
and explains that he's not after the head of the Toujou Association, really.
Truth be told, he's actually seriously concerned about Daigo. Daigo's the
only person who cared about him. Everyone else has been using him for money or
whatever.
He explains that he's an orphan, just like Kiryuu. He knows the same deep
pain that only an orphan can. He's become powerful--very powerful, with this
money. He'd do whatever it took to get that money, study as hard as he could.
Money was the only thing that could get him the things in life he wouldn't
get from family or society. But, he's realized that it was all a lie. Humans
are allliar,s in his mind. They all lie and deceive and manipulate. There
are no bonds between people.
He thought he could find such bonds and loyalty within the world of the
yakuza. That's why he went into the Toujou. He says that Daigo was the only
person who didn't see his money or his age...just liked him for his ability.
But he's here now to end Daigo's life. He thinks that Daigo's pretty much
already dead anyway, and can't bear to see this strong man he admires so much
just lying there, hooked into tubes and such. He levels his gun at Daigo.
Kiryuu asks if he's not got a small flaw in his logic. As long as Daigo's
still alive, there's still a chance. He asks if Daigo's trying so hard to live,
how could he just snuff it out like that?
Mine says it's just like Kiryuu to say that. He says that Daigo liked that
about him. He wonders from where he musters this loyalty...him, an orphan just
like himself!
He'll kill him, and then he'll kill Daigo. And then he'll become the top.
But, Kiryuu asks, what then? He says he knows now why people always turn away
from him. It's not because of money or anything; it's because he doesn't
believe in anyone else, so nobody can love him or believe in him.
But Mine won't hear none of this. Kiryuu pullsh is shirt off and says that
apparently, Mine's not the kind of guy Kiryuu can reach with words. He'll have
to do it with his fists. Of course, Mine's not willing to back down from the
fight. Not at all, in fact. He tells him to please go ahead and teach him
what he can this way...by beating him.
Beat him.
In the end, Mine collapses, unable to continue. Kiryuu also slumps down,
exhausted from battle. Mine wonders how he could have lost. His phone rings.
It's his assistant, Katase. She wants to know what to do, and he says that
only she cared about him. but, as soon as he says that, it seems some guy is
there at his office, asking for money. She doesn't know what to do with his
meetings. He puts the phone down, and laments that he actually just didn't
have enough money. He's always believed in only money.... Katase keeps cal-
ling to him to help, but he doesn't listen. He says that he's just wanted some-
one to trust him this whole time...guess he couldn't buy it. He hangs up the
phone.
He looks up at the sky and wonders...is this what it feels like when it's all
over?
Kiryuu helps him up. But, just then, the CIA agent shows up. Mine explains
that they're not CIA...they're Black Monday agents. And that guy? He's Andre
Richardson (what a shock that practically the only American guy we meet turns
out to be Richardson!!).
Richardson aims his gun at Mine. Time to take out the trash. Both Kiryuu
and Mine know too much to let them live.
Suddenly, Daigo slips off the gurney and rolls to get the gun, then shoots at
Richardson, who swears (uh-oh!). Shot in the body, Richardson falls.
Kiryuu catches Daigo. He asks if he's alright, but Daigo's more worried about
him. He looks concerned when he sees Mine there and asks if he's alright.
Mine looks lost. He's betrayed the only person he felt respected him, after
all.
But before this reunion can get under way, Richardson gets back up (why do
they always do that?). he really looks like a vampire or something. He
staggers towards them, but Mine jumps up and runs towards him, taking several
rounds to the arms and body. He grabs his arms and carries him to the edge
of the building, then falls with him. He only regret that he hadn't met
Kiryuu sooner....
What's that, like a 30-story suplex?
There's Haruka and Kazama. Way to be late as usual, man. Well...I guess he
saved them once, when Lau had them.
Daigo turns to Kiryuu and asks if Mine was the traitor. Kiryuu shakes his
head and says Mine was no traitor.
Back in Kamuro, Yuuya and Kazuki are saying farewell to Kiryuu yet again. He
promises to come see them again, though. Haruka shows up and Kiryuu goes to
leave.
Suddenly, someone calls to him.
It's Hamazaki. He's lost everything, all because of Kiryuu. Kiryuu tells
him that if he's prepared to die, he can do whatever he'd like. He asks him
to join with him...he'll help him reform, if he's willing. Hamazaki asks if
he can really trust him like that, and Kiryuu holds his hand out to him.
Hamazaki says he'll test that trust, and walks forward, plunging a knife into
Kiryuu's stomach. He mocks him, saying his preparedness to face death and
belief in people reforming and all--that's all crap! Can he possibly believe
those things now, now that he's faced with death?
Kiryuu looks to him and says he can. He falls, and Haruka comes running
while Yuuya and Kazuki grab Hamazaki.
Kiryhuu says he was taught how to trust people by Mine, and looks up to the
sky....
Watch the whole credits and see the little epilogue. I won't spoil it here,
I guess.


---------------------------
4. QUICK STORY WALKTHROUGH
---------------------------

NOTE: The steps in parentheses are optional

CHAPTER 1
---------
- Look at at least one gravestone. Choose to remember, or not to remember.
- (Look at each gravestone, remember things from earlier games)
- Talk to Sayama, say you're done paying respects
- Talk to Yuuya outside of Stardust
- (Raise Haruka's trust around town)
- Go to Emoto's Clinic, fight street punk (battle tutorial)
- Go in Emoto's Clinic, talk to Kazuki, talk to Emoto
- Talk to Haruka, (choose to keep her with you to raise her trust), choose to
leave her behind and exit clinic to advance story
- Fight Street Punks at intersection (battle tutorial)
- Enter Millennium Tower, go to elevators, go to roof
- Defeat Boss 1: Majima Gorou

CHAPTER 2
---------
- Talk to Izumi at the beach
- Go to Ryukyu Village
- Go to the M Store in East Ryukyu Street
- Defeat Boss 2: Shimabukuro Rikiya

CHAPTER 3
---------
- Talk to Shirou in a room inside the Morninglory
- Talk to Taichi and Mitsuo on the beach
- Talk to Shirou inside the Morninglory
- Talk to Taichi in the Morninglory's front yard
- Talk to Shirou inside the Morninglory
- Talk to Miyara, the neighbor to the Morninglory
- Go to Ryukyu Village
- Go to the South Sea (Nan'you) Country Club by monorail or taxi
- Play golf (choose to retry bad shots)
- Go to the Morninglory by monorail
- Talk to Akasaka at the Morninglory's front yard
- Talk to Ayako in her room, Haruka in the kitchen, Riona in the laundry, Eri
and Izumi in the yard, Taichi in the Morninglory hallway, and Kouji, Mitsuo,
and Shirou at the beach
- Enter the dining room
- Enter the kids' room, see Eri run away
- Talk to Eri at the beach
- Go to the dining room
- Go to the kitchen
- Return to the Morninglory from the beach and talk to Rikiya
- Return to Ryukyu Village with Rikiya
- Go to the Ryuudou House's office
- Talk to the old woman at the intersection of Ryukyu and North Ryukyu
- Defeat Tamashiro Group Members in First Town
- Enter the Tamashiro Group office, go through battle stage to the top floor
- Defeat Boss 3: Tamashiro Tessei

CHAPTER 4
---------
- Talk to Haruka (choose to go with her, to go out alone, or to turn in for the
night)
- Talk to Yonashi on the street
- (Undergo training with Yonashi on the beach)
- Go to Ryukyu Village
- Find the dog at the dead-end in northeastern First Town, Chase Battle
- Talk to Izumi, decide which of these four to give the dog:
1. Dog Food -> M Store
2. Hamburger -> Smile Burger
3. Milk -> M Store
4. Bone -> Ask at both M Stores
- Talk to Izumi, decide which of these four to give the dog:
1. Rubber Ball -> Shouji in his room at the Morninglory
2. Foxtail -> Miyara (the neighbor) next to the Morninglory gate
3. Doll -> In the shelves of the kids' room in the Morninglory
4. Bone -> Talk to Izumi
- Walk away, wait for Kiryuu to think to himself that he's worried about them
- Return to Mikio and Izumi
- Go to the Morninglory
- Event with Rikiya at the Morninglory's gate
- Talk to Miyara, the neighbor
- Go to Ryukyu Town
- Go to shop just to the east of Kariyushi Arcade on the south side of Ryukyu
Street, buy accessories
- Go back to the Morninglory
- Talk to Rikiya on the street
- Go to leave the Morninglory, see event with Riona
- Go to Ryukyu Village
- Go to the plaza near Smile Burger and Coin Lockers and the M Store
- Return to the Morninglory
- Talk to Kouji
- Play baseball, successfully hit 10 balls
- Talk to Akira
- Talk to Haruka in front of the Morninglory, choose to go with her
- Go to Ryukyu Village
- Go to the Municipal Market
- Walk around a bit, return to the entrance
- Go to the monorail station, talk to Mack Shinozuka
- Talk to Taichi on the phone
- Go to the monorail, choose to go to Tokyo
- Go into Stardust, defeat Boss 4: Hasebe

CHAPTER 5
---------
- Go past the Third Park to Nakamichi, south to the sidestreet running to the
east to- Pink Street, north to the alley running to the west to the Nakamichi
Poppo Mart, north and east to the alley behind the shops
- Defeat Boss 5: Man In Black
- Go north towards the Millennium Tower
- Chase Battle with Mack
- Talk to Mack
- Go into the Millennium Tower, take the elevator to the top

CHAPTER 6
---------
- Chase Battle, run from police
- Meet Date
- Follow Date, slowing to walk when he walks near police
- Enter New Serena
- Leave New Serena, talk to Rikiya on the phone
- Mail from Rikiya, choose a place and head there
- Mail from Rikiya, (choose anywhere but the M Store on Shichifuku, go there,
get another Mail from Rikiya, repeat), choose the M Store on Shichifuku, go
there
- Mail from Rikiya
- Head towards the Children's Park (the park on Shichifuku West)
- Defeat Nishikiyama Group Members
- Go to the Hotel District, go to Red Brick Hotel
- Battle stage, defeat Nishikiyama Group members, go up to floor 6, room 603,
to floor 4, room 406, to floor 7, room 704, up stairs to penthouse
- Defeat Boss 5: Kanda Tsuyoshi
- Take Rikiya to Karai (Han Rae)
- Take Rikiya to Don Quijote
- Take Rikiya to the Coin Lockers
- Take Rikiya to the Third Park (near Stardust)
- Answer Rikiya about Kashiwagi (your choices change the reward)
- Go to New Serena, meet Itou, learn about Hitmen
- Go to New Serena, talk to Date
- (Talk to Rikiya, go back out on the town)
- Talk to Date again

CHAPTER 7
---------
- Go to the West Park on the northeast corner of the map, go in through the
last stall in the toilet, go to door, enter Sai no Kawara
- Go to the Majima office, pick up phone, go outside office, talk with Majima
- Defeat Boss 7: Majima Gorou (again)

CHAPTER 8
---------
- Leave the underground Sai no Kawara area
- Leave the Sai no Kawara area
- Action stage, defeat Se Waa Members, defeat Se Waa Lieutenant, break barriers,
defeat Se Waa Lieutenant, Chase Battle against Se Waa Lieutenant, defeat
Se Waa Members, break barriers, defeat Se Waa Lieutenant
- Defeat Boss 8: Lau Ka Lung

CHAPTER 9
---------
- Talk to Rikiya, take him outside Sai no Kawara, take him to a taxi
- Talk to Tamiya on the phone, then to Date on the phone
- Talk to Date in front of New Serena
- Go with Date to the car near the Millennium Tower, talk to Tamiya's agent
- Talk to Tamiya, choose to hear about things until you run out of things to
hear about
- Defeat Security Police

CHAPTER 10
----------
- Take a taxi to the airport, fly to Okinawa (30,000 yen)
- Go to the Morninglory (note: you can fly back and forth for 30,000 yen here
until you go to the Morninglory...then, you lose that choice)
- Go to the Morninglory's entrance
- Talk to Taichi
- Go to the Morninglory's entrance
- Talk to Taichi on the beach
- Talk to Taichi in his room
- Go to Ryukyu Village
- Rikiya mails that you can use the Hint Room in Ryuudou House's office, also
that he's done setting things up
- Return to the Asagao, talk to Rikiya on the beach
- Do the things the children ask you to do during the match
- Talk to Haruka, make any choices
- Go to leave the Morninglory, talk to Taichi (give him Young Magazines)
- Go to Ryukyu Village
- Find Haruka at west Ryukyu Street near the Okinawaya
- Find Haruka in west First Town at the corner near Tamashiro's
- Find Haruka again near the bridge near the monorail station
- Go to the Morninglory
- Go into the Morninglory
- Go to Ryukyu Village
- Find Haruka in First Town, at the parking lot near Tamashiro's
- Watch Haruka, (interrupt her when people come, including a chase battle with
the cop and a battle with the yakuza), interrupt her when the two guys come
- Defeat Fraudulent Card Makers
- Return to the Morninglory
- Go into the Morninglory
- Talk to Ayako in her room
- Leave the room, talk to Haruka
- Talk to all the kids at the table during the event
- Go to Ryukyu Village
- Talk to Ayako near the Coin Lockers
- Chase Battle with Ayako
- Go to the Morninglory
- Go to the Morninglory's front gate
- Phone call from Tamiya
- Go near the doghouse
- Go to Ryukyu Village
- Talk to the man at the main intersection in First Town advertising cabaret
clubs
- Talk to the man advertising Canal Grande in north First Town, enter club
- Defeat Boss 9: Kazama Jouji

CHAPTER 11
----------
- Go to the Morninglory
- Go into the Morninglory
- Go to Ryukyu Village
- Take a taxi to the Bullfighting Ring
- Defeat Tamashiro Group Members
- Defeat Tamashiro Tessei (Boss, but not listed in trophies :/ )

CHAPTER 12
----------
- Enter New Serena
- Talk to Date
- Talk to Haruka, choose to stop going around with her (talk to her again to
start going around with her again, then talk to her again to stop
again when you're ready to advance the plot)
- Take a taxi to Tokyo City Hospital
- Defeat Hakuhou Group Members, defeat Hakuhou Group Executive
- Defeat Hakuhou Group Members, take elevator, defeat Hakuhou Group members,
enter Daigo's room
- Defeat Crooked CIA Agent (Boss, but not listed in trophies)
- Exit room
- Defeat CIA Agents
- Defeat Crooked CIA Agent (Boss, but not listed in trophies)
- Take the elevator, defeat CIA Agents
- Defeat Boss 10: Mine Yoshitaka


--------------
5. APPENDICES
--------------

-------------
5a. Missions
-------------

One of the things that makes this series great, but also can be pretty aggrav-
ating, is the amount of side materials.
There have always been side stories in the Ryuu ga Gotoku series which have
very little (or, nothing at all) to do with the main story. But, you get lots
of experience for doing them, plus items and money.
They always end with the final mission being for a powerful, hidden boss, if
you didn't know. The reward for beating him is usually something pretty good,
and this game is really no exception.
Before you jump in here and start reading about how to get through these
missions, I thought I needed to clarify a few things. First of all, these
missions CAN BE COMPLETED AT ANY TIME AFTER THEIR STARTING POINT. I list what
chapter you can do them in, but, except for four missions, you can do them when-
ever you please in the story after the point at which they become available.
I got a lot of complaints for my previous FAQs from people who seem to have
ignored the fact that these side missions don't necessarily have to be done
exactly when they are made available in the story. So, to repeat you CAN DO
ALMOST ALL MISSIONS (EXCEPT 5 MISSIONS) AT ANY TIME IN THE STORY ONCE THEY HAVE
BEEN MADE AVAILABLE. The Chapter I list them at is NOT THE CHAPTER THEY NEED
TO BE COMPLETED IN.
Here are the five in question:
CHAPTER 4 (RYUKYU) - While going around with Haruka
"A Trip Before Marriage" ("Konzenryokou")
CHAPTER 4 (RYUKYU) - After talking with Mack Sinozuka
"Love Letter In A Bottle" ("Binzume Love Letter")
*you can also do this one later while looking for Ayako, but, you have to
have completed "A Trip Before Marriage" first*
CHAPTER 6 (KAMURO) - while showing Rikiya the town
"A Girl From Back Home" ("Doukyou no Onna")
CHAPTER 6 (KAMURO) - while showing Rikiya the town
"Dotting The Eye (Garyoutensei)"
CHAPTER 12 (KAMURO) - you need Haruka
"The Couple Who Wouldn't Learn (Korinai Futari)"
*only because you need to have completed "A Trip Before Marriage"*
That's all I know of for now. You should be careful of those four. All other
ones, you should be able to do at other times, if you wish. That's why I don't
give the entire walkthrough for missions in the Chapters I list them in for the
main story walkthrough.
The other thing you have to understand about missions is that most of them
have prerequisites. In order to get certain missions to show up, you need to
have first completed another mission. Often, to have completed the mission you
needed to complete first, you'll also have had to already complete yet another
mission before that, and so on. So, if you're looking for a certain mission
and the guy in question just isn't where he's supposed to be, you probably
haven't completed the mission you need to have completed in the first place to
start the ball rolling. So, if you can't find the guy you're supposed to see,
DO OTHER MISSIONS. Make sure you do all of them.
Another thing you should know about prerequisites is that you often have a
character such as Haruka or Rikiya in tow during the game's story, and, besides
three of the four missions I listed earlier, you usually are supposed to be
ALONE. As in, without Rikiya, Haruka, Ayako, Taichi, Date, or whoever follow-
ing you around.
If you do manage to complete all 122 missions (which includes the cabaret club
girls and "grooming the #1 cabaret club girl" missions) before the last mission
plus the 20 Hitman Missions, and you've done all the IF7 training, and you're
hoping to get that really powerful reward for clearing all missions, beware.
The hidden boss is no joke. Bring lots of healing stuff.


5a-I. Overall Mission List
---------------------------

This list is the way the computer lists missions. Since they don't use "??"'s,
or any kind of placeholder, and since they don't go in the order of when the
missions occur in the story, it may be a little hard to figure out which ones
are missing without this list.
This may not help people who can't read any Japanese, but I hope it can help
someone some way. When you call up the pause menu with the Start button, the
sixth option from the top is for your missions. The top choice is for your
side stories, and the bottom choice is for the Hitman Missions. It'll probably
be fairly easy to tell which of the Hitman Missions you didn't do, but, it might
be hard for the 123 other missions. Here is a list of those the way they
appear when you've at least initiated all of them:

Date's Pride (Date no Hokori)
Two Fathers (Chichi Futari)
A Girl From Back Home (Doukyou no Onna)
Dotting the Eye (Garyoutensei)
A Trip Before Marriage (Konzen Ryokou)
The Couple Who Wouldn't Learn (Korinai Futari)
The Dragon of the Silver Screen (Ginmaku no Ryuu)
A Satisfying Yakuza (Iyashiikei Yakuza)
The Alps Tea Shop Murder (Kissa Alps Satsujinjiken)
Stardust
The Seven Wonders of Ryukyu Town #1 (Ryuukyuugai no Nanafushigi Sono1)
The Seven Wonders of Ryukyu Town #2 (Ryuukyuugai no Nanafushigi Sono2)
The Seven Wonders of Ryukyu Town #3 (Ryuukyuugai no Nanafushigi Sono3)
The Seven Wonders of Ryukyu Town #4 (Ryuukyuugai no Nanafushigi Sono4)
The Seven Wonders of Ryukyu Town #5 (Ryuukyuugai no Nanafushigi Sono5)
The Seven Wonders of Ryukyu Town #6 (Ryuukyuugai no Nanafushigi Sono6)
The Seven Wonders of Ryukyu Town #7 (Ryuukyuugai no Nanafushigi Sono7)
A Tale of Ramen (Ra-men Monogatari)
Go After the "M" Funds (M Shikin wo Oe)
Love Letter In A Bottle (Binzume Love Letter)
The Red Balloon Connecting Mother and Son (Oyako wo Tsunagu Akai Fuusen)
The Worrysome First Draft Pick (Nayameru Draft 1rin)
I Ryujeon at the Movies (Gekijoumae no I Ryuujon)
Find the Shisa (Shi-sa- wo Sagase)
Chain Stalkers
Chase the Debtor (Shakkin Otoko wo Oe)
Challenge from a Hustler (Hustler kara no Chousen)
Is She Talking About Me...? (Ore no Koto?)
Manga Artist Debut (Mangaka Debut)
The Worrysome New Employee (Nayameru Shinnyuu Shain)
Love's Cupid (Koi no Cupid)
Love's Cupid Continues (Zoku Koi no Cupid)
Love's Cupid Continues Again (Zokuzoku Koi no Cupid)
Love's Cupid - The Finale (Koi no Cupid Kanketsuhen)
Try And Hit Me Again! (Kaette Kita Naguttemiroya)
Try And Escape Me! (Nigetemiroya)
Try And Catch Me! (Tsukamaetemiroya)
Hide-and-Seek in the Morninglory (Kakurenbo in Asagao)
An Old Gentleman's Memories (Roushinsji no Omoide)
My Husband's Been Acting Strange Lately (Otto ga Saikin, Hen nan desu)
Shoplifter G-Men (Manpiki G Men)
Kidnapping? (Yuukai?)
The Man Who Wanted A Sea Bream (Tai ga Hoshikatta Otoko)
Find the Purse-Snatcher (Hittakurihan wo Sagase)
Catch the Black Market Broker (Yami Broker wo Toriosaero)
Mikio at Market (Mikio to Ichiba)
The Car that Gets Struck (Atarare Car)
Chasing A Full Stomach (Manpuku Chaser)
Chasing A Full Stomach Again (Matamata Manpuku Chaser)
Just Chasing A Full Stomach Again (Hatamata Manpuku Chaser)
Chasing A Full Stomach Forever (Eien Nare Manpuku Chaser)
Drinking Duel (Sakenomi Taiketsu)
How To Win At Love Darts (Ren'ai Darts Shinan)
Taxi Driver
I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1 Hanashi)
I Wanna Go to Tokyo pt. 2 (Toukyou ni Ikitai Dai 2 Hanashi)
I Wanna Go to Tokyo pt. 3 (Toukyou ni Ikitai Dai 3 Hanashi)
Super Catch
Photographical Evidence (Shinjitsu wo Utsusu Shashin)
Lost Child Hunter (Mayoigo Hunter)
The Brewer's Treasure (Shuzouka no Takara)
The Dragon Palace Restoration (Ryuuguujou Futatabi)
The Runaway Phone Chat Girl (Terekura Iede Musume)
Tuna Fund
Brand Purse-Snatcher (Brand Hittakuri)
Dirty Money and the Debtor pt. 1 (Yami Kinyuu to Shakkin Otoko Dai 1 Hanashi)
Dirty Money and the Debtor pt. 2 (Yami Kinyuu to Shakkin Otoko Dai 2 Hanashi)
Dirty Money and the Debtor pt. 3 (Yami Kinyuu to Shakkin Otoko Dai 3 Hanashi)
The Fall Guy (Butsukaru Otoko)
The Fall Guy Strikes Back (Butsukaru Otoko no Gyakushuu)
The Fall Guy Throws in the Towel (Hirakinaotta Butsukaru Otoko)
The Fall Guy in Tokyo (Toukyou ni Kita Butsukaru Otoko)
The Mars Fighter Invades Tokyo (Toukyou Shinryaku Kasei Fighter)
Clearance Sale (Tatakiuri)
Retirement (Tsutomeake)
The Telephone Booth (Denwa Box)
The Panicking Pickpocket (Suri, Ooawate)
A Punk's Filial Piety (Chinpira Oyakoukou)
Great Genius Showdown (Unchikuou Ketteisen)
Cat Watcher (Neko Watcher)
I'll Tell You Your Fortune (Anata no Unsei, Uranaimasu)
Be Careful When Renovating (Reform ni Go Youjin)
The Lost Keys (Nakushita Kagi)
Run from the Crossdresser (Okama kara Nigero)
Run from the Crossdresser!! (Okama kara Nigero!!)
Run from the Crossdresser!!! (Okama kara Nigero-!!!)
Death Bowler
The Big Prize Scam (Ooatari no Wana)
Kiryuu Suspected of Pickpocketing (Kiryuu, Suri Giwaku)
A Family Full of Love (Aijou Ippai Kazoku)
The Rose Balsam Song (Tinsagunu Uta)
Golfer Boss (Shachou Golfer)
The Water Purifier (Seisuiki)
The Apprentice Ramen Chef (Ra-men'ya Minarai)
Queen of Kamuro (Kamurochou no Joou)
Armed Robber (Goutourannyuu)
Okinawa Soba Delivery Race (Okinawa Sobaya Demae Race)
High-Tech Peeping (High-Tech Nozoki)
Bodyguard Job (Youjimbou Irai)
The First Bodyguard (Hitorime no Youjinbou)
The Second Bodyguard (Futarime no Youjinbou)
The Third Bodyguard (Sanninme no Youjinbou)
The Fourth Bodyguard (Yoninme no Youjinbou)
The Fifth Bodyguard (Goninme no Youjinbou)
Teach Mame to Sit (Mame ni "Osuwari" wo Oshieyou)
Teach Mame to Roll Over (Mame ni "Omawari" wo Oshieyou)
Teach Mame to Fetch (Mame ni "Tottekoi" wo Oshieyou)
English Conversation Solicitor step 1 (Eikaiwa no Kan'yuu step.1)
English Conversation Solicitor step 2 (Eikaiwa no Kan'yuu step.2)
English Conversation Solicitor step 3 (Eikaiwa no Kan'yuu step.3)
English Conversation Solicitor step 4 (Eikaiwa no Kan'yuu step.4)
Amon
Make the No. 1 Cabaret Club Girl! (No.1 Kyabajou wo Tsukurou!)
Araki Sayaka of Club Ageha
Sakurai Rina of Club Ageha
Nishiyama Rihou of Club Ageha
Nemu of Club Ageha
Momochika Eri of Club Koakuma
Mutou Shizuka of Club Koakuma
Ayukawa Rina of Club Koakuma
Tsuchiya Mika of Flawless
Kaneshiro Nao of Flawless
Unten Saya of Flawless


5a-II. Kamuro Missions
----------------------

CHAPTER 5
---------

Chase the Debtor (Shakkin Otoko wo Oe)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: At the Square in front of the Theaters
Right near the Club Sega and such, in the middle of the eastern end of Theater
Square, a guy speaking Osakan dialect will suddenly say he can't pay what he
doesn't have. Someone will yell at him, telling him to pay already. Kiryuu
looks to see what's going on.
Some guy wearing what looks like a referee's outfit or something (maybe he
works at Foot Locker) runs by, laughing at a yakuza in a...well, a suit of some
nauseating color, anyway. He outruns him and the yakuza curses.
Kiryuu calls to him, and the yakuza gets angry and curses at him, telling him
it's none of his business...and then recognizes him as the former head of the
Toujou Association.
His name is Shibayama, and he's been trying to collect money owed by this guy,
Motoyama, for a long time now. He asks you to help--pick the top choice to
agree and he'll show a picture of the dork. Seems he owes 10 million yen (wow).
Anyway, after you take the job, you can find him at one of five places. When
you get near him, you'll get a call from Shibayama telling you Motoyama's been
spotted nearby. You'll have to find him and talk to him, then beat him--though
he dashes around like a lunatic. So, it's recommended that you pick up an
object and hit him with it. The time you get increases with the number of
times he gets away--but your reward goes down, from 100,000 for the first try to
80,000 at the second try, 60,000 at the third, 40,000 at the fourth, and 20,000
if you catch him at the last spot.
Here's where he'll be:
Kouenmae - In front of a blue tarp near the sidewalk
Nakamichi - One of the workers inside Smile Burger
Pink - Atop the neon sign for Pink Street (the girl's legs--you gotta use
first-person view to see him)
Champion - In front of the karaoke machine in Atenshi
To the west of Theater Square - Inside Mach Bowl, at the lane all the way
in the back
One really easy way to get him is to go near the entrance to Mach Bowl while
in Heat Mode, then go inside and find him. Go near the door to Mach Bowl, where
a bowling ball is lying on the ground, pick it up, and stand far away, locked on
with R1. That's the way you use a bowling ball's Heat Action. He won't be
dashing around too much because you're far away...just hit Triangle and beat him
in one hit.
1. See man chasing debtor in Theater Square, top choice
2. Find Motoyama in one of five locations above
3. Defeat Motoyama
REWARD: 20,000 yen - 100,000 yen, 3,000 experience

Cat Watcher (Neko Watcher)
TIME OF DAY: Any
PREREQUISITES: Clear "Chase the Debtor"
STARTING POINT: West Shichifuku, north side, east of Children's Park
Near the M Store in Kamuro, on the north side of Shichifuku, there's a woman
in a purple dress and white jacket. As you get close to her, she calls out to
you to ask if you've seen a cat.
Seems she's looking for a cat that has a spot on its back shaped like a map
of Italy. She calls him "Perro" (obviously an intentional misnomer because it
means "dog").
Kiryuu decides to check sushi retaurants to see if cats are hanging out around
them. There are a bunch of cats near them, indeed, but you can just go straight
to the one that has Perro. He's hanging out at the intersection of Tenkaichi
and the little street running off to the east that has the Third Park on it near
"Manzoku Sushi."
To get ahold of him, you'll have to have some catnip, so go to Poppo Mart and
buy some for 498 yen (the 31st item from the top). Then, approach Perro and
give it to him.
Kiryuu brings the cat back automatically to the owner, who chides him and
tells him not to go out anymore.
1. Get close to woman on north side of west Shichifuku (near Children's Park)
2. Examine Perro at the north side of the west end of the street running off
east from Tenkaichi that has the Third Park on it, while you have Catnip in
your inventory
3. Give catnip to Perro
REWARED: 30,000 yen, 2,000 experience

Manga Artist Debut (Mangaka Debut)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: In front of an M Store or Poppo Mart in Tokyo
(NOTE: This mission starts in Tokyo and ends in Okinawa, so it may span a few
chapters in Story Mode)
When you near a Poppo Mart or M Store in Kamuro, you'll get a call from Taichi
asking for a copy of Young Magazine (a monthly collection of chapter comics).
Go inside and buy him one.
Now go over near the coin lockers. You'll see a guy in the middle of the
street, lying there, with issues of Young Magazine all around him. Talk to him.
Kiryuu asks if he's alright, and the guy just kinda waves him off. Choose the
top option to help him. It seems he's fallen over under the heavy weight of his
backpacked, which is stuffed full of Young Magazines. He tells Kiryuu he's
bought all the issues of that magazine, but before he can explain, he realizes
he's got an important meeting in Alps Tea Shop, and runs off.
So go to Alps. Get close enough to the young man with the backpack and the
guy sitting down and hit Circle to overhear their conversation. It seems he
wants out of some deal--so much that he'll give back the 10 million yen he's
borrowed. The other guy won't let him--it's gone too far to stop now.
So, the guy in the beret and backpack says he can't uphold his end of the
deal. Now's not the time for him to be drawing comics. The other man says that
if he's worried about his father, he'll explain it to him.
But. the artist says his father's not so easy to talk to about this sort of
thing and he's just gonna give up. The other guy tries to encourage him, saying
he's sure that he can definitely draw a hit comic. He says that as his editor,
he'll give him all the help he can get.
The artist (named Hirono) goes to leave, and bumps into you. He recognizes
you as the person who helped him before, but he just leaves anyway.
Talk to the editor. The guy thinks you know Hirono, so Kiryuu tells him he
just found him lying on the ground, and the editor thinks it's because he's
been working himself so hard. Kiryuu tells him that no; it was because he was
carrying around that heavy bag full of comics...but, he lets it go and just
asks who that guy is. The editor explains that it's Hirono Tsutomu, the great
mangaka!--or, well...he's sure he *will* be a great mangaka one day, anyway.
It seems he's won the "Chiba Tetsuya Prize" (Chiba Tetsuya is a famous mangaka
who did the "Ashita no Joe [Joe of Tomorrow]" series) from Young Magazine. It
seems he's sold out all issues of that magazine, but he still is trying to quit
the comics business (guess that's why he bought all those magazines!).
Anyway, his father is a famous doctor in Okinawa. Kiryuu tells the editor
he's from Okinawa, and he's not sure when he's returning, but he'll help the
guy out with talking to Hirono's father. The editor agrees and says he'll meet
Kiryuu at the OPA hotel...it's at the west end of Ryukyu Street, near Stone
Market.
Before you go, make sure you have a copy of the Young Magazine with you.
In Okinawa, on the south side of Ryukyu Street to the west of Stone Market,
you'll see the editor. Talk to him with a copy of Young Magazine in your hands.
It seems Hirono's father isn't a doctor, really--he's a pharmacist. He runs
Maeda Pharmacy over in Kariyushi Arcade.
The editor seems a little upset about something so Kiryuu asks him what's the
matter and he tells him he thinks he saw Hirono at the station. He doesn't
want Hirono to spot him talking to his father, so he asks you to go alone.
Talk to the man at Maeda Pharmacy, and he'll explain all about the situation.
It seems that his entire family has been nurses, pharmacists, and researchers--
never a *real* medical doctor. So, since he figured Hirono had the ability,
he'd encourage him to become a doctor. He gave him manga and all, but one day,
he made him throw them all in the river so he could give up on that silly
dream and focus on being a doctor.
He feels that he threw his son away that day, and he has no chance to ever be
with him again. Truth be told, it was his dream that his son become a doctor,
not his son's dream, and he understands that now. He'd just be proud of him so
long as he didn't give up on his dreams.
Kiryuu says there may still be time to reach his son, so he's gonna go look
for him by the Kubochi River, where he may be about to throw all those Young
Magazines in. He's at the bridge near the Monorail Station.
His editor's there. Choose the second choice to ask Hirono if he's come to
give up on his dreams of becoming a mangaka. To kill his dream off, he's come
to throw them in the river.
Suddenly, his dad shows him. He tells him there's no need for him to give up
on his dream of being a mangaka. He asks him why it was he made him throw all
the manga in a river and told him his family had been doctors to pressure him,
and then explains that it was only partly to make him give up. He also wanted
him not to make the same mistake he, himself, had made. Seems the reason he
bought him so many manga is because he actually loved manga!
He even wanted to be a manga, but he didn't have the talent to get the
Chiba Tetsuya Prize or anything. He just kept trying to draw manga and didn't
study enough to become a doctor. So, all is well, and Hirono can get back to
his debut.
If you bring the 50 Young Magazines you get as a prize to Taichi later,
you'll get a Gold Plate as a reward. If you're in story mode, you may want to
go wrap up all the other missions you can do here and Tokyo first, because
going to the Morninglory will make it so you can't go back to Tokyo until
Chapter 12.
1. Get call from Taichi outside a convenience mart, buy a Young Magazine
2. Talk to man with backpack fallen near Coin Lockers, top choice
3. Go into Alps, talk to editor
4. Go to Okinawa, with Young Magazine on your person, talk to guy on south
side of the street east of Stone Market
5. Go to Maeda Pharmacy, talk to owner
6. Talk to guy at west side of eastern bridge across Kubochi River (near mono-
rail station)
REWARD: 50 Issues of Young Magazine, 10,000 experience

The Runaway Phone Chat Girl (Terekura Iede Musume)
TIME OF DAY: Any
PREREQUISITES: Go through "The Manga Artist Debut" until you agree to meet the
editor in Okinawa
STARTING POINT: Near the entrance to the Third Park
Across the street from the Third Park, there's a guy on the ground, surrounded
by girls. They're angry at him for bothering them, and they say they don't
know the "Nami" they're talking about.
Kiryuu shows up and they run away. He asks why the girls were bothering the
old man, and he explains that his daughter, Nami, has run away, and that his
neighbor told him she's been seen in Kamuro. He says that he's asked the girls
around her age around here, but that they just get pretty angry, and Kiryuu says
that the girls of Kamuro will think you're hitting on them if you start talking
to them, is why.
Anyway, he has no clue where Nami could be--just that she's in Kamuro. He
notes that she probably doesn't have much money, so, Kiryuu suggests she's
probably working somewhere. The father wonders what kind of job a 20-year-old
girl could possibly get in Kamuro, but the two of them already know it's
probably some kind of cabaret club nonsense.
Just then, a guy comes up to advertise some new kind of "telephone club"
called "Honey." It's like a cabaret club, but, you don't even have to go any-
whre! So, you know, age and appearance won't matter too much, and you don't
have to feel so embarrassed to go in and talk to the girls. He then gives you
a package of tissues advertising "Honey."
Anyway, the guy thinks you're fit to talk to call this club and talk to
Nami. He's gonna go find this telephone club himself, but he gives you his
number in case you can find anything out. Go to your items screen and highlight
the tissue, then hit Circle to use it and call Honey.
The girl who answers asks if you wanna take her out to eat. Kiryuu tries to
tell her he's actually just got something to ask her, but she just mentions
going to Karai (Han Rae) and so Kiryuu just decides to go see her in person.
You should know you're going to have to pay 20,000 yen there.
She's waiting outside the restaurant. Talk to her. Inside the restaurant,
she laughs and tells you she doesn't know all the other girls in the agency, but
then she rembers something. Probably, the girls' at the burger joint. It's
a 24-hour business, so a lot of homeless types wander in there and just drink
coffee all day. She notes that a lot of guys like you used to be there, but
it's recently just been a lot of girls. Probably, she's one of them.
Then, Kiryuu buys her whatever she'd like. It's gonna be 20,000 yen.
Go down to Smile Burger. There's a girl standing around outside. When you
get close, she asks if you're the one who called. When Kiryuu doesn't know what
she's talking about, she apologizes, but he then asks if she's from the tele-
phone club, and she says "yes." Kiryuu then asks if her name is Nami. She asks
how he knew, and Kiryuu says her dad is in town looking for her, so he calls
the old man. She protests, but her dad shows up to take her home.
Just then, a bunch of street punks show up. That dude's Kouto, who took Nami
in when she came to Toukyou. He even told her how to make money in the tele-
phone club. He then tells the dad he's made her into an adult in just a few
days.
Nami's dad busts him one. He says he'll lecture Nami later--right now, it
looks like Kouto needs a lesson instead. Beat them up.
After the punks run off, Nami's dad turns to her and demands she give it up
and come home already, so she slaps him and tells him that attitude is exactly
why she left in the first place. Kiryuu tells her to please listen to him,
pointing out that people who actually stand up for themselves in this day and
age like that are rare. She responds by saying that a woman has to lose so
much to make it there in Kamuro, and then she agrees to go with her father, and
he thanks Kiryuu, saying he won't forget that as long as he lives.
1. Talk to man lying on the ground surrounded by girls near the Third Park
2. Press Start, highlight tissues from Honey, hit Circle to call
3. Meet Chika outside of Karai, pay 20,000 yen
4. Meet Nami outside of Smile Burger
5. Beat punks
REWARD: 100,000 yen, 3,000 experience

The Big Prize Scam (Ooatari no Wana)
TIME OF DAY: Any
PREREQUISITES: Clear "The Runaway Phone Chat Girl"
STARTING POINT: Just east of the Poppo Mart in Nakamichi
Just east of the entrance to the Poppo Mart in the Nakamichi area, on the north
side of the street, a guy is cowering, muttering to himself about a scary
person and wondering if he can trust him or not. Talk to him.
He says he can't trust anyone--not anyone at all, and that everyone's just out
to get him! He then attacks Kiryuu when he asks what's wrong. Beat him.
Kiryuu tells the guy to calm down and tell him what's going on after that.
The guy tells him he's won the lottery. Probably, he's won about 300,000,000
yen (that's about 3 million bucks). So, he thinks everyone's gonna be out to
get him so they can get his money. He wanted a bodyguard, but he doesn't have
enough money right now. He asks Kiryuu to be his bodyguard...take the job with
the top choice. Kiryuu goes with him to the nearby taxi and he says he'll come
back and pay him later--I mean, he's gonna have 300,000,000 yen soon, right?
Go in and out of a shop to pass the time and if you check the missions in the
start button menu and highlight that mission, the text will say that it's time
to go see the guy again. Go to the taxi area and talk to the guy.
Kiryuu seems to think the guy's gonna duck out of paying, but the guy tells
him that he was mistaken. The number did win the lottery--a month ago. He
hasn't won anything at all.
So, the guy says that he realizes now that money isn't everything--in fact,
it's not much of anything at all. He's glad he didn't win; money brings more
problems (that's OK; I'll take it from any of you readers who feel the same--I
don't mind). Then he gives you 50,000 yen.
You can also pass this mission ("Complete") by choosing the third choice in
the first place and actually checking the ticket yourself, but why do that when
you can have a higher reward? You only get 30,000 yen that way.
1. Talk to man near Poppo Mart in Nakamichi, beat him
2. Either agree to take him to the taxi with the top choice, go in and out of
a store and return to the taxi spot and talk to him again, or choose the third
choice to check the ticket
REWARD: 30,000 yen, 2,000 experience or 50,000 yen, 2,000 experience

Clearance Sale (Tatakiuri)
TIME OF DAY: Any
PREREQUISITES: None
A weird guy in a coat and fedora is standing at the intersection near Karaoke-
Kan. Talk to him and he'll say he's got something to show you, then take
you down the alley a bit and show you a fine bag. He's slashing the price
down to 50,000 yen--no! 40,000 yen.
You can just buy it with the top choice, or you can choose the third choice
to ask him to slash the price. He'll go down to 36,000 yen, then you'll only
have two choices--the top choice to buy, or the bottom choice not to buy. If
you choose the bottom choice and then talk to the man again, he goes down to
35,000 yen, the lowest he'll go.
With the bag in your possession, go into Ebisuya Pawn Shop and talk to the
owner. He notices right away that the Platinum Bag you're carrying is a fake,
and he'll say they don't buy imitations.
So go back to the guy in the fedora. He seems glad you have it.
Kiryuu tells him it's a fake and the guy says he'll buy it back for 70,000
yen. Choose the bottom choice not to sell it to him and he'll raise it to
100,000 yen, then to 200,000 yen, which you can do, but you'll fail ("Finished")
the mission.
Instead, refuse yet again, and then again when he asks a second time. You'll
have to fight him.
After you beat him, he explains that he's gotten himself into trouble with
debt, and so he's become a shady delivery man of sorts. He was supposed to
sell the bag to a tough-looking guy to pass a car key along to him, but he sold
it to you instead. You can choose the top choice to give it to him for a re-
ward of 50,000 yen, a French Hadnbag, and 5,000 experience, or you can choose
the bottom option to hold onto the key.
If you hold onto the key, go to the Millennium Tower. There's a white car
there that kinda looks like a PT Cruiser or something, across the street, at
the corner of Nakamichi and Taihei. Get close to it, and Kiryuu will auto-
matically wonder if he should use the key or not. Make the top choice to open
it.
There are books inside. Kiryuu doesn't understand. Up come three guys in
suits, telling you not to touch their stuff. Beat them.
Seems they're a bunch of gangsters who have a lot of books filled with puppy
pictures. They seem embarrassed, but they just happen to like cute things.
So, they pay you some money to keep your mouth shut.
1. Talk to guy in fedora by Karaoke-Kan, bottom choice three times
2. Talk to guy in fedora again, buy with top choice
3. Take bag to Ebisuya Pawn Shop, talk to worker
4. Talk to guy in fedora again, bottom choice, bottom choice, bottom choice,
bottom choice
5. Defeat guy in fedora, bottom choice
6. Go near white car on south side of street near Millennium Tower, at corner
of Taihei and Nakamichi, top choice
7. Beat gangsters
REWARD: 300,000 yen, 5,000 experience

Chasing A Full Stomach (Manpuku Chaser)
TIME OF DAY: Any
PREREQUISITES: Finish "Clearance Sale"
STARTING POINT: In front of Karai (Han Rae)
Talk to the worker in front of Karai. He's calling for help because someone
ran off without paying. He points to a fat guy in jeans running away. The
guy ate enough kalbi for 15 people! Pick the top choice to go after him, but be
warned--it is a Chase Battle (albeit an easy one).
The man easily affords the whopping 40,500 yen he owes. The shopowner is a
little surprised by this, so he asks why he's running, and the guy says he's
after some bautiful, manly, epic adventure, and looks up to the heavens roman-
tically.
The shopowner tells him that's a load of bull and tells him never to return to
his shop, and the guy says that it's just as well--all this running's made him
hungry. So, where should he eat and run on next? The shopowner tells you the
man's gotten a bit of a reputation lately, and is well-known for skipping out
when he owes restaurants.
1. Talk to shopkeep outside of Karai Korean Barbeque, top choice
2. Win Chase Battle against Dasher
REWARD: Staminan Royale, 2,000 experience

An Old Gentleman's Memories (Roushinsji no Omoide)
TIME OF DAY: Any
PREREQUISITES: Finish "Chasing a Full Stomach"
STARTING POINT: East entrance to the Millennium Tower
Go near the east entrance to the Millennium Tower. A couple of punks are
harrassing some old dude sitting on a bench. Seems they're asking him to pay
them so they can show him where something is, but he doesn't want to pay be-
cause he thinks he's not lost. Talk to the guy and Kiryuu will chase the punks
off.
Turns out the guy's just tired from walking so much. It's been over 60 years
since he's come to Kamuro, so he asks if you know where Turtle Street (Suppon
Street) is. That's the little alley running off to the west from Tenkaichi,
just north of the Poppo Mart there. He's looking for a shop called "Jinsei
(Life)."
So, go over to Suppon and check it out. There's a guy standing in front of
a bar called "Gotchin." Talk to him to ask him about this "Jinsei" place, and
he'll explain that it was there a long time ago across the way, in a building
that's now a video store. Seems the rent was raised and the owner could no
longer afford it, so he's moved his place over to the Champion District.
It's in the southeast corner of Champion. Get close and you'll see an old
dude getting harrassed by a debt collector. Choose the top option to help him,
in which case you'll have to fight some yakuza, or the bottom one to just see
what happens--but why pass up a fight?
Go back and talk to the old man. He thinks he has to go apologize to the
guy and wants you to take him there, so choose the top choice to lead him to
the Champion District. He calls to the owner: "Tanoue! It's me--Zaizen.
Zaizen Shintarou."
He apologizes to Tanoue for stealing the money they got back when they were
in business together in their black market days. Seems he took ten million
yen from them.
Tanoue's not going to take it, but the yakuza who were trying to collect the
debt before overheard the conversation and stick their noses in and take the
money. It doesn't matter how you answer here; either way will cause a fight.
After you beat them, Tanoue explains why he won't take it. The money he owes
them isn't Zaizen's fault; he borrowed the money for an operation for his wife,
who has cancer. He met her because after Zaizen took his money, he had nothing,
and had to sell even his shop and move in with someone running a sushi shop.
That's where he met his wife, so he feels like he owes Zaizen. Zaizen gives
the debt collectors all the money anyway, and tells them never to bother Tanoue
again. He says he didn't do it for Tanoue; he did it for his wife, as thanks
for deciding to spend her life with such a knucklehead. Then he says that he'll
accept free drinks at Jinsei for life as repayment.
1. Approach old man at east entrance of Millennium Tower, talk to old man
2. Go to Suppon Street, the alley to the north of Poppo on Tenkaichi running to
the west, talk to bar owner
3. Go to Champion District's southeast corner, top choice to fight yakuza, beat
them
4. Talk to old man at Millennium Tower, top choice
5. Top choice to fight yakuza, beat them
REWARD: 100,000 yen, 3,000 experience

Try And Hit Me Again! (Kaette Kita Naguttemiroya)
TIME OF DAY: Night
PREREQUISITES: None
STARTING POINT: Parking Lot at Shichifuku
In the parking lot at Shichifuku, a guy is standing around with a crowd of
people around him. Talk to him.
People who played Ryuu ga Gotoku 2 might recognize him. He's a sort of street
fighter, who takes money from people to have them try to hit him. If you do
successfully hit, he pays a prize. He's lost only once--to Kiryuu!
It costs 3,000 yen, but you'll make 50,000 if you hit him. He asks that you
not use weapons or anything like that this time, so picking up a weapon and
hitting him will still be a loss. Don't worry--you can retry if you fail.
It's pretty easy if you learn the Komaki-Ryuu Sabaki Uchi (Komaki Style
Punishing Strike), and then do a shoulder charge by swaying forward and hitting
Triangle.
1. Talk to man in parking lot at Shichifuku, top choice
2. Hit him once before your time runs out (60 seconds)
REWARD: 50,000 yen, 3,000 experience

High-Tech Peeping (High-Tech Nozoki)
TIME OF DAY: Night
PREREQUISITES: Finish "Try And Hit Me Again"
STARTING POINT: The intersection of Taihei and Senryou, southeast corner
You'll see a supposedly sexy woman (the game calls her that, anyway) standing
at the south side of the street at the corner of Taihei and Senryou--near where
the "Tougenkyou / Shangri-La" place was, if you played the other games. She'll
run up to you when you get close enough and ask if you wanna do something nice.
She looks you over and notes your physique. You've got a good body and nice
eyes. The top choice is to turn her down, but choose the bottom option to
hear what she wants you to do.
It seems someone's been peeping in on her. From the parking lot she leads
you to, you can see her apartment's window. She wonders if you wouldn't mind
keeping watch for the peeping tom.
This is a mini-game involving the R3 button's first-person perspective.
You'll need to find all four targets, one after another. They're all somewhere
nearby.
- A man in underwear dangling from the fire escape to the east, trying to
get away from his lover's husband
- A cat with a fish in its mouth on a building on the north side of the
little alley off to the west across the street
- A lady bending over on top of the building on the south side of the
little all off to the west across the street
- A guy standing atop a duct on top of the building on the north side of the
parking lot, trying to conquer his fear of heights
Once you see all four of those, you'll get a call that the peeping tom seems
to be around. He'll appear on the side of her building, the north one in the
parking lot, hanging onto a duct. He says something almost incomprehensible
about people vanishing from the streets for a year now, and how anyone who's
seen him lurking in the shadows of the streets must be killed. Beat him.
He complains that the military-training-style martial arts he learned by mail
seem to have amounted to nothing. The lady comes running and asks if you caught
the peeping tom, but seems surprised at the weird goggles the guy has on. He
happily explains that they're night-vision goggles used by the U.S. armed for-
ces, and that he can see everything at night like it was the middle of the day,
and he can even look into peoples' rooms.
She asks if he looked in her room, and he says that he did, but only by
chance. He has no interest in three-dimensional women...plus, he doesn't like
cheap, showy women anyway--
*slap!*
1. Go near woman at intersection of Taihei and Senryou, agree to do as she
asks with bottom choice
2. Enter first-person mode, see four targets listed above, hitting "Circle"
when the reticle is over them, then answering the phone call each time
3. After phone call, enter first-person mode, pass reticle over man on wall,
hit "Circle," defeat man
REWARD: 50,000 yen, 3,000 experience

Taxi Driver
TIME OF DAY: Night
PREREQUISITES: Finish "High-Tech Peeping"
STARTING POINT: Western end of Shichifuku (near Children's Park)
Near Children's Park at the west end of Shichifuku, there's a drunk guy jumping
up and down on a taxi. Talk to the taxi driver, and choose the top selection to
hear what's going on. Seems the drunk guy didn't want to put on a seatbelt,
and he's freaking out and jumping up and down on the cab now. Choose the top
choice again to stop the guy. That means you have to beat him in a fight, of
course.
Unlike the "Fine Automobile" quest in Ryuu ga Gotoku 2, you should NOT hit
the drunk against the car. If you do, you'll get less of a reward from the
cab driver and you'll fail ("Finished") the mission.
1. Talk to cab driver near entrance to Children's Park at west end of Shichi-
fuku, top choice, top choice
2. Beat punk
REWARD: 20,000 yen, 2,000 experience or 5,000 yen, 2,000 experience

The Dragon Palace Restoration (Ryuuguujou Futatabi)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: Outside the Dragon Palace
Outside the building that was the Dragon Palace (Ryuuguujou) in the second game
near the west end of Kouenmae before it goes to the Hotel District, you'll see
a bunch of hoodlums sitting around on the ground. You can't interact with them.
Go past them to the west and north a bit to the dead-end street on the north-
east side of the Hotel District and you'll see a bunch of hoodlums harrassing a
homeless man. He asks you to save him from them.
It seems these are the "Homeless Hunters." They say they're there to throw
out the human refuse. Choose the top option to beat them up.
Now go back near the entrance to the Dragon Palace. There are some homeless
guys there getting ready to go teach the Homeless Hunters a lesson. Kiryuu
tells them he's gonna go clear these Hunters out and reopen the Dragon Palace.
You'll automatically go to fight them. Beat them, and their leader will
come down. Beat him, too.
The homeless guys need to rebuild a little after that. They'll call you when
they're done so you can use the casino inside the Dragon Palace. Run a bit
away and the call will come...it really doesn't take long.
1. Run past punks crouching in front of Dragon Palace's entrance
2. Go to northeast dead-end street in Hotel District, top choice, beat punks
3. Go back to Dragon Palace's entrance, beat punks, beat leader
REWARD: 3,000 experience, use of Dragon Palace

Run from the Crossdresser (Okama kara Nigero)
TIME OF DAY: Any
PREREQUISITES: The Dragon Palace Restoration
STARTING POINT: Shichifuku, near M.E.B.
Near M.E.B. in the middle of Shichifuku, a couple is having an argument. The
red-dress wearing "woman," Michiru, is quite obviously a man, but Kiryuu
doesn't notice. Choose the top option to break up the fight, and you'll have
to beat the guy up.
Michiru's taken a liking to Kiryuu. She wants to call you "darling."
Kiryuu is a bit repulsed by this, but Michiru says she's gonna give you a
kiss as a reward.
This is another Chase Battle, but it's the type where you're running away.
Run until Michiru's endurance drops--and tap X quickly when "she" grabs you!
1. Go near couple arguing in front of M.E.B., top choice
2. Beat man
3. Run from Michiru
REWARD: 2,000 experience

The Water Purifier (Seisuiki)
TIME OF DAY: Any
PREREQUISITES: Finish "Run from the Crossdresser"
STARTING POINT: Anywhere (after solicitation e-mail arrives)
After you clear the mission where you have to run from Michiru, your phone
buzzes. You've got some junk mail from a company called "IH Water Purifiers."
They say you've been selected as a tester for the "Super IH Water Purifier"
and that all you have to do is go and take a free survey to get a Super IH
Water Purifier. They have limited supply, so only the first 30 people will be
able to get in on this--better hurry. Apparently, they're on Kouenmae.
On Kouenmae, behind the block that has Club Koakuma and Karai, a man in a
yellow jacket is standing around, calling to people on the street. Talk to
him and take the top option to follow him to the office.
They congratulate you on winning the chance to test the product, and then
they go into a speech about how great it is. It usually costs a million yen,
but you've won it for free! You just have to pay the 300,000 yen installation
fee. Refuse with the top choice, and they'll get insistant. Refuse again
with the top choice, and they'll fight you.
1. Get e-mail about water purifiers after running from Michiru
2. Talk to man in yellow jacket near the center of Kouenmae, on the south
side of the street, agree with the top choice
3. Refuse with the top choice, refuse with the top choice
4. Defeat yakuza
REWARD: 50,000 yen, 2,000 experience

I Wanna Go to Tokyo pt. 2 (Toukyou ni Ikitai Dai 2 Hanashi)
TIME OF DAY: Any
PREREQUISITES: Clear "I Wanna Go to Tokyo pt. 1"
STARTING POINT: Inside Smile Burger
In Smile Burger, Kaede, the girl who wanted to go to Tokyo in Okinawa, will
call to you. She's got herself a job in Smile Burger. She gives Kiryuu
some french fries for free.
Leave and come in, and the manager's yelling at her for eating on the job
and taking food home. He fires her. Talk to her and she'll head out to look
for other work.
Run for a bit and an e-mail will come from Kaede. She's got herself a new
job at Gelateria Kamuro. Head over there and you'll notice the usual worker
with nobody in front of her, while Kaede is off to the side with a huge line.
Get close and she'll call to you again. The checkout girl calls to the
manager and asks her to take Kaede off scooping duty...she's taking too long!
Of course, the manager lets her go. But, she's not giving up yet! She'll
keep looking for work.
Leave and as you run around a bit, another e-mail comes from Kaede. This
time, she's at Mach Bowl, so go pay her another visit.
As soon as you walk in, she's getting fired again. Seems she was letting
people play on credit; she was letting them say they'd pay later. Kiryuu
suggests she go into the nightclub business.
As you go about the city from there, you'll get two e-mails. The first is
about how she tried to become a cabaret club girl, but was turned down at all
of them. The second, though, tells you she's found work at Atenshi. Head on
over there.
A line of men go into the place as you show up. The place seems hopping as
you go in! In fact, Kaede greets you and tells you it's all filled up and
wonders if you'd mind waiting in line outside. She then realizes who you
are, and the guests and her both explain that everyone thinks she's fun and
likes to hear about her Okinawan ways and all, so she's quite popular. Even
the madam of Atenshi (actually a transgendered person, as we know from Ryuu
ga Gotoku 2) comes and tells you what a great job Kaede's doing. Kaede says
she really thought she'd get fired again, but she's glad she found a place
to work in Kamuro.
Run around for a bit and you'll get another e-mail from Kaede saying that
it's gonna be hard on the madam of Atenshi, but she just thinks Tokyo isn't
for her, after all. The guests at Atenshi have convinced her that she just
doesn't really fit in, so she's going back to Okinawa.
1. Enter Smile Burger, leave, and enter again, talk to Kaede
2. Get e-mail from Kaede
3. Get close to Kaede inside Gelateria Kamuro
4. Get e-mail from Kaede
5. Enter Mach Bowl
6. Get e-mail from Kaede, get another e-mail from Kaede
7. Go to Atenshi in the Champion District, enter Atenshi
8. Get mail from Kaede
REWARD: 50,000 yen, 3,000 experience

A Tale of Ramen (Ra-men Monogatari)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: Kyushu Ichibanboshi Ramen
(NOTE: This mission starts in Tokyo, but part of it is in Okinawa, so you may
not be able to complete it for a few chapters)
Outside Kyushu Ichibanboshi Ramen, you'll hear people shouting about cup
(instant) ramen. Go inside.
The owner is yelling that he doesn't think that instant ramen tastes anything
like his Kyushu Ichibanboshi, and the man with the cup ramen protests that it's
the finest tonkotsu (pork bone) instant ramen available. The owner tells him
that his shop's Kyushu Ichibanboshi name has to be something people can believe
in, and he doesn't want to associate it with that rubbish cup ramen. Then, the
guy runs off.
The owner then tells you not to worry about it and asks you to order. Talk
to him and he'll explain that his son used to run the shop, and he sent him off
to Kyushu to learn the real taste of ramen. He'll also tell you that this guy
you just saw has been annoying him lately to put his shop's name on a line of
ramen.
Go outside and talk to the guy. He looks at Kiryuu's face enough to make him
freaked out. The guy tells him he thinks Kiryuu looks like someone who loves
ramen, and Kiryuu admits that he does like it. So, the guy introduces himself
as Ueda, a man working for Ace Cook Foods. They make cup ramen.
He's come to Tokyo from Osaka to try and get the rights to make a line of cup
ramen based on Ichibanboshi's stuff. But, the taste hasn't been up to snuff,
so he's had to redo the recipe 7 times already.
He asks you to taste it. Choose the top choice.
Just as the shop owner was saying before, it lacks the rich taste of the real
thing. Ueda looks upset. Apparently, the guy running Ichibanboshi won't tell
him the recipes and has told him to make it up himself, but he keeps failing.
Choose the top choice to ask him if he's really tried EVERYTHING, like he
says he has.
Kiryuu tells him to rethink it as the idea that he's not making the same soup
offered in the restaurant, but rather, a cup noodles. He has to figure out a
way to make a cup noodles that tastes appropriate, rather than trying to figure
out how to make the same exact soup and make it into cup noodles. Encouraged,
the guy runs off.
In front of the Millennium Tower, at the edge of the sidewalk not too far
east from the save point, you'll find Ueda. Get close to him. It looks like
some gang members have knocked some cup ramen out of his hand and are harrassing
him. They don't want to answer his questions. Talk to him and then beat the
guys.
He's inspired by your trouncing those guys. He realizes if he crushes pork
bones into tiny pieces, he should be able to make a bone extract. Off he goes.
Go back to Ichibanboshi. The cook seems a little impressed and tells the guy
he guesses it's not bad for cup ramen, with the delicious taste of pork bone in
it now.
But that's not enough for Ueda. He takes offense at the "for cup ramen"
remark and asks what's missing that would make the guy approve of it more. The
cook tells him it's nice and all, but there's too many little pieces of bone
now.
So, the guy says he's off--but he'll be back. The shopkeep asks where he's
going, and he says Kyushu, to learn how ramen should really be made!
He leaves. The shopkeep wonders what happened, and Kiryuu explains.
Go to Okinawa (this happens in Chapter 10 in the story mode). Ueda is
standing around in the middle of the street, just north of the intersection at
Ryukyu and North Ryukyu. He tells you someone in Kagoshima told him to go
taste the soba in Okinawa and asks where a good soba place is. Help him out
with the top choice. He's pretty serious, going to Kyushu and then to Okinawa.
Go down to Warabaa. Talk to the guy. He gets the idea to put pork skin in
the broth, then runs back to his office in Osaka. What a nut! The lady tells
you he ate 10 bowls there!
So go to Tokyo and enter Ichibanboshi. The chef there admits to the young guy
that this is really a delicious cup ramen and agrees to give it the Ichibanboshi
name. The guy from Ace Cook jumps up and down in joy, and then turns and gives
you a sample.
1. Enter Kyushu Ichibanboshi, talk to owner
2. Exit, talk to man just to the north of shop, top choice, top choice
3. In front of Millennium Tower, talk to Ace Cook man, beat guys
4. Go back in Kyushu Ichibanboshi
5. Go to Okinawa, talk to Ace Cook man on North Ryukyu, top choice
6. Go to Warabaa, tal to Ace Cook guy
7. Go to Tokyo, enter Ichibanboshi
REWARD: Sample "Kyushu Ichibanboshi Pork Bone Ramen", 10,000 experience

Is She Talking About Me...? (Ore no Koto?)
TIME OF DAY: Any
PREREQUISITES: Undertake massage therapy at Love In Heart
STARTING POINT: Bantam
Talk to Tsubaki Ayana, the girl from Love In Heart. She's sitting at the bar.
She asks if you remember her. Choose the third option from the top to say
"Love In Heart."
The two of you will have a drink and exchange a few pleasant words, get to
know each other a little. Then, you get a choice to ask about what's bothering
her or not--choose the top choice.
She goes on to explain that her lovelorn woes and that she doesn't think she's
good enough for the object of her affections. As the conversation goes on, she
talks about her man...you have a few choices here, and each one seems to kinda
point towards Kiryuu. You have three options, but you actually have to ask all
three questions about the guy before the story progresses and she goes to use
the restroom.
Yuuya runs up to you. He overheard a little and suggests it's you she's
after, though Kiryuu says she's just asking him for advice, is all.
Back she comes and Yuuya clears off. Choose the top choice to hear more about
her trouble. She says she's not sure if she's good enough for him, and Kiryuu
protests, saying he thinks a lot of guys would be very happy if an attractive
girl like Ayana liked them. She looks happy, but tells Kiryuu he might be
wrong--there's something she's never told him.
She was born a man.
Ayana is a transgendered person; a woman born in a man's body (the same goes
for the voice actress she's modeled after!). We get a bit of a sex ed lesson
here that I probably can't go into on GameFAQs, but anyway, she asks Kiryuu if
it's impossible to go out with a guy, and you can answer either way (I usually
just pick the top choice to tell her everyone has things to overcome and she's
just got a pretty big obstacle in her way).
In the end, she thanks you, and decides to just tell Kentarou to his face.
Kiryuu seems surprised. Kentarou?
That's right...she's not after Kiryuu, after all. Yuuya comes, having over-
heard a little bit of the conversation, and asks who this Kentarou is. Kiryuu
tells him, and he thinks that's too bad for Kiryuu.
Kiryuu then tells him about the transgendered part.
Yuuya seems upset; he says that not being able to even tell THAT about a woman
means he's kinda a failure as a host. Then he notes that, even knowing she's a
transgendered male, if she were to profess her feelings to him, he'd really
give it some serious consideration. Then he tells you she was a great girl,
and it's too bad she didn't like you.
1. Use Love In Heart
2. Talk to Tsubaki Ayana at bar in Bantam, third choice
3. Top choice, top choice, top choice, only choice, top choice, top choice,
top choice
REWARD: 5,00 experience

Photographical Evidence (Shinjitsu wo Utsusu Shashin)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: Any convenience store in Tokyo
Examine the magazine rack at any of the Poppo Marts or at the M Store in Tokyo
and look at FRIDAY. When you've looked at it, a weird guy is watching Kiryuu.
Exit the shop and Kiryuu will notice that guy again. He shows you a page from
an old issue of Friday from two years ago that has the incident at the Millen-
nium Tower in Ryuu ga Gotoku 1. Kiryuu's in the article.
The guy explains that he's looking for the guy standing behind you in the
photo. It's his father, who ran out on him when he was 13. Kiryuu does remem-
ber seeing that guy somewhere, but he can't put his finger on exactly where.
Kiryuu tells him to call Friday, but the guy's out of battery power, so Kiryuu
calls instead. He asks the guy about the man in the picture, and the reporter
starts to tell him about the "Dragon of Doujima," but Kiryuu cuts him off and
says he's after the guy behind him. The reporter doesn't know, but he suggests
Kiryuu try asking the freelance photographer they used, Yanai. He thinks Yanai
is probably drinking at Shellac in the Champion District.
As you enter, the kid is there. The photographer tells him where he can find
the guy and he runs off. Kiryuu talks the photographer, who asks Kiryuu if he
doesn't recognize that guy behind him in the photo.
The truth may be a little shocking to those who played the first game, but if
you did, and you remember this guy, it's Hirata. Hirata, the head of Peace
Finance, the company you went to collect debt from as your first task in the
game--the place that was just a battle tutorial.
It seems he was there on the Millennium Tower day to stab you in the back.
Yanai was shocked to see that man with the murderous intent in his eyes, so he
followed him and found everything out from him.
Well, it's your turn to go find him. He's in front of the West Park (Sai no
Kawara/Purgatory) area at the eastern end of Kouenmae. Talk to the kid.
He's got a knife. Kiryuu tells him to wait a second and hear his father out,
but the boy (named Tatsuo, by the way) won't hear any of it. He knows you're
to blame, so he attacks you, too.
After you beat him, his father tells him he'll go ahead and die. He explains
that it's not Kiryuu's fault that he ran out on him--it was just his own fault
for getting all that debt. So, he's been homeless for over ten years...but,
he's happy to have seen that boy again. He wanted to see him again, and to
apologize.
Of course, Tatsuo really just wanted to meet his dad again, deep down. They
hug, and Yanai is there to take photos.
There are some things you can do that follow up the story of the Hiratas, but
you don't necessarily have to do them. The mission is complete.
Near Stardust, a call will suddenly come from Yanai. He tells you that
they've done a write-up of the incident with the Hiratas. If you wanna see the
article, go talk to the guy who runs Shellac.
So go there. He'll give you a copy of next week's Friday, which has the story
about a photograph that reunited the family.
1. Examine magazine rack in Poppo Mart or M Store, look at Friday, leave store
and talk to kid
2. Go into Shellac, talk to Yanai
3. Talk to Hirata Tatsuo, beat him
(optional: get call near Stardust, talk to owner of Shellac)
REWARD: 8,000 experience

The Worrysome First Draft Pick (Nayameru Draft 1rin)
TIME OF DAY: Any
PREREQUISITES: Get 1160 or more points in the Hard Course in Yoshida Batting
Center
STARTING POINT: Yoshida Batting Center
As you go to leave after getting a high enough score to get a prize in the
Hard Course in the batting cages, an old man will approach and tell you he saw
you really hit a few beauties out there. He asks what team you're on, and
Kiryuu tells him he's not a pro.
The guy asks you a favor. There's a guy who comes to the batting cages who
wears a professional baseball jersey. He'd like you to challenge him and beat
him.
Leave and come back in. The guy is in the middle of the lobby. Apparently,
he was the number one draft pick 10 years ago--tho' he's in the minors now.
Take the challenge with the top choice.
I have to warn you, he's not easy. The basic idea on hard is to fill up the
numbers. You get more points for finishing off rows or columns, so, you'll not
want to leave one open for him. You get points for hitting the target that
pops up once all 9 spots are filled in, too, but he doesn't seem to go for it
so much. Anyway, you'll want him to finish off all 9 because the target only
stays up for one hit after that and you'll want it to be your hit.
If you lose, you can retry over and over. A good tip is to miss some so he'll
be the ones starting rows. You can even miss two in a row and then pick up the
third and keep doing that, if you know what you're doing.
Anyway, once you beat him, you humble him. The old dude shows up--turns out,
he's his coach. He tells him that he was too focused on winning to play well.
Actually, I think he was too stupid about winning. I mean, his tic-tac-toe
or bingo or whatever strategy was horrible.
1. Get 1160 or more points in the Hard Course in Yoshida Batting Center
2. Exit and re-enter, talk to Unknown Baseball Guy, top choice to try
3. Beat him at the game
REWARD: Nail Bat, 3,000 experience

How To Win At Love Darts (Ren'ai Darts Shinan)
TIME OF DAY: Any
PREREQUISITES: Play the 01 Game at Darts in Bantam 5 times
STARTING POINT: Bantam
After you play 5 games of 01 darts in Bantam (even single-player), a guy named
Masaki approaches you. He whispers to you about the girl sitting at the bar,
named Kanae.
He's finally gotten a date with her, and he'd like to impress her. Choose
the top choice to take his challenge, and she'll actually ask you to beat the
guy to put him in his place.
You can win or lose, and still pass the mission. If you win, you get 50,000
yen, but if you lose, you'll only get 10,000. You can also refuse the man and
come back and talk to him again to start it again.
If you win, he'll finally get over this silly darts idea and take her on a
real date to a nice restaurant, so she's very grateful and gives you 50,000 yen.
1. Play "01 Games" of Darts 5 times in Bantam
2. Accept challenge with upper choice
3. Beat guy (or lose)
REWARD: 50,000 yen, 3,000 experience, 10,000 yen, 3,000 experience

Great Genius Showdown (Unchikuou Ketteisen)
TIME OF DAY: Any
PREREQUISITES: Play Answer x Answer 3 times
After playing Answer x Answer 3 times, walk away and come back to the machine.
Seems some guy calling himself the Great Genius (Unchikuou, literally "King
Knowledge") wants to challenge you--well, he wants to use you as training.
Seems he's not confident in pressure situations.
Your reward depends on whether or not you win, but you'll still get a "Com-
plete" ("Pass") either way.
1. After playing Answer x Answer 3 times and walking away, walk close to an
Answer x Answer game
2. Top choice
3. Win or lose
REWARD: Great Genius Medal, 3,000 experience (win) or Great Genius Keychain
Strap, 3,000 experience

Death Bowler
TIME OF DAY: Any
PREREQUISITES: Get over 200 points in 10-Frame Bowling
As you go to walk away after getting over 200 points in 10-frame bowling (by
yourself), a really weird guy calls to Kiyuu. He says he's the all-time
champion of Mach Bowl, Death Bowler. He then challenges you to a duel, putting
the title of "Death Bowler" on the line.
You can accept with the top choice, but note that losing this 3-frame game
with him will give you a "Finished" (Failed) mark for your mission!! If you
choose the bottom choice and ignore him, you can come back and talk to him
again to start the duel. I'd suggest you do that, save, and then come back if
you want "Complete" (Pass) for all missions.
When you beat him, he offers his afro, but Kiryuu doesn't take it. So, the
guy gives him his pork cutlet boxed meal instead. Crushed, he leaves, calling
Kiryuu the "Death Bowler."
Kiryuu wonders what the hell was up with that guy, anyway.
1. Get 200 points or higher in single-play 10-Frame Bowling
2. Top choice
3. Win
REWARD: Tonkatsu Bentou, 3,000 experience

Araki Sayaka of Club Ageha
TIME OF DAY: Any
PREREQUISITES: Complete the 6 other Tokyo cabaret club girls' stories
Romance Araki Sayaka of Club Ageha (see appendix)
REWARD: 30,000 experience

Sakurai Rina of Club Ageha
TIME OF DAY: Any
PREREQUISITES: None
Romance Sakurai Rina of Club Ageha
REWARD: 5,000 Experience

Nishiyama Rihou of Club Ageha
TIME OF DAY: Any
PREREQUISITES: None
Romance Nishiyama Rihou of Club Ageha
REWARD: 5,000 Experience

Nemu of Club Ageha
TIME OF DAY: Any
PREREQUISITES: None
Romance Nemu of Club Ageha
REWARD: 5,000 Experience

Momochika Eri of Club Koakuma
TIME OF DAY: Any
PREREQUISITES: None
Romance Momochika Eri of Club Koakuma
REWARD: 5,000 Experience

Mutou Shizuka of Club Koakuma
TIME OF DAY: Any
PREREQUISITES: None
Romance Mutou Shizuka of Club Koakuma
REWARD: 5,000 Experience

Ayukawa Rina of Club Koakuma
TIME OF DAY: Any
PREREQUISITES: None
Romance Ayukawa Rina of Club Koakuma
REWARD: 5,000 Experience


CHAPTER 6
---------

-Before Meeting Up With Rikiya-

The Dragon of the Silver Screen (Ginmaku no Ryuu)
TIME OF DAY: Any?
PREREQUISITES: None
STARTING POINT: At the Theaters (east end of Theater Square)
NOTE: This one's picky. I recommend saving first if you're going for 100%
complete.
At the east end of the Square in front of the Theaters, in front of the theaters
themselves, a man in sunglasses and a beret is talking to two crew members, one
of which is a guy in a white jacket with his arm in a sling.
Seems he's directing a movie and his star got injured. When the director
sees Kiryuu, he thinks he's perfect for the role. Choose the bottom option to
agree.
It looks like a period piece ("jidaigeki"). He tells you you'll be OK, even
if you haven't read the script, just so long as you remember your lines. Your
character is Tatsu, a man who's come seeking vengeance upon Yamashiro, who
killed his father.
Here's the deal: the lines in the script are too normal. They tell you to
respond correctly, but the thing is, you need to improvise things. In fact,
they don't give you that direction, telling you instead to remember your lines,
so if you know Japanese, you might fail this mission (get "Finished") if you
follow their instructions!
You're supposed to give the line that sounds most like a yakuza's line. For
instance, the line "I'm here for vengeance upon my father's killer (Oyaji no
kataki wo uchi ni kita)" is changed to "I came to pay you back for doin' my
boss in (Oyaa yarareta "kaeshi" ni kita ze)." I'll tell you the response that
best sounds like a yakuza.
Part of the script, of course, is the fights. So, you have to accomplish
certain things during the fights. If you fail this, you'll also fail the
mission. Ready? Choose the bottom choice.
Here's what you gotta do:
- First Fight: Choose the bottom choice, then beat first Sakurai (the guy
with short hair), then Choukai (the long-haired guy), then Matsukaze (the
guy with the beard), then Ootsuki (the bald dude)
- Second Fight: Choose the second choice, then beat the enemies, first using
an environment Heat Action, then using the sword's Heat Action, then using
the Dharma Statue's Heat Action (those little, round, red statues near the
boss)
- Third Fight: Choose the top choice, then defeat Yamashiro while your
Health Gauge is flashing red (while you're low on Health).
- Final dialogue: Choose the bottom choice.
If you did it right, the guy loves your improvised lines. As Kiryuu changes,
the crew stares at his back, realizing who he is. The film was about the first
head of the Toujou Association, the Dragon of Kamuro, and the dragon tattoo on
Kiryuu's back shows he's a yakuza. They all bow deeply to him as he leaves.
1. Talk to director in front of the theaters, agree with bottom choice
2. Bottom choice, beat short-haired guy, long-haired guy, bearded guy, and
bald guy, in that order
3. Second choice, beat enemies, finishing at least three with Heat Actions,
being sure to first use an Environment Heat Action, then the Sword's Heat
Action, then the Dharma Statue's Heat Action
4. Top choice, defeat Yamashiro while health is low (flashing red)
5. Bottom choice
REWARD: 200,000 yen, Sakura Fubuki (a sword weapon), 10,000 experience

I Ryujeon at the Movies (Gekijoumae no I Ryuujon)
TIME OF DAY: Any?
PREREQUISITES: Clear "The Water Purifier"
STARTING POINT: In front of the Theaters at Theater Square
NOTE: This one's also very picky and I highly recommend saving before attempt-
ing it if you want 100%.
In front of the theaters at the east end of the Square in front of the Theaters,
a bunch of fans are gathered, going crazy. They're here to see I Ryujeon, a
Korean star--and one who Kiryuu helped out in Ryuu ga Gotoku 2 by showing him
the sites of Kamuro.
Talk to the one jumping in the back. She'll ask you to get his autograph for
her. Take the top choice to help her.
This is very obnoxious. You have to get up to I Ryujeon without bumping into
one of the older women assembled there. You basically only have a few mili-
meters of space to squeeze in, so push the right stick all the way so you can
have the camera look down at the ground to help. If you bump into the fans
three times, you fail the mission.
Once you're in front of I Ryujeon, Kiryuu will ask for a signature. Choose
the top choice to say you've met him before. He recognizes you as the guy who
showed him around Tokyo.
Suddenly, a bunch of yakuza show up. They want him to come and visit their
headquarters, because the boss's girl seems to like him. He has another en-
gagement, but they won't take "no" for an answer.
So beat 'em up! I Ryujeon will even fight with you (heh). Kiryuu brings
the autograph back to the fan for his reward.
1. Talk to old woman in red I Ryujeon jacket near theaters, top choice
2. Get in front of I Ryujeon without bumping into fans
3. Beat yakuza
REWARD: 5,000 yen, 5,000 experience

Run from the Crossdresser!! (Okama kara Nigero!!)
TIME OF DAY: Any?
PREREQUISITES: Clear "I Ryujeon at the Movies"
STARTING POINT: Taihei, near the Matsuya by the Millennium Tower
Near the Millennium Tower on Taihei, you'll run into Michiru again. It's time
to run a second time!
1. Go near the Matsuya by the Millennium Tower
2. Chase Battle--run from Michiru
REWARD: 3,000 experience

A Punk's Filial Piety (Chinpira Oyakoukou)
TIME OF DAY: Any?
PREREQUISITES: Clear "Cat Watcher"
STARTING POINT: Near the Poppo Mart on Tenkaichi
Near the Poppo Mart at Tenkaichi, at the intersection with Suppon Street right
to the north, a guy calls out to you. He's in trouble. He lied to his mom
about his job, and she's in town to visit. Agree to help him with the top
choice.
Kiryuu doesn't even know the guy's name. His mom talks to him about Masa-
hiko, and he's confused. The guy laughs and tries to play it off like you're a
dork for not realizing who she means. When she asks why you're dressed like
that, choose the top choice and tell her it's a relaxed business atmosphere.
When she asks why you guys can't go to the office, tell her the second choice
that there was some accident recently (there was some trouble, actually,
since the Millennium Tower was shut down after Kashiwagi's office was shot).
Off you go to eat Korean barbecue. Just then, a loan shark runs up trying
to collect the 100,000 yen the guy owes. Choose the top choice to pay the
100,000 yen for the guy. He'll play it off like you're the one with debts.
When Masahiko excuses himself from the table to pay the bill, his mom turns
to you and thanks you for helping him out like this. She knows he's lying.
She gives you your reward, and repays you for the debt you paid (plus 10,000
extra yen). Kiryuu takes the guy aside and tells him to treat her right.
1. Go near intersection just north of the Poppo Mart on Tenkaichi, top choice
2. Top choice, second choice, top choice (pay 100,000 yen)
REWARD: Sushi Assortment, 110,000 yen, 2,000 experience

Stardust
TIME OF DAY: Any?
PREREQUISITES: Clear "A Punk's Filial Piety"
STARTING POINT: Inside Stardust
Outside Stardust, you'll see speech balloons that people are arguing inside over
a second location. Go inside to see the end of the argument. Kazuki explains
that the guy who was just there is Kyougoku, a manager of many host clubs and
cabaret clubs in the area. He's trying to pursuade Kazuki to open a second
Stardust location in Yokohama.
Yuuya is talking to some guy named Eiji in the bar. Talk to him, but he'll
tell you he's too busy to chat right now. Then, Kiryuu will overhear the
conversation, where Eiji is trying to convince Yuuya to become the owner of the
second location in Yokohama. Yuuya notes he's the manager of that Stardust--
what will happen if he leaves?
Leave the club and Yuuya will call your cell phone. He asks to meet in Bantam
to discuss the situation. He's there with Eiji, and they ask you to go talk to
Kazuki about this. This is an opportunity Yuuya can't let get away!
So go back to Stardust. The hosts are divided on two sides--one supporting
Yuuya, one supporting Kazuki. Talk to Yuuya. In the heat of the argument,
Kazuki fires Eiji, and he leaves with Yuuya. Talk to Kazuki, and he'll ask
you to meet him in the Alps Tea House.
Go to Alps. Kazuki shows up and says it really got to him to see Yuuya, who
he trained to be a host all these 7 years or so, against him, so he lost his
temper.
Near the Third Park, Kiryuu spies Eiji going into the little back alley
across the street. He follows him and overhears him on the phone, telling
someone that Yuuya is stupid and sure fell for it. Seems he works for Kyougoku.
So beat him up! Kiryuu will then call Kazuki and tell him to bring Yuuya to
see. Eiji tells you to go to Kyougoku's office in the Millennium Tower. Be-
fore you go, Kazuki just runs off, and Yuuya roughs up Eiji a bit.
Head to the Millennium Tower. Police guard the entrance. Yuuya comes run-
ning up and leads you to the back entrance.
Kazuki's in Kyougoku's office, beaten up. He apologizes to Yuuya for ever
doubting him. Kyougoku threatens them, asking if they'd rather have their
bodies thrown in the mountains or the sea. Beat them!
1. Enter Stardust, talk to Yuuya
2. After phone call, go to Bantam
3. Enter Stardust, talk to Yuuya, talk to Kazuki
4. Go to Alps Tea House
5. Go near the Third Park, beat Eiji
6. Go to the entrance to the Millennium Tower, beat Kyougoku and bodyguards
REWARD: 100,000 yen, 8,000 experience

My Husband's Been Acting Strange Lately (Otto ga Saikin, Hen nan desu)
TIME OF DAY: Any?
PREREQUISITES: Clear "An Old Gentleman's Memories"
STARTING POINT: Bantam
Go near the woman wearing glasses at the end of the bar in Bantam. She's
muttering to herself about someone hiding something. As Kiryuu orders, she
recognizes him.
Her name's Satou Ryouko. She's heard about Kiryuu from her husband, who did
some work for the Toujou Association. She asks you to help her husband. He's
apparently planning to kill somebody!
It seems he's taken a job on the up-and-up in a restaurant to make ends meet
with her so they could get married. It seems he's been wandering around with a
knife, hiding it from her, having secret phone calls, talking to his old
friends....
She's noticed that they've been eating out a lot and travelling--where's he
getting the money? She's sure he's doing some dirty work beyond just his job
at the resetaurant--even if he swore not to.
At any rate, she wants you to follow him and see what he's up to. Agree with
the bottom choice.
She says he'll be at Luk Laan Jong, the Mahjong place down near Ebisuya Pawn
Shop, wearing red. Go near the parlor and he'll show up. Stay behind him, but
don't get too close (note that he runs for a bit there on Nakamichi).
He enters some building, so Kiryuu will call his wife. Kiryuu goes to leave,
and the guy blocks his path, saying he saw him spying on him. The guy's mad.
Beat him.
He suddenly recognizes Kiryuu, who asks just what on earth the guy's up to.
He explains that he thought it might not be a bad idea to become a chef, since
he's already working as a part-timer at the restaurant, and so he's going to
cooking school, though he's kept it a secret from his wife.
1. Get near woman in Bantam, bottom choice
2. Get near entrance to Luk Laan Jong, follow guy, but not too closely
3. Beat guy
REWARD: 70,000 yen, 2,000 experience

Kiryuu Suspected of Pickpocketing (Kiryuu, Suri Giwaku)
TIME OF DAY: Any?
PREREQUISITES: Clear "The Big Prize Scam"
STARTING POINT: Near the Matsuya near the Millennium Tower
At the intersection near the Matsuya near the Millennium Tower, a girl in a
yellow-green jacket runs into Kiryuu. She notes her wallet's been taken, and
accuses Kiryuu of stealing it. Talk to her, then press start to go to your
items menu. Highlight the Unknown Wallet and press Circle to give it to her.
She's rather insistant that you stole it. Some punks come and demand you pay
100,000 yen. Refuse with the bottom choice and beat them up.
1. Run into woman near Matsuya near the Millennium Tower
2. Press start, highlight wallet, press Circle
3. Bottom choice, beat punks
REWARD: 3,000 experience

Shoplifter G-Men (Manpiki G Men)
TIME OF DAY: Any?
PREREQUISITES: Clear "Kiryuu Suspected of Pickpocketing"
STARTING POINT: The Poppo Mart on Shouwa (near Pink Street's south end)
Enter the Poppo Mart on Shouwa and leave. The manager comes and accuses you of
shoplifting. Kiryuu shows the guy his belongings (which don't contain stolen
goods, of course). He gives you 1,000 yen for the trouble.
It seems they're getting nicked lately, and he doesn't really have anyone to
help because the shoplifters will just wait for his workers to turn away. So,
help him out with the top choice.
There are three suspicious customers here. As they go to leave, you'll be
asked to stop them or not, one by one. Choose the top option to stop them and
the bottom option to let them go.
Only the second one, the guy looking at manga, is the thief, so don't stop
anyone else.
1. Enter Poppo on Shouwa, exit, top choice
2. Bottom choice, top choice, bottom choice
REWARD: 4,000 (total) yen, 5,000 experience

Try And Escape Me! (Nigetemiroya)
TIME OF DAY: Any?
PREREQUISITES: Clear "Taxi Driver"
STARTING POINT: The Parking Lot at Shichifuku
The "Try And Hit Me!" guy is back in Shichifuku's parking lot. This time, he's
arguing with his older brother, who wants to have a similar wager with you, but
he wants you to try and outrun him. One try is 5,000 yen, and you get 70,000
yen for winning.
1. Talk to guy in parking lot in Shichifuku, top choice
2. Escape hin in Chase Battle
REWARD: 70,000 yen, 3,000 experience

Chain Stalkers
TIME OF DAY: Any
PREREQUISITES: Clear "Run from the Crossdresser!!"
STARTING POINT: In front of Club Koakuma
Talk to the girl wearing a pink jacket and white skirt in front of Club Koakuma
on Shichifuku.
It's been about three days now that she feels like she's being stalked.
Choose the top option to help her out by looking for the stalker.
First, a tall dude shows up. Follow him, but don't get too close.
After a while, he meets up with some older guy in glasses. You can't really
hear them so well. Make the bottom choice and go after the guy in glasses.
After a bit, he meets up with some bald dude, who confronts him, accusing him
of being the stalker. The glasses guy runs off, and the bald guy tells himself
it's time to go get his money, and runs off, too. Follow him.
He's there with the girl, accusing the tall guy of being a stalker, too. The
tall guy asks what he's talking about--the bald dude is his target!
It seems the girl asked the bald guy to find her stalker. She explains that
she asked Kiryuu the same thing, and so they turn to the tall guy to see if he
is the stalker or not.
Just then, the glasses-wearing older dude shows up. He's her dad. He's
asked the tall guy to look in on her to see if there weren't weird people
about. But, it seems in the three days she's been there, they've pretty much
all been guys handing out tissues to advertise for local clubs.
Seems that her dad's the "stalker!" He's been having her followed and he
knows so much about her daily routine and all.
1. Talk to girl outside Club Koakuma, top choice
2. Follow guy, bottom choice
3. Follow other guy, follow third guy
REWARD: 50,000 yen, 5,000 experience

-First Time Out With Rikiya-

Dotting the Eye (Garyoutensei)
TIME OF DAY: Night?
PREREQUISITES: None
STARTING POINT: Outside Karai (Han Rae), after taking Rikiya there
Outside of Karai Korean Barbecue, there are a couple of guys near the south
side of the street talking about tattoos. Choose the top choice in story mode
to take Rikiya sightseeing some more, and he'll say he wants to go to Don
Quijote. Talk to the two guys to hear about tattoos.
Take Rikiya to the Ryuujinkaikan, the tattoo shop where Kiryuu got his dragon
done years ago. It's behind the Karaoke-Kan on Pink Street. There's a red
sign with a dragon on it...examine it with circle and go in.
The artist thinks Rikiya's not ready to wear such a tattoo on his back. So,
Rikiya gets mad and shows him the habu. Rikiya asks if the habu strikes fear
into the guy's heart or not. Even though he admits it's a nice tattoo, he won't
put ink in Rikiya's back. He thinks he'd need to prove himself.
Outside, Rikiya complains that he thought the guy who put the tattoo on Kiryuu
would be more understanding than that. Kiryuu tells him he's being rude.
Go east to Pink Street. A bunch of guys are harrassing some young business-
man and his girl, demanding money from them. Rikiya steps up. Beat them.
Their leader, Muroto, shows up and shows his tattoo...of a heart with the word
"Love" in it. He asks if you're scared, and Rikiya says he has no time for
losers like that, so he and Kiryuu go to leave. Rikiya tells him he has no
time for brats like him, and he just looks at the guy, who leaves.
The artist was watching. He asks Rikiya why he didn't show Muroto his own
tattoo, and Rikiya says he's not gonna waste it on a piece of garbage like
that--he's too proud of it to go showing it off to any loser. he also tells
him he didn't get the tattoo for himself--he tells him he did it for all of
Okinawa.
The artist asks Rikiya why he didn't hit the guy, and Rikiya again says he's
not worth it. So, the artist agrees to finish his habu tattoo.
1. After taking Rikiya to Karai, after he asks to go to Don Quijote, talk to
two guys across the street
2. Examine the Ryuujinkaikan, behind Karaoke-Kan on Pink
3. Go to Pink Street, defeat punks
REWARD: 10,000 experience

-Second Time Out With Rikiya (After Returning to New Serena)-

A Girl From Back Home (Doukyou no Onna)
TIME OF DAY: Night?
PREREQUISITES: None
STARTING POINT: New Serena
After returning to New Serena in Chapter 6 after giving Rikiya a little tour and
then meeting Ibuki, who dispenses Hitman missions, talk to Rikiya and pick the
top choice to take him out to a strip club.
Go to Asia. Choose the bottom choice to enter. Rikiya really enjoys the
show! I know what they were trying to show, but Kiryuu just watches Rikiya's
reaction the whole time. It's almost a little creepy, to be honest.
Anyway, in the lobby, Rikiya says the Okinawan style is a little wilder, so
he likes it there a little more. Kiryuu seems a little insulted by that; I
mean, Rikiya even had a front-row seat and all!
Just then, one of the girls, Natsumi is getting off work. Rikiya approaches
and tells her she danced great, and wonders if she's been on TV or not.
She introduces herself as "Natsumi." Rikiya says that's a great name, and
then thinks he might actually know her. Yes; he's sure of it--she's Uesato
Natsumi, his childhood friend! He was classmates with her in junior high. He
says he heard that women change as they get older, but, wow--she sure has got-
ten prettier!
Natsumi shakes her head and tells him that "Natsumi" is just a stage name.
She's not the same girl he's talking of. He almost buys it, but when she bows,
her pendant drops off. It's a hibiscus pendant, and he recognizes it right
away as Uesato Natsumi's pendant. In fact, he's still holding its mate, one
she made for him on his birthday! She suggests the pendant is just one she
bought somewhere, and he probably just bought his somewhere, too.
After some silence, she confesses to Rikiya that she's Natsumi's older sister,
Akie. She was sent to the mainland for school, so that's why he doesn't know
her. Rikiya asks where she got the pendant from, and she says it's because
Natsumi gave it to her, which makes Rikiya a little angry.
Akie gets her bags and they all meet outside. Rikiya tells her he had fun
tonight and tells her to say high to Natsumi for him. He also tells her he's
the junior head of the Ryuudou House now, and gives her his phone number, tel-
ling her to call if she needs anything.
Run for a bit and a call does come from Akie. Seems she needs to talk to him
about a stalker. She's near the ramen shop (Ichibanboshi). So, take Rikiya
there (it'll be the green dot on the map). Rikiya chases off some guy who's
proposing to Akie.
Go a bit more and Rikiya gets another call from Akie. She's at the Yoshida
Batting Center, being followed by another customer. Kiryuu says, "Again, huh?"
but agrees to take him there. Go to the cages and Rikiya will chase him off.
Go a bit more, and Akie calls yet again. Seems a scouting agent is being
really pushy with her. She's in front of the Millennium Tower. Kiryuu com-
plains this time, telling him, "Come on, already!"
This time, Akie mentions to the scout that she has a bodyguard. In comes
Rikiya to send the guy packing, but then asks her why her life here is so full
of trouble. Then, she goes off again.
Kiryuu asks Rikiya if he doesn't feel like he's being used at all. He'd do
anything for her younger sister--for someone else from Okinawa. But, Kiryuu
feels like he's getting suckered in here.
At the intersection where the Poppo Mart is in Nakamichi, a loan shark is
talking to Akie (don't worry; it's marked with a green dot, so you're not left
in the cold). He wants her to make 3 pornos to finance her bad loan. Seems
she owes 5,000,000 yen--though, she thinks it was only 4,000,000. Beat them.
Kiryuu asks Akie if she has any idea how bad it is to get involved with these
loan sharks. She says it started with only 300,000 yen, but it's become more
so quickly. She thinks she's been tricked, and now she's had to work so hard
as a result--plus, it looks like she's gonna be forced into pornography!
Rikiya tells her he's gonna see what he can do to help her. Kiryuu tells him
to stop, but he says he's gonna go talk to the loan shark, and to sell the old
fishing boat his father left him, so he can go back to Okinawa with her and
start over.
So, off he goes. And, Akie decides to get back to the club, so Kiryuu stops
her and asks if she's not even going to bother waiting for Rikiya. I mean, he
is going to talk to loan sharks on her behalf! But, she goes away, and Kiryuu
decides to check in on her a little more, so he goes to Asia to see what he can
find.
Akie's talking to two of her friends outside the club. They call her "Natsu-
mi," and seem to be having a great laugh at Rikiya's expense. She even reveals
that she made up the story about being the older sister, and that her name's not
"Akie" at all! Seems it was actually her friend, Hiroto, who came up with the
idea to use this yakuza buffoon to go clear up her debts for her.
Kiryuu confronts them. He's not sure whether to call her "Akie" or "Natsumi,"
but he also says he doesn't really care. He's got to show her what Rikiya's
going through, so he goes to take her, and Hiroto messes with him. So bust him
up.
Kiryuu then confronts Natsumi. He tells her if she really is Natsumi, she
should think of Rikiya's feelings. He then takes her away to show her how
Rikiya's just letting the loan shark and his crew knock him around for her sake.
He tells her it's not a game to Rikiya. He's very honest and serious, and
he'll die if it means to protect her--even though the only link he has to her
is that she might be the older sister of a girl he knew in junior high. So,
she calls out to him, and tells him to stop. Now's your chance to step in and
break some faces, so, get to it!
After the fight, Natsumi confesses. But, Rikiya knew all along. How could he
not recognize her, after all? Rikiya tells her she doesn't fit in here in
Tokyo, and that she should go back to Okinawa. So, she agrees, tearfully. And
a bit annoyingly.
He sends her off, then explains to Kiryuu that he recognized Natsumi by a
scar on her hand she got from some coral when the two of them were swimming.
1. After returning from learning about Hitmen for the first time, talk to
Rikiya in New Serena, top choice
2. Go see a show in Asia
3. Take Rikiya near the Kyushu Ichibanboshi Ramen shop, then near the Batting
Center, then near the Millennium Tower, then to the intersection near the
Poppo Mart in Nakamichi
4. Beat street gang
5. Beat Hiroto
6. Beat street gang
REWARD: 10,000 experience

-After Leaving Rikiya at New Serena-

Bodyguard Job (Youjimbou Irai)
TIME OF DAY: Any
PREREQUISITES: Clear "The Dragon Palace Restoration," have visited Komaki's
dojo at least once
STARTING POINT: The casino in the Dragon Palace
Go to Komaki's dojo in the Dragon Palace, then take the elevator again to the
casino. There's a couple of guys arguing with a manager there. He recognizes
you and tells you some punks are causing trouble, asking him for protection
money. He asks you to scout for bodyguards for him. Choose the top option to
agree.
He tells you about someone he knows called Violence Tobita, who used to be a
pro wrestler. So, you should go after him. He's in the Champion District,
apparently.
Now, just so you know, this mission will not be completed until after you have
found all five bodyguards, which spans a few chapters. Each bodyguard gets
their own mission, but once you find all five and get the message, come back to
the casino for your reward.
1. Visit Komaki's dojo, use elevator to casino in the Dragon Palace, approach
manager with ruffians
2. Agree with top choice, complete all five Bodyguard missions
3. Get e-mail, return to Dragon Palace Casino, talk to manager
REWARD: 500,000 yen, 5,000 experience

The First Bodyguard (Hitorime no Youjinbou)
TIME OF DAY: Any?
PREREQUISITES: Take job in "Bodyguard Job"
STARTING POINT: Champion District
In the northwest corner of Champion, there's a bum sleeping on the ground.
That's Violence Tobita the manager at the casino talked about. Talk to him,
pick the top choice to wake him, then beat him up.
1. Talk to Violence Tobita in northwest corner of Champion, top choice
2. Beat him
REWARD: 2,000 experience

The Second Bodyguard (Futarime no Youjinbou)
TIME OF DAY: Any?
PREREQUISITES: Clear "The First Bodyguard" then get message to cell phone
STARTING POINT: In front of the chankonabe-style restaurant to the west of
Karai on the north side of Shichifuku
After clearing the first bodyguard job, run for a while and you'll get a message
about the next one. It takes a while
Seems there's a guy named Iwakuma who hangs out near the chankonabe restaurant
(the one with the big painting of sumo wrestlers) to the west of Karai on
Shichifuku. Talk to him, top choice, beat him.
1. Get mail about second job after clearing first one
2. Talk to Iwakuma outside restaurant on north side of Shichifuku at inter-
section with Pink Street, top choice
3. Beat him
REWARD: 2,000 experience

Chasing A Full Stomach Again (Matamata Manpuku Chaser)
TIME OF DAY: Any?
PREREQUISITES: Clear "My Husband's Been Acting Strange Lately"
STARTING POINT: In front of Kyushu Ichibanboshi Ramen
Talk to the worker standing outside Kyushu Ichibanboshi Ramen. The fat guy in
jeans is at it again, dining and dashing. Pick the top choice to get the guy.
This is another Chase Battle, but it's not terribly difficult.
The worker tells him he owes 950 yen, but if he skips out like that, he'll
have to shut down. The guy freaks out and offers to pay 9,500 yen if it'll
help. Seems he really loves that ramen!
1. Talk to worker outside Kyushu Ichibanboshi Ramen, top choice
2. Catch runner
REWARD: Staminan Spark, 3,000 experience

The Apprentice Ramen Chef (Ra-men'ya Minarai)
TIME OF DAY: Any?
PREREQUISITES: Clear "Chasing a Full Stomach Again"
STARTING POINT: Inside Kyushu Ichibanboshi Ramen
Enter the ramen shop and the owner wlil call to you. It seems his usual worker
has gone into labor or something (his own words) and so she's off to the
hospital. Choose the top option to help him out.
You have to take orders and give them to him as he cooks. It's quite simple.
The first was Chaa Siu Pork Bone Ramen, the third choice.
The second order was Pollock (Mentai) Pork Bone Ramen, the top choice.
The third order was for a Large Kyushu Pork Bone Ramen, the middle choice.
The fourth order was for Double Kakuni Pork Bone Ramen, the bottom choice.
The last order was for Kyushu Pork Bone Ramen, the top choice.
1. Enter Kyushu Ichibanboshi, top choice
2. Third choice, first choice, second choice, third choice, first choice
REWARD: 20,000 yen, 5,000 experience

The Worrysome New Employee (Nayameru Shinnyuu Shain)
TIME OF DAY: Night
PREREQUISITES: Complete "Try and Escape Me!"
STARTING POINT: The Third Park
There's a guy on the ground in the Third Park. Talk to him, and he'll ask for
some water. Get it from the Poppo Mart nearby as the 24th item for 110 yen.
Talk to him again and choose the top option, then give him the water. Seems
he got too drunk, because as a new recruit, he can't really turn down the in-
vitations he gets to go drinking.
You have some choices to make here. You can tell him if he hates it he should
quit it wih the top choice, tell him he's gotta learn to hang in there when he
works with the second, or ask if he'd rather you did it, then, with the bottom
choice. It doesn't matter what you say.
Anyway, off he goes. And off you go. Go inside a nearby store and then exit
to refresh the map, then come back and visit him again. Talk to him. He just
can't fit in with these old dudes and he doesn't know what he's even working
for. The top choice is for himself, the middle for money, and the third for
women. It doesn't matter what you say, again.
Off he goes. Go in and out of a shop again and talk to him yet again. This
time, his friend from college has quit his work and is starting a new company,
which is an IT company--which is a completely different kind of job! He has to
make up his mind. Choose the top choice to tell him he only cares about money,
or the bottom choice to tell him to do whatever he wants; you don't care.
Again, it doesn't matter. Either way leads you to a fight.
He's really easy. He complains about the pain and Kiryuu tells him that ever-
ybody hurts when they get hit. He says everyone has to go through this stuff;
we all gotta do stuff we hate so we don't make excuses and run away from our
dreams. Preachy time for Kiryuu?...as usual, I suppose.
1. With mineral water in inventory, talk to guy in Third Park, top choice,
give water, any choice
2. Leave, return, talk to guy in Third Park, any choice
3. Leave, return, talk to guy in Third Park, any choice, beat him
REWARD: Staminan Spark, 2,000 experience

A Satisfying Yakuza (Iyashiikei Yakuza)
TIME OF DAY: Any?
PREREQUISITES: Complete "Try and Escape Me!"
STARTING POINT: South side of Shichifuku near entrance to parking lot
Across the street from Shichifuku, a woman in a red jacket and pink skirt is
apparently being harrassed by a suspicious guy in a blue jacket and beret. Get
close and you'll overhear him asking if she's lost, and trying to get her to go
with him to a nice place. Choose the bottom choice to tell him to take a hike.
The girl thanks you, then says she's lost. She wants to go to Shellac.
Kiryuu takes her there automatically, and she asks him to have a drink with her.
Choose the bottom choice to accept.
Her name's Tomoko. She's a college student. She asks Kiryuu what he does and
he tells her he runs a child welfare facility in Okinawa. Since he uses a
technical term, she thinks he might mean an old folks' home or something, but
he explains it's an orphanage. Kiryuu notes that most people probably don't
care about orphanages at all, so, it's natural to make that mistake.
She thinks it's a fine thing, the volunteer life. She notes Kiryuu looks
rough and wild, but he's really a nice person inside. Maybe, that's her type
of guy.
Just then, in comes her friend Fumiyoshi. He's mad at her for coming all the
way out to Kamuro without him, though she protests that she gave up on him
coming back to wherever they were staying. He tells her he e-mailed her, but
she never responded. Seems she left her cell phone in the hotel. Choose the
top response to tell the guy not to talk to her like that.
He asks who you are, and she explains, so he just laughs and tells her she
could go ahead and run around with this old dude, if that's what she's after.
And off he goes. He's not gonna come see her again, he says.
She seems stressed out by this goon. She sends him mails asking if she can
see him but he sends her really mean replies. So, Kiryuu offers his ears to
listen, and she says she'd love to, but first she'd better go get her cell
phone. Choose the top choice to go with her to the hotel.
She tells him to wait in the penthouse--she's gonna go to the convenience
store and pick some stuff up. Kiryuu is confused. He can't enter her room!
She responds that there's someone there already--her friend from the country,
Aoi.
Kiryuu knocks. A girl peeks around the corner. It's Aoi, who looks a little
shy. They talk, and she mentions Tomoko told her about his job and all, and
asks how he got such a thing. So, he tells her he relied on someone a long time
ago and now he wants to take care of people who are all alone himself, so she
tells him she's been lonely too.
She asks how long he's been at his work and he says about two years, and then
she asks how many girls there have been. He says "five." She doesn't think
that's so many at all. He says they're still kids, so each one of them is a
handful, and she's shocked--he even takes care of kids?
"Of course," says Kiryuu. "And it's not just girls--there are boys, too."
She notes the job sure sounds hard.
After a little talk about the room and how Tomoko's taking her time, Aoi
suddenly grabs him and throws him on the bed, asking him to teach her his pro
skills. He stops her, but she says she's already paid, and he gets upset and
tells her he hasn't been paid anything. She laughs and says her charge for
her host has already been paid, so he just throws her off and goes to leave.
Blocking his exit is the suspicious guy on the street trying to get Tomoko to
go with him.
Apparently, he's Aoi's husband. He says if you don't wanna get your butt
kicked, you'll pay him 100,000 yen! Choose the bottom choice to refuse. Then,
beat the dude up.
Aoi's pissed. First, her host comes and leaves without doing anything, then
some punk comes in and starts a fight! And she paid that Tomoko so much, too!
It turns out, he's NOT her hubbie, after all. He explains someone asked him
to come in here and act like he was Aoi's husband to get money from some guy.
He was hired by Fumiyoshi.
So, Kiryuu heads off to Shellac. There, Tomoko is telling Fumiyoshi it was
easier than she thought it would be. At first, she thought nobody would try to
save a girl from a punk, but it just happened as they planned!
Beat Fumiyoshi up.
1. Get near girl on south side of Shichifuku, across the street from the park-
ing lot, bottom choice, bottom choice, top choice
2. Bottom choice, beat guy
3. Beat guy
REWARD: 10,000 experience

Retirement (Tsutomeake)
TIME OF DAY: All
PREREQUISITES: Clear "Stardust"
STARTING POINT: The gate at the southern end of Tenkaichi
Get near the gate at the southern end of Tenkaichi, and a guy will call out to
a girl, asking where Dr. Emoto's clinic is. She ignores him, and he looks up-
set. Talk to him.
Seems he wants to pay his respects to the good doctor, for the first time in
15 years. Choose the top selection to take him there. Emoto recognizes him as
Tatsumi, and Emoto explains that he was in prison for the past 15 years and
must have just been released. Choose the top choice to show him around Kamuro.
Take him to the Millennium Tower. It wasn't built yet when the guy was sent
to jail, and he asks if it's true that a helicopter attacked it. Kiryuu says
"yes," and tells him there've also been two explosions there.
Suddenly, some punks show up. Beat them!
Next, Tatsumi wants to see the Tougenkyou (translated as "Shangri-La" in the
Yakuza games). It's at the east end of Taihei, at the corner of Senryou, the
northeast side. He's surprised it's not still a soapland brothel, and Kiryuu
tells him it was destroyed 3 years ago.
Those punks found him. They knew a womanizer like him would head to the
Tougenkyou. Beat them again!
It seems there was a war back then, and he was a group head. His actions
caused the deaths of many underlings and besmirched his organization's name, so
he went to prison and ewas thrown out of the organization. Now, they all seem
to hate him.
There's one last place he wants to go--to the West Park, the park in north-
east Kamuro (the Sai no Kawara area).
That place has changed, too. They were going to build the Kamuro Hills
building there, but the plans got put on hold. There's no more homeless town.
Tatsumi remembers meeting his boss here. As he reminisces, his boss sudden-
ly shows up. He says he's come not for vengeance, but just to say his goodbyes
to him and dismiss him entirely. He tells him that even if he's forgiven him,
there are still too many people who hate him and this isn't a place for him.
Before he goes, he just wants to ask one thing: what his son is doing. They
told his son Tatsumi had died, so he wouldn't know, and left him with his
mother.


CHAPTER 7
---------

Just Chasing A Full Stomach Again (Hatamata Manpuku Chaser)
TIME OF DAY: Any?
PREREQUISITES: Clear "Chasing A Full Stomach Again"
STARTING POINT: In front of Gelateria Tokyo
Guess who's back? Back again? Talk to the shopowner of Gelateria Tokyo, who's
standing on the street in front of her shop. The fat guy in a black t-shirt
and jeans has run out on another bill. Chase him again.
He goes into a long spiel about how he's some master dine-n-dasher, and how
their life is hard because they have to run on full stomachs and all, and then
he asks if you understand his sentiment. The top choice is to tell him to just
pay the money already, and the bottom choice is to tell him to stop skipping out
on bills. It doesn't matter which one you choose--it'll just change the
dialogue during the next (and final) full stomach chaser mission. I usually
pick the bottom choice.
As he watches the shop owner walk away, the dine-n-dasher turns to you and
asks what this burning feeling in his chest is. Did he eat to much...? Or, is
it watching that woman walk away like that? Maybe that's the real, romantic
manly ideal he's been striving for?
1. Talk to woman outside Gelateria Tokyo, top choice
2. Win Chase Battle
REWARD: Staminan Spark, 5,000 experience

The Red Balloon Connecting Mother and Son (Oyako wo Tsunagu Akai Fuusen)
TIME OF DAY: Evening, Night?
PREREQUISITES: Clear "Shoplifter G-Men"
STARTING POINT: Near the Coin Lockers, on Nakamichi
Talk to the little boy crying about his balloon on the west side of the north
end of Nakamichi. Kiryuu notices it in the air. Choose the top option to
follow the balloon. Keep it in your sight and follow it to the Children's
Park at Shichifuku's west end.
It ends up stuck to a tree, deflating. Before Kiryuu can get it to bring it
back to the boy, some woman calls to him and asks if it's his. Kiryuu tells her
about the boy, and she asks if he's around 10. Seems she's the mother of the
lost child. Kiryuu automatically leads her back to be reunited with her son.
1. Talk to kid on west side of northern end of Nakamichi, top choice
2. Follow balloon
REWARD: Caviar-Skin Handbag, 8,000 experience

Super Catch
TIME OF DAY: Any?
PREREQUISITES: Clear "Chain Stalkers"
STARTING POINT: The intersection by the parking lot on Shichifuku
At the T-junction next to the parking lot on Shichifuku, there's a guy adver-
tising a club there. They call these guys "catches" in Japan.
Talk to him. He says he'll lead you to a nice bar--it's happy hour there,
now. He'll lead you there and let you have all you can drink for 5,000 yen.
The bottom choice is to pay him 5,000 yen, but the top choice is to tell him
it's too expensive. Choose that, then talk to him again and he'll offer you
all you can drink plus time with two cabaret club girls--all for just 5,000!
Again, choose the top choice to tell him it's too expensive. The third time
you talk to him, he'll make the offer to talk to the boss and have them let you
take any girl you like out on an after-hours date afterwards. Refuse again
with the top choice. This time, he says you can get your first two hours with
the girls for only 1,000 yen--but don't tell the other customers. Refuse again
with the top choice, then talk to him yet again, and he offers to let you have
your first visit free. This time, the top choice is to refuse anyway, and the
bottom choice is to go ahead to the shop--choose that one.
You can actually just accept at any other time, but why do that if you can get
it for free?
Anyway, he's not leading you to a shop. He's just looking for rich people to
swindle. Out come other guys wearing the same red-and-white jacket to mug you.
Beat them.
1. Talk to catch in intersection at the Parking Lot on Shichifuku, bottom
choice to pay 5,000, or top choice four times, then bottom choice to not pay
2. Beat guys
REWARD: 100,000 yen, 3,000 experience

Brand Purse-Snatcher (Brand Hittakuri)
TIME OF DAY: Any
PREREQUISITES: None?
STARTING POINT: In front of Le Marche
Pass by the couple to the east of the entrance to Le Marche to overhear them
talking about a purse-snatcher, then enter the store and talk to the worker.
He tells you that there have been many reports of thieves stealing brand-name
bags these days, and that they've managed to catch a couple of them, but it
looks like a band of these purse-snatchers is going around.
So buy a handbag. You can buy any handbag there, but I'd recommend the
Italian Handbag (the 11th item, 87,000 yen) because it's the cheapest. You'll
automatically leave the shop, and some guy will run by and snatch your bag.
He runs off down Pink Street, so when you follow, Kiryuu will wonder where
the guy turned. The couple from before is there. They recognized the thief
and tell Kiryuu to turn left at the ramen shop with the "Tengu Club" sign. It's
not a very visible clue, so I'll tell you now, you should just run down to the
Poppo Mart near Nakamichi. The guy talks to himself, saying that he thinks he
outran Kiryuu, but he thinks he's gonna really be a stubborn dude and keep
looking into it, so he'll ditch the evidence and come back for it later.
Choose the bottom choice to let him ditch it and look for his hideout.
Then, beat them up!
1. Overhear couple outside Le Marche
2. Enter store, talk to shopkeep, buy bag
3. Run to Pink Street, then to the Poppo Mart at Nakamichi, bottom choice
4. Beat punks
REWARD: Caviar-Skin Handbag, 3,000 experience

Try And Catch Me! (Tsukamaetemiroya)
TIME OF DAY: Any
PREREQUISITES: Clear "The Worrysome New Employee"
STARTING POINT: Shichifuku Parking Lot
In the parking lot at Shichifuku, the two brothers from the "try and hit me"
and "try and escape me" missions are talking to their big brother. Talk to him,
and he'll make a similar wager--that you can't catch him. It costs 10,000 yen
to try and you get 100,000 yen as a prize. Just like the other two missions,
you can try over and over. You'll proabably have to....
1. Talk to man in Shichifuku Parking lot, agree with top choice
2. Win Chase Battle
REWARD: 100,000 yen, 5,000 experience

Queen of Kamuro (Kamurochou no Joou)
TIME OF DAY: Any
PREREQUISITES: Clear "Try and Catch Me!"
STARTING POINT: East end of Shichifuku, north side
There's a guy standing around on the north side of Shichifuku near its eastern
end, in front of a shop called "Alpha." Get close to him, and he'll call out
to you. He asks if you can keep a secret. Pick the top choice to say "yes."
Seems he has something to ask of a tough guy who can keep a secret. He asks
Kiryuu if he knows the actress, Takahashi Makiko. She's very famous, but she
really loves to play around at night clubs and such, so she's given herself the
nickname "The Queen of Kamuro." She's gotten herself a date with some number
one host, which is OK because she is an adult and can do whatever she wants, but
it would be pretty bad if she had her picture taken.
Accept the job with the top choice. Refuse with the bottom choice. You can
fail this mission, so, you might want to refuse and save first, if you haven't
saved already.
There are five paparazzi you'll have to stop. You should run on ahead of
Makiko and the host, talking to each photographer before he can take a picture
(before the couple get close to them).
1. The guy who was pointed out to you just before the couple start,
across the street.
2. The guy just to the right as they turn the corner to the street leading
up to Kouenmae, standing in a doorway.
3. The guy across the street and a little north from the second guy, right
inside the side-alley where Works Kamiyama is.
4. Straight ahead down the street, at the north side of the T-junction with
Kouenmae, just to the left of something covered by a blue tarp
5. A guy in a cap walking back and forth near the taxi on the north side of
the street.
It's actually way easier than it sounds. Once you know where to look, you
can actually just leave the couple strolling way behind you while you run
ahead and take care of the paparazzi.
1. Talk to guy at east end of Shichifuku, north side of the street, top choice,
top choice
2. Talk to the five cameraman along their route
REWARD: Italian Lady's Perfume, 100,000 yen, 8,000 experience

Run from the Crossdresser!!! (Okama kara Nigero-!!!)
TIME OF DAY: Any
PREREQUISITES: Clear "Super Catch"
STARTING POINT: The north end of Nakamichi
At the north end of Nakamichi, Michiru's back! You better run...and then?
There she is again! Run again...and she'll find you again! Escape all three
chase battles.
As he turns to run away this last time, he sees...another Michiru?? Seems
that one's named "Makoto." They go to the park, and explain that there are
three "sisters," and two of them, Makoto and Hiromi, are trying to help Michiru
by catching you.
Kiryuu calls them brothers and Hiromi gets insulted, insisting they're
sisters.
At the end, suddenly, we see the guy from before, who apparently thought you
were now dating Michiru and became jealous.
It seems HE was actually a woman wearing men's clothes the whole time! He
says that only Michiru understands him, apologizing for the fight before. So,
our crossdressing couple is finally reunited! ...um, and...two crossdressing
siblings watch on.
1. Encounter Michiru at the intersection near the Coin Lockers
2. Win three chase battles
REWARD: 50,000 yen, Silence Shoes, 5,000 experience

The Third Bodyguard (Sanninme no Youjinbou)
TIME OF DAY: Any
PREREQUISITES: Clear "The Second Bodyguard," wait for message to cell phone
STARTING POINT: The back alley across the street from the Third Park
After beating Iwakuma, wait for a message to your cell phone again. This time,
go to the little back alley across the street from the Third Park. Some thug
shows up behind you and tells you not to move. Choose the top option to tell
him who you are and beat the guys who show up.
1. Get mail about the third bodyguard after finding the second one
2. Go to the alley across the street from the Third Park, top choice
3. Beat punks
REWARD: 3,000 experience

The Fourth Bodyguard (Yoninme no Youjinbou)
TIME OF DAY: Any
PREREQUISITES: Clear "The Third Bodyguard," wait for message to cell phone
STARTING POINT: In front of Asia Strip Club
After clearing getting the third bodyguard, you'll get a message from the man-
ager at the Dragon Palace's casino asking you to try and recruit the weapons
nut at Asia. Go there and talk to the doorman, who knows you're from the
Dragon Palace, so he sends you right in.
There's a guy on the floor with old-style headphones on. If you talk to him,
he won't respond, so talk to the man guarding the door inside and he'll tell
you they're having troubles with the guy with headphones on...seems he keeps
bringing knives and stunguns in. So, talk to him again. This time, fight him
when he gets mad.
1. Get mail about the fourth bodyguard after finding the third one
2. Go to Asia, talk to doorman, go inside, talk to usher guarding the door
3. Talk to squatting man with headphones, beat him
REWARD: 3,000 experience

Armed Robber (Goutourannyuu)
TIME OF DAY: Any?
PREREQUISITES: Clear "Retirement"
STARTING POINT: Koenmae, to the west of the West Park / Sai no Kawara entrance
Standing in the street to the west of the West Park area on Koenmae, there's a
guy in black. Talk to him. He's talking to himself about the M Store off
Shichifuku, and then he runs off. So, go to the M Store.
Go to the register, and a guy comes in with pliers and a ski mask to rob the
joint. Beat him, and Kiryuu will tell him to turn himself in.
He runs off. Choose the top choice to go after him, and talk to the guy on
the corner. Choose the top option to tell him the guy had on a black jacket
and he'll tell you he went to the park nearby.
You can see him standing in front of the park, for some stupid reason, like
an actor waiting for his cue to come on stage or something. When you show up,
he runs into the park (I think he was supposed to be running the whole time).
So go talk to him, then beat him up again.
His girl shows up. She heard there was an attempted robbery at the M Store,
so she came to see if it was him or not...seems he's doing this to try and pay
back some of the debt they've accrued raising kids and all. Choose the top
option to suggest he turn himself in.
1. Talk to guy in black jacket standing on Kouenmae, west of the West Park
2. Go to M Store, go near register, beat guy
3. Top choice, talk to guy on corner, top choice
4. Go to Children's Park, talk to guy, beat him, top choice
REWARD: 30,000 yen, 3,000 experience

Be Careful When Renovating (Reform ni Go Youjin)
TIME OF DAY: Any?
PREREQUISITES: Clear "Armed Robber"
STARTING POINT: Near entrance to New Serena
Just north of the entrance to New Serena on Tenkaichi, there's an old man stand-
ing around. Talk to him. Seems he just got some remodeling, and he's got some
huge bill from the company, called "Ashimoto Reform." He wonders if you know
where they are, but Kiryuu has no idea.
Enter New Serena, and the bartender will tell you she's run out of some food-
stuffs and needs you to watch the store while she goes to get them. Agree with
the top choice.
So, in come the Ashimoto Reform construction guys. They're here to renovate
the old buildings around Kamuro. They're going to try and hustle you into
letting them work--keep turning down their requests with the second option.
First, they wanna look for termites, then they wanna check your fire alarms--
just a whole bunch of scams, probably.
They get mad and start a fight. Beat them.
After the bartender comes back and gives you some money for your trouble,
Kiryuu automatically talks to the old man again, who tells him that the presi-
dent of Ashimoto Reform has been arrested.
1. Talk to old man near entrance of New Serena
2. Enter New Serena, top choice
3. Middle choice three times
4. Beat guys
REWARD: 50,000 yen, 1,000 experience

Tuna Fund
TIME OF DAY: Any?
PREREQUISITES: Clear "Be Careful When Renovating"
STARTING POINT: Inside Sushiya Gin
NOTE: This mission requires you to go to Okinawa to finish it, so even though
it can start in Chapter 7 in the story mode, you won't be able to finish it
until later.
Enter Sushiya Gin. The chef recommends the maguro, the bluefin tuna. Order it
with the top choice.
The shady guy in a baseball cap next to you suddenly starts talking about the
tuna. He introduces himself as Sawada and says he owns a seafood supplier. He
tells you that the tuna are in danger of being fished to extinction.
It seems he's trying hard to find a way to farm tuna. So, he asks if you want
to invest in the "Tuna Fund." Choose the top option to invest.
You have three options: 10,000 yen, 100,000 yen, or 1,000,000 yen. Don't
worry; if you complete the mission, you'll get it back, plus a little bonus.
It's really up to you how much to invest.
Go to Okinawa (in Story Mode, you'll go there in Chapter 10). You'll get a
message from Sawada about a huge tuna they've raised in Okinawa's Ryuukyuu
Village. Seems they're nearby, in First Town. Go to the dead end in northeast
First Town and choose the top option to go in.
Turns out, it's not the Tuna Fund building at all. The guy has no idea what
you're talking about. Better go back to Tokyo and sort this out.
When you reach Tokyo (which can also be done in Chapter 10 in Story Mode if
you return before heading out to the Morninglory to start the chapter's main
story), you'll get a mail from Sawada again. This time, he says he's raising
lots of huge tuna and he's inundated in orders, so he's going to need to expand
his business, so he's asking for more money.
Kiryuu thinks to himself that Sawada is probably at Sushiya Gin. Head over
there and Kiryuu asks the sushi chef if he knows where Sawada is. The chef
hasn't seen him recently, but he says his headquarters is near the Millennium
Tower, on the sixth floor of the building with Green Rooms Realty. It's
across the street to the South Entrance to the Millennium Tower, on the east
side, south of a place called "Wild Jackson." Choose the top choice to enter.
A bunch of other people who were hit by the scam are there, and they all
seem to think Sawada's skipped town. Kiryuu thinks it's way too clean there for
that, though, and waits as the others leave. Sawada shows--he was just hiding.
He calls his cohorts to beat you up, so they can get their stuff together and
run off to Hokkaido. You get your money back plus one of three different
rewards, depending on how much you invested.
Beat them instead.
After you beat them up, you can go to Sushiya Gin and talk to the people out-
side the shop to hear that the police mysteriously found him all beaten up and
arrested him.
1. Enter Sushiya Gin, top option
2. Invest 10,000 yen or 100,000 yen or 1 million yen
3. Go to Okinawa, get message, go to dead end in northeast First Town, top
choice
4. Go to Tokyo, get message, go to Sushiya Gin
5. Go to place on east side of the street north of Matsuya near Millennium
Tower
6. Beat guys
REWARD: Tuna and Egg Sandwich, 10,000 experience or Maguro Tuna, 10,000 ex-
perience or Maguro Tuna (x 4), 10,000 experience


CHAPTER 9
---------

The Mars Fighter Invades Tokyo (Toukyou Shinryaku Kasei Fighter)
TIME OF DAY: Any?
PREREQUISITES: None
STARTING POINT: In front of the Millennium Tower
Talk to the guy with a red jacket and orange knit cap. He recognizes you, and
introduces himself as Kitagawa, part of the comedy duo from Osaka Kiryuu helped
in a side mission in Ryuu ga Gotoku 2. The duo is called the "Mars Fighter."
Kiryuu asks if he's just having some time alone up here in Tokyo, and Kita-
gawa seems puzzled. He's there to be in a new TV drama, so he asks why Kiryuu
would ask him if he's there to be alone. Kiryuu explains it's because the
"other half" of the duo needs to be there for his success...or so he thought
back in Osaka. He tells him Minamisawa vanished again on him 6 months ago,
a half-year after they came to Tokyo.
Ever since Minamida vanished on him, Kitagawa has been working on his own in
variety show appearances and on dramas. But...he's still worried about the guy.
He's heard he was here in Kamuro, so he's gonna find him and bring back the
comedy duo, the Mars Fighters! He gives you his picture, and asks ou to look
for him--then he's called away to the drama.
Go to Kouenmae. Behind the parking lot, in that block to the west of West
Park, Minamisawa is standing around. Talk to him.
Kiryuu says he's causing trouble, and the guy wants him to act more like a
"tsukkomi" (kind of like the straight man) and grab his head and complain that
he's really causing trouble. You mention that you saw Kitagawa and he's told
you everything, and asked you to get him back to the Mars Fighters--and his
friends encourage him, too. But, he seems too proud.
Kiryuu automatically calls Kitagawa to arrange a meeting, and Minamisawa
protests. So, it's time to fight him!
Minamisawa just can't face Kitagawa--not like that. His "boke" skill (the
funny man of the duo who ge4ts hit on the head generally) is very rusty, so he
asks you to be the tsukkomi. Kiryuu agrees, just for once!
This is actually a take on a famous gag here about your neighbor's wall, but
it's kinda hard to translate literally into English. The (rather bad) joke is
supposed to go, "I hear your neighbor's fence got damaged!" And the other guy
is supposed to act shocked and say this long, drawling "heee" (sounds like
"hay") sound that's kinda like a shocked "whaaaat?" It just so happens that
"hei" also means "wall" or "fence." It's kinda like "What'd the ocean say to
the shore?" "--Nothing; it just waved."
Anyway, choose the third choice and Kiryuu looks sternly at the guy setting up
the really bad joke and crosses his arms. ".... So...?" he says, rather than
finish the joke. Everyone thinks he played a great tsukkomi.
1. Talk to guy in red jacket and knit cap in front of Millennium Tower
2. Talk to guy on north side of the street at Kouenmae, behind the Parking
Lot on Shichifuku
3. Beat guy
4. Bottom choice
REWARD: 10,000 yen, Minamisawa's Autograph, 5,000 experience

The Alps Tea Shop Murder (Kissa Alps Satsujinjiken)
TIME OF DAY: Any to start, Night for most of the mission
PREREQUISITES: None
STARTING POINT: Outside of Alps Tea House
NOTE: If you're in story mode, this becomes available during the day, and you
will have to wait until night to finish the mission, so it will span more
than one chapter
There's a girl handing out flyers outside the entrance to Alps Tea House. As
you near her, Date's boss (called "the youngster" all the time) recognizes her.
Kiryuu calls to him, and the girl notices them. She recognizes Date's boss
as the reporter who wrote the story that sent her older brother off to prison.
She's there passing out fliers to ask for his release, becuase she feels he's
been wrongfully imprisoned for 6 years.
So, into the shop you go with Date's boss, and he explains the whole thing.
Seems the girl's name is Akechi Nozomi. Her brother, Yuuichi, worked at Alps
6 years ago. He supposedly came in one day and saw his lover in his boss's
arms, so he killed him. There were many things wrong with the case and Date's
boss had his doubts, but he had to turn in a good story, so he went with the
plain, superficial idea that Yuuichi killed his boss. This has sullied the
Akechi family's name, so his sister stands there handing out flyers now.
Choose the top choice to help Date's boss with the matter. He gives you his
old notes. Apparently, after they closed, a man named Asai was wrapping up the
cash business, while Kinoshita, the waiter, was busing tables. Yuuichi went to
throw out the trash and saw the locker room door open, where he found Oda, his
boss, holding Usami, the waitress Yuuichi was going out with. He went in and
smashed Oda's head with an ash tray, then left. Kinoshita went to check on him
when he took a long time coming back and saw him running out the back, so he
went and checked in on the locker room and found the crime scene.
The basic premise is to gather witness testimony by interviewing different
people. The first thing to do is to get the investigator's notes on the case.
Go to Bantam at night. Detective Maeda is there, at one of the tables.
Talk to him. He recognizes Kiryuu, naturally, as the former fourth chariman of
the Toujou Association. Kiryuu is rather famous, of course.
Kiryuu asks him about the murder 6 years earlier, and he says he has no doubt
that he got the right man. He tells you there are four things going against
Akechi Yuuichi, which also exonerate the others involved. Those would be
alibis, witness statements, motive, and fingerprints. You can ask about them
in that order. You can't advance the plot until you've talked about all four of
them.
Anyway, it's time to go snooping. Go to Club Sega at Theater Square. You'll
find Imagawa there, in the center, in the back of the store. He's working there
now. Ask him all four things--alibi, what he saw, who would have a reason to
kill Oda, and if he could have been using gloves, so he wouldn't leave finer-
prints.
Then, choose the last option to stop asking him. He asks if you're accusing
him, and Kiryuu says he isn't, but Imagawa seems to think everyone there picked
on him and would make accusations like that. He also claims that someone stole
all of his belongings out of his locker that same day.
Next, go to Mach Bowl. Usami Sawako is there, wearing a uniform, putting
something in the lockers. Talk to her. Again, ask all four questions, then
the last one.
She didn't actually see Oda get killed because she ran off when she was caught
with him, and she never would have dreamed Yuuichi killed him that day. Kiryuu
notes that nobody really saw Yuuichi kill Oda.
Next, go to the Poppo near Nakamichi. Asai is htere--he's the one with brown
hair. Talk to him and repeat the questioning.
It seems that Oda harrassed other women at the store, too. Some girl named
Saitou was harrassed by him and quit over it.
When you stop asking him about things, Kiryuu naturally asks about Imagawa
and how his items were all stolen (why does everyone in this thing have names
from the Sengoku era?!). Whether you choose to suspect him or not, it turns out
that he did take the guy's wallet and CD's. He wouldn't need his uniform,
tho'--you can't sell that for much money. So, the second piece of evidence
from Asai's interview is that he didn't steal the uniform from Imagawa's locker.
Go back to Alps. Kinoshita is there, right near where you order. Talk to
him and interrogate him.
He tells you that he saw someone leaving by the back, and though he didn't
see clearly, he's sure it was Akechi Yuuichi, because he was wearing a waiter's
uniform.
Now, go to the Sai no Kawara area, all the way to the back office, and meet
with Hanaya to see what he knows. As soon as you reach the office, you'll
automatically go see him.
He already knows what you want. That's how it is for a guy with his ear to
the ground, I guess.
You only have two things to ask him about: the murder weapon and the finger-
prints. Ask them both.
There's a piece missing at its edge. Reportedly, some customer dropped it on
the ground and it chipped off. He tells you that Akechi was bringing it back
to dispose of it with the trash, and that they wash the ash trays every day, so
all the fingerprints on that ashtray were put there on the day of the murder.
He shows you the fingerprints. The ones in red are Akechi's. The others
are probably guests. Kiryuu notes that the real culprit's fingerprints may be
among those other ones on the ash tray.
Head back to Alps. A woman is there, talking to Kinoshita. She's heading to
a nearby host club, but she just thought she'd drop by first. Kinoshita grum-
bles about her, "That Yuuko...!"
Date's boss talks to you about her. It seems she's Kinoshita's wife. Kiryuu
praises Date's boss for knowing so much about things, but he responds that he
knows her because she used to work here. The shop's camera confirms, however,
that she wasn't there that particular day.
So, Kiryuu wonders if he shouldn't go to the nearby host club (that would be
Stardust) and check her out, even if it seems like she had nothing to do with
the events that day.
In Stardust, Yuuya explains that this lady's still very young but she's been
spending a lot of money there for 4 or 5 years now, because she's started up
some agency with goods marketed to young women. She walks over and asks who
Kiryuu is, and Yuuya tells her that Kiryuu's not one of the hosts there, so she
gives Kiryuu her card, saying it's too bad he's not.
Leaving Stardust, Kiryuu decides it's best to go check with Maeda at Bantam.
So, get on up there! Maeda laughs off the idea of Maeda not being the culprit
again, but Kiryuu notices he's looking over the case file. Kiryuu peruses the
list of items seized at the crime scene and is surprised to find something. He
says that there can be no doubt--Akechi is not the one who killed Oda and fled
the scene. He then asks the surprised Maeda to gather all those involved in
the case at Alps, and looks up at the camera, lighted from below with shiny
textures, looking actually kinda scary himself. Tho', I don't think they
intended that.
Go to Alps. Time to get Poirot on them. You'll have to choose different
testimonies and such to answer each question that arises in the explanation,
but if you choose the wrong one, it reportedly won't matter because Kiryuu will
just shrug it off and make you choose again.
Anyway, here's the order in which you need to choose the things on your list,
numbered from 1-11, from top to bottom:
1st time - 4th item
2nd time - 2nd item
3rd time - 5th item
4th time - 8th item
5th time - 3rd item, second prompt right after that: 7th item
For the sixth prompt, you'll get a different list, with pictures of the poss-
ible suspects. You may have already guessed, but it's Kinoshita Yuuko, the
second one over from the right on the bottom row.
Kiryuu strikes a pose straight out of Gyakuten Saiban and points at Yuuko.
Everyone is shocked. Kinoshita turns to his wife and asks if it's true. She
says that she has no reason at all to kill Oda.
Time to get crackin' with more evidence.
7th time - 6th item
8th time - 11th item
9th time - 10th item
10th time - 9th item
Kiryuu claims that Yuuko, who had been seeing Oda at the time, came to the
store and put on Imagawa's uniform, sneaking in to see her Oda who had been
cheating on her with Akechi's girl, Usami. She killed him with the chipped
ash tray and left with the uniform on with expert timing so that she could
frame Akechi up for it. She still deines it, but Kinoshita tells her to stop
her lying. He knew she was there that day. He says he could smell her perfume
that day. He liked her back then, too, and he thought of her perfume as a
wonderful smell, but not anymore. He's tried to talk to her about that day,
but only got snapped at. He says he didn't want to believe what it meant...he
needed Kiryuu to come along and pry into things to break his silecne. But, he
regrets now that his silence has had poor Akechi Yuuichi in prison for 6 years.
Finally, Date's boss asks her, and she admits guilt. It seems that after
she came in the back way to see Oda and found him with Usami, she went into the
next room and hid. When Akechi came and saw, he confronted Oda, and Usami ran
out the back. He chased after her, and that's when Yuuko had the chance to go
in and confront Oda herself. She kill him and changed into Imagawa's uniform
to cover her tracks as she left (quick thinking for a crime of passion if you
ask me).
1. Go to the entrance of Alps
2. Go to Bantam at night, talk to Maeda at table, ask all questions
3. Go to Club Sega at Theater Square, talk to Imagawa against the back wall,
ask all questions
4. Go to Mach Bowl, talk to Usami at lockers, ask all questions
5. Go to Poppo at Nakamichi, talk to Asai at counter, ask all questions
6. Go to Alps, talk to Kinoshita near register, ask all questions
7. Go to Sai no Kawara, undergound, back office, ask both questions
8. Go to Alps
9. Go to Stardust, get close to Yuuko
10. Go to Bantam, talk to Maeda
11. Go to Alps, follow appropriate items when prompted as listed above
REWARD: 200,000 yen, 20,000 experience

The Fifth Bodyguard (Goninme no Youjinbou)
TIME OF DAY: Any
PREREQUISITES: Clear "The Fourth Bodyguard," get message to your cell phone
STARTING POINT: M.E.B.
After clearing the fourth bodyguard, you'll get a message around the Coin
Lockers area, talking about the last guy the manager wants you to recruit,
Gatling Sendou, the boxer. He tells you to try to find him at MEB.
Go to MEB. He comes in and knocks the guy down. Kiryuu walks over to talk
to him. Choose the bottom choice to say you'll show him a good club. He
wants to see a photo of the girls there, but Kiryuu doesn't have that, so he
turns away. Talk to him again and fight him.
After you complete this mission, you'll get a message from the casino manager.
Go there and you'll finally complete that mission.
REWARD: Anger Bracelet, 5,000 experience

I'll Tell You Your Fortune (Anata no Unsei, Uranaimasu)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: Pink Street, southern end, west side of the street
There's a fotune teller at the west side of Pink Street, near Club Ageha. Talk
to her, and she'll offer to tell you your fortune. Agree wit the top choice.
She reads your fortune, saying you're the hero type and you've got talent to
accomplish anything you want, but you live a life filled with troubles. She
can tell you more, but it'll be 120,000 yen. Normally, it's 150,000, but for
you, she'll make an exception. She tells you to remember that lots of people
count on you, as the hero type, and that someone you trust is betraying you.
She says it's actually to your advantage to keep being taken advantage of. If
you let a doubtful nature enter your heart, it's really gonna be bad.
Run south a bit. A girl will call to you. She says she's been ripped off by
this fortune teller and asks you to meet her at the Club Sega at Nakamichi. So
go over there. Talk to the three girls there. None of the fortune teller's
readings are true. They want their money back. Head over to the fortune tel-
ler. She's telling the girls who were lined up before that she's gonna give
them a bonus, because she was able to scam you out of 120,000 yen. Up come
her son and a bunch of ruffians...beat 'em up!
The lady says that although she has a bit of a scam going, well...you have to
admit, her prediction was true! Someone you trusted at that moment was trick-
ing you--she, herself, was tricking you! When Kiryuu doesn't laugh, she sighs
and notes she doesn't seem to "have it" anymore. Maybe she should just retire.
Kiryuu tells her it's brave of a person to be able to retire, and she happily
agrees and runs off.
The three gals who were swindled show up. They want to know where the
fortune teller is. Choose the top choice only if you want your 120,000 yen
back, but choose the bottom choice to tell them you didn't see anything and
you'll get a crystal ball, which is woth 200,000 yen.
Run south and talk to them again. They were looking for her, but they just
couldn't find her anywhere, so they give up. She calls to you and thanks you
for not turning her in.
1. Talk to fortune teller on west side of Pink Street, near Ageha, top choice
2. Spend 120,000 yen with the top choice
3. Go south, get approached by girl
4. Meet girls in front of Club Sega at Nakamichi
5. Return to fortune teller, beat guys
6. Go south, talk to girls, bottom choice
REWARD: Crystal Ball, 3,000 experience

The Panicking Pickpocket (Suri, Ooawate)
TIME OF DAY: Day, night (not evening)
PREREQUISITES: Complete "I'll Tell You Your Fortune"
STARTING POINT: West Taihei
At the west end of Taihei, near Emoto's Clinic, a dude in a hat comes running
up and bumps into Kiryuu, stealing 40,000 yen from his wallet (how do you
steal just a certain amount from a wallet?). Chase him in a Chase Battle. He
drops money along the way...collecting it will bring you back your 40,000 yen,
but you can ignore it and just catch the guy. You get a reward anyway.
1. Bump into guy near Emoto's Clinic, have 40,000 yen taken
2. Chase Battle
REWARD: 100,000 yen, 5,000 experience

The Telephone Booth (Denwa Box)
TIME OF DAY: Any
PREREQUISITES: Clear "The Panicking Pickpocket"
STARTING POINT: Save Point at Theater Square
Near the phone booth at the Square in front of the Theaters, you'll hear the
phone ring. Choose the top choice to answer. Some guy says he has something
very important to you, and if you want it back, you'll go to Le Marche and get
him an Italian Necklace. He tells you to bring it to the phone booth in front
of the Poppo Mart on Shouwa.
You don't have to go through that, though. There's a guy south of Serena on
Tenkaichi in front of the building on the west called "Kamuro Slot House" who's
on the phone. Talk to him. Kiryuu heard the noise of the slot house behind
the guy, so he tells him if he's gonna do something like that, he might try
doing it from a quieter place. Beat him up!
1. Go near Save Point in the Theaters Square, top choice
2. Go to the slot house south of New Serena, talk to guy, beat him
REWARD: 50,000 yen, 8,000 experience


CHAPTER 12
----------

Date's Pride (Date no Hokori)
TIME OF DAY: Night?
PREREQUISITES: None
STARTING POINT: Outside Le Marche
Date's looking in Le Marche's window. Talk to him. He's got a little errand
to run, so Kiryuu asks what he did with Haruka. He tells him he left her with
the matron of New Serena. Kiryuu asks him what he needed to buy from this
store, and Date tries to kinda brush him off. So, he asks if he's gonna buy
something for someone special, and Date asks Kiryuu not to laugh.
It's for the matron of New Serena. Kiryuu's not surprised, so Date looks a
little embarrassed and yells at him. Anyway, you can choose the top option to
tell him to give it up or the bottom one to get a good one. I usually choose
the bottom one, but I hear it doesn't matter.
In he goes, out he comes, with a ring. It seems he asked her what her ring
size was, saying she was about the same as his daughter, Saya.
It seems Date's the one who set the matron up there at Serena after Reina
died, and he fell in love with her because of her attitude, which got her
through some rough patches.
So, go back to Serena with Date.
The matron is talking to a customer. He's come back to Kamuro from a far-
off, foreign country. She turns to Kiryuu and Date and tells them Haruka's in
the back. As the other guest pays and gives Date a look as he leaves.
Date then gives her the ring. She frowns and says that he's just joking.
That ring is for Saya, isn't it? He's serious, tho'--it's for her. He's al-
ways liked--
She interrupts him, telling him to leve. She's closing up for the night. She
also asks him not to come around anymore.
Date mopes about it a little outside and Kiryuu tells him to just let it go
for today. He's sure there's some reason behind this, so he tells Date he'll go
find out for him.
Go back in Serena and Kiryuu talks to the matron, telling her that Date's
really serious about this. The matron explains that she was married once, a
number of years ago, to a cop. He was killed trying to save her from a robber.
Even though Date's quit the force and become a reporter, she still can only
think of her dead husband when she sees him.
Kiryuu says Date's not her dead husband, but it doesn't matter. She still has
that person's memory in her heart, and knowing that Date used to be a cop,
she'll always think of him.
Leave Serena and head to the Third Park. Date's there. Approach him, and
Kiryuu will tell her all about it. Seems Date knew about that incident. He
explains that her dead husband worked under his command in the police and
was done in by a guy named Tsukishima, who was going around committing armed
robbery. When Tsukishima grabbed the matron and used her as a hostage, her
husband dropped his gun out of fear of shooting his wife, and was killed.
The police rushed in and got the matron away from Tsukishima, who was sent off
to prison. But, the matron's husband was already dead. Feeling responsible for
his underling, Date's been watching over his widow all this time, though he
believes she doesn't know that he was the one in command of the operation.
That was a whole nine years ago...now, he's grown so close to the matron. He
just wants to be with her.
He suddenly remembers he's seen that guy at the bar before. Yes--! He was
Tsukishima!
Date says he remembers the guy said he came back to Kamuro to meet someone,
and assumes he meant the matron. So, off he runs. You'd better go to New
Serena.
The matron isn't there, and neither is Date. Haruka tells you that a man
came and took the matron out the back, and that Date followed them. So, go out
the back exit.
Tsukishima is there. Again, he's got the matron hostage. He tells Date he's
been after him, even if he's quit the force. He was surprised to find that
woman there. Kiryuu whispers to Date that he'll be the distraction for him,
but before he can do anything, Tsukishima's underlings show up. He tells them
to take care of you--but not to kill Date; he's gonna have fun toying around
with him.
So off they go, and you're left to contend with the riff-raff. Beat them up.
Date's down the alley a bit, right before Tenkaichi. Get close to him, and
he'll say he's sure Tsukishima's taking her to the spot he killed her husband.
He also says this is his fight and runs off alone.
Run around a bit. You may have to take a while, or you may have to walk in
and out of a building first. Anyway, go near Club Sega on Nakamichi and you'll
get a all from Date's boss. He tells you he saw them heading to a building
near Nakamichi. It'll have a green dot on it. It's at the end of the weird,
narrow alley behind the Mahjong parlor. Go there.
Date's on the roof, pleading with Tsukishima to let the matron go, but he
saw how Date seemed to be close to her in there. Kiryuu walks up and says he
doesn't like people using women to win their fights, and apologizes to Date for
coming against his will. Tsukishima sicks his dogs on you. Beat them!
But, it's a little too late. Date has his gun, Tsukishima has his gun, and
he's pointing it to her head again. The same thing is about to happen. He
says he's sorry to say bad things about the man, since he's dead and all, but he
thinks that turning your back on a fight like that is wrong. He thinks he has
to fight to protect. That's his pride! And his answer! So, they shoot. Date
is hit in the arm, Tsukishima is hit in the chest and killed.
After the fight, the matron tells Date she needs more time to think it over.
Kiryuu tells Date it's good that she's not mad at him anymore, and Date's boss
suggests they go to the office and write up a piece on this story. Date's
infuriated by that idea, and his boss insists, saying that a policeman's pride
is great and all, but he's a reporter now. He should have pride in reporting a
great story!
1. Talk to Date outside Le Marche, either choice
2. Follow Date to New Serena
3. Enter New Serena
4. Talk to Date in the Third Park
5. Enter New Serena, exit out the back
6. Beat thugs
7. Run over to Club Sega, wait a while or go in and come out of a store, get
phone call from Date's boss
8. Go to building near Kamuro Castle in the narrow alley going to the south,
beat thugs
REWARD: 20,000 experience

The Fall Guy in Tokyo (Toukyou ni Kita Butsukaru Otoko)
TIME OF DAY: Night?
PREREQUISITES: Clear "The Fall Guy Throws In the Towel"
STARTING POINT: Near the Millennium Tower
Walking around near Bantam is the guy with his big group of thugs. Get close
and he'll fall down. They start into their little scam, and the guy recog-
nizes Kiryuu, getting up and explaining that he gave up the scam in Ryukyu.
A rival gang of thugs come up. Their leader demands that the fall guy pay
back the money he took from one of his group's members with the scam. He turns
to you for help. Choose the top option and save him by beating up the thugs.
After you save him, the guy and his group promise never to do that again. He
gives you a reward and then they run off.
REWARD: 150,000 yen, 8,000 experience

The Couple Who Wouldn't Learn (Korinai Futari)
TIME OF DAY: Night
PREREQUISITES: Have Haruka with you, clear mission "A Trip Before Marriage"
STARING POINT: In front of the Millennium Tower
There are a couple of businessmen near the steps to the Millennium Tower,
talking in speech balloons about Akimoto. Talk the guy on the right.
It's Akimoto's boss. He asks if you haven't seen him around. It seems he
left him a message that he's gonna jump from the Millennium Tower! The co-
worker turns to him and says it's weird--hasn't Akimoto just gotten back from
Okinawa with his fiancee?? Didn't he seem really happy that time?
Haruka asks if it's the same Akimoto, and Kiryuu says he hopes not, but...that
it certainly does seem that way. The businessmen want to go, but they probably
won't be able to get in the Tower. Haruka asks what you should do. Choose the
top choice to go in.
Head to the back elevator and choose the top choice to go up.
There are shoes and a suicide note there. Go and investigate them with the
Circle button. It seems you guys were too late.
Mizuki comes running, calling to Akimoto. She reads the letter. He apolo-
gizes to her for things coming to this, and for causing her so much trouble.
He also says he's happy for all the times with her, whether they were happy or
sad. He says he couldn't earn her love in the end, but...well, he had fun!
He apologizes again, and thanks her again, then says "goodbye."
Mizuki cries her eyes out. She wonders...did he really die?! She thought
they'd be together forever! She goes to the edge of the roof and apologizes to
Akimoto for causing him so much pain, and then says she'll be there soon...she's
gonna go be with him!
Kiryuu yells to stop her, but she turns and tells him not to try it. She's
done such awful things to Akimoto...so, she has to die!
Kiryuu yells at her again. He asks if she thinks that would really make
Akimoto happy or something?? She says it was her fault, and Haruka says that
although she may have caused Akimoto pain, Akimoto still loved her! She says
that even if it's painful, she has to go on living.
As she cries, somoene suddenly starts talking about leaving those old, smelly
shoes there. It's Akimoto, who comes running over to her, and asks why she's
crying. Did that yakuza do something to her?
She's shocked Akimoto isn't dead yet, but he explains that he wanted to go
get a different pair of shoes to leave. Those are too old and smelly. He
wanted to leave the shoes she told him to buy in Okinawa.
She pushes him for making her upset like that, and he starts to fall, so she
reaches over and saves him. He says that was close--if he'd died there, how
could he have committed suicide??
Mizuki slaps him. Then she hugs him. She apologizes to him for lying to him
and taking his money like that. But...he was different. He wasn't like her
other clients. He always smiled and laughed with her, and he always thought of
her feelings and all.
She begs him not to say he's gonna die again. If he weren't around, she has
no idea what she'd do with herself. So, Akimoto asks if they can go back to the
first time they met and redo things. They call to each other and hug tight,
and Akimoto apologizes, saying he'll be with her forever.
Haruka and Kiryuu leave. Akimoto and Mizuki say they love each other and
kiss.
How long you guys think it'll last? One year? I'm betting one year--when the
next Ryuu ga Gotoku comes out.
1. Talk to businessman in front of Millennium Tower with Haruka in tow, top
choice
2. Go to elevator in the back, examine it, top choice
3. Go over to shoes, examine them
REWARD: 20,000 experience

Amon
TIME OF DAY: Night?
PREREQUISITES: Complete all IF7 Training, all Hitman Missions, and all 122
other side story Missions
STARTING POINT: Kamuro Castle
NOTE: This is a particularly strong enemy--Amon is to Ryuu ga Gotoku as the
"Ultimate Weapons" are to Final Fantasies. Have lots of healing items and
be prepared for a rough fight.
Finish all 122 other missions (you can "fail" / "Finished" them, and you can
complete only one of the "Make the #1 Cabaret Club Girl" girls). Undertake all
IF7 training. Beat all the Avengers (Hitmen).
Talk to Ibuki. He asks you if you know about a guy named "Doctor Minamida."
Choose the top choice to tell him you do (he's the Doc. Brown-esque guy with
the Inner Fighter 7 machine). Ibuki has yous it down and explains that while
he was researching the Hitmen, Minamida's name kept coming up. Kiryuu asks if
he's one of the Hitmen, but he says he's not really one of them.
Rather, his name keeps coming up when they research this "Amon" guy, whose
true identity is unknown.
If you didn't know from the previous games, Amon Joh is a powerful enemy, who
always seems to want to kill Kiryuu to prove he's the best of the best. He was
even in Kenzan!--well, as a guy just like him named Amon Jounoshin.
It seems that until Arase turned up, Ibuki believed Amon was the man behind
the Hitman organization. Every time he tried to find anything out about the
guy, all leads just went to dead-ends--except when he researched this Minamida
guy.
He says he's not sure what the connection is between Minamida and Amon, but he
knows now that Kiryuu is Amon's next target. He tells you, then, that you
should be careful if this Minamida guy knows you.
So, head over to the IF7 area and talk to him. He asks if you've come to
play again, and Kiryuu says "yes." Minamida looks down. He says that there's
something he's always meant to tell you, but he's just been unable to. He's
running from someone. It's not a debt collector, or anything like that--some-
thing much more serious.
It seems he built that machine for a man--a very fearsome man--who told him
all about Kiryuu. Kiryuu guesses it's Amon. At first, Minamida turned him
down, but what made him accept Amon's proposal was the very plan itself--to
make a machine that would go into your mind and give you experiences. He wasn't
even sure if he could make such a thing.
He then notes just how horrifying Amon is. He saw his fights when he tested
the machine.... Something that powerful shouldn't exist in this world! At
first, he thought he was just making a machine to practice his fighting tech-
niques with...but then he realized that it's a feedback system.
He means that the machine will recreate people you've faced before. So, he's
fought his past fights and learned more from them.
Minamida fled from Amon, knowing that he needed to stop this guy. There were
only two people who gave Amon a hard time on the machine: an old man (he must
mean Komaki) and Kiryuu.
Kiryuu asks if Amon knows where Minamida is, and Minamida says he's positive
that he doesn't. Just then, both Minamida's and Kiryuu's cell phones ring.
Guess who?
He says that the Amon clan doesn't tolerate failure. He's got to kill you to
end this. He knows your cell phone number--but that's not all! He knows the
locations of all the people you love.
Amon then thanks the man who betrayed him, Minamida. He's used him to col-
lect data on Kiryuu. Minamida says that's impossible, but Amon laughs at him
and points out that he came to Minamida with the plans a year ago. He had the
plans because he already had built the machine himself!
Anyway, it all ends up in him challenging you. He demands that you go to a
secret arena in the heart of the mountains at night. He sends you a map over
your cell phone. You can go to the dojo at night. In story mode, it'll be
the third option from the top.
He's tough. There seems to be almost only one thing that will ever hit him--
the Triangle while blocking parry. That does hardly any damage, but you can
just stand there and do it to him over and over until he starts somersaulting.
For that part, just try and sidestep and stay at just a little bit away from
him to counter with a few hits. It's almost useless to use Finishing Blows,
and even if you have infinite Heat or the ability to use Heat Actions without
being in Heat Mode, you'll notice that you have almost no opportunity for Heat
Actions. It does help with guarding his weapons, though...except bombs and
gunshots.
After you defeat him, he begs Kiryuu to kill him. Kiryuu says he's told him
before that he won't kill. Amon asks what Kiryuu would do if he told him that
if he let him live now, he'd just go and kill all the people Kiryuu loves.
Kiryuu tells him he won't let him do that, though.
Kiryuu won't do that either! He won't let him force him to be part of this
morbid sense of morality. He tells him that if he wants to try again, he
should just regain his strength and challenge him some other time.
He leaves, and returns to Minamida, who is shocked to learn that Kiryuu spared
Amon. Kiryuu explains that he doesn't kill people, and besides, if Amon ever
returns, he'll beat him then, too.
1. After clearing all other 122 missions, all Hitman missions, and undertaking
all courses of IF7, talk to Ibuki at Kamuro Castle
2. Talk to Minamida at his usual place near Champion
3. At night, take the taxi to the Secret Mountain Arena
4. Beat Amon
REWARD: The Golden Gun (this is your reward for clearing all 123 missions. Go
claim it from Bob Utsunomiya after the mail from Sayama)


5a-III. Okinawa Missions
------------------------

CHAPTER 3
---------

Kidnapping? (Yuukai?)
TIME OF DAY: Any?
PREREQUISITES: None
START LOCATION: On North Ryukyu, south of Umachii on the west side of the
street
Go near the woman talking to the veterinarian. She asks him where Takuya is.
He tells her that someone came, saying he knew her, and that he was there to
pick Takuya up.
She then reveals that someone has asked her to come alone--and not call the
police--if she wants to see Takuya again. She then says that if anything hap-
pened to her little Takuya, she wouldn't know what to do. Kiryuu wonders if a
kidnapping has taken place.
Talk to the woman. The doctor wants to call the cops, but the girl asks you
to go and look for Takuya on our own. Choose the top choice to look for Takuya.
The two of you go to the location. You can either choose the top choice to
go in yourself, or the bottom choice to let her go in and watch to see if she
needs help. Either choice will get you a "complete."
Around the corner, you'll find the guy who kidnapped Takuya, so...beat the
crud outta him!
It turns out that Takuya is a (horribly-rendered to the point of being very
frightening) dog. Well...at least you helped, huh?
1. Go near woman near Umachii
2. Talk to woman, choose top choice
3. Choose either choice
4. Beat punk
REWARD: 10,000 yen, 2,000 experience

I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1 Hanashi)
TIME OF DAY: Any?
PREREQUISITES: None
START LOCATION: Near the Maeda Pharmacy in Kariyushi Arcade
Near Quickly and the Maeda Pharmacy, a girl suddenly runs up to you. Talk to
her.
She noticed you seem like you're from Tokyo. Her name's Kaede, and she'd like
to go live in Tokyo, actually, so she wants you to tell her all you can about
life there. Choose the top choice to go with her.
You can answer anything you'd like for the conversation.
1. Run into girl near Quickly/Maeda Pharmacy
2. Talk to girl, top choice
3. Any choice during conversation
REWARD: Okinawan Pork Spare Ribs Burger Combo, 2,000 experience

The Brewer's Treasure (Shuzouka no Takara)
TIME OF DAY: Any?
PREREQUISITES: Finished "I Wanna Go to Tokyo pt. 1 (Toukyou ni Ikitai Dai 1
Hanashi)"
START LOCATION: In Municipal Market area, in the alley running east from Maeda
Pharmacy
There's a guy getting harrassed by a yakuza-looking guy in the alley. Get near
them, and it will be clear he's cowering before a debt collector. If you talk
to him, the debt collector will clear off, and the man will explain that he's
Matsushima, an awamori (Okinawan liquor) shop owner. He'll tell you that he
has a huge debt, but that he actually knows where some treasure is buried--and
it seems to be right near the Morninglory Orphanage!
Choose the top choice to help him look for the treasure. He'll tell you an
old rhyme written about it: "When you get close, you will hear the sound of
waves, don't be drunk by the king, be drunk by the turtle, golden foam."
Go back to the orphanage. On the street, you'll see two kids, planning to
meet up at the turtle rock again tomorrow.
Obviously, there's a turtle-shaped rock to find on the beach. It's in the
western side of the beach. In front of it, you'll get the option to look with
circle. Kiryuu will call Matsushima over, and the two of you will start dig-
ging for treasure.
For some reason, it prompts you three times--but your only option is to keep
digging.
Once you find the treasure...it turns out to be one of the oldest awamori
liquor bottles around. The debt collector finds the liquor, and offers to
cancel the entire debt the man has for it. Seems his boss really loves awamori
and he's gonna go win his favor that way.
1. Go near man cowering in alley near Quickly
2. Talk to man, choose top choice to help
3. Go to Morninglory Area, see kids on street
4. Go to rock in western beach area, use circle to check rock
5. Dig three times
REWARD: Shisa Belt, 2,000 experience

The Fall Guy (Butsukaru Otoko)
TIME OF DAY: Any?
PREREQUISITES: None
STARTING LOCATION: West First Town, near main intersection in First Town
Running around in First Town, you'll come across three wise guys walking around
in a group. Bump into them, and their leader will fall down, and claim he's
hurt.
You have three choices. The top choice, to not pay, will get you in a fight,
plus you'll get 10,000 yen given to you by the scam artists.
The second choice is to pay the 10,000 yen they've asked of you. This will
end the mission, but, you get no reward. It does give you "Complete" (you don't
fail the mission), though.
The third choice is to pay 100,000 yen. If you have that much, go ahead and
choose this option. The reward will be the most--and it's also the funniest,
storywise. The hurt man springs to his feet to make sure you've really given
him 10,000 yen. You'll have to fight, but they'll give you 120,000 yen in re-
payment.
1. Go to First Town, look for three men near main intersection near Karaoke-
Kan.
2. Bump into them.
3. Choose top choice to fight them and get 10,000 yen, middle to pay 10,000
yen, and the bottom choice to give them 100,000 yen, but get 120,000 back
after you beat them.
REWARD: 10,000 yen or 120,000 yen (minus the 100,000 you have to pay),
2,000 experience.

The Rose Balsam Song (Tinsagunu Uta)
TIME OF DAY: Any?
PREREQUISITES: Finish "The Fall Guy" mission
STARTING LOCATION: Monorail Station
Right near the escalator to the monorail is a guy playing a sanshin--a type of
shamisen (three-stringed banjo-like instrument) used in Okinawa. Talk to him to
hear a tune.
He tells you it's the Rose Balsam, or Tinsagunuhana, an Okinawan folk song.
Next up is the Moon's Beauty.
Before he can start, some punks suddenly come and tell him he's not allowed to
sing there. They tell everyone else to shove off--including Kiryuu. Choose the
top choice to stop them--which means you have to fight and defeat the punks.
The man reveals he's singing the song his grandma, who died last year, taught
him. Kiryuu tells him to hang in there.
1. Go to the Monorail Station
2. Talk to man playing sanshin
3. Choose top choice to save him
4. Beat punks
REWARD: Saataa Andaagii (an Okinawan fritter), 2,000 experience

Okinawa Soba Delivery Race (Okinawa Sobaya Demae Race)
TIME OF DAY: Any?
PREREQUISITES: Order at least two times at Warabaa Ramen
STARTING LOCATION: Warabaa Soba
After you've ordered at Warabaa at least twice, leave the area and come back
(as in, go to the Morninglory Area and come back to Ryukyu Village).
The lady running the shop should now be standing in front of the stand, with
a worker who looks really upset. Get close, and you'll see her scolding him.
Talk to her. It seems he's taken too many delivery orders and doesn't have
time to deliver them. Choose the top choice to order food, or the bottom
choice to offer to help with deliveries.
You have 5 minutes to get the three deliveries: one to Maeda Pharmacy, one to
Mahjong Camp, and one to Ryukyu Nights. You should do them in that order to
make time. Go deliver them and run back to talk to the soba stand owner again.
If you take too long, you'll fail the mission ("Finish" mark instead of
"Complete").
1. In two separate visits, order food at Warabaa Soba
2. After leaving Ryukyu Town, come back
3. Talk to Warabaa owner, choose bottom choice
4. Run to Maeda Pharmacy, then to Mahjong Camp, then to Ryukyu Nights in under
5 minutes
REWARD: 10,000 yen, 3,000 experience

Challenge from a Hustler (Hustler kara no Chousen)
TIME OF DAY: Any?
PREREQUISITES: Win at nine-ball billiards 3 times
STARTING LOCATION: Aqua Sky
After winning three times at nine-ball billiards (it can be against the first
guy on the list, the easiest one), an old man comes and tells you you've got a
keen eye for this sort of thing. He says you have the eye of a hustler, and
asks if you've ever thought of turning pro. Kiryuu asks who he is, but the guy
just leaves, saying if fate has it, you'll meet again.
Leave, and come back in. Because, you will meet again.
Right at the billiards table, you'll find him with some sad-looking guy. The
man introduces himself as Shiraishi. He's a debt collector for a local casino.
Seems the sad-looking guy owes him a tab from a few rounds of poker, but he's
such a crybaby, that he figured he'd make a wager with him to beat any opponent
in the Aqua Sky.
That's you. Choose the top choice to play against him.
You may want to save first, and retry this mission, if you'd like. If you
win, you'll get "complete" (you'll pass the mission). Otherwise...you get a
"finished" (fail).
REWARD: 100,000 yen, 3,000 experience

Make the No. 1 Cabaret Club Girl! (No.1 Kyabajou wo Tsukurou!)
TIME OF DAY: Any
PREREQUISITES: None
STARTING LOCATION: West First Town
Talk to the man in trouble in west First Town, find out about how his top
cabaret club girl is making life difficult for him, offer to help.
See section in appendices for details.
REWARD: 100,000 yen, 5,000 experience or 300,000 yen, 10,000 experience

Tsuchiya Mika of Flawless
TIME OF DAY: Any
PREREQUISITES: None
STARTING LOCATION: Flawless
Romance Tsuchiya Mika at Flawless.
See section in appendices for details.
REWARD: 5,000 experience

Kaneshiro Nao of Flawless
TIME OF DAY: Any
PREREQUISITES: None
STARTING LOCATION: Flawless
Romance Tsuchiya Mika at Flawless.
See section in appendices for details.
REWARD: 5,000 experience

Unten Saya of Flawless
TIME OF DAY: Any
PREREQUISITES: None
STARTING LOCATION: Flawless
Romance Tsuchiya Mika at Flawless.
See section in appendices for details.
REWARD: 5,000 experience


CHAPTER 4
---------

English Conversation Solicitor step 1 (Eikaiwa no Kan'yuu step.1)
TIME OF DAY: Any?
PREREQUISITES: Finish "Kidnapping?" mission
STARTING LOCATION: Near the Monorail Station
Talk to the woman standing across the street from the Monorail Station. She's
handing out free samples of English conversation texts. It says that if you
see someone in trouble, you should ask "May I help you?"
There's a white girl crouching in front of the Ebisuya Pawn Shop. She's
saying "Ouch...help me...."
Go and talk to her, and choose "May I help you?"
She weirdly runs right into Kiryuu's arms, saying she hurts after falling
down from avoiding a car. She then says you're a very nice person, and your
English is very good, too!
I mean, that doesn't really explain why she's leaning all up against you like
you were some dashing romance novel hero or something, but, that's neither here
nor there. She says if you study hard, she'll do nice things for you later.
See you later!
1. Talk to woman across the street from the monorail station
2. Talk to woman next to Ebisuya, second choice
REWARD: 2,000 experience

English Conversation Solicitor step 2 (Eikaiwa no Kan'yuu step.2)
TIME OF DAY: Any?
PREREQUISITES: Finish "English Conversation Solicitor step 1"
STARTING LOCATION: Near the Monorail Station
Talk to the woman standing across the street from the Monorail Station. This
time, she wants you to buy your English text for 10,000 yen. Choose the top
selection to buy the book.
You'll find the white woman in Kariyushi arcade, just north of Quickly. She
needs to know where the station is (just like in the English conversation
lesson! Convenient, eh?). Tell her "Go straight this way."
She hugs you again, and tells you to study more...she'd like to get to know
you better.
1. Talk to woman across the street from the monorail station, choose the first
choice to buy book for 10,000 yen
2. Talk to woman near Quickly, top choice
REWARD: Italian Wallet, 2,000 experience

Lost Child Hunter (Mayoigo Hunter)
TIME OF DAY: Any?
PREREQUISITES: Finish "English Conversation Solicitor step 2"
STARTING LOCATION: The entrance to Kariyushi Arcade from Ryukyu Street
Talk to the sunglasses-wearing woman at the north end of Kariyushi Arcade, on
the east side.
Seems she's lost her daughter, Sakura! Choose the top choice to help her out.
She tells you she's wearing a straw hat, so head down Kariyushi Arcade to the
Maeda Pharmacy and talk to the girl across from it. Kiryuu calls the woman,
but, it's not Sakura.
She IS wearing her hat, though. She traded it with Sakura for a baseball cap.
Go down the arcade, and find a girl with a baseball cap on. She's near Wara-
baa Soba.
Again, it's not the right girl. This time, she traded it for a hair ribbon.
Go back up the arcade and you'll find a girl with a ribbon, who's near the big
Shisa statue (that weird, green...monster thing). This time, it turns out she
traded her ribbon for a cute backpack shaped like a doll.
She's down at the end of the arcade, where it turns the corner towards the
market. Talk to her, and she'll say she is Sakura, but...she's not lost.
Kiryuu goes and gets her mom, and it's revealed that the mother was the one
waiting in the wrong spot...so, it was a lost mother, not a lost child, after
all.
1. Talk to woman at north end of Kariyushi on the east side, choose top choice
to look for Sakura
2. Talk to girl across the arcade from Maeda
3. Talk to girl next to Warabaa Soba
4. Talk to girl next to Shisa statue near Maeda
5. Talk to girl at corner of Kariyushi and the Municipal Market
REWARD: 3,000 yen, 3,000 experience

The Lost Keys (Nakushita Kagi)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: Coin Lockers
At the coin lockers area, there's a woman looking for some keys. This is your
tutorial for the first-person view mode (kinda). Hit R3 and move the reticle
up, along the wall behind her, over to the right to the higher balcony's rail-
ing, until it rests on the key. Hit Circle.
Then, go talk to her again to tell her where the key is.
1. Talk to woman crouching near coin lockers
2. Enter first-person view mode, look up to find key, hit circle
3. Talk to woman crouching near coin lockers
REWARD: Okinawan key #33, 2,000 experience

Love's Cupid (Koi no Cupid)
TIME OF DAY: Any?
PREREQUISITES: "The Lost Keys"
STARTING LOCATION: Outside of Smile Burger
You're about to meet a (sorta annoying) guy you'll see for a few sub missions.
Talk to the high school student standing around outside the entrance to Smile
Burger. Kiryuu asks him to move so he can go in, but, the boy suddenly asks
him to make him a man.
(No; dirty minds!)
Choose the top choice to hear what he needs. Seems a girl who works at Smile
Burger has caught his eye, but, he doesn't know how to approach her. You have
three choices--to tell him to just go and talk to her, to have him write her a
letter, or to give up. Tell him one of the first two. Then, three more
choices show up--a third, new one is added.
He keeps going in and taking your advice, but not being brave enough to act
on it. Instead, he's getting really full, just ordering burgers over and over.
The idea here is to run out of options except for having Kiryuu go and tell
her himself. You can do this by just answering the top choice over and over for
this part, until there are only two choices. The top one will be for the guy to
just go ahead and tell her his feelings. After that, the boy brings you a
King Burger Set. You can actually go straight past all the rigmarole and
answer the bottom choice after the first set of choices to advance the story
inside the shop, but, why do that when you can get something for free?
Inside, you have three choices--to ask her on a date, to have her read a love
letter, or to order a hamburger. Choose the middle choice.
She'll say that Kiryuu's really more her type, but, she thinks it's sweet that
the boy's come in so many times and kept ordering burgers just to be close to
her, so, she doesn't see how it would hurt to go out with him once.
1. Talk to boy outside Smile Burger
2. Top choice, top choice, top choice, top choice, top choice, top choice,
second choice
REWARD: (maybe a King Burger Combo), 2,000 experience

A Family Full of Love (Aijou Ippai Kazoku)
TIME OF DAY: Any?
PREREQUISITES: Clear "Love's Cupid" mission
STARTING POINT: Northeast corner of the main intersection at Ryukyu and North
Ryukyu
There's a guy standing near Yanbaru Coffee, on the corner of Ryukyu and North
Ryukyu, holding two, heaping-tall ice cream cones. Talk to him.
He's got four, six-scoop ice cream cones to deliver. Of course, he can't
carry them all by himself, so, will you help him? Choose the top choice to lend
a hand.
You have to walk to the M-Store over in east Ryukyu. That's not the easiest
task, though...because you have to be careful, so, you can't run. Don't bump
into people or cars! If you fail, you can try again at the cost of 1200 yen,
with the top choice. You can retry until you get it and clear the mission, or,
you can choose the bottom choice and fail it. It's up to you.
It isn't really as annoying as it sounds, though, because you can actually
cross the street at the crosswalk and go in the narrow space just off the curb
where the cars can't hit you (except buses). Then, just turn and walk to the
M Store--but be careful! Pedestrians are the real danger, and they will do
almost anything to destroy you. You'll see them literally turn behind you and
start homing in like missiles. Once you're in the little plaza area near the
coin lockers, however, it's pretty easy to avoid them.
Once you get there, it looks like he's bought too many cones. So, they give
you one of the cones as a reward (yay).
1. Talk to man on northeast corner of intersection at Ryukyu and North Ryukyu,
first choice to help him out
2. Walk over to the family waiting near M-Store on Ryukyu without bumping
into people or cars, retrying with the top choice and 1,200 yen if needed
REWARD: 6-Scoop Ice Cream Cone, 3,000 experience

Love's Cupid Continues (Zoku Koi no Cupid)
TIME OF DAY: Any?
PREREQUISITES: Clear "A Family Full of Love" mission
STARTING POINT: Outside of Flawless Cabaret Club
If you go to Flawless in First Town, you'll see that drippy kid from the first
"Cupid" mission--but he's in some crazy get-up.
Talk to him, and he'll recognize you, then say that while he did get a date
with that girl at the Smile Burger, she never returns his calls. So, he's given
up on her.
Now, he's smitten with some cabaret club girl. He runs off behind a nearby
car to watch for her, so, go talk to him again. He's hoping he can see her
after she gets off work.
Suddenly, here she comes. Just so you know, the conversation changes depend-
ing on whether or not you've already romanced this girl, Tsuchiya Mika, in the
club.
Either way, she ends up hitting on Kiryuu and thinking the kid is your son,
or something.
That causes the boy to run off all broken-hearted, the idjit.
1. Talk to boy outside of Flawless
2. Talk to boy behind car near Flawless
REWARD: 2,000 experience

Find the Shisa (Shi-sa- wo Sagase)
TIME OF DAY: Any
PREREQUISITES: Clear "Love's Cupid Continues"
STARTING POINT: Just west of the entrance to Kariyushi Arcade on Ryukyu Street
There's a couple standing just west of the entrance to the Kariyushi Arcade on
Ryukyu Street's southern side. Talk to them.
It seems they're looking for a certain shisa statue. Shisa are these good
luck creatures, kind of like the Chinese guardian fu dog statues you sometimes
find outside houses or businesses. They come in pairs, usually one with an
open mouth, and one with a shut mouth.
Anyway, they show you a photo, and want you to find that shisa statue.
They're in Okinawa on travel and want to buy it as a keepsake. As you see shisa
statues around town, you can examine them with the Circle button, and Kiryuu
will call them over.
The statue in question is up at the dead end to the east of Flawless, on the
ground, on the north side of the street. As you come close, Kiryuu will notice
it...walk up to it and hit the Circle button to call the couple over.
They wanted a pair, but they've at least found that one. So, the decide to go
in and ask the building's owner if they can buy it, and then their little house
will be peaceful.
But then the woman hints that she might be pregnant, and they may be getting
an addition to their little household.
1. Talk to couple near entrance to Kariyushi Arcade from Ryukyu Street
2. Go examine the shisa statue on the ground at the end of the dead-end street
running east from Flawless
REWARD: 50,000 yen, 3,000 experience

Love's Cupid Continues Again (Zokuzoku Koi no Cupid)
TIME OF DAY: Any
PREREQUISITES: Clear "Find the Shisa" mission
STARTING POINT: At the Morninglory's gate
The kid's back--this time, standing right at the entrance to the Morninglory.
You don't even have to talk to him; he'll automatically call out to you.
He keeps calling you "sensei" ("teacher"). He says that he's really trying
hard, although he still doesn't have the nerve to ask girls out or to profess
his feelings (protip: you don't need to officially 'profess' your feelings to
girls, or anything--that only happens in movies and stuff and should be avoided
in reality until you've been going out for a while).
Anyway, he's come for your advice on how to talk to women. He asks you to
go with him to the beach.
Any choice you make is actually gonna have the same result here. Just so you
know, he seems to have his eye on Haruka this time. The dialogue obviously
changes on how you approach it and what you say. Usually, it ends up with him
being seen as some kid again--not as a love prospect.
Just so you know, the three choices you get are to tell him to talk to her
directly, that he goes from crush to crush too easily, and to ask him to refrain
from Haruka.
In the end, he'll run off, hurt and cursing at you (big surprise!).
1. Go to the gate at Morninglory
2. Answer whichever dialogue choice you choose
REWARD: 2,000 experience

Find the Purse-Snatcher (Hittakurihan wo Sagase)
TIME OF DAY: Any?
PREREQUISITES: Clear "The Brewer's Treasure"
STARTING LOCATION: The corner of Kariyushi arcade and the market area
As you turn the corner from Kariyushi Arcade to the market, a guy snatches a
woman's handbag and runs into the market. Follow him with the top choice into
the market, or call the police with the bottom choice.
If you followed him, he'll be at the bottom right-hand corner of the map (near
the service doors to the left as you enter, all the way in the back). Talk to
him to solve the case...it turns out, he's her grandson. What a dope.
If you chose to call, she'll say it's probably her grandson, and that she
doesn't want you to call the police. She doesn't want him going to jail, after
all!
She's pretty sure he's hiding back in the little shortcut behind the Blue Seal
Parlor (the one that connects Ryukyu Street to First Town). So...go get him!
This choice is better, because you'll have to beat him up.
Either way, you get the same reward.
1. See purse-snatcher near the market
2. Choose to follow him, find him in the market's first floor in the back, talk
to him
3. Choose to call the police, run to the little area behind Blue Seal, talk to
him, beat him
REWARD: 3,000 yen, 3,000 experience

Dirty Money and the Debtor pt. 1 (Yami Kinyuu to Shakkin Otoko Dai 1 Hanashi)
TIME OF DAY: Any
PREREQUISITES: None
STARTING POINT: West bridge over Kubochi River
There's a man balancing on the rail of the west brodge over the Kubochi River
(near Aqua Sky). Talk to him, and choose the top choice to stop him from
jumping.
This initiates a dialogue where he explains that he has a lot of debts, and
he's had to go to a loan shark. He's decided the only way to pay it back will
be to commit suicide for his life insurance payment. Kiryuu says that's not
possible; they don't pay on suicides right after you take out a policy.
It doesn't matter how you respond after that; both reponses will get you a
"complete."
1. Talk to man balancing on railing at bridge near Aqua Sky, choose top choice
2. Chose either option
REWARD: Staminan Royale, 2,000 experience

The Man Who Wanted A Sea Bream (Tai ga Hoshikatta Otoko)
TIME OF DAY: Any
PREREQUISITES: Finish mission "Dirty Money and the Debtor 1"
STARTING POINT: Uonawa (fish shop on Municipal Market's 1st floor)
Go to the first floor of the market, to the back, to Uonawa, the fish vendor
you can go to buy bait (and also the guy you sell your catch to after the fish-
ing mini-game). He's apologizing to some guy. Talk to him.
It seems the guy placed an order over a month ago for some sea bream, which
is eaten for celebrations and such in Japan. Kiryuu wants to shop, and the guy
recognizes you as the one who helped out Nakahara. When Kiryuu asks what the
problem is, he explains that the Ryukyu Sea Bream the guy ordered was sold to
a sushi restaurant instead.
He'll give you 200,000 yen to go to the sushi restaurant, Sansui ("Mountains
and Rivers"), and buy it back. Choose the top option to agree.
Sansui is located in First Town, just north of the South Island Cabaret Club
(across from Aqua Sky). The owner is standing around outside--talk to him.
You have two options here. He will sell the bream back--but for 300,000 yen,
so, you'll lose 100,000 yen. That's the first option.
The second option is to give him a different fish in its place. You'll have
to give him a tuna (maguro) in that event...which is the hardest fish to catch
in the fishing mini-game.
Either of those two will work, and he'll give you the sea bream. You'll
probably feel more macho going and fishing your own tuna, but, it is kinda time
consuming.
Anyway, once you have the sea bream, go back to Uonawa and talk to them to
hand it over. The top choice will talk about the sea bream, then the next
set of options, the first choice is to tell them it took 300,000 yen, while the
bottom is to just let it go. Choose the bottom choice.
1. Go to Uonawa on the first floor of the Municipal Market, talk to shop owner,
choose top choice to agree
2. Talk to owner of Sansui just north of South Island Cabaret Club, top choice
to buy bream and lose 100,000 yen in the deal or second choice to give him a
tuna
3. Return to Uonawa with the sea bream, top choice, bottom choice to let it go
without collecting 300,000 yen
REWARD: Silver Plate, 5,000 experience

Dirty Money and the Debtor pt. 2 (Yami Kinyuu to Shakkin Otoko Dai 2 Hanashi)
TIME OF DAY: Any
PREREQUISITES: Clear mission "The Man Who Wanted A Sea Bream"
STARTING POINT: Bridge near Aqua Sky
The man's back on the railing, ready to jump again. Talk to him again.
He explains that he talked to a lawyer about how he needed the money to go
play around and gamble and stuff, and, the lawyer just gave him a lecture. So,
Kiryuu tells him that suicide isn't the answer, and again, whichever choice you
make in the dialogue will clear the mission, and calm the guy down.
1. Talk to guy balancing on rail of bridge near Aqua Sky
2. Choose either option
REWARD: Staminan Royale, 2,000 experience

The Fall Guy Strikes Back (Butsukaru Otoko no Gyakushuu)
TIME OF DAY: Any
PREREQUISITES: Clear mission "The Rose Balsam Song"
STARTING POINT: Along North Ryukyu, past monorail station
Across the bridge at the Kubochi River, near the Monorail Station, heading north
to First Town, the punks pulling the "you've hurt me" scam are walking around
again--with more tough guys. Bump into them again.
Once again, he falls down, and once again, how much money you get from this
deterimines how much you'll get (if any). If you refuse to pay with the top
choice, you get 50,000 yen, if you can afford it and choose the middle choice to
give 1,000,000 yen (holy cow!), you get 1,100,000 yen back for a net profit of
100,000 yen, and if you pay 100,000 yen, you...lose 100,000 yen.
All three outcomes result in clearing the mission, but the first two have
battles. I don't know why you'd want to, but,